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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Frame
C C P C C P Alliance
2288
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Posted - 2014.03.05 10:20:00 -
[1] - Quote
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!
CCP Frame
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ChromeBreaker
SVER True Blood General Tso's Alliance
1609
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Posted - 2014.03.05 10:22:00 -
[2] - Quote
First!!!!!!!!!
dem pistols that ion pistol looks like a beast lol
The answer is "ForgeGun"... doesnt matter what the question is...
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Galvan Nized
Deep Space Republic
754
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Posted - 2014.03.05 10:26:00 -
[3] - Quote
Oh god the end must be near they are actually releasing Dev Blogs. |
Mregomies
Beer For Evil Mercs
166
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Posted - 2014.03.05 10:27:00 -
[4] - Quote
mmmmm... more caldari stuff...
Suomi, Finland, PERKELE!
Logibro
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Lorhak Gannarsein
Science For Death
1901
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Posted - 2014.03.05 10:28:00 -
[5] - Quote
AR nerf makes it inferior to Magsec in nearly every way.
Calling it now.
MAGSEC 514
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Henry FitzEmpress
Carpenters United
89
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Posted - 2014.03.05 10:30:00 -
[6] - 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."
Assuming this is a typo and it's supposed to be "...you now carry two grenades instead of three." |
Vyzion Eyri
The Southern Legion League of Infamy
2258
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Posted - 2014.03.05 10:33:00 -
[7] - Quote
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.
"When nothing is going your way, go out of your way to do nothing."
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CCP Frame
C C P C C P Alliance
2289
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Posted - 2014.03.05 10:35:00 -
[8] - Quote
Henry FitzEmpress wrote:"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."
Assuming this is a typo and it's supposed to be "...you now carry two grenades instead of three." Yeah this is now fixed. Thanks for pointing it out! :)
CCP Frame
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Henry FitzEmpress
Carpenters United
89
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Posted - 2014.03.05 10:36:00 -
[9] - Quote
CCP Frame wrote:Henry FitzEmpress wrote:"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."
Assuming this is a typo and it's supposed to be "...you now carry two grenades instead of three." Yeah this is now fixed. Thanks for pointing it out! :) Cool, thanks for the quick reply.
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ads alt
DROID EXILES General Tso's Alliance
28
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Posted - 2014.03.05 10:40:00 -
[10] - Quote
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 cookie, 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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Sana Rayya
WASTELAND JUNK REMOVAL Top Men.
919
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Posted - 2014.03.05 10:42:00 -
[11] - Quote
Grenade nerf combined with nanohive nerf means 4 grenades per 48 cluster nanohive. I'm thinking that unpopped nanohives will be quite rare come 1.8. |
PEW JACKSON
Fatal Absolution General Tso's Alliance
228
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Posted - 2014.03.05 10:42:00 -
[12] - Quote
Now I can resume using a RR on my scout suit. Thank you for not super nerfing it. Unless LR becomes the range king.
Bolt Pistol seems awesome. ScRP will be my ole Bessy. Still going for Min Sentinel for 3 dmg mods + Boundless HMG.
Thanks CCP!!!!!
Dead on the ground.... Think I made a wrong turn :/
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KatanaPT
Tech Guard RISE of LEGION
521
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Posted - 2014.03.05 10:46:00 -
[13] - Quote
Magsec...hummm.... *facepalm*
Tech Guard Recruiting Spot
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KatanaPT
Tech Guard RISE of LEGION
523
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Posted - 2014.03.05 10:52:00 -
[14] - Quote
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.
Tech Guard Recruiting Spot
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SponkSponkSponk
The Southern Legion League of Infamy
675
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Posted - 2014.03.05 10:53:00 -
[15] - Quote
5% damage modules? That's a bold move. It will be considerably more difficult justifying the use of a slot for them.
Selling dust codes!
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KatanaPT
Tech Guard RISE of LEGION
523
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Posted - 2014.03.05 10:56:00 -
[16] - Quote
SponkSponkSponk wrote:5% damage modules? That's a bold move. It will be considerably more difficult justifying the use of a slot for them. I like it alot. Its my favorite part of the devblog, the days of the caldari logi with dmg mods are gone. (thankfully)
Tech Guard Recruiting Spot
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ads alt
DROID EXILES General Tso's Alliance
29
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Posted - 2014.03.05 10:58:00 -
[17] - Quote
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... |
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CCP Logibro
C C P C C P Alliance
5540
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Posted - 2014.03.05 11:00:00 -
[18] - Quote
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.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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KatanaPT
Tech Guard RISE of LEGION
525
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Posted - 2014.03.05 11:01:00 -
[19] - Quote
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...
My bad then, gonna edit it out, thank you. But it still worries me.
Tech Guard Recruiting Spot
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KatanaPT
Tech Guard RISE of LEGION
525
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Posted - 2014.03.05 11:01:00 -
[20] - Quote
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
Tech Guard Recruiting Spot
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KingBabar
The Rainbow Effect Negative-Feedback
1951
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Posted - 2014.03.05 11:02:00 -
[21] - Quote
158,5 SPLASH damage on the MDs?
No this will not turn Dust back to a spam fest, again
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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shaman oga
Nexus Balusa Horizon
1721
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Posted - 2014.03.05 11:03:00 -
[22] - Quote
I'm excited for the STD weapons variants! Finally i will be able to create cheap fit with the weapons that i like most. I hope you will add STD version of all the weapons variants, like STD assault CR, STD tac AR and so on...
1.8 it's so secret that nobody know what will be in it, even after patch notes...
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Lorhak Gannarsein
Science For Death
1906
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Posted - 2014.03.05 11:05:00 -
[23] - Quote
KatanaPT wrote: the days of the caldari logianyone with dmg mods are gone. (thankfully)
At the cost of fitting versatility.
Every single Gal/Amarr Medium suit in the game will now have 218 more shields than base.
Because there is literally nothing else worth putting there.
GG CCP.
So I'll be running a dual Magsec heavy, I guess.
Probably Gallente or Caldari.
Forge on for great justice!
Defend the meek! Destroy the weak!
Q-sync breaches into the rectum of everyone else!
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Garth Mandra
The Southern Legion League of Infamy
343
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Posted - 2014.03.05 11:05:00 -
[24] - Quote
Can we have details on the laser changes please? Specifically the new ranges and how short ranged damage has changed. |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
710
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Posted - 2014.03.05 11:12:00 -
[25] - Quote
Yeah the magsec is more powerful than the assault rifle... was this intentional? |
SponkSponkSponk
The Southern Legion League of Infamy
676
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Posted - 2014.03.05 11:15:00 -
[26] - Quote
Justicar Karnellia wrote:Yeah the magsec is more powerful than the assault rifle... was this intentional?
Well, it is Caldari, that's worth an extra 10% DPS right there.
Selling dust codes!
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bamboo x
Eternal Beings Proficiency V.
124
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Posted - 2014.03.05 11:17:00 -
[27] - Quote
I am happy to see the overused light weapons finally receiving a balance, hopefully it will turn out this way, I really dislike the FOTM trend.
However I'm concerned that shield-based weapons will ultimately be inferior, unless shield-based suits are more balanced (stronger) against armor-based suits than they are now.
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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bamboo x
Eternal Beings Proficiency V.
124
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Posted - 2014.03.05 11:18:00 -
[28] - Quote
Lorhak Gannarsein wrote:KatanaPT wrote: the days of the caldari logianyone with dmg mods are gone. (thankfully) At the cost of fitting versatility. Every single Gal/Amarr Medium suit in the game will now have 218 more shields than base. Because there is literally nothing else worth putting there. GG CCP. So I'll be running a dual Magsec heavy, I guess. Probably Gallente or Caldari.
I disagree. First of all this will make my fear of Commandos with Thales's a little less scary. More importantly shields need a buff in any way they can get it.
bamboo x (Federation Specialist Duvolle Assault Rifle) you
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Lorhak Gannarsein
Science For Death
1909
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Posted - 2014.03.05 11:19:00 -
[29] - Quote
SponkSponkSponk wrote:Justicar Karnellia wrote:Yeah the magsec is more powerful than the assault rifle... was this intentional? Well, it is Caldari, that's worth an extra 10% DPS right there.
Don't forget the 30% range over the nearest competitor!
EDIT: or 60%, in the case of the Magsec.
MD/MSMG 514
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Rabbit C515
Die Valkyrja Renegade Alliance
9
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Posted - 2014.03.05 11:21:00 -
[30] - Quote
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? |
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ads alt
DROID EXILES General Tso's Alliance
30
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Posted - 2014.03.05 11:24:00 -
[31] - 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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Mossellia Delt
Militaires Sans Jeux
984
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Posted - 2014.03.05 11:24:00 -
[32] - Quote
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.
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Ferocitan
WASTELAND JUNK REMOVAL Top Men.
97
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Posted - 2014.03.05 11:24:00 -
[33] - Quote
I agree with most changes, but not the Massdriver. |
Ferocitan
WASTELAND JUNK REMOVAL Top Men.
97
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Posted - 2014.03.05 11:25:00 -
[34] - Quote
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?
More like
hold the trigger > 0.25s > pew > 0.4s > pew > 0.4s > pew > 0.4s > pew > ... reload. |
Slash Phage
United Pwnage Service RISE of LEGION
17
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Posted - 2014.03.05 11:25:00 -
[35] - Quote
MagSec with silencer?! :drool: |
Cody Sietz
Bullet Cluster Legacy Rising
2510
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Posted - 2014.03.05 11:26:00 -
[36] - Quote
The Ion pistol!?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Keri Starlight
0uter.Heaven
2704
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Posted - 2014.03.05 11:26:00 -
[37] - Quote
Because nerfing the already obsolete AR variants (Burst-Breach-Tac) was ABSOLUTELY necessary!!!
LOLOLOLOLOLOL
"I load my gun with love instead of bullets"
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
993
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Posted - 2014.03.05 11:27:00 -
[38] - Quote
Looks pretty nice!
DUSTBoard
DUSTSearch
DUST Server Status
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Ferocitan
WASTELAND JUNK REMOVAL Top Men.
98
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Posted - 2014.03.05 11:31:00 -
[39] - Quote
Keri Starlight wrote:Because nerfing the already obsolete AR variants (Burst-Breach-Tac) was ABSOLUTELY necessary!!!
LOLOLOLOLOLOL
you ambush someone with AR. all other rifles turn around and kill you before you kill them :D |
Mordecai Sanguine
What The French Red Whines
476
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Posted - 2014.03.05 11:31:00 -
[40] - Quote
Review :
I don't really read all the numbers of the three new secondary weapons, i just hope Caldari Tech DON'T have the same DPS thant the others, ranged weapons should have a lower DPS since they have more range. "They have less RoF" => If at the end they have the same DPS then RoF don't really count.
I've seen the nerf of all "OP" weapons, nice job. Hard nerf for RR and CR (They deserved it.) Soft nerf for ScR and AR. => Really Nice
Nerf of damagers => Nice, people don't understand than now their "proficiency" has gone, it's the ONLY way to increase firepower, so 5% is HIIIIIIGH. Since there's no other Passive skills to increase raw damage (Exepting Commandos which makes them REALLY intresting for 1.8)
NOW the huge problem.
1- Mass Driver Buff, WHAT THE HELL ?????? It seems CCP forgot they were totally OP before hit detection issues and was not nerfed. They were underdog ONLY when facing Rifles. Now that Rifles are nerfed WHY did they get buffed ????? Turn back CCP before it's too late. I'm an Mass driver user since Chromosome. This is will be the begin of HELL.
2- Proficiency that affect Armor and Shield, okay nice seems a good idea BUT it's absolutely NOT balanced !!!!!!!!!! I mean shield is rarely over 400ehp. Extender re way lower than Armor plates. While armor is about 1000ehp. Giving bonus to armor piercing means giving a damage boost to kill 1000ehp. Giving a bonus to kill shield means a bonus for ONLY 400ehp.....
For an Anti-armor weapons it's really easy to cut down the shield since they are pretty low and then TOTALLY destroy the armor with their heavy bonus to armor.
For an Anti-Shield Weapons, they will destroy the shield easily but...THEN ? There's still 80% of the target ehp. And they receive high penality to cut down these armor ehp....
Anti-Shield weapons will become totally useless and totally less powerful overall exepting against Caldari. => AR / SCR / LR....... But a flux would do the same afterall since you can't dodge it.
Anyway GREAT Dev blog and overall really good things. (Could we have the range numbers, a graphic for Laser Rifles range please ?) |
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Kaughst
Nyain San Renegade Alliance
218
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Posted - 2014.03.05 11:34:00 -
[41] - Quote
Do you ever plan to increase the ammo capacity with the MD? The ammo count has always been subpar and the nano hive nerf still presents a problem to it in 1.8.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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Summer Sault
Molon Labe. General Tso's Alliance
49
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Posted - 2014.03.05 11:35:00 -
[42] - Quote
Yes, Information! Happy merc here. I would be happier if you actually gave all the information. And a costumer that feels he/ she could have been happier..... well... Let's not get into that. I've got a couple of questions. More about CCP than the blog, they are inspired by "the blog" though.
Why would you release a "full" statistics spreadsheet regarding the new sidearms but not include the other sidearms?
Why would you release a difference spreadsheet for the light weaponry and then not do that for the massdriver?
Why are there differences listed for the laser rifle but no stats given like there are for the massdriver?
Why is there no justification given for the changes? Also known as: Why do you feel this change is needed?
For example: the completely random change in grenade ammunition. A merc could assume this is to combat the grenade spammers. The way I understand grenade spam it requires standing on a hive and throwing grenades until the hive runs out or the enemy doesn't spawn in anymore. This doesn't really get affected by grenades carried.
Apart from these questions I am happy that there is some progress being shown. Keep at it!
Cheers.
Hello, Worlds!
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Medic 1879
Forsaken Immortals Top Men.
1815
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Posted - 2014.03.05 11:41:00 -
[43] - Quote
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.
Lead Diplomat for Forsaken Immortals.
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SponkSponkSponk
The Southern Legion League of Infamy
677
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Posted - 2014.03.05 11:41:00 -
[44] - Quote
Kaughst wrote:Do you ever plan to increase the ammo capacity with the MD? The ammo count has always been subpar and the nano hive nerf still presents a problem to it in 1.8.
That is the only thing that even pretends to keep the mass driver in check, come 1.8.
Selling dust codes!
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Mordecai Sanguine
What The French Red Whines
476
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Posted - 2014.03.05 11:43:00 -
[45] - Quote
Kaughst wrote:Do you ever plan to increase the ammo capacity with the MD? The ammo count has always been subpar and the nano hive nerf still presents a problem to it in 1.8.
Since it's more powerful , it needs less ammo to kill. So inderictely (I'm not an English native user...Sorry.) it's a buff to ammo capacity. And there's skills to increase ammo capacity, use it. it's 1 ammo per level. Making my mass driver carrying more than 17 ammo. (These are grenades you can't carry 80000 grenades you know.....
Oh and people seems to forgot MD was TOTALLY OP. And became underdog ONLY when facing rifles.
Now that Rifles have been nerfed, MD is like before in the old time of Spamful MD. They REALLY don't need a buff for ammo capacity. |
Mordecai Sanguine
What The French Red Whines
476
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Posted - 2014.03.05 11:45:00 -
[46] - Quote
Medic 1879 wrote:Pretty concerned about the grenade nerf to be honest, I am currently seeing allot of heavies driving round in LAV's jumping out a few feet away from people and trying to kill them then jumping back in and driving off. Currently with the speed of LAV's and how bad swarms are, swarms are no good at taking them out (if they bother to fit the LAV) forgeguns can still hurt LAV's, Plasma cannons, well I can hit LAV's with them but its not particularly effective. So at the moment the best form of defense against a LAV is AV nades and it currently takes 3 packed ADV to take out one unfitted MLT LAV in 1.8 you will only be able to carry 2.
1.8 is going to be lots of heavies driving round in LAV's as the only thing that can really worry them is a tank.
I'll be in my Amarr Commando Suit burning them with my Laser Rifle / SCR swapping one to the other when close to Overhet *Mouahahha* |
The Terminator T-1000
Skynet Incorporated
169
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Posted - 2014.03.05 11:46:00 -
[47] - Quote
No buff to swarm launcher? No buffs to AV grenades? Any buffs to AV? What is the new effective range for the laser rifle? |
Atom Heart Mother
Nazionali Senza Filtro
112
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Posted - 2014.03.05 11:48:00 -
[48] - Quote
AR has become last of a choice when it used to be king of weapons once, I disagree such nerf and hope for a full respec at this point. |
Balamob
SVER True Blood General Tso's Alliance
2
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Posted - 2014.03.05 11:53:00 -
[49] - Quote
Mordecai Sanguine wrote:Review : I've seen the nerf of all "OP" weapons, nice job. Hard nerf for RR and CR (They deserved it.) Soft nerf for ScR and AR. => Really NiceNerf of damagers => Nice, people don't understand than now their "proficiency" has gone, it's the ONLY way to increase firepower, so 5% is HIIIIIIGH. Since there's no other Passive skills to increase raw damage (Exepting Commandos which makes them REALLY intresting for 1.8) NOW the huge problem.1- Mass Driver Buff, WHAT THE HELL ?????? It seems CCP forgot they were totally OP before hit detection issues and was not nerfed. They were underdog ONLY when facing Rifles. Now that Rifles are nerfed WHY did they get buffed ????? Turn back CCP before it's too late. I'm an Mass driver user since Chromosome. This is will be the begin of HELL. 2- Proficiency that affect Armor and Shield, okay nice seems a good idea BUT it's absolutely NOT balanced !!!!!!!!!! I mean shield is rarely over 400ehp. Extender re way lower than Armor plates. While armor is about 1000ehp. Giving bonus to armor piercing means giving a damage boost to kill 1000ehp. Giving a bonus to kill shield means a bonus for ONLY 400ehp..... For an Anti-armor weapons it's really easy to cut down the shield since they are pretty low and then TOTALLY destroy the armor with their heavy bonus to armor. For an Anti-Shield Weapons, they will destroy the shield easily but...THEN ? There's still 80% of the target ehp. And they receive high penality to cut down these armor ehp....Anti-Shield weapons will become totally useless and totally less powerful overall exepting against Caldari. => AR / SCR / LR....... But a flux would do the same afterall since you can't dodge it.)
agree with most things but now with this huge nerfs to damage (which seemed necesary), heavies gonna be godly. they r hard to kill on 1.7, but with the extra dmg reduction on 1.8, they r going to be a pain in the *****. Is like giving tanks a buff and a nerf to AV weapons, wait that alrdy happened -¼-¼.
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ChromeBreaker
SVER True Blood General Tso's Alliance
1610
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Posted - 2014.03.05 11:56:00 -
[50] - Quote
Can we get before and afters for the Massdrivers and Laser Rifles??
Pretty please
The answer is "ForgeGun"... doesnt matter what the question is...
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ROCKO THE HELLHOUND
Ultramarine Corp
9
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Posted - 2014.03.05 11:58:00 -
[51] - Quote
nerfing rifles while buffing MD's in the same update is a very dangerous move - in fact it is exactly the kind of move that produces FOTM-Spamfests over and over again.
have you at least COMPLETELY striped the MD's explosions of the side-effect of COMPLETELY disrupting rifle aiming at ranges of 40 meters and above, denying them any chance of firing back anywhere near efficient? i doubt it - new FOTM "confirmed"... - please listen to your community and exclude the MD-Buff from 1.8!
also - decreasing TTK is great, i fully support it - but with decreasing damage-per-shot without increasing clip-size, it just becomes more and more an un-stylish pain: when do you ever see someone reload or only head-shooting in a Sci-Fi movie? barely/ not enough damage-per-clip to kill tough ground-troopers with bodyshots alone opposes stylish, Sci-Fi gameplay... .
BTW - will my MLT Locus Grenades (/Blueprint) have it's carrying capacity reduced to 1 now? it already has higher (PG) fitting-requirements than my ADV M1's... - please consider info/ changes here. |
Mordecai Sanguine
What The French Red Whines
478
|
Posted - 2014.03.05 12:03:00 -
[52] - Quote
Balamob wrote:Mordecai Sanguine wrote:Review : I've seen the nerf of all "OP" weapons, nice job. Hard nerf for RR and CR (They deserved it.) Soft nerf for ScR and AR. => Really NiceNerf of damagers => Nice, people don't understand than now their "proficiency" has gone, it's the ONLY way to increase firepower, so 5% is HIIIIIIGH. Since there's no other Passive skills to increase raw damage (Exepting Commandos which makes them REALLY intresting for 1.8) NOW the huge problem.1- Mass Driver Buff, WHAT THE HELL ?????? It seems CCP forgot they were totally OP before hit detection issues and was not nerfed. They were underdog ONLY when facing Rifles. Now that Rifles are nerfed WHY did they get buffed ????? Turn back CCP before it's too late. I'm an Mass driver user since Chromosome. This is will be the begin of HELL. 2- Proficiency that affect Armor and Shield, okay nice seems a good idea BUT it's absolutely NOT balanced !!!!!!!!!! I mean shield is rarely over 400ehp. Extender re way lower than Armor plates. While armor is about 1000ehp. Giving bonus to armor piercing means giving a damage boost to kill 1000ehp. Giving a bonus to kill shield means a bonus for ONLY 400ehp..... For an Anti-armor weapons it's really easy to cut down the shield since they are pretty low and then TOTALLY destroy the armor with their heavy bonus to armor. For an Anti-Shield Weapons, they will destroy the shield easily but...THEN ? There's still 80% of the target ehp. And they receive high penality to cut down these armor ehp....Anti-Shield weapons will become totally useless and totally less powerful overall exepting against Caldari. => AR / SCR / LR....... But a flux would do the same afterall since you can't dodge it.) agree with most things but now with this huge nerfs to damage (which seemed necesary), heavies gonna be godly. they r hard to kill on 1.7, but with the extra dmg reduction on 1.8, they r going to be a pain in the *****. Is like giving tanks a buff and a nerf to AV weapons, wait that alrdy happened -¼-¼.
Which seems totally Logic.
Assaults are frontline soldiers, able to move quickly, use their weapons better , quick "surprise" attacks and ambush. All around soldiers. (Not Jack of all trades !)
Logi are here to help their teamates. Medical / Engineer / Support / Tactical unit
Heavy are the ultimate AV / average Anti-infantry unit , but can be easily be trapped with his poor mobility and big scan profile. Logi dependant. Turret Unit *You shall not Pass !!!*
Commandos seems to be the anti-Heavy, bigger DPS , bigger mobility , they are an Heavy but...better (but lower health.) Like Big Daddy and Big sisters in Bioshock. Weapon Master Unit, Heavy chasing unit.
Scouts are specialized into ambush gameplay style , average DPS but HIGH Burst damage but low ehp and teribly squishy (Nukers in League of Legend). They are sent in frontline , prepare the ground take the advantage about objectives before the arrival of ennemis / can set traps with remotes. Special forces units
Better vision of the several types of gameplay in Dust 514 ? |
Mossellia Delt
Militaires Sans Jeux
992
|
Posted - 2014.03.05 12:03:00 -
[53] - Quote
ROCKO THE HELLHOUND wrote:nerfing rifles while buffing MD's in the same update is a very dangerous move - in fact it is exactly the kind of move that produces FOTM-Spamfests over and over again.
have you at least COMPLETELY striped the MD's explosions of the side-effect of COMPLETELY disrupting rifle aiming at ranges of 40 meters and above, denying them any chance of firing back anywhere near efficient? i doubt it - new FOTM "confirmed"... - please listen to your community and exclude the MD-Buff from 1.8!
also - decreasing TTK is great, i fully support it - but with decreasing damage-per-shot without increasing clip-size, it just becomes more and more an un-stylish pain: when do you ever see someone reload or only head-shooting in a Sci-Fi movie? barely/ not enough damage-per-clip to kill tough ground-troopers with bodyshots alone opposes stylish, Sci-Fi gameplay... .
BTW - will my MLT Locus Grenades (/Blueprint) have it's carrying capacity reduced to 1 now? it already has higher (PG) fitting-requirements than my ADV M1's... - please consider info/ changes here.
MD won't be fotm. With heavies running around with their reduction to splash damage
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Kaughst
Nyain San Renegade Alliance
219
|
Posted - 2014.03.05 12:10:00 -
[54] - Quote
Mordecai Sanguine wrote:Kaughst wrote:Do you ever plan to increase the ammo capacity with the MD? The ammo count has always been subpar and the nano hive nerf still presents a problem to it in 1.8. Since it's more powerful , it needs less ammo to kill. So inderictely (I'm not an English native user...Sorry.) it's a buff to ammo capacity. And there's skills to increase ammo capacity, use it. it's 1 ammo per level. Making my mass driver carrying more than 17 ammo. (These are grenades you can't carry 80000 grenades you know..... Oh and people seems to forgot MD was TOTALLY OP. And became underdog ONLY when facing rifles. Now that Rifles have been nerfed, MD is like before in the old time of Spamful MD. They REALLY don't need a buff for ammo capacity.
I do not think you are right, the dam. increase is making up for the prof. nerf as the 10% on it is practically half or more than the damage increase and does not leave alot of room for saying that it makes it stronger than the rifles or other weapons even by the current 1.7 standards.
'Oh and people seems to forgot MD was TOTALLY OP. And became underdog ONLY when facing rifles.'
This seems very hard to believe, the Assault MD is the only weapon I know at the moment that is potentially unbalanced if you happen to stack dam. mods which are also being nerfed.
Also to stay on topic...I have found that resupplying a MD on lower tier nano hives takes more nanite supply than a conventional rifle does, I hope that is also changed so that the ammo takes as much as a LR or AR does.
"That is not how you say my name."
"How do you say your name?"
"I don't know but that is not how you say it."
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SponkSponkSponk
The Southern Legion League of Infamy
678
|
Posted - 2014.03.05 12:12:00 -
[55] - Quote
ChromeBreaker wrote:Can we get before and afters for the Massdrivers and Laser Rifles?? Pretty please
Let's just say that standard mass drivers will now do more damage than the Freedom MasS Driver does now.
Selling dust codes!
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1857
|
Posted - 2014.03.05 12:17:00 -
[56] - Quote
bamboo x wrote:However I'm concerned that shield-based weapons will ultimately be inferior, unless shield-based suits are more balanced (stronger) against armor-based suits than they are now.
Currently everybody is dual tanking anyways. Because there is literally no real possibility to create a viable armor tank at all. No armor modules for high slots. If anything shield suits are better than armor suits.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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ROCKO THE HELLHOUND
Ultramarine Corp
9
|
Posted - 2014.03.05 12:20:00 -
[57] - Quote
Mossellia Delt wrote:ROCKO THE HELLHOUND wrote:nerfing rifles while buffing MD's in the same update is a very dangerous move - in fact it is exactly the kind of move that produces FOTM-Spamfests over and over again.
have you at least COMPLETELY striped the MD's explosions of the side-effect of COMPLETELY disrupting rifle aiming at ranges of 40 meters and above, denying them any chance of firing back anywhere near efficient? i doubt it - new FOTM "confirmed"... - please listen to your community and exclude the MD-Buff from 1.8!
also - decreasing TTK is great, i fully support it - but with decreasing damage-per-shot without increasing clip-size, it just becomes more and more an un-stylish pain: when do you ever see someone reload or only head-shooting in a Sci-Fi movie? barely/ not enough damage-per-clip to kill tough ground-troopers with bodyshots alone opposes stylish, Sci-Fi gameplay... .
BTW - will my MLT Locus Grenades (/Blueprint) have it's carrying capacity reduced to 1 now? it already has higher (PG) fitting-requirements than my ADV M1's... - please consider info/ changes here. MD won't be fotm. With heavies running around with their reduction to splash damage
then Heavy's with MD's and one of the new sidearms lol!
no, really - since rather squishy scouts are coming in bigtime as well and that the Light-, & Medium-Frames will still be the most-used ones, i am very certain about MD + new sidearm combo will be FOTM if they do not exclude the MD-Buff from 1.8 (which of course they won't - since they would never listen to us without months of considerations anyway i am afraid...). |
Obodiah Garro
Tech Guard RISE of LEGION
725
|
Posted - 2014.03.05 12:22:00 -
[58] - Quote
Very nice changes, gotta hand it to CCP for getting something right.
However 3 things will quickly become very apparent :-
ScR will still be mercilessly OP
Sniper rifles have been stealth nerfed hugely (but who really cares on this eh? )
MD may end up becoming FOTM, especially as secondary weapon on commandos (ScR + MD) will become unparreled monsters.
Still, good job I like these changes
Nemo me impune lacessit
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
831
|
Posted - 2014.03.05 12:26:00 -
[59] - Quote
There is so much wrong with this. For instance:
1. MD gets 15-25% damage buff while rifles get 10-15% nerfs, guaranteeing explosive spam, something everyone agrees is absolutely horrible.
2. There is virtually no DPS or range difference between Magsec SMG and AR, but the Magsec is a sidearm.
3. There is virtually no DPS difference between Magsec SMG and SMG, but the Magsec has far longer range.
4. The AR gets nerfed more than the ScR and the assault CR, when the AR is already weaker than them.
5. And the most inexplicable of all, the breach, tactical, and burst ARs get 12% nerfs, when they're already terrible. |
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
180
|
Posted - 2014.03.05 12:26:00 -
[60] - Quote
ChribbaX wrote:Looks pretty nice, except swarms still feel kinda useless...
This worries me too. Proto swarms were still occasionally viable, but pretty much needed stacked damage mods. If damage mods are getting gutted, swarms need to come waaaayyy back up. |
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M Zwei
Nyain San Renegade Alliance
22
|
Posted - 2014.03.05 12:27:00 -
[61] - Quote
how about the CPU/PG of damage modifiers ? after the huge nerf of bonus of damage modifiers, would the fitting cost be reduced? |
Kovinis Sparagas
Bullet Cluster Legacy Rising
145
|
Posted - 2014.03.05 12:33:00 -
[62] - Quote
wow, dev blog! so excited! It was very fun to read! Good work CCP!
Just was a little disappointed, that Assault Riffle wasn't renamed to Plasma Rifle or something like that, and made Assault Rifle the name of weapon type. So in market you could go weapons -> light weapons -> assault rifles -> Rail rifle / Combat Rifle / Plasma Rifle / Scrambler Rifle
And why still Gallente weapon don't have overheat?
And now when we will have all pistols. maybe we could make starter fits with racial weapons? Pretty please
I support BPO removal;
RDV to take your vehicles back;
and racial weapons on starter fits
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Floyd20 Azizora
L.O.T.I.S. D.E.F.I.A.N.C.E
21
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Posted - 2014.03.05 12:37:00 -
[63] - Quote
are there plans to give armor tanks something for their high slots besides shield extenders and 1 damage mod in 1.8? and are you planning on changing any hp values from extenders and plates? |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
831
|
Posted - 2014.03.05 12:41:00 -
[64] - Quote
CCP's take on the current vehicle/infantry 'balance':
AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty! |
Mossellia Delt
Militaires Sans Jeux
993
|
Posted - 2014.03.05 12:45:00 -
[65] - Quote
Ryme Intrinseca wrote:CCP's take on the current vehicle/infantry 'balance': AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty!
Av nades shouldnt be your go to av, they should be the finisher after using real av gear
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
831
|
Posted - 2014.03.05 12:48:00 -
[66] - Quote
Mossellia Delt wrote:Ryme Intrinseca wrote:CCP's take on the current vehicle/infantry 'balance': AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty! Av nades shouldnt be your go to av, they should be the finisher after using real av gear Shame the real gear is almost useless as it is and is getting nerfed even further into the ground. |
Mossellia Delt
Militaires Sans Jeux
993
|
Posted - 2014.03.05 12:50:00 -
[67] - Quote
Ryme Intrinseca wrote:Mossellia Delt wrote:Ryme Intrinseca wrote:CCP's take on the current vehicle/infantry 'balance': AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty! Av nades shouldnt be your go to av, they should be the finisher after using real av gear Shame the real gear is almost useless as it is and is getting nerfed even further into the ground.
Two competent players working together using adv forge guns > any tank outside the redline currently
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Korvin Lomont
United Pwnage Service RISE of LEGION
641
|
Posted - 2014.03.05 12:53:00 -
[68] - Quote
Lorhak Gannarsein wrote:AR nerf makes it inferior to Magsec in nearly every way.
Calling it now.
MAGSEC 514
Yeah CCP really must hate the AR by now (or gallente Weapons in general), well now the AR is so bad that it gets outclassed by a sidearm
In addition one of the most OP weapons the SR (yeah I know overheating etc but still) gets nerfed less than the AR or more important the Tac AR . SO CCP why did you not remove the AR and all variants altogether???
Hmm the SG now becomes a damage boost to shields instead of the current RoF increase interesting...or a mistake?
And why the nerf for the SMG??? Now the SMG is clearly inferior to the MagSEC . And there is REALLY no reason to use the SMG less DPS, and less range????
And another nerf for AV??? As Tank Spam isn't bad enough
With this CCP solves none of the balancing issues instead they create even more .
The only good thing is TTK get slightly reduced |
Vapor Forseti
THE-TITANS
156
|
Posted - 2014.03.05 12:55:00 -
[69] - Quote
Call me ignorant, but what happened to the cloak? What about respecs?
>CCP Saberwing: "NERF EVERYTHING!!!"
THE-TITANS Director
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Mobius Wyvern
Ahrendee Mercenaries General Tso's Alliance
4693
|
Posted - 2014.03.05 12:56:00 -
[70] - Quote
KatanaPT wrote:CCP Logibro wrote:ads alt wrote:KatanaPT wrote:So... You nerfed almost all light weapons and the SMG and left the new sidearms with the same damage they had since they were introduced in another devblog a few months ago. I highly suggest you apply the same nerf to these new weapons or else Dust will indeed have another FOTM, in this case the Magsec, which is in almost everything superior to an light weapon. The magsec has less damage now than before this dev blog fyi... Correct. The Magsec when we originally posted it on the forums had more damage, but as part of the overall TTK reductions we lowered it's base damage a bit from 35 to 32. My excuses then, jumped to conclusions without facts :) Thank you for quick reply Everyone see this exchange?
This guy is what everyone here should act like. He made a mistake and he's graciously acknowledging that.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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CCP Logibro
C C P C C P Alliance
5542
|
Posted - 2014.03.05 12:57:00 -
[71] - Quote
Vapor Forseti wrote:Call me ignorant, but what happened to the cloak? What about respecs?
The Cloak is equipment, and we'll be talking about that in a later dev blog.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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D3LTA Blitzkrieg II
0uter.Heaven
91
|
Posted - 2014.03.05 12:58:00 -
[72] - Quote
SponkSponkSponk wrote:5% damage modules? That's a bold move. It will be considerably more difficult justifying the use of a slot for them.
7% damage mods seemed more appropriate |
SponkSponkSponk
The Southern Legion League of Infamy
679
|
Posted - 2014.03.05 13:08:00 -
[73] - Quote
D3LTA Blitzkrieg II wrote:SponkSponkSponk wrote:5% damage modules? That's a bold move. It will be considerably more difficult justifying the use of a slot for them. 7% damage mods seemed more appropriate
Yeah, was expecting 3/5/7 or 2.5/5/7.5
Selling dust codes!
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Aeon Amadi
Ancient Exiles. Renegade Alliance
5136
|
Posted - 2014.03.05 13:09:00 -
[74] - Quote
.... This is beyond disappointing. Even discouraging...
So, what's the premise in using the Assault Rifle anymore? It was already having problems competing with the power creep brought on by the other rifles and it got nerfed so hard that the Magsec SMG is a better rifle than it is
Then you have the Ion Pistol which hasn't had any changes made to it, so it still looks like more of a hassle to use than anything. What's the premise of having the lowest damage per round out of all the pistols when you have a charge up shot that, unless it kills the target (or god forbid you miss) you're going to be vulnerable for a few seconds from the seize up?
This doesn't make any sense, at the very least the Scrambler Rifle can perform very well of it's own volition without the necessity of a charge-up and it's bolstered by extensive range and a -huge- magazine capacity. The Ion Pistol having a twenty meter range and the lowest damage out of all the pistols just makes it a liability more than anything unless you get a head-shot, but to that extent... Why is Gallente tech being shoehorned into the role of skill-shot weaponry???
Overheat + CQC = NOT A GOOD COMBINATION. What is this obsession with Gallente being a purely skill shot race (Shotgun, Plasma Cannon and now the Ion Pistol)? What is this obsession with Caldari tech having the highest damage and the longest range...? Seriously, this doesn't look good.
EDIT: And on the topic of skill-shot the Gallente Assault, unless changed, is getting a reduction to dispersion... Which only really applies to the Assault Rifle and it's variants - but lower dispersion isn't always what you want in CQC. That's more of a Caldari role.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Oxskull Duncarino
0uter.Heaven
466
|
Posted - 2014.03.05 13:12:00 -
[75] - Quote
Mordecai Sanguine wrote:Balamob wrote:Mordecai Sanguine wrote:Review : I've seen the nerf of all "OP" weapons, nice job. Hard nerf for RR and CR (They deserved it.) Soft nerf for ScR and AR. => Really NiceNerf of damagers => Nice, people don't understand than now their "proficiency" has gone, it's the ONLY way to increase firepower, so 5% is HIIIIIIGH. Since there's no other Passive skills to increase raw damage (Exepting Commandos which makes them REALLY intresting for 1.8) NOW the huge problem.1- Mass Driver Buff, WHAT THE HELL ?????? It seems CCP forgot they were totally OP before hit detection issues and was not nerfed. They were underdog ONLY when facing Rifles. Now that Rifles are nerfed WHY did they get buffed ????? Turn back CCP before it's too late. I'm an Mass driver user since Chromosome. This is will be the begin of HELL. 2- Proficiency that affect Armor and Shield, okay nice seems a good idea BUT it's absolutely NOT balanced !!!!!!!!!! I mean shield is rarely over 400ehp. Extender re way lower than Armor plates. While armor is about 1000ehp. Giving bonus to armor piercing means giving a damage boost to kill 1000ehp. Giving a bonus to kill shield means a bonus for ONLY 400ehp..... For an Anti-armor weapons it's really easy to cut down the shield since they are pretty low and then TOTALLY destroy the armor with their heavy bonus to armor. For an Anti-Shield Weapons, they will destroy the shield easily but...THEN ? There's still 80% of the target ehp. And they receive high penality to cut down these armor ehp....Anti-Shield weapons will become totally useless and totally less powerful overall exepting against Caldari. => AR / SCR / LR....... But a flux would do the same afterall since you can't dodge it.) agree with most things but now with this huge nerfs to damage (which seemed necesary), heavies gonna be godly. they r hard to kill on 1.7, but with the extra dmg reduction on 1.8, they r going to be a pain in the *****. Is like giving tanks a buff and a nerf to AV weapons, wait that alrdy happened -¼-¼. Which seems totally Logic. Assaults are frontline soldiers, able to move quickly, use their weapons better , quick "surprise" attacks and ambush. All around soldiers. (Not Jack of all trades !) Logi are here to help their teamates. Medical / Engineer / Support / Tactical unitHeavy are the ultimate AV / average Anti-infantry unit , but can be easily be trapped with his poor mobility and big scan profile. Logi dependant. Turret Unit *You shall not Pass !!!*Commandos seems to be the anti-Heavy, bigger DPS , bigger mobility , they are an Heavy but...better (but lower health.) Like Big Daddy and Big sisters in Bioshock. Weapon Master Unit, Heavy chasing unit.Scouts are specialized into ambush gameplay style , average DPS but HIGH Burst damage but low ehp and teribly squishy (Nukers in League of Legend). They are sent in frontline , prepare the ground take the advantage about objectives before the arrival of ennemis / can set traps with remotes. Special forces units Better vision of the several types of gameplay in Dust 514 ? Nicely laid out. It'll be interesting to see how it all comes together in a few weeks. I really hope the commandos are as you've posted, but unfortunately I see sentinels doing the same job with massdriver, magsec, flux, and loads more eHP. Just a few more weeks to find out
By the way, you actually would be right in calling assaults jack of all trades. The full saying is "Jack of all trades, Master of none", exactly what the assault is, an all round skilled, non specialised unit. I'm not getting at ya as you have better English than alot of native English speakers I know |
Oxskull Duncarino
0uter.Heaven
466
|
Posted - 2014.03.05 13:14:00 -
[76] - Quote
Medic 1879 wrote:Pretty concerned about the grenade nerf to be honest, I am currently seeing allot of heavies driving round in LAV's jumping out a few feet away from people and trying to kill them then jumping back in and driving off. Currently with the speed of LAV's and how bad swarms are, swarms are no good at taking them out (if they bother to fit the LAV) forgeguns can still hurt LAV's, Plasma cannons, well I can hit LAV's with them but its not particularly effective. So at the moment the best form of defense against a LAV is AV nades and it currently takes 3 packed ADV to take out one unfitted MLT LAV in 1.8 you will only be able to carry 2.
1.8 is going to be lots of heavies driving round in LAV's as the only thing that can really worry them is a tank. I'm with ya. This is a big nurf to an already not great grenade. |
Drapedup Drippedout
0uter.Heaven
514
|
Posted - 2014.03.05 13:16:00 -
[77] - Quote
Did you reduce the fitting reqs on damage mods as well? Or will my BPO dmg mods be OP now?
Pro-fit Prophet
"Gimme yo lunch money"
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
712
|
Posted - 2014.03.05 13:17:00 -
[78] - Quote
D3LTA Blitzkrieg II wrote:SponkSponkSponk wrote:5% damage modules? That's a bold move. It will be considerably more difficult justifying the use of a slot for them. 7% damage mods seemed more appropriate
Yes I think instead of 3/4/5 the should've gone to 3/5/7... now there's not much advantage to modifiers and it's easier to just use shield extenders... which also reduces fitting diversity....
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1161
|
Posted - 2014.03.05 13:17:00 -
[79] - Quote
For the Ion Pistol, a fully charged shot seems to imply a guaranteed cooldown (so no build up, it's guaranteed overheat). Does that mean that a half charge does normal damage and accrues no buildup?
Additionally how much cooldown is there for a fully charged shot? Is that cooldown equal across all versions? |
Oxskull Duncarino
0uter.Heaven
467
|
Posted - 2014.03.05 13:21:00 -
[80] - Quote
Kovinis Sparagas wrote:wow, dev blog! so excited! It was very fun to read! Good work CCP! Just was a little disappointed, that Assault Riffle wasn't renamed to Plasma Rifle or something like that, and made Assault Rifle the name of weapon type. So in market you could go weapons -> light weapons -> assault rifles -> Rail rifle / Combat Rifle / Plasma Rifle / Scrambler Rifle And why still Gallente weapon don't have overheat? And now when we will have all pistols. maybe we could make starter fits with racial weapons? Pretty please Considering they still haven't stopped calling some full auto weapons semi auto, I think their plans for renaming/re describing gear etc., is fairly far down the list. It's a bad idea in my view as first impressions count for alot, and seeing as there are already enough hurdles in the way of new players, confusing them with bad terminology in descriptions and stats is something so easily fixed that I consider it idiot to not fix straight away. |
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Drapedup Drippedout
0uter.Heaven
515
|
Posted - 2014.03.05 13:24:00 -
[81] - Quote
Mossellia Delt wrote:Ryme Intrinseca wrote:CCP's take on the current vehicle/infantry 'balance': AV is OP! Nerf damage mods and AV weapon proficiency! 2 AV grenades is plenty! Av nades shouldnt be your go to av, they should be the finisher after using real av gear
Ok I know CCP is a bit lacking in terms of cognitive processing. But even I will give them the benefit of the doubt here. They are aware of tank spam being an issue and AV being UP. I expect to see some bigger changes in a devblog soonTM about vehicles. Such as only being able to fit 1 hardner, or a big time stacking penalty for the second. I doubt they made this change without considering the role of AV.
Side note....what about contact grenades? Do we get 2 of these now? 0? Unaffected? 1 contact grenade = 2 locus but < 3 locus
Pro-fit Prophet
"Gimme yo lunch money"
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1528
|
Posted - 2014.03.05 13:30:00 -
[82] - Quote
I can accept my AR getting a damage reduction along with the other rifles, but making the proficiency only good against shields hurts it just a little too much. Most suits have half as much shields as armor, so even though I'll have the same amount of time taking down shields, I will never be able to tear through armor like most other weapons. If this is the way you're going then armor plates need to return to their previous values, they were over buffed. I also think the damage mod nerf was a little much. 3/5/7 would have been more appropriate. At least remove the stacking penalty.
This is why it's so important that you bring all the proposed numbers to us ahead of time, we can't give you honest assessments without knowing the bigger picture and I fear 1.8 is going to be a mess, especially if you give out a respec (please don't). We still have the problem of long range weapons being more effective in short range than their counterparts. The Ion pistol still... looks like utter crap.
I appreciate the work that has been done and I thank you for finally releasing the devblog, but this is too much of a disappointment. Hopefully the other blogs make me a bit more optimistic.
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2217
|
Posted - 2014.03.05 13:32:00 -
[83] - Quote
Gotta go to work (damn you RL on a dev blog day!) so my quick thoughts:
1) Dmg mods are useless now. Should have gone 3/5/7 as someone else suggested. They aren't really any better than dual tanking now, so come 1.8 that's all anyone is going to do. At least it's a an easy hotfix if they decide to tweak it.
2) People are overreacting to the MD buff. Pretty sure they aren't planning on breaking hit detection on rifles again so they aren't going to be FOTM if you also consider the changes to nanohives.
3) lolCaldari master race, high DPS and high range. Still doesn't make sense. Any why did the RR not get nerfed harder than the others? (Maybe my maths are off but looks similar across the board)
4) I can not wait for the LR blog! (Wolfman?)
5) Is that a STD assault scrambler I see?
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
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Beren Hurin
Onslaught Inc RISE of LEGION
2131
|
Posted - 2014.03.05 13:34:00 -
[84] - Quote
Are state Kal Rail rifles supposed to have the same damage as the regular Kal ones? They have slightly higher.
Overall though, when you consider most people were running 2+ damage mods, the average DPS nerf hovers around 25% here. The balance point for rifle damage seems to be rifle damage would take over 75% to 85% accuracy over a full clip to take down a heavy of similar levels. STD (+ STD mods) vs. STD or PRO (max skills) vs. PRO.
IOW if you plan on soloing heavies in 1.8 you will likely be emptying a full clip and either be using a grenade and or a sidearm. |
jhon hartigan
Maphia Clan Corporation
104
|
Posted - 2014.03.05 13:35:00 -
[85] - Quote
Nerf heavies in some way or they are going to be the OPest thing ever!!! tons of hp, hmg not nerfed as other weapons, almost every weapon deal less dmg, they have resistance to dmg...how can they be balanced this way?? plz add again the slow rotation, I think this would balance them.
What do you think about that? how are you going to make them balanced? |
Kevall Longstride
DUST University Ivy League
1031
|
Posted - 2014.03.05 13:38:00 -
[86] - Quote
All in all a good set of stats here.
I'm particularly pleased about the nerf to damage mods as the jumps in damage output from each tier, has always been way too big. I would hope however that the CPU and PG requirements will remain the same. With the changes to the proficiency skills, the only way to increase raw DPS (other than suit bonuses such as the Commando) is going to be the DM's. Despite the nerf to output they should cost you a similar CPU and PG hit and have the stacking penalty still.
I've been saying for while now that the DM's should be dropped and replaced with damage type modifiers for going against shields or armour. So to have a nerf to DM's and have the weapon proficiency switch to a damage type bonus is a good compromise.
I do however share some of the concerns already expressed around the Mass Drivers buff when the rifles are getting a nerf. A potential FOTM scenario can be avoided with some careful reconsideration.
The downside to the DM's being nerfed is the problem of further nerfing the AV options. I'm sure there will be another blog addressing this as I'm sure it can't have escaped CCP's notice. I'd have AV weapons have a 20% increase in DM efficiency per level to make up for it. Which leads me to the grenades.
I'm happy about the reduction but only if it is applied to AP and flux grenades only. Unless the AV grenades get a significant damage increase, reducing them to two is just going to further increase the gap between the tank users and those meant to counter them.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
CPM1 candidate
|
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1162
|
Posted - 2014.03.05 13:39:00 -
[87] - Quote
In the dev blog the Ion Pistol is mentioned as having a higher ROF compared to the scrambler pistol. However the math implies (might have old data on scrambler pistol?) that the ROF is 375 rounds per minute where the scrambler is 400. (or in reverse, I have a listing for the scrambler of 400 RPM which 60 seconds divided by 400 rounds says 0.15 seconds for each shot to be fired where the Ion lists 0.16). Is the scrambler pistol taking a hit or is the Ion Pistol math off. |
Bear D'Grassi
Forsaken Immortals Top Men.
61
|
Posted - 2014.03.05 13:40:00 -
[88] - Quote
On the whole, suits me sir.
Do think I am going to have to retire the triple proto Dmg mod proto swarm launcher AV fit tho, I mean, what's the point now.
Forsaken Immortals, my zimmer frame please, its time to deploy!
|
Monkey MAC
Rough Riders..
2150
|
Posted - 2014.03.05 13:41:00 -
[89] - Quote
Loving the changes CCP, good work, I look forward to testing the new TTK, until then I will just say good job.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
|
D34NOS MAZDA
WASTELAND JUNK REMOVAL Top Men.
340
|
Posted - 2014.03.05 13:46:00 -
[90] - Quote
Can we have stats in an excel sheet if possible |
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Reav Hannari
Red Rock Outriders
3110
|
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
|
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
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
184
|
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
|
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
|
ads alt
DROID EXILES General Tso's Alliance
34
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Letscho007
Valor Coalition
1
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
SILVERBACK 02
SVER True Blood General Tso's Alliance
488
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1720
|
Posted - 2014.03.05 15:39:00 -
[121] - Quote
SponkSponkSponk wrote:Kaughst wrote:Do you ever plan to increase the ammo capacity with the MD? The ammo count has always been subpar and the nano hive nerf still presents a problem to it in 1.8. That is the only thing that even pretends to keep the mass driver in check, come 1.8. Yeah and coming fron Kaughst that's rich.
I support SP rollover.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9778
|
Posted - 2014.03.05 15:43:00 -
[122] - Quote
Indirect AV nerfs: damage mod nerf, grenades carried nerf (for flux and AV grenades). Was the grenade count reductipn 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 clase 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.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1360
|
Posted - 2014.03.05 15:43:00 -
[123] - 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.
No. Heavy HMG LAV combo sees scout or assault or logi in distance and assumes free killss Heavy jumps out of lav and HMG starts to.....
BUT!!! Two minutes before an RE trap was set!!
RE goes BOOM!! dead heavy and free lav after hacking.
Thats what I am going to do so yeah come and try your murder taxi on my scout with two equiment slots for re and RE F45..lol!!
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3717
|
Posted - 2014.03.05 15:46:00 -
[124] - Quote
Nice Shotgun Damage buff.
Dren and Templar equipment stats, wrong since release.
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lordjanuz
Norwegian Dust514 Corporation Top Men.
300
|
Posted - 2014.03.05 15:46:00 -
[125] - Quote
Great Dev Blog CCP , I am really looking forward to try them out and that this was the first blog is also great because we knew these weapons would come.
That makes me very exited what will come in the other Dev Blogs, this is good news.
hmmm wounded which of those weapons will work best on a scout with a cloak... |
IgniteableAura
Pro Hic Immortalis
635
|
Posted - 2014.03.05 15:47:00 -
[126] - Quote
+1 fine rifles are getting a decent nerf. +1 dmg mods getting a decent nerf +1 less nade spam +1 new weapons
-1 MagSec needs to be tweaked as already stated -1 please include all the stats of before/after of all weapons in one sheet....can be excel sheet we download like before
-1 nerfing underutilized weapons like the breach/burst AR. They should have avoided or taken a lesser nerf bat hit.
-0 no sure on dmg changes to shields vs armor. The fact that the pool for shield is so low, will "armor" based weapons still just cut through shields?
-0 only locus nades needed the nerf to capacity IMO, but I am withholding judgement until I can test in practice. (contact nades only get one, not good; AV nades only two, not good; flux nades already underutilized)
Im excited for 1.8 still.
PHI Recruitment
or PHIsh Tank in game
Youtube
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alten hilt
DUST University Ivy League
90
|
Posted - 2014.03.05 15:51:00 -
[127] - Quote
I'm disappointed that so many changes are occurring all at once. Historically, CCP has rarely gotten balance right especially when introducing new gear. Every patch has been 1 step forward, 2 or 3 steps back. Or in other words, fix one thing, break many others.
A better approach would be to introduce smaller, less comprehensive changes, but to do so more often. So introduce the new weapons, then 2 - 3 weeks later use your new metrics to make changes to proficiency, then 2 - 3 weeks make changes to damage mods, then 2 - 3 weeks make changes to weapon damages, etc, etc, etc.
Without a robust and comprehensive play-testing system, CCP will always struggle with implementing balance. I recognize that much of this is due to limitations with Sony and the Playstation IP (and the way too early release of the game). But using a more incremental approach could help mitigate this problem.
I'm beginning to feel that DUST 514 on PS3 is nothing more than the alpha phase for DUST on PC or PS4. I wonder if my SP, ISK, gear, and Blueprints will transfer over to the next DUST iteration? |
Kevall Longstride
DUST University Ivy League
1034
|
Posted - 2014.03.05 15:57:00 -
[128] - Quote
Soraya Xel wrote:Is AV going to be covered in a different dev blog?
Had it confirmed from another source.
No AV dev blog.
All the infantry changes to TTK are going to be for nothing when it's going to to be tanks 514 MK III
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
CPM1 candidate
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Komodo Jones
Chaotik Serenity
570
|
Posted - 2014.03.05 15:58:00 -
[129] - Quote
NOOOOOOOOOO MY COMBAT RIFLE! oh well I'll probably end up picking up an ion pistol anyway lol
This is a signature.
You're now reading it.
You may now reply to my post.
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Pr0phetzReck0ning
KNIGHTZ OF THE ROUND Legacy Rising
158
|
Posted - 2014.03.05 16:04:00 -
[130] - Quote
What's with all this flip-flopping of the MD!? It gets nerfed and buffed and nerfed and then buffed again!! It's ridiculous... i think it was fine the way it was during 1.7 and with the whole Proficiency change that alone would compensate for any damage it lacked -_-
Also, you're increasing the damage of the Laser Rifle at SHORTER ranges?? I may need some elaboration here but from what it sounds like: Laser Rifles will be able to compete in CQC, which makes absolutely no sense because they are meant to be ranged weapons. One shouldn't be stupid enough to even bring a LR to a CQC gun fight and get away with it -_-
Im not sure how I feel about all the damage nerfs. If you just nerfed the mods AND proficiency that would've sufficed in my opinion. Don't really think nerfing the weapons themselves was necessary.
Oh and minor gripe: When is the AR going to be renamed the Plasma Rifle?? It's a Plasma weapon so it should be named as such. Who over there is so lazy that they can't simply rename the damn thing in a couple easy keystrokes.
All in all, I pray this update is the true saving grace we've been looking for. i'm tired of flip-flops and FoTM bullcrap. |
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Drapedup Drippedout
0uter.Heaven
521
|
Posted - 2014.03.05 16:04:00 -
[131] - Quote
Respec? I'm going tanks fuggit
Pro-fit Prophet
"Gimme yo lunch money"
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Vespasian Andendare
Subsonic Synthesis RISE of LEGION
595
|
Posted - 2014.03.05 16:05:00 -
[132] - Quote
Thanks for the blog! It's nice to get info about 1.8.
Seriously, though, CCP, why the nerfs on the AR? Shouldn't a Gallente weapon be deadly if you can get in range to use one? Literally, the only thing the AR had going for it was tremendous damage potential. We can see from the state of the current meta that it is far out-classed by anything that puts out comparable damage with longer range. Why wouldn't it? Why wouldn't we use weapons that have the same-or-slightly-less dps but FAR longer range?
I agree with the TTK changes--and they'll be healthy for the game--but I have to strongly disagree with the AR nerfs. There's nothing going for it as it is, in its current, pre-nerf version. By nerfing it at all, you're only going to further marginalize its use more. The "idea" of the AR (and the Gallente philosophy) is to have extreme damage up close. The caveat there is you have to get up close to use it. That's the "hidden balance" there. If you can't get in range, the weapon's performance is useless. But sticking it with a damage nerf--on top of the nerf to damage mods--is going to kill it. A larger clip doesn't matter when your weapon is out-classed and out-ranged.
The other issue is the break down of the proficiency skills as they relate to bonus damage. Again, the Gallente AR gets a bonus to shield damage, but this damage is LARGELY wasted, since shield users' fighting styles are balanced around long range weapons (Minmatar CR and Caldari RR). AR weaker overall + a damage proficiency bonus on a short range weapon that applies to long-range-styled players. Doesn't make any sense.
Then, the CR and RR get bonuses to armor damage. This doesn't make any sense, either. CR and RR are longer range weapons. While this makes sense from a lore perspective, it hardly makes sense with respect to gameplay. Armor users are inherently slower (due to the fitting penalties of armor), and yet the weapons that get bonus damage to this tanking style are longer range. How is an armor user supposed to get close in a reasonable amount of time in order to use his short range weapon when he's just going to be killed from a distance by a long range weapon with bonus damage to armor?
The dev blog is welcome, and it's nice to see some changes coming with 1.8. Nerfing the AR (really, at all) and damage proficiency bonuses that don't make sense aren't. I hope this blog wasn't released when numbers are already locked in, because there's some serious issues with them.
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Weznof Nalek
What The French Red Whines
35
|
Posted - 2014.03.05 16:07:00 -
[133] - Quote
Where is the nerf of HMG weapon?
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1720
|
Posted - 2014.03.05 16:16:00 -
[134] - Quote
IgniteableAura wrote:+1 fine rifles are getting a decent nerf. +1 dmg mods getting a decent nerf +1 less nade spam +1 new weapons
-1 MagSec needs to be tweaked as already stated -1 please include all the stats of before/after of all weapons in one sheet....can be excel sheet we download like before
-1 nerfing underutilized weapons like the breach/burst AR. They should have avoided or taken a lesser nerf bat hit.
-0 no sure on dmg changes to shields vs armor. The fact that the pool for shield is so low, will "armor" based weapons still just cut through shields?
-0 only locus nades needed the nerf to capacity IMO, but I am withholding judgement until I can test in practice. (contact nades only get one, not good; AV nades only two, not good; flux nades already underutilized)
Im excited for 1.8 still. +1 IgnitableAura. This is exactly my reaction to this balancing pass also.
Honestly surprised the Gallente AR was nerfed more than the SCR. And really hate to see that splash buff to MD's - a step backwards imo.
Also, Kagehoshi is dead-on target in his assesment that this is an AV nerf. Imo only Forge and RE's/Proxies are worth running at this point.
Concerns aside, this balancing pass is more sophisticated and thoughful than what we've had in the past, and what we do after this will genuinely be 'tweaking'. This was always the argument for completeing the racial lineups asap - don't stop now CCP!
I support SP rollover.
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jackjack1990
GalacticGuardians 514
4
|
Posted - 2014.03.05 16:20:00 -
[135] - Quote
I know that this isn't the placebut can somebody link me to the suit changesthank you and from what I can read I'm going to love this patch |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1721
|
Posted - 2014.03.05 16:22:00 -
[136] - Quote
KAGEHOSHI Horned Wolf wrote:Indirect AV nerfs: damage mod nerf, grenades carried nerf (for flux and AV grenades). Was the grenade count reductipn 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?! +1 Kage. Agreed on all points. Another significant balancing pass will be required if this is relesed as stated. On the other hand, parts of the balancing and TTK adjustment are exactly what we needed.
Two steps forward, one step back.
I support SP rollover.
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Master Smurf
Nos Nothi
169
|
Posted - 2014.03.05 16:23:00 -
[137] - Quote
Obodiah Garro wrote: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.
Have said this time and again and placed it in features section when it had it old name. - Not a word.
"Shine bright like a diamond"
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1721
|
Posted - 2014.03.05 16:25:00 -
[138] - Quote
Kevall Longstride wrote:Soraya Xel wrote:Is AV going to be covered in a different dev blog? Had it confirmed from another source. No AV dev blog. All the infantry changes to TTK are going to be for nothing when it's going to to be tanks 514 MK III It boggles the mind they didn't address this. I'll wait to see the patch notes but....
I support SP rollover.
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SILVERBACK 02
SVER True Blood General Tso's Alliance
491
|
Posted - 2014.03.05 16:27:00 -
[139] - Quote
InsidiousN wrote: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?!
stfu noob
level 0 forum warrior
weapon of choice:
MARK V PYTHON.
-STB sky marshall
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SILVERBACK 02
SVER True Blood General Tso's Alliance
491
|
Posted - 2014.03.05 16:28:00 -
[140] - Quote
Weznof Nalek wrote:Where is the nerf of HMG weapon?
stfu noob
level 0 forum warrior
weapon of choice:
MARK V PYTHON.
-STB sky marshall
|
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ads alt
DROID EXILES General Tso's Alliance
42
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Posted - 2014.03.05 16:31:00 -
[141] - Quote
ads alt wrote: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, they'll want more, when they'll 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 that's why the devs waited this long.
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RydogV
Shadow Company HQ Lokun Listamenn
668
|
Posted - 2014.03.05 16:37:00 -
[142] - Quote
ads alt wrote:ads alt wrote: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, they'll want more, when they'll 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 that's why the devs waited this long.
Dude. Why do you keep quoting yourself quoting yourself? Seen a few of these in this thread.
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Crimson Cerberes
Hammer Of Light Vanguard of the Phoenix
387
|
Posted - 2014.03.05 16:46:00 -
[143] - Quote
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. |
Celus Ivara
DUST University Ivy League
172
|
Posted - 2014.03.05 16:47:00 -
[144] - Quote
jackjack1990 wrote:I know that this isn't the placebut can somebody link me to the suit changesthank you and from what I can read I'm going to love this patch Here ya' go. :) https://forums.dust514.com/default.aspx?g=posts&t=136370
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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The Terminator T-1000
Skynet Incorporated
173
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Posted - 2014.03.05 16:49:00 -
[145] - Quote
Did you really nerf the tactic assault riffle and burst AR? Those weapons are worthless!!!dont you have the data to see it? |
Denesian Morenti
The Neutral Zone
8
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Posted - 2014.03.05 16:49:00 -
[146] - Quote
A little worried the new side arms are to OP. |
jackjack1990
GalacticGuardians 514
5
|
Posted - 2014.03.05 16:50:00 -
[147] - Quote
thank you very much |
CHICAGOCUBS4EVER
TeamPlayers
3005
|
Posted - 2014.03.05 17:01:00 -
[148] - Quote
Here we go again, catering to the nubs that are clueless how this game is played.
I am in full agreement with the overall weapon damage nerf, which increases TTK in and of itself, marginally, where it would be close to 'balanced'
then comes the nerf bat.. no mention of anything with vehicles, or the poor swarm launcher.
ALL CHANGES NEED TO BE MADE IN REGARD TO BOTH VEHICLES AND INFANTRY!!!!
I just don't get it.
Nerf nade count.. across the board. AV nades were already nerfed into 'joke' status in 1.7.
yes core locus reduced by 1.. all for it
flux reduction? ok I can buy that, but AV nades which throwing 3 does little to nothing already, now down to 2?
damage mod nerf... with AV this just makes the current tankspam issue EVEN WORSE
right now, you cant 1 shot a militia LAV with a full dmg forge fit. now u probably wont be able to 2-shot it
RIGHT NOW, forges vs vehicles (aside from the MLT LAV crap) is damn near spot on.
that is WITH full damage. good tankers provide difficult kills, crap tankers still get eradicated easily. Good dropship pilots are also a challenge.
It just makes little sense when over and over we see these 'adjustments' go off the deep end every single time.
making all these changes without making changes to vehicles will once again cause greater imbalance
and while I am also for giving the MD a buff (cause it was nerfed into the ground before) the proposed changes are once again going to revert us back to 1.2-1.3 roof camping MD spam.
I just wish CCP would actually think of the big picture when making changes. THIS IS NOT EVE. THIS IS NOT SPREADSHEET HEAVEN.
play the damn game, observe competitive matches, don't look solely at spreadsheets and change numbers based on 'data' that is undoubtedly pulled from pubs and maybe(if we're lucky) FW and PC, but everything is lumped together, and does not paint an accurate picture of the changes that need to be made.
nerfing damage mods just multiplies TTK.
nerfing proficiency, especially in regard to AV, will cause even greater imbalance between infantry and vehicles.
No mention of buffing the completely broken swarms? just remove them from the game and refund all the players that skilled into it then. seriously
new weapons? cool. We'll revisit those after they get some exposure and have the same discussion for the next patch. never know til they are on the field.
the changes in proficiency and whatnot, you should really make shield dmg mods and armor dmg mods. shield high slots armor low slots. force ppl to choose.
OR... remove damage mods altogether and make this game into a huge nerf gun game (nerf as in the sponge padded weapons you buy your kids, so no one ever gets hurt)
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
You should never underestimate the
predictability of stupidity - Nietzche
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Kevall Longstride
DUST University Ivy League
1041
|
Posted - 2014.03.05 17:03:00 -
[149] - Quote
At least with the proficiency and DM changes we can be pretty any Respec that happens will include the Weapons branch of the skill tree.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
CPM1 candidate
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Kaius Coriolanus
Capital Acquisitions LLC Renegade Alliance
46
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Posted - 2014.03.05 17:03:00 -
[150] - Quote
Good to see a Dev blog, thanks CCP 0/ |
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alten hilt
DUST University Ivy League
92
|
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
|
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
|
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
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3722
|
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
|
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
|
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"
|
CHICAGOCUBS4EVER
TeamPlayers
3012
|
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
|
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
|
Terram Nenokal
Molon Labe. General Tso's Alliance
325
|
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
|
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
|
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)
|
DUST Fiend
OSG Planetary Operations Covert Intervention
12021
|
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
|
Sinboto Simmons
SVER True Blood General Tso's Alliance
4792
|
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)
|
The Terminator T-1000
Skynet Incorporated
174
|
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
|
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!
|
JIMvc2
BurgezzE.T.F General Tso's Alliance
7
|
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
|
Posted - 2014.03.05 17:44:00 -
[167] - Quote
Why not nerf CR ROF? |
CHICAGOCUBS4EVER
TeamPlayers
3015
|
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
|
Master Smurf
Nos Nothi
169
|
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"
|
Joseph Ridgeson
WarRavens League of Infamy
659
|
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
|
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
|
Posted - 2014.03.05 18:02:00 -
[172] - Quote
I am going into HAVs |
The Headless Horseman
Paladin Survey Force Amarr Empire
38
|
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
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
608
|
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
|
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
|
JP Acuna
Pendejitos Canis Eliminatus Operatives
86
|
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
|
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
|
Chunky Munkey
Amarr Templars Amarr Empire
3335
|
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.
|
Korvin Lomont
United Pwnage Service RISE of LEGION
645
|
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
|
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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Balamob
SVER True Blood General Tso's Alliance
3
|
Posted - 2014.03.05 18:53:00 -
[181] - 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.
The proficency should get at least 1% against the other type of defense. For example: AR with 3 % against shield and 1% against armor, somethink like the heavies dmg reduction. I predict an increase to the heavy population.
|
Grimmiers
0uter.Heaven
434
|
Posted - 2014.03.05 18:55:00 -
[182] - Quote
RR and ion pistol combo, or GAR with a bolt pistol... I also love how the scrambler received no changes still no sarcasm.
SoundCloud
Recruiter Link
Pronounced Grim-e-urs
|
ads alt
DROID EXILES General Tso's Alliance
45
|
Posted - 2014.03.05 19:01:00 -
[183] - 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 cookie, he'll want a dev blog, when you give a duster a dev blog, he'll want more, if they get more they'll 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. Made apelling fixes |
Ninja Troll
x Serenity Now x
82
|
Posted - 2014.03.05 19:04:00 -
[184] - Quote
Zeylon Rho wrote:Nice Shotgun Damage buff. I wonder if CCP will be increasing the RoF on the adv and proto SG. Since it's increase RoF proficiency skill seems to be changing to shield damage bonus. Unless they are keeping the RoF increase with the new shield damage bonus.
Adv Scout with SG. I enjoy killing Heavies, Snipers, and Scanemies.
RE theme song: youtube.com/watch?v=010KyIQjkTk
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
609
|
Posted - 2014.03.05 19:09:00 -
[185] - Quote
Ninja Troll wrote:Zeylon Rho wrote:Nice Shotgun Damage buff. I wonder if CCP will be increasing the RoF on the adv and proto SG. Since it's increase RoF proficiency skill seems to be changing to shield damage bonus. Unless they are keeping the RoF increase with the new shield damage bonus.
I loved when i read the damage increase to SG implying the skill tree change. Although not sure why it's shields and not armour (need to be able to take heavies out!).
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Brian LaFleur
RETR0 PR0 GAMERS
18
|
Posted - 2014.03.05 19:18:00 -
[186] - 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 see you p&$$ies nerfed the combat rifle more than the rail rifle. Go f&ck your selves.
Petals within petals, tadpole;
The truth lies beneath an opulence of illusion.
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
609
|
Posted - 2014.03.05 19:22:00 -
[187] - Quote
Brian LaFleur wrote:CCP Frame wrote:Magsec SMG, Bolt Pistol and Ion Pistol? Yes, they are coming with Uprising 1.8 together with tweaked TTK, buffs and other changes to DUST 514's weaponry! Read the full dev blog right here, and feel free to give us your feedback in this very thread! I see you p&$$ies nerfed the combat rifle more than the rail rifle. Go f&ck your selves.
Translation, great job, that CR was a beast. Only reason the RR was so dominant is due to the horribly large open maps.
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
|
Ninja Troll
x Serenity Now x
82
|
Posted - 2014.03.05 19:24:00 -
[188] - Quote
Ares 514 wrote:Ninja Troll wrote:Zeylon Rho wrote:Nice Shotgun Damage buff. I wonder if CCP will be increasing the RoF on the adv and proto SG. Since it's increase RoF proficiency skill seems to be changing to shield damage bonus. Unless they are keeping the RoF increase with the new shield damage bonus. I loved when i read the damage increase to SG implying the skill tree change. Although not sure why it's shields and not armour (need to be able to take heavies out!). http://dust514.com/news/2013/11/weapons-of-uprising-1.7 The SG is listed as a plasma weapon. (+10% Shield, -10% Armor) I usually use SMG to finish off enemies armor. Hopefully a dev can verify if SG is losing RoF proficiency skill.
Adv Scout with SG. I enjoy killing Heavies, Snipers, and Scanemies.
RE theme song: youtube.com/watch?v=010KyIQjkTk
|
Bones McGavins
TacoCat Industries
542
|
Posted - 2014.03.05 19:24:00 -
[189] - Quote
Brian LaFleur wrote: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 see you p&$$ies nerfed the combat rifle more than the rail rifle. Go f&ck your selves.
Combat rifle is better than Rail...deal with it.
The only rail issue is the proto rail having no real counter at its max range. This will be fixed with the LR buffs. |
Brian LaFleur
RETR0 PR0 GAMERS
18
|
Posted - 2014.03.05 19:25:00 -
[190] - Quote
Always, ALWAYS favoring caldari.... I think I'm deleting dust now.
Petals within petals, tadpole;
The truth lies beneath an opulence of illusion.
|
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Bones McGavins
TacoCat Industries
542
|
Posted - 2014.03.05 19:27:00 -
[191] - Quote
Brian LaFleur wrote:Always, ALWAYS favoring caldari.... I think I'm deleting dust now. I honestly dont understand this. Why would the devs favor one race? Why do you CARE what race they favor? If you think the Rail is better than the CBR, why wouldnt you just use the Rail? I dont get the entire concept of feeling pissy one weapon is stronger in your opinion... if so... use it? |
Brian LaFleur
RETR0 PR0 GAMERS
18
|
Posted - 2014.03.05 19:28:00 -
[192] - Quote
Bones McGavins wrote:Brian LaFleur wrote:CCP Frame wrote:Magsec SMG, Bolt Pistol and Ion Pistol? Yes, they are coming with Uprising 1.8 together with tweaked TTK, buffs and other changes to DUST 514's weaponry! Read the full dev blog right here, and feel free to give us your feedback in this very thread! I see you p&$$ies nerfed the combat rifle more than the rail rifle. Go f&ck your selves. Combat rifle is better than Rail...deal with it. The only rail issue is the proto rail having no real counter at its max range. This will be fixed with the LR buffs.
You're out of ur ******* mind. Suck my **** you FotM using *****
Petals within petals, tadpole;
The truth lies beneath an opulence of illusion.
|
Brian LaFleur
RETR0 PR0 GAMERS
18
|
Posted - 2014.03.05 19:32:00 -
[193] - Quote
Bones McGavins wrote:Brian LaFleur wrote:Always, ALWAYS favoring caldari.... I think I'm deleting dust now. I honestly dont understand this. Why would the devs favor one race? Why do you CARE what race they favor? If you think the Rail is better than the CBR, why wouldnt you just use the Rail? I dont get the entire concept of feeling pissy one weapon is stronger in your opinion... if so... use it?
It's a matter of balance. The rail rifle should be good at a distance, the combat up close. As it is, the rr is equal to the cr but has better range. Playing a game where everyone uses the same op weapon and no other weapon matters is why I'm deleting dust. No replys will be forth coming from me. I'm done.
Petals within petals, tadpole;
The truth lies beneath an opulence of illusion.
|
Vell0cet
SVER True Blood General Tso's Alliance
1014
|
Posted - 2014.03.05 19:36:00 -
[194] - Quote
Overall I'm very happy with these changes. Increasing the TTK, and bringing the rifles/SMGs back into line with the other weapons like they were in 1.5 is excellent. The changes to proficiency are interesting, and will make teamwork more important.
I'll reserve judgment on the MDs. I think having a solid AoE weapon is important as it can be used to break up people clustering together, and makes for a more tactically rich battlefield. It needs to have a low TTK to compensate- i.e. good for softening or finnishing clusters of mercs in cover, bad at assault/1v1. Perhaps removing the camera shake from MD damage might be one tweak to offset the buff.
The Magsec looks like it could be OP. Hopefully it was coded so it can be quickly be hotfixed. Hard to tell without knowing what the sights/spread will be like.
We could really use more info on the LR. What are the changes to range? I really don't think it needed a buff to close range, it needed to get it's niche back. Hopefully it will hit out to 120m. It also could use a buff to the zoom proportional to its range increase.
Flaylock still needs some love.
Overall I suspect we will need further balancing refinements in 1.9 (hopefully a minor balance patch 4 weeks after 1.8), but with the TTK hopefully addressed, these future changes can be smaller tweaks to fine-tune balance instead of large across-the-board changes that were badly needed since the 1.6 hit detection fix. I see 1.8 as a massive re-calibration of weapon balance, further buffs/nerfs in future patches will probably be much smaller and much easier to manage. I don't expect balance to be 100% resolved after 1.8.
AV seriously needs to be addressed. I hope swarms and forges are getting buffs to compensated for the nerfs from proficiency, and damage mods. Also AV grenades need love (they should be an effective counter to heavies in cheap/BPO LAVs).
Best PvE idea ever!
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ConantheCimmerian
Terrestrial Suppression Force Lokun Listamenn
21
|
Posted - 2014.03.05 19:48:00 -
[195] - Quote
WTF ARE YOU DOING?! Do you guys even PLAY THIS ******* GAME?
Alt-ConanTheArmored
Eve Pilot-The Black Corsair
|
Stefan Stahl
Seituoda Taskforce Command Caldari State
438
|
Posted - 2014.03.05 20:01:00 -
[196] - Quote
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. |
Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
185
|
Posted - 2014.03.05 20:05:00 -
[197] - Quote
Cyrus Grevare wrote:This might be a dumb question... Are these the final stats that will be seeing come 1.8? (still hoping not ) 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.
CCP will say "not final" right up until they drop the patch with exactly the numbers posted here. |
LittleCuteBunny
347
|
Posted - 2014.03.05 20:08:00 -
[198] - Quote
Some drastic changes to the weapon's damage but the range of the weapons remains unbalanced.
Recruiter Link
Retired.
|
JIMvc2
BurgezzE.T.F General Tso's Alliance
7
|
Posted - 2014.03.05 20:17:00 -
[199] - Quote
Bones McGavins wrote:Brian LaFleur wrote: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 see you p&$$ies nerfed the combat rifle more than the rail rifle. Go f&ck your selves. Combat rifle is better than Rail...deal with it. The only rail issue is the proto rail having no real counter at its max range. This will be fixed with the LR buffs.
Looks like someone is butt hurt. I remember shooting your ass with my HMG. Hahahah that stupid CR is no more. I warned all you CR n00bs and now Im happy. Deal with it. |
Beck Weathers
Ghosts of Dawn General Tso's Alliance
643
|
Posted - 2014.03.05 20:18:00 -
[200] - Quote
I like what I see but I do kinda feel like the Complex damge mods are kinda a waist now
These forums must be located in the Californin country side, there is whine as far as the eye can see.
|
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
610
|
Posted - 2014.03.05 20:19:00 -
[201] - Quote
Hobo on Fire wrote:Cyrus Grevare wrote:This might be a dumb question... Are these the final stats that will be seeing come 1.8? (still hoping not ) 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. CCP will say "not final" right up until they drop the patch with exactly the numbers posted here.
Actually, they said these are the final details....
https://forums.dust514.com/default.aspx?g=posts&m=1900750#post1900750
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Asirius Medaius
896
|
Posted - 2014.03.05 20:20:00 -
[202] - Quote
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.
Official "SoonGäó" tutorial: TM ----------> Alt+0153 ----------> Gäó
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
610
|
Posted - 2014.03.05 20:26:00 -
[203] - 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.
I can't wait for next week. Picking mine up release day!
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Ekrano Fergus
Molon Labe. General Tso's Alliance
36
|
Posted - 2014.03.05 20:34:00 -
[204] - Quote
Needs more graphs.
/)_/)
( . .)
C(") (")
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Cross Atu
OSG Planetary Operations Covert Intervention
1957
|
Posted - 2014.03.05 20:34:00 -
[205] - 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've been telling my corp and squad mates about this today and the overall response is
I'd like to give a specific call out to the fix to damage mods, I remember in closed just before Codex talking with the E3 vets about how that needed to happen. I was too new to the game to fully understand but I learned, and have been waiting for this fix ever since.
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Asirius Medaius
897
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Posted - 2014.03.05 20:35:00 -
[206] - Quote
Ares 514 wrote: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. I can't wait for next week. Picking mine up release day!
I might be genuinely hooked to Dark Souls 2 for a very long time, and probably not look back to Dust until Fall or Winter (since I got hundreds of hours out of Dark Souls between PvE and PvP, this is a great investment). I have fooled myself for awhile that this update was going to be huge, but if this is any indication of what we are going to see for the final patch, I think my time on this game is done.
Official "SoonGäó" tutorial: TM ----------> Alt+0153 ----------> Gäó
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DROPSHIP CAPTAIN
Valor Coalition
11
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Posted - 2014.03.05 20:36:00 -
[207] - 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! Thanks for posting :)
This is THE worse update too many tanks and snipers in their red line that's it I quit I'm never going to purchase a CCP game or play for that matter bye guys! (player disconnected...) - Anonymous Dust Player 3/5/2014 1:02 pm MST
This is what my friend said before he left dust 514 today becasue of grievers in this game he told me this was worse that eve and many may agree or disagree all views but some or most views accepted* Look I don't blame him, if someone in the redline is camping with a tank or a long range gun of the sorts and getting rewarded for it but yet I cannot kill you becasue of a twenty second time limit that makes there no balance to the game as before GM Arch Duke mention that dust 514 is a balanced game in which you spec your point into a certain class of the sorts. however as the months go by, whatever you spent your time into with the skill points as far as equipment goes gets "nerfed" and shoots the quote "Nerf Darts" or "Nerf Bullets" at their target in which some players who can afford everything on the skill tree and market place can not only afford but use any or all types of over powered weapon in the game. that is not balanced GM Arch Duke or is one side having all the power how dust works? if that s how it is i quit and im boycotting your game. some may choose to follow through the boycott but most are too voiceless to actually say or do something let alone put pressure on a criminal organization. to line short lately this game suck most of us are playing better games your new player base is getting flushed down the toilet from your actions and updates over the months most players on dust are wordless on the issue at hand and regardless of it's to keep the masses distracted, distraught, and dysfunctional so *we* suggest the company cleans up its act before it too late and you have to eventually scrap this game to bits. and for the record everyone, you can make a claim against CCP for Theft by deception because a player had his money stolen from the company and got it returned to him. Therefore players, enough complains will force them into submission legally Good luck!
I have had many talks with people about this illicit griefing. *(redline tanking or sniping)*
CCP is losing customers and a large amount of money becasue new players are turning away from losing all the time.
CCP needs to stop destroying av since tanks are overpowered.
My Assault Dropship is useless for a number of reasons just get rid of dropships all together to eliminate the problem.
one guy in the redline should *not* dominate the game and get point simply for being in the redline getting vehicle destroys.
Remove redline add more spawns perhaps a indestructible mobile spawn that will or can be auto pilot or manual control on your skill in flying. No skill in flying too bad you don't need to fly its a waste of time since dropships are garbage, it's for the best you might kill us all even you!
Lock and key for ship tanks cars and bikes, cut forwards press R3 or some unused control button to take the key out of the vehicle now you can't steal anyone's car, ship, tank or bike (*Attack choppers would be an excellent addition into combat for their agility and ability to modify their components for anti tank or anti infantry or perhaps both if death riding is what your all about!)
Give us everything you got in one big bang package preform hot fixes daily for ultimate success stop playing in other parts of the world vacationing...Forget the CCP mission or releasing things ten years later but in reality twenty years later this game is going to be replaced by Star Citizen or something in the works. sorry to break it to you like this but we where promised ISK insurance in dust 514 if are vehicles get killed by RDV Fail Drops to high or grieffing behaviors with RDV vehicle deployment. its not that difficult unless you need help and if you im sure there are plenty of people that well give 110% if they gave a damn. start firing to bad seeds in your company CCP before it's to late I', telling out this because that's whats going to have to go on here on CCP.
[*] Nay Sayers- This is not up for debate agree to not disagree period. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
611
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Posted - 2014.03.05 20:40:00 -
[208] - Quote
Asirius Medaius wrote:Ares 514 wrote: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. I can't wait for next week. Picking mine up release day! I might be genuinely hooked to Dark Souls 2 for a very long time, and probably not look back to Dust until Fall or Winter (since I got hundreds of hours out of Dark Souls between PvE and PvP, this is a great investment). I have fooled myself for awhile that this update was going to be huge, but if this is any indication of what we are going to see for the final patch, I think my time on this game is done.
Perhaps I'll see you around in Dark Souls II! I also sunk a ton of time into Demon Souls and Dark Souls. I'm hoping they bring back the great traps from Demon Souls, loved the world on Dark Souls but the traps were not as great, the Demon Souls ones were epic.
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Maken Tosch
DUST University Ivy League
7172
|
Posted - 2014.03.05 20:43:00 -
[209] - Quote
CCP Remnant wrote:The second change we made is to the weapon proficiency skills. At the moment, they give a flat bonus to damage with a specific weapon. With Uprising 1.8 these bonuses are being changed, and will only give a bonus to attacking either shields or armor. This applies to all weapons other than the Nova Knife (which retains the damage bonus).
So wait, the Nova Knives will still retain an even damage bonus to both armor and shield? Nice.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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lithkul devant
Legions of Infinite Dominion Zero-Day
146
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Posted - 2014.03.05 20:48:00 -
[210] - Quote
I think the modifier to the damage boosters should be a bit better spread then what is being suggested. Possibly we could have them as 3%, 5-6%, 8%, this would limit down on how exective the complex overall would be without declaring it literally trash. 3%4%5% just does not seem like a big enough spread to be honest, though I also firmly agree that that the 10% was way to high of a jump from 5%. Also, the weapons that received a 15% nerf, I think a 10% would have been more reasonable or even a 12%, though that is a call for the devs to make.
Concerning the mass driver....I'm not exactly sure I like this change at all, it's like you are taking a gernade out to put it into a weapon. The mass driver is a fairly well balanced weapon, people still use it plenty, maybe this will work out just fine with how damage won't be fluxed so high by the hand helds any more?
While I do agree that gernade spam can be hugely annoying, how exactly are we supposed to deal with the spamming of uplinks without some form of aoe to get rid of them fast? Unless we are using the MD, I am seeing a massive just spam of uplinks constantly all over the place, unless something is being done to fix this issue. The only way that people effectively got rid of most the spam was flux gernades, which do not even kill people (normally) they just knock off shields. Lets look past that also, to AV gernades, are you telling me now, that I can not destroy a militia LAV if I use all of my Advanced AV gernades? I think I am hearing that and I'm also hearing tankers gearing up to have even less resistance against them. We already have a major issue with vehicles just ground pounding nearly everyone this will just make it worse. I really do hope you reconsider the limit on gernades or at least specific ones which are needed for management of spam and vehicles.
I'll reserve judgement about having some new weapons in the game, I just hope they were well thought through. Also, I hope in the newsletter I'll be getting a sample size worth of these weapons to test out. Also, will we be having a small respec on sidearms or on heavy suits or anything else, this is a question I am intrested in. Perhaphs instead of a respec, a few more good SP events would be awesome.
I would love to have a clarification for the following though and what the actual bonuses will be for each gun or damage type.
" The second change we made is to the weapon proficiency skills. At the moment, they give a flat bonus to damage with a specific weapon. With Uprising 1.8 these bonuses are being changed, and will only give a bonus to attacking either shields or armor. This applies to all weapons other than the Nova Knife (which retains the damage bonus). HereGÇÖs the breakdown of the new bonuses:
Bonus to damage against shields: Plasma Cannon, Scrambler Pistol, Assault Rifle, Shotgun, Scrambler Rifle, Laser Rifle, Ion Pistol Bonus to damage against armor: Rail Rifle, Swarm Launcher, Submachine Gun, Sniper Rifle, Magsec SMG, Heavy Machine Gun, Forge Gun, Flaylock Pistol, Combat Rifle, Bolt Pistol, Mass Driver" |
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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
|
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
|
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
|
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
|
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
|
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.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
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Quil Evrything
Triple Terrors
1008
|
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
|
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
|
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
|
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
|
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
|
Posted - 2014.03.05 23:36:00 -
[234] - Quote
YES!!!!!!!!! The massdriver returns...from helllll. |
godhands9
Molon Labe. General Tso's Alliance
167
|
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
|
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
|
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
|
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
|
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
|
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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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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IAmDuncanIdaho II
R 0 N 1 N
251
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Posted - 2014.03.06 09:42:00 -
[271] - Quote
Thanks for the info!
- As already mentioned, if you can add existing stuff to the charts you've produced for us, with the same delta data that the new pistols chart has, that would be awesome for at-a-glance comparisons. Dunno if this is easy for you to do...
- Already mentioned...not sure MD buff is a good idea at the same time as other changes. Assuming going back to a monthly release cycle, surely that can wait to a later release?
- Can store the weapon attributes somewhere so you can make changes on-the-fly without needing to wait for a release cycle to come around? Then you can tweak as you go, and you don't have to change the MD right now at all, nor feel you are under pressure to do so because you have to wait for the next release to make that change?
- As already mentioned, some reasoning for each change would be really useful! It would help us understand more and therefore support two things: 1. give you better feedback (e.g. if lower grenade capacity is to combat grenade spam, then (as already mentioned) it won't work because grenade spam occurs when you stand on a nanohive) 2. we get a clearer understanding of your vision and where you are taking the game and why |
Brandon Connatser
Storm Ventures For All Mankind
2
|
Posted - 2014.03.06 09:47:00 -
[272] - Quote
Dust is ruined.... Every one armour tank and use armour weapons. The shields will be gone soon enough. Good luck scrambler rifle you were a good ally when I picked you up and with this update I may never use you again. I just wanted you to know it was fun while it lasted. those tanky suits over there you would of killed. well not anymore....
A step in the wrong direction.... praying for a good 514
1.8 makes 1.7 tanks look like a picnic.... 1.6 the last good update?
ISVI- look us up
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NoExsplosionsMgee
The Vanguardians INTERGALACTIC WARPIGS
152
|
Posted - 2014.03.06 10:14:00 -
[273] - Quote
Huuuuu man that ion pistol design is looking pretty damn good!
a¦á__a¦¦a¦â
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Shaira Ilv Enna-Ress
Maphia Clan Corporation
22
|
Posted - 2014.03.06 10:21:00 -
[274] - Quote
Side question: will Vehicle DM be nerfed too?
Dwelling on the past
Struggling for the future
~ A Burning Life ~
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Hawkings Greenback
Red Star. EoN.
111
|
Posted - 2014.03.06 11:09:00 -
[275] - Quote
Shaira Ilv Enna-Ress wrote:Side question: will Vehicle DM be nerfed too?
While there is no clarification from CCP, the sensible part of me says that all damage mods will be included. Mainly because it would be pretty silly to do otherwise if CCP are trying to increase TTK and don't include the vehicle mods in this.
GÇ£Without deviation from the norm, progress is not possible.GÇ¥
GÇò Frank Zappa
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Ghural
The Southern Legion League of Infamy
179
|
Posted - 2014.03.06 11:43:00 -
[276] - Quote
So. The damage mod changes make AV even less useful.
Not impressed. |
GTA V FTW
206
|
Posted - 2014.03.06 12:46:00 -
[277] - Quote
LOL
CCP has not let me down.
Keep spitting out these epic fails CCP.
MD gets buffed and yet the Flaylock does not.
Meh nothing to see here folks, move along please just keep moving past. |
Korvin Lomont
United Pwnage Service RISE of LEGION
650
|
Posted - 2014.03.06 13:18:00 -
[278] - Quote
Vell0cet wrote: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.
Here I have to correct you infact the current nerf is a buff for the SCR as it gets less of a nerf than every other Rifle. This makes the SCR directly better compared to the other rifles.
Overheating was never really a big issue on the SCR as long as you know how to handle it. You could get 16-18 shot before overheating thats the clipsize of a Tac AR.
This will surely kill the already weak Tac AR as the SCR will be way better in ever aspect.
Sure the (std) AR has a bigger Clip but guess what the ASCR has an ever bigger clip so may be you look at comparable weapon stats.
But even though the AR has a bigger clip the damage per clip is far less compared to both variants.
I simply don't get what is CCP's intended role for the AR this weapon has now the second lowest DPS of all rifles combined with the shortest range.
In 1.8 the AR will be so bad that even a sidearm will be equally effective .
1.8 will be a really bad update for gallente weaponry and if there is a respec I guess most will spec out of gallente tech as there is really little to no reason to use any gallente based weapon.
Ion Pistol shortest range and lowest DPS of all pistols even lower than the flaylock PLC is joke as AV weapon and nothing more than a troll weapon vs infantry SG has a stupid skill tree and is barely able to OHK anything above std with a very sh AR is the weakest overall Assault Rifle second lowest dps with shortest Range All other AR weapons are even weaker than the std AR |
RydogV
Shadow Company HQ Lokun Listamenn
673
|
Posted - 2014.03.06 14:23:00 -
[279] - Quote
KalOfTheRathi wrote: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.
You seem have missed the fact that a fully skilled Caldari Logistics is now the resupply king of Dust 514 with the ability to apply a 50% increase in max nanites and a 25% increase to supply and repair rate on any Nanohive they drop down. Friends don't let friends deploy to the Burnzone without one.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1733
|
Posted - 2014.03.06 14:26:00 -
[280] - Quote
KalOfTheRathi wrote: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. I didn't miss it. My arguement is implying that if nerfing grenades was any part of CCP's reasoning for the nanohive nerf then their reasoning is faulty on that specific issue. They may have other reasons for the nanohive nerf.
But slowing down grenade replenishment would help indirectly by limiting how quickly nade replen sucks hives dry. That's not part of my argument, tho, just a bonus.
I support SP rollover.
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CHICAGOCUBS4EVER
TeamPlayers
3032
|
Posted - 2014.03.06 14:30:00 -
[281] - Quote
Cross Atu wrote: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.
by far my biggest concern here.
Im not arguing damage mods needing addressing in regard to infantry vs infantry, but with the AV nerf we have ALREADY experienced, the use of the damage mods have been the only real counter to vehicle spam.
yes tanks vs tanks is undoubtedly what CCP has in mind and why they feel they can justify all this, but this just points out once again that they don't play (ok I'll be nice.. they don't PAY attention) to what really goes on when deployed.
I have played a LOT of EACH game mode, and I rarely play ambush anymore because of #tankspam. If im in the mood the just blow $hiT up.. then sure ill hop in one, but that's because im a rather experienced forger and pretty good at what I do.
I'll warrant most people on this game who forge don't have the experience I have with the weapon, nor the SP into it that I have.
I've been thru a lot, being around since the codex days, being around when forges were OP and we had proto tanks (the only real balance Ive ever seen between infantry AV and vehicles)
forge splash was nerfed, balancing the OP forge vs infantry (actually a GOOD change)
forge charge time nerfed (not a fan, but convincingly removed the 'OP' label if there were any doubts)
forge damage nerfed, only real issue is not being able to 1 shot an onikuma with no mods it (totally fine if MLT LAV was buffed in some way)
also proto tanks and lol enforcers removed.. ok forge grants infantry AV v vehicles a pretty decent balance (with the exception of swarms, plasma cannon and AV nades now being on the clearance rack at Toy R' Us)
forge has been the ONLY viable infantry AV weapon since swarms got thrown in the dumpter, and AV nades became 4th of July gimmicks
now with removing effectiveness of damage mods, with further nerfs everywhere else, this 'happy medium' (not gonna say true 'balance' cause we all know that's probably never gonna happen) goes way to the other side, in a time when it already takes a solid player to even argue the CURRENT setup is somewhat in check.
the only thing this does is makes somas and madrugars obsolete, and the triumphant return of the shield tank (although the good tankers now already made the switch largely as shields became viable in 1.7)
I just hope some employee reads this and sits back and at least TRIES to think outside the box and what the current numbers WOULD likely translate to on the battlefield.
'hope' lulz sometimes I have to laugh at myself
You should never underestimate the
predictability of stupidity - Nietzche
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Heavenly Daughter
the Aurum Grinder and Company
328
|
Posted - 2014.03.06 14:35:00 -
[282] - Quote
I CANT BELIEVE WHAT I'VE JUST READ OF THESE NERFS ACCROSS THE BOARD.
JUST WHAT KIND OF NERDS ARE YOU GUYS EMPLOYING OVER THERE. !!!
HOW IN THE HELL DID YOUR DEV TEAM MAKE SUCH A HUGH BLUNDER ON THE NUMBERS THAT ALL WEAPOS NEED SUCH A MAJOR CUT IN DAMAGE. CAN THEY SIMPLY NOT DO BASIC MATHEMATICS ....
REALLY. PROTO ANY WEAPON BASICALLY GET A CUT OF 10 TO 16% WHAT ?????
- Correct me if I'm wrong, but didn't you all ADD 10% to most weapons in a recent build, now you're taking it away and more.
HIRE and FIRE TIME GUYS. I hope you can do better than this .
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
|
ads alt
DROID EXILES General Tso's Alliance
66
|
Posted - 2014.03.06 14:42:00 -
[283] - Quote
Heavenly Daughter wrote:I CANT BELIEVE WHAT I'VE JUST READ OF THESE NERFS ACCROSS THE BOARD.
JUST WHAT KIND OF NERDS ARE YOU GUYS EMPLOYING OVER THERE. !!!
HOW IN THE HELL DID YOUR DEV TEAM MAKE SUCH A HUGH BLUNDER ON THE NUMBERS THAT ALL WEAPOS NEED SUCH A MAJOR CUT IN DAMAGE. CAN THEY SIMPLY NOT DO BASIC MATHEMATICS ....
REALLY. PROTO ANY WEAPON BASICALLY GET A CUT OF 10 TO 16% WHAT ?????
- Correct me if I'm wrong, but didn't you all ADD 10% to most weapons in a recent build, now you're taking it away and more.
HIRE and FIRE TIME GUYS. I hope you can do better than this . Its called fixing ttk |
Repe Susi
Rautaleijona Top Men.
1075
|
Posted - 2014.03.06 14:56:00 -
[284] - Quote
Heavenly Daughter wrote:I CANT BELIEVE WHAT I'VE JUST READ OF THESE NERFS ACCROSS THE BOARD.
JUST WHAT KIND OF NERDS ARE YOU GUYS EMPLOYING OVER THERE. !!!
HOW IN THE HELL DID YOUR DEV TEAM MAKE SUCH A HUGH BLUNDER ON THE NUMBERS THAT ALL WEAPOS NEED SUCH A MAJOR CUT IN DAMAGE. CAN THEY SIMPLY NOT DO BASIC MATHEMATICS ....
REALLY. PROTO ANY WEAPON BASICALLY GET A CUT OF 10 TO 16% WHAT ?????
- Correct me if I'm wrong, but didn't you all ADD 10% to most weapons in a recent build, now you're taking it away and more.
HIRE and FIRE TIME GUYS. I hope you can do better than this .
Lol. CCP way, weird way.
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
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Heavenly Daughter
the Aurum Grinder and Company
328
|
Posted - 2014.03.06 14:57:00 -
[285] - Quote
NO, IT's CALLED " THE LEFT HAND DOESN'T KNOW WHAT THE RIGHT HAND IS DOING"
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
|
Hawkings Greenback
Red Star. EoN.
115
|
Posted - 2014.03.06 14:58:00 -
[286] - Quote
Heavenly Daughter wrote:I CANT BELIEVE WHAT I'VE JUST READ OF THESE NERFS ACCROSS THE BOARD.
JUST WHAT KIND OF NERDS ARE YOU GUYS EMPLOYING OVER THERE. !!!
HOW IN THE HELL DID YOUR DEV TEAM MAKE SUCH A HUGH BLUNDER ON THE NUMBERS THAT ALL WEAPOS NEED SUCH A MAJOR CUT IN DAMAGE. CAN THEY SIMPLY NOT DO BASIC MATHEMATICS ....
REALLY. PROTO ANY WEAPON BASICALLY GET A CUT OF 10 TO 16% WHAT ?????
- Correct me if I'm wrong, but didn't you all ADD 10% to most weapons in a recent build, now you're taking it away and more.
HIRE and FIRE TIME GUYS. I hope you can do better than this .
GÇ£Without deviation from the norm, progress is not possible.GÇ¥
GÇò Frank Zappa
|
Nirwanda Vaughns
Death Firm.
400
|
Posted - 2014.03.06 15:00:00 -
[287] - Quote
Any reason the State KK Specialist Rail Rifle has more damag ethan teh proto KK Rail rifle? no other LP store has higher damage yet the State spec KK is listed at 52.8 and regular KK 51.7
also how about droppign fitting req's of DMs now by 10% base to all. this would allow better fitting of shield or armor mods and help with TTK too
Rolling with the punches
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WeswePengu Occuton
Death Firm. Canis Eliminatus Operatives
36
|
Posted - 2014.03.06 15:02:00 -
[288] - Quote
I would guess it's because it's a specialist rail rifle. Besides that, no idea.
Advanced Scout /Dropship Pilot.
1st Intel
"+¦+¦-ä+¦+¦-ä+«-â++-à++ -â+¦ ++ -â+¦+¦+¡-é."
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Nirwanda Vaughns
Death Firm.
400
|
Posted - 2014.03.06 15:07:00 -
[289] - Quote
WeswePengu Occuton wrote:I would guess it's because it's a specialist rail rifle. Besides that, no idea.
i thought that but none the other specialist rifles get the boost just the RR
Rolling with the punches
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Timothy Reaper
WASTELAND JUNK REMOVAL Top Men.
847
|
Posted - 2014.03.06 16:24:00 -
[290] - Quote
So we only get two AV grenades now? Great. Anyone else think this should have been called "Up Your Arsenal"?
Never argue with stupid people, they will drag you down to their level and then beat you with experience.
Mark Twain
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SubZero DeZigns
Don't ask me to Corp
48
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Posted - 2014.03.06 16:39:00 -
[291] - Quote
I can see the nerf on some of the weapons. But, to nerf a problematic Assault Riffle is ridiculous. FIX THE HIT DETECTION! I still can sit in-front of someone and unload my weapon and not a scratch. That same person returns fire and I'm dead in 2 hits from a combat/scrambler.
I seriously hope you ppl aren't going to nerf the carry amount for AV nades. It's hard enough as it is to take out these twerps that sit in cheap jeeps all game for road kills, let along the heavy hit and runners.
I read in one of the comments that asked.
Quote:Do you ppl know how to do simple mathematics? I keep asking that same question every time I go into a game and die with a one hit wonder from a scrambler rifle. This again falls upon the HIT DETECTION or WTF just happened?
On another note; Are you ppl going to fix the Crashing errors? Or even going to fix the freezing issues that still plague this game?
I'm seriously getting tired of seeing this: A fatal error has occurred. please quit the game blah blah blah
I quit playing Dust514 cause of the changes you ppl did in an update. The game wasn't even worth playing. These changes are making me feel this is gonna be another one of those WTF are you ppl even thinking.
PS3 Slim #CECH-20001A SSD Extreme 240GB Seq. Read (up to) 550 MB/s Seq. Write (up to) 540 MB/s Rnd. Read (up to) 23K IOPS Rnd. Write (up to) 83K IOPS |
Heavenly Daughter
the Aurum Grinder and Company
328
|
Posted - 2014.03.06 16:47:00 -
[292] - Quote
I'm not wading through 15 pages but
Just in case,
you do know that you DIDN"T decrease the LP Store Kaalakiota Rail the same amount as the Proto Kaalakiota Rail
Proto -8.8 LP store -7.7
The Organ Grinder & Co. EVE
Heavenly Daughter-Merc Records
|
Taylor2313
NECROM0NGERS The CORVOS
1
|
Posted - 2014.03.06 17:31:00 -
[293] - 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 Heavy Racial Suits? And Commandos? And the apparently new game mode? |
Ninja Troll
x Serenity Now x
84
|
Posted - 2014.03.06 17:34:00 -
[294] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=1903151#post1903151
Ninja Troll wrote:Ares 514 wrote:Ninja Troll wrote:Zeylon Rho wrote:Nice Shotgun Damage buff. I wonder if CCP will be increasing the RoF on the adv and proto SG. Since it's increase RoF proficiency skill seems to be changing to shield damage bonus. Unless they are keeping the RoF increase with the new shield damage bonus. I loved when i read the damage increase to SG implying the skill tree change. Although not sure why it's shields and not armour (need to be able to take heavies out!). http://dust514.com/news/2013/11/weapons-of-uprising-1.7The SG is listed as a plasma weapon. (+10% Shield, -10% Armor) I usually use SMG to finish off enemies armor. Hopefully a dev can verify if SG is losing RoF proficiency skill. Can a CCP Dev please verify if the SG is losing it's increase RoF proficiency skill. A couple of people have been asking here and in other threads. I haven't seen any Dev replies yet, so I'm assuming it is being changed or you aren't sure yet.
Adv Scout with SG. I enjoy killing Heavies, Snipers, and Scanemies.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
618
|
Posted - 2014.03.06 17:44:00 -
[295] - Quote
Ninja Troll wrote:https://forums.dust514.com/default.aspx?g=posts&m=1903151#post1903151 Ninja Troll wrote:Ares 514 wrote:Ninja Troll wrote:Zeylon Rho wrote:Nice Shotgun Damage buff. I wonder if CCP will be increasing the RoF on the adv and proto SG. Since it's increase RoF proficiency skill seems to be changing to shield damage bonus. Unless they are keeping the RoF increase with the new shield damage bonus. I loved when i read the damage increase to SG implying the skill tree change. Although not sure why it's shields and not armour (need to be able to take heavies out!). http://dust514.com/news/2013/11/weapons-of-uprising-1.7The SG is listed as a plasma weapon. (+10% Shield, -10% Armor) I usually use SMG to finish off enemies armor. Hopefully a dev can verify if SG is losing RoF proficiency skill. Can a CCP Dev please verify if the SG is losing it's increase RoF proficiency skill. A couple of people have been asking here and in other threads. I haven't seen any Dev replies yet, so I'm assuming it is being changed or you aren't sure yet.
We probably won't know till the patch notes (maybe) or the actual release.... although I dare the devs to prove me wrong ;)
The mic bubble bug... I yield, CCP will be fixing it SOON. Current ETA 1 year since bug
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Asirius Medaius
898
|
Posted - 2014.03.06 19:12:00 -
[296] - Quote
Timothy Reaper wrote:So we only get two AV grenades now? Great. Anyone else think this should have been called "Up Your Arse-nal"?
Haha, I love it. +1 mate
Official "SoonGäó" tutorial: TM ----------> Alt+0153 ----------> Gäó
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Mahal Daj
Mahal Tactical Enterprises
37
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Posted - 2014.03.06 19:44:00 -
[297] - Quote
Everything seems like housekeeping, though the damage reduction seems high. I'd prefer the nerf to weapons OR modules, not both.
Be cautious with the trend toward 'role-specialty,' go too far and you end up with a runaway victor determined by SP totals.
Please don't take our grenades! While the housekeeping changes will generally apply to all situations, grenade-deaths are a "you shouldn't have been there" issue. Nerfing the number of grenades marginalizes the brutality of DUST514.
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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IAmDuncanIdaho II
R 0 N 1 N
252
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Posted - 2014.03.06 19:45:00 -
[298] - Quote
yah gotta agree with comments around AV
assuming vehicles aren't being changed at all (ISK costs and / or fitting costs etc etc) then it might make sense to find a way to *not* include AV in the damage nerfs. Whether that's boosting AV damage directly, and still allowing 3 AV nades to be carried, or whatever, I don't know, but surely if AV is gonna be changed at all, it's to be made stronger? |
Gabriel Ceja
Knights of Eternal Darkness League of Infamy
2
|
Posted - 2014.03.06 21:43:00 -
[299] - Quote
As it stands right now av isnt too bad it's actually pretty strong if you're not getting the result you want maybe you should try the proto before complaining about it...but if you feel this nerf is a bit much than you need to take a look at this I feel this would be a good solution to the problem at hand. https://forums.dust514.com/default.aspx?g=posts&m=1858385#post1858385
My tank is my dropsuit, it's kinda like your dropsuit...umm Only bigger, but just a little. :)
|
Sad Heavy
Eternal Beings Proficiency V.
1
|
Posted - 2014.03.06 21:44:00 -
[300] - 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... ;) The Plasma Cannon |
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noname warrior
Molon Labe. General Tso's Alliance
53
|
Posted - 2014.03.06 23:54:00 -
[301] - Quote
Taking away one grenade, and thereby taking away another one third of another weapon infantry had against armor after having nerfed the swarm into uselessness and severely weakened the forge while substantially buffing up the tank and making them almost laughably fast and cheap.
Yawn. Four new pistols and all of them merely farts against the ultimate weapon (and it's devoted players) CCP seems to be very satisfied to have turned this game over to: tankers and the tank.
Yeah, I guess i'll pass and continue to spend my time on Battlefield 4. |
Nelo Angel0
RETR0 PR0 GAMERS
191
|
Posted - 2014.03.07 00:18:00 -
[302] - Quote
Sad Heavy wrote: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... ;) The Plasma Cannon
The HMG it's always the HMG |
Alaska Kilgannon
Aroth Co.
1
|
Posted - 2014.03.07 00:30:00 -
[303] - Quote
Medic 1879 wrote:Pretty concerned about the grenade nerf to be honest, I am currently seeing allot of heavies driving round in LAV's jumping out a few feet away from people and trying to kill them then jumping back in and driving off. Currently with the speed of LAV's and how bad swarms are, swarms are no good at taking them out (if they bother to fit the LAV) forgeguns can still hurt LAV's, Plasma cannons, well I can hit LAV's with them but its not particularly effective. So at the moment the best form of defense against a LAV is AV nades and it currently takes 3 packed ADV to take out one unfitted MLT LAV in 1.8 you will only be able to carry 2.
1.8 is going to be lots of heavies driving round in LAV's as the only thing that can really worry them is a tank.
I guess we'll all have to run around with 2 packed AV nades and the now buffed MD's to make sure we can take out LAVs... |
lrian Locust
Chatelain Rapid Response Gallente Federation
361
|
Posted - 2014.03.07 02:47:00 -
[304] - Quote
Fox Gaden wrote: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. That's why the Heavy's turning speed should be decreased, to give shotties a chance to evade. |
Brian LaFleur
RETR0 PR0 GAMERS
21
|
Posted - 2014.03.07 03:24:00 -
[305] - Quote
JIMvc2 wrote:Bones McGavins wrote:Brian LaFleur wrote: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 see you p&$$ies nerfed the combat rifle more than the rail rifle. Go f&ck your selves. Combat rifle is better than Rail...deal with it. The only rail issue is the proto rail having no real counter at its max range. This will be fixed with the LR buffs. Looks like someone is butt hurt. I remember shooting your ass with my HMG. Hahahah that stupid CR is no more. I warned all you CR n00bs and now Im happy. Deal with it.
That's funny cuz I have f&cking idea who you are.
Petals within petals, tadpole;
The truth lies beneath an opulence of illusion.
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
224
|
Posted - 2014.03.07 05:14:00 -
[306] - Quote
Changes to proficiency and damage mods is a perfect start to actually help fine tune weapons. CCP will be able to gather true data. It just is going to suck for awhile for some weapons, but CCP will see that and fix them. I just wish they hotfixed more often, that would help ease some of the pain.
This game with so many damage increases available got in the way and makes it hard to balance upon. I see many of the 1.8 fixes as a breaking the game back down to simpler blocks, to improve the foundation.
Sage /thread
|
Mregomies
Beer For Evil Mercs
176
|
Posted - 2014.03.07 05:20:00 -
[307] - Quote
AV? I switched MD to STD plasma cannon (+ 3 x packed AV nades) and take out 2 tanks last night in one game. My 1st day with plasma cannon.
Suomi, Finland, PERKELE!
Logibro
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Korvin Lomont
United Pwnage Service RISE of LEGION
655
|
Posted - 2014.03.07 10:18:00 -
[308] - Quote
Doshneil Antaro wrote:Changes to proficiency and damage mods is a perfect start to actually help fine tune weapons. CCP will be able to gather true data. It just is going to suck for awhile for some weapons, but CCP will see that and fix them. I just wish they hotfixed more often, that would help ease some of the pain.
This game with so many damage increases available got in the way and makes it hard to balance upon. I see many of the 1.8 fixes as a breaking the game back down to simpler blocks, to improve the foundation.
The big question how many of us will take the pain for another 3 or 4 month of a completely broken game balancing wise? |
Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
227
|
Posted - 2014.03.07 10:41:00 -
[309] - Quote
Korvin Lomont wrote:Doshneil Antaro wrote:Changes to proficiency and damage mods is a perfect start to actually help fine tune weapons. CCP will be able to gather true data. It just is going to suck for awhile for some weapons, but CCP will see that and fix them. I just wish they hotfixed more often, that would help ease some of the pain.
This game with so many damage increases available got in the way and makes it hard to balance upon. I see many of the 1.8 fixes as a breaking the game back down to simpler blocks, to improve the foundation. The big question how many of us will take the pain for another 3 or 4 month of a completely broken game balancing wise? Um, the game has never not been broken., and will continue to be so. Closed beta vet myself. Just play other games along side this one, or take breaks for a week to a month at a time to keep it fresh.
Sage /thread
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JONAHBENHUR
home of the forgotten
27
|
Posted - 2014.03.07 10:46:00 -
[310] - Quote
and the scrambler rifle is still the most overpowered weapon in the game get your stuff together ccp |
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jaksol returns
highland marines IMMORTAL REGIME
11
|
Posted - 2014.03.07 12:01:00 -
[311] - 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!
ok CCP one thing WHY A ALMOST PURE CALDARI LOVE BRO the ammar and galente are crying man why caldary got to chush us gallente in damage and range everytime?
Sacrifice is a choice you make, Loss is a choice made for you .
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jaksol returns
highland marines IMMORTAL REGIME
11
|
Posted - 2014.03.07 12:02:00 -
[312] - Quote
JONAHBENHUR wrote:and the scrambler rifle is still the most overpowered weapon in the game get your stuff together ccp
I just might be really good at headshots bro you know that huge scrambler damage mod?
Sacrifice is a choice you make, Loss is a choice made for you .
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Nirwanda Vaughns
Death Firm.
405
|
Posted - 2014.03.07 14:16:00 -
[313] - Quote
something many seem to be forgetting is that this is also a further nerf to AV. swarms and AV nades do pitiful damage as it is and now we're gonna lose an AV nade and swarms lose even more damage with the DM nerf. of all things out there AV is one thing which doesn't need nerfing any more. between the range and damage nerf, the increase in vehicle survivability and now the nade/DM changes it'll effectivly be the 6th nerf AV has has in as many weeks.
can we at least have swarms put back to 1.6 damage because otherwise you may as well allow us AVers to start picking rocks up off the ground to throw at tanks, they'd do more damage
Rolling with the punches
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JIMvc2
BurgezzE.T.F General Tso's Alliance
13
|
Posted - 2014.03.07 14:46:00 -
[314] - Quote
Brian LaFleur wrote:JIMvc2 wrote:Bones McGavins wrote:Brian LaFleur wrote: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 see you p&$$ies nerfed the combat rifle more than the rail rifle. Go f&ck your selves. Combat rifle is better than Rail...deal with it. The only rail issue is the proto rail having no real counter at its max range. This will be fixed with the LR buffs. Looks like someone is butt hurt. I remember shooting your ass with my HMG. Hahahah that stupid CR is no more. I warned all you CR n00bs and now Im happy. Deal with it. That's funny cuz I have f&cking idea who you are.
You want a cookie ? You dust mercs are really smart when it comes to names but we'll see how you do when it comes to tactics. Take care SVER n00b. |
Master Smurf
Nos Nothi
184
|
Posted - 2014.03.07 15:02:00 -
[315] - Quote
lrian Locust wrote:Fox Gaden wrote: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. That's why the Heavy's turning speed should be decreased, to give shotties a chance to evade.
Heavies have been given all the buffs to make them true beasts - fine.
But the HMG shouldve been part of the nerf and yes a turning speed reduction should happen as well.
Also - Heavies should have to be transported.
On another note, CCP where are the pilot suits??? - Ok let me make it easy:
All vehicles other than LAV's and speeders will need to be operated by a Pilot.
The Pilot suit (very minimal with just a sidearm) comes as part of the vehicle you have invested in.
"Shine bright like a diamond"
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noname warrior
Molon Labe. General Tso's Alliance
53
|
Posted - 2014.03.07 16:28:00 -
[316] - Quote
The Terminator T-1000 wrote:I am going into HAVs
Yup, why not? After reading the blog post it seems pretty obvious that the only things NOT getting nerfed which are seriously in need of a major balancing adjustments are tanks and their weapons.
I've come to the conclusion that if it's true the developers rely so heavily on CPM input for these updates, especially 1.7 and now 1.8, then the CPM is merely a group who have major influence and use it to foist their own personal Dust 514 gaming preferences and those preferences seem to be make HAVs so ridiculously OP at the expense of everything else and every other type of player who doesn't want to or like to tank.
So guess what? Infantry players are once again getting shafted so tankers can up their now 20/1 k/d ratios to what?...30/1? So yeah, you accept the fact that Dust 514 is now tank warfare and infantry players are merely cannon fodder for tankers. Change the name of infantry to "Target practice".
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Snake Sellors
Hellstorm Inc League of Infamy
2
|
Posted - 2014.03.07 18:53:00 -
[317] - Quote
not too bad with the weapon nerfs, lets face it we knew it had to happen. don't really understand the point of making new weapons that are pre nerfed and absolutely the worst weapons on the game
damage mods are ok but the complex mods should be 7% or the stacking penalty should be removed the foremost being the most balanced. there won't be enough of an increase between complex and advanced levels given the sp multiplier, unless all levels are equal sp. also seems to be yet another stealth nerf against snipers, thanks.
tanks are still going to be a huge problem, in a game with 16v16 having 4 tanks on each side is not fun for infantry.
in my heavy role all I will say is as my sniper I will reserve judgement for now in the hope that the vs armour boost will help and that mods nerf wont be too bad but as far as I can see I should expect in pub matches medium suits will be 2-3 shots and heavies will be 4-5 and pc will be ridiculous given the need to waste extra bullets against shields.
1 small idea about sniper rifle, give them a buff so that proto rifles can kill proto fits with one shots to the head but only to the head. but make proto sniper rifles Very expensive 1 mill isk+ that way snipers wont want to waste their proto rifles in regular pub matches
also some charge type rifles in loyalty points and lower tiers |
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1125
|
Posted - 2014.03.07 21:10:00 -
[318] - Quote
Does this mean officer AR damage isn't changing?
MAG ~ Raven
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JP Acuna
Pendejitos Canis Eliminatus Operatives
91
|
Posted - 2014.03.07 22:09:00 -
[319] - Quote
Snake Sellors wrote:not too bad with the weapon nerfs, lets face it we knew it had to happen. don't really understand the point of making new weapons that are pre nerfed and absolutely the worst weapons on the game damage mods are ok but the complex mods should be 7% or the stacking penalty should be removed the foremost being the most balanced. there won't be enough of an increase between complex and advanced levels given the sp multiplier, unless all levels are equal sp. also seems to be yet another stealth nerf against snipers, thanks. tanks are still going to be a huge problem, in a game with 16v16 having 4 tanks on each side is not fun for infantry. in my heavy role all I will say is as my sniper I will reserve judgement for now in the hope that the vs armour boost will help and that mods nerf wont be too bad but as far as I can see I should expect in pub matches medium suits will be 2-3 shots and heavies will be 4-5 and pc will be ridiculous given the need to waste extra bullets against shields. 1 small idea about sniper rifle, give them a buff so that proto rifles can kill proto fits with one shots to the head but only to the head. but make proto sniper rifles Very expensive 1 mill isk+ that way snipers wont want to waste their proto rifles in regular pub matches also some charge type rifles in loyalty points and lower tiers
No.
If proto sniper rifles one-shot proto suits then they're going to one-shot every other suit below, headshot or not. Expensive? Well, another reason to fit it on a proto suit and use it behind the redline in pubs, just like a Thale's now, but even worse, because it can be restocked.
Snipers don't need any love, it's already too easy for them, they're not even supportive to the team, i rarely see someone being a good sniper in the middle of the battlefield. They're all sitting in the same spot the whole match.
No offense, maybe you do it well, but i don't see why snipers should be any better than now. |
NextDark Knight
Hellstorm Inc League of Infamy
256
|
Posted - 2014.03.08 01:45:00 -
[320] - Quote
Does anyone remember when Uprising came out and there was a 10% reduction to all damage. It was horrible and they buffed the damage up 10%! now they plan on dropping it back 10~20 percent again plus the aditional 50% nerf to complex damage mods. Just can't imagine what is going on upstairs at CCP. Don't you remember the TTK from then.. it was bad.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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bamboo x
Eternal Beings Proficiency V.
149
|
Posted - 2014.03.08 01:54:00 -
[321] - Quote
CCP, it should only take two infantry of AV skill investment equal to the tanker to kill a tank. No more.
I'm pretty sure there are 5 tanks allowed on the field. That outnumbers the resources 16 infantry could possibly need to take those tanks out.
So many people will quit this game if you don't fix AV in 1.8 it's not even funny. Tanks are what is hurting Dust the most right now.
Hanging up the Min Logi, going full Amarr Sentinel with HMG, Ion Pistol, and Forge Gun.
My record high KD about 47/14
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Meeko Fent
Kirkinen Risk Control Caldari State
1939
|
Posted - 2014.03.08 05:10:00 -
[322] - Quote
bamboo x wrote:CCP, it should only take two infantry of AV skill investment equal to the tanker to kill a tank. No more.
I'm pretty sure there are 5 tanks allowed on the field. That outnumbers the resources 16 infantry could possibly need to take those tanks out.
So many people will quit this game if you don't fix AV in 1.8 it's not even funny. Tanks are what is hurting Dust the most right now. And Protosuits.
And "OP Heavies"
And the MagSec which has been designated the new OP weapon for 1.8
And the CR and RR.
Everything is supposed to kill this game, right?
Because you Wanted to be Something your Not.
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7208
|
Posted - 2014.03.08 11:13:00 -
[323] - Quote
Mordecai Sanguine wrote:Review : I don't really read all the numbers of the three new secondary weapons, i just hope Caldari Tech DON'T have the same DPS thant the others, ranged weapons should have a lower DPS since they have more range. "They have less RoF" => If at the end they have the same DPS then RoF don't really count. I've seen the nerf of all "OP" weapons, nice job. Hard nerf for RR and CR (They deserved it.) Soft nerf for ScR and AR. => Really NiceNerf of damagers => Nice, people don't understand than now their "proficiency" has gone, it's the ONLY way to increase firepower, so 5% is HIIIIIIGH. Since there's no other Passive skills to increase raw damage (Exepting Commandos which makes them REALLY intresting for 1.8) NOW the huge problem.1- Mass Driver Buff, WHAT THE HELL ?????? It seems CCP forgot they were totally OP before hit detection issues and was not nerfed. They were underdog ONLY when facing Rifles. Now that Rifles are nerfed WHY did they get buffed ????? Turn back CCP before it's too late. I'm an Mass driver user since Chromosome. This is will be the begin of HELL. 2- Proficiency that affect Armor and Shield, okay nice seems a good idea BUT it's absolutely NOT balanced !!!!!!!!!! I mean shield is rarely over 400ehp. Extender re way lower than Armor plates. While armor is about 1000ehp. Giving bonus to armor piercing means giving a damage boost to kill 1000ehp. Giving a bonus to kill shield means a bonus for ONLY 400ehp..... For an Anti-armor weapons it's really easy to cut down the shield since they are pretty low and then TOTALLY destroy the armor with their heavy bonus to armor. For an Anti-Shield Weapons, they will destroy the shield easily but...THEN ? There's still 80% of the target ehp. And they receive high penality to cut down these armor ehp....Anti-Shield weapons will become totally useless and totally less powerful overall exepting against Caldari. => AR / SCR / LR....... But a flux would do the same afterall since you can't dodge it. Anyway GREAT Dev blog and overall really good things. (Could we have the range numbers, a graphic for Laser Rifles range please ?) Wtf? 1000 armor? Try 500.
It's not even possible to have 1000 armor on a Gallente Assault suit.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Shaira Ilv Enna-Ress
Maphia Clan Corporation
23
|
Posted - 2014.03.08 11:27:00 -
[324] - Quote
Cat Merc wrote:Wtf? 1000 armor? Try 500.
It's not even possible to have 1000 armor on a Gallente Assault suit.
But you can have > 1000 eHP. PROOF
Dwelling on the past
Struggling for the future
~ A Burning Life ~
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Bear D'Grassi
Forsaken Immortals Top Men.
63
|
Posted - 2014.03.08 11:41:00 -
[325] - Quote
Welcome to W.O.T 2
Forsaken Immortals, my zimmer frame please, its time to deploy!
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Joey-Number1
Maniacal Miners INC No Safe Haven
63
|
Posted - 2014.03.08 12:41:00 -
[326] - Quote
AR is supposed to do huge damage on a very close range situations, whether it does work like that I am not sure yet. But don't except it as a plasma (blaster) rifle being a medium range efficient gun. :P |
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7219
|
Posted - 2014.03.08 13:53:00 -
[327] - Quote
Shaira Ilv Enna-Ress wrote:Cat Merc wrote:Wtf? 1000 armor? Try 500.
It's not even possible to have 1000 armor on a Gallente Assault suit. But you can have > 1000 eHP. PROOF Uhh... You might want to look at the speed. It's also unsustainable, as it has no regen/very poor regen come 1.8.
Repair hives are unreliable (can get destroyed, are limited in numers, etc') and their clusters and HP are getting nerfed.
Logi support requires team work, and killing the logi means killing the armor tanker.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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BL4CKST4R
WarRavens League of Infamy
1995
|
Posted - 2014.03.08 14:03:00 -
[328] - Quote
Cat Merc wrote:Shaira Ilv Enna-Ress wrote:Cat Merc wrote:Wtf? 1000 armor? Try 500.
It's not even possible to have 1000 armor on a Gallente Assault suit. But you can have > 1000 eHP. PROOF Uhh... You might want to look at the speed. It's also unsustainable, as it has no regen/very poor regen come 1.8. Repair hives are unreliable (can get destroyed, are limited in numers, etc') and their clusters and HP are getting nerfed. Logi support requires team work, and killing the logi means killing the armor tanker.
Whoever runs 1000 HP gal assault is either a sniper, a rail rifle clutch user or an idiot.
For the Federation!
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Master Smurf
Nos Nothi
187
|
Posted - 2014.03.08 14:08:00 -
[329] - Quote
NextDark Knight wrote:Does anyone remember when Uprising came out and there was a 10% reduction to all damage. It was horrible and they buffed the damage up 10%! now they plan on dropping it back 10~20 percent again plus the aditional 50% nerf to complex damage mods. Just can't imagine what is going on upstairs at CCP. Don't you remember the TTK from then.. it was bad.
Well in their favour, hit detection has vastly improved and auto aim is also stronger.
I hope the reduction only increases TTK slightly and if it becomes an issue then another balance pass be made quickly and not many months later.
"Shine bright like a diamond"
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Sadman 1213
Horizons' Edge
0
|
Posted - 2014.03.09 01:40:00 -
[330] - Quote
Why are the Amarr so neglected? I feel all alone in this world... As a Laser Rifler, am very frustrated. The range increase might improve things, but I feel they still might be UP in comparison to all the other weapons. The Scrambler Rifle damage is being decreased a bit too much. Lets not let the AR thing happen again (Awsome at one day, stink the next). I put basically all of my SP into these weapons. I hope I actually get some benefits from it. I hope you consider these things.
Hail the Empress! Amarr forever!
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3778
|
Posted - 2014.03.09 04:22:00 -
[331] - Quote
They haven't really announced many Amarr weapons. So, we kinda knew as of Fanfest last year that they didn't have any Amarr weapons on the drawing board aside from the Heavy Weapon (still unannounced). They haven't introduced everything they did show then either (Minmatar Precision Rifle, for example). So, who knows when another Amarr weapon will surface.
Dren and Templar equipment stats, wrong since release.
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iKILLu osborne
Heavy Reign inc. Freek Alliance
0
|
Posted - 2014.03.09 09:52:00 -
[332] - Quote
why you messing with damage mods no more one hit kills with charged scrambler rifle -_- |
iKILLu osborne
Heavy Reign inc. Freek Alliance
0
|
Posted - 2014.03.09 10:37:00 -
[333] - Quote
better at least remove stacking penalty if not a lot ppl jus use shield extenders |
Cal Predine
StarKnight Security
59
|
Posted - 2014.03.09 11:40:00 -
[334] - Quote
Always great to see new options added, and the artwork is great - looking forward to trying them out.
Glad to see the Rail Rifle and Combat Rifle being dialled back - especially the Combat Rifle (who'd have thought it? A new Minmatard weapon which renders its peers pretty much irrelevant! Who'd have thought indeed ... ). I'm a little bewildered by the Assault Rifle being toned down further, though. I've certainly stopped using them completely now, as they are no longer remotely competitive. I could have possibly understood the proposal if the changes stopped short of the Tactical variants, which (anti-exploit RoF changes aside) have already been nerfed into the ground then nerfed again, before finally being rendered utterly obsolete by the introduction of other long-range weapons with high RoF - time will tell if anyone ever bothers with these again.
The thing I find really remarkable about these changes is that, yet again, there is *nothing* about elevating Dust's performance to the standard of "competent shooter" and dealing with the invulnerability of high-ping players... I'm sure you're very much aware of these problems by now, though (you could scarcely not be), so I'm sure we can all look forward to a separate dev blog dedicated in its entirety to this issue closer to release date, eh?
PS3 Slim -
Hybrid hard drive with 8GB SSD -
South Coast UK -
Virgin media cable BB, 20Mbps down, 2Mbps up.
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DeathhtaeD
Dust-Cloud
51
|
Posted - 2014.03.09 12:32:00 -
[335] - Quote
Could somenone pls explain how the new proficiency is going to work out.? Is it going to be two branches to skill into; Shield and Armor?
I-¦m a heavy, and have Proto HMG and proficiency 4. Is there a point to save up for proficiency 5 anymore? Damn I feel stupid, when I dont understand this stuff...
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Nulldust
Codex Troopers
6
|
Posted - 2014.03.09 14:23:00 -
[336] - Quote
DeathhtaeD wrote:Is it going to be two branches to skill into; Shield and Armor? No.
Quote:I-¦m a heavy, and have Proto HMG and proficiency 4. Check the damage profile of weapons here. For HMG, it's:
shield -5% armor +10%
HMG proficiency 4 adds 12% to both shield and armor. After 1.8, just armor. HMG damage profile at proficiency 4 before 1.8 is:
shield -5% +12% = +7% armor +10% +12% = +22%
After 1.8, it's:
shield -5% +0% = -5% armor +10% +12% = +22% |
Master Smurf
Nos Nothi
188
|
Posted - 2014.03.09 14:46:00 -
[337] - Quote
DeathhtaeD wrote:Could somenone pls explain how the new proficiency is going to work out.? Is it going to be two branches to skill into; Shield and Armor? I-¦m a heavy, and have Proto HMG and proficiency 4. Is there a point to save up for proficiency 5 anymore? Damn I feel stupid, when I dont understand this stuff...
The skill is being changed from 3% damage per level (ie 3% to the overall damage your HMG does to both shield and armor) to 3% damage per level to what your HMG is stronger at which is armor. So your HMG will be vs shield.
Currently your HMG does 12% more damage vs armor and shield After 1.8 your HMG will do 12% more damage to only armor
IMHO I wouldnt go to Pro Lv5; the HMG is not being nerfed while all the other rifles are. It is already an extremely deadly weapon
Note: I am assuming the value of the proficiency is still 3% as CCP doesnt state a number, only that the skill will be changing.
"Shine bright like a diamond"
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DeathhtaeD
Dust-Cloud
51
|
Posted - 2014.03.09 17:55:00 -
[338] - Quote
THANKS Master Smurf & Nulldust..!
Nice to get some friendly answers. Though I-¦ve been here since closed beta, I feel like a noob when it comes to this regulation stuff.
I just love this game, it got lots potential to be one of the best games in this genre. The best is that it changes all the time, with all the next patches coming out. And to just jump in and play occasionally 2-3 times a week and have a blast of time, squading up with different friends, is my time off, in this world...
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Brian LaFleur
RETR0 PR0 GAMERS
23
|
Posted - 2014.03.10 06:48:00 -
[339] - Quote
Looks like someone is butt hurt. I remember shooting your ass with my HMG. Hahahah that stupid CR is no more. I warned all you CR n00bs and now Im happy. Deal with it.[/quote]
That's funny cuz I have f&cking idea who you are.[/quote]
You want a cookie ? You dust mercs are really smart when it comes to names but we'll see how you do when it comes to tactics. Take care SVER n00b.[/quote]
SMDH.... Look, just because I may have cost you in access of 40 million ISK doesn't excuse the fact that you're a flavor of the month, rail rifle using pGé¼ssy. Now I understand you have very little natural talent, and even fewer points of I.Q. But to blindly insult someone who you don't even know when they haven't insulted you speaks volumes of your character. My insults were directed towards CCP as they continue to insult us with an imbalanced, poorly coded game. If you're a CCP Dev, then I understand completely. If you're not, well, I guess you've shown everyone on the forums what you really are. Good luck to you. You'll need it. =ƒÿë
Petals within petals, tadpole;
The truth lies beneath an opulence of illusion.
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Shaira Ilv Enna-Ress
Maphia Clan Corporation
25
|
Posted - 2014.03.10 14:20:00 -
[340] - Quote
Cat Merc wrote:Uhh... You might want to look at the speed. It's also unsustainable, as it has no regen/very poor regen come 1.8. Repair hives are unreliable (can get destroyed, are limited in numers, etc') and their clusters and HP are getting nerfed. Logi support requires team work, and killing the logi means killing the armor tanker.
You asked for 1000eHP, not for speed, regen, support and so on. Sure it's not a fit I'd ever use.
Dwelling on the past
Struggling for the future
~ A Burning Life ~
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CCP Logibro
C C P C C P Alliance
5783
|
Posted - 2014.03.10 20:07:00 -
[341] - Quote
Couple of things to add
The Weapon skills for the new weapons have the following bonuses per level
MagSec: 5% reduction to kick Bolt Pistol: 5% reduction to kick Ion Pistol: 5% reduction in charge time
The Ion Pistol also has a Sharpshooter skill that reduces dispersion by 5% per level.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5170
|
Posted - 2014.03.10 20:15:00 -
[342] - Quote
CCP Logibro wrote:Couple of things to add
The Weapon skills for the new weapons have the following bonuses per level
MagSec: 5% reduction to kick Bolt Pistol: 5% reduction to kick Ion Pistol: 5% reduction in charge time
The Ion Pistol also has a Sharpshooter skill that reduces dispersion by 5% per level.
a) How much dispersion can a pistol with 20m optimal honestly have..? O.o; b) On the subject of charge/overheat, can we get a skill that reduces the seize up time since this is, after-all, a close quarters weapon with little room for error?
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7317
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Posted - 2014.03.10 20:18:00 -
[343] - Quote
Shaira Ilv Enna-Ress wrote:Cat Merc wrote:Uhh... You might want to look at the speed. It's also unsustainable, as it has no regen/very poor regen come 1.8. Repair hives are unreliable (can get destroyed, are limited in numers, etc') and their clusters and HP are getting nerfed. Logi support requires team work, and killing the logi means killing the armor tanker. You asked for 1000eHP, not for speed, regen, support and so on. Sure it's not a fit I'd ever use. I asked for 1000 armor, not eHP.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7317
|
Posted - 2014.03.10 20:19:00 -
[344] - Quote
Aeon Amadi wrote:CCP Logibro wrote:Couple of things to add
The Weapon skills for the new weapons have the following bonuses per level
MagSec: 5% reduction to kick Bolt Pistol: 5% reduction to kick Ion Pistol: 5% reduction in charge time
The Ion Pistol also has a Sharpshooter skill that reduces dispersion by 5% per level. a) How much dispersion can a pistol with 20m optimal honestly have..? O.o; b) On the subject of charge/overheat, can we get a skill that reduces the seize up time since this is, after-all, a close quarters weapon with little room for error? Aeon, considering how **** the Ion Pistol is, I won't be surprised if it's dispersion ended up matching the TAC AR.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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jerrmy12 kahoalii
Pradox XVI Proficiency V.
425
|
Posted - 2014.03.10 20:23:00 -
[345] - Quote
CCP Logibro wrote:Couple of things to add
The Weapon skills for the new weapons have the following bonuses per level
MagSec: 5% reduction to kick Bolt Pistol: 5% reduction to kick Ion Pistol: 5% reduction in charge time
The Ion Pistol also has a Sharpshooter skill that reduces dispersion by 5% per level. Cool Bolt pistol, is it best used for scouts and alpha damage? I cant think right atm
Closed beta vet
Logi,
Heavy,
Python,
Scout.
|
Beren Hurin
Onslaught Inc RISE of LEGION
2168
|
Posted - 2014.03.10 20:37:00 -
[346] - Quote
Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize. |
jerrmy12 kahoalii
Pradox XVI Proficiency V.
426
|
Posted - 2014.03.10 20:39:00 -
[347] - Quote
Beren Hurin wrote:Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize. If you cant switch weapons, why bother off scouts?
Closed beta vet
Logi,
Heavy,
Python,
Scout.
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
796
|
Posted - 2014.03.10 20:44:00 -
[348] - Quote
CCP Logibro wrote:Couple of things to add
The Weapon skills for the new weapons have the following bonuses per level
MagSec: 5% reduction to kick Bolt Pistol: 5% reduction to kick Ion Pistol: 5% reduction in charge time
The Ion Pistol also has a Sharpshooter skill that reduces dispersion by 5% per level.
I appreciate the info! +1
Curious...is the spool time on that MagSec .3sec as per the original release? If so, is the RR getting an increase to spool time to match it?
"Endless money forms the sinews of War." - Cicero
|
Aeon Amadi
Edimmu Warfighters Gallente Federation
5170
|
Posted - 2014.03.10 21:17:00 -
[349] - Quote
Beren Hurin wrote:Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize.
3.5 seconds?!?!
To hell with that, I'm not even going to put SP into it if that's the case.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
Faquira Bleuetta
Fatal Absolution General Tso's Alliance
268
|
Posted - 2014.03.10 21:27:00 -
[350] - Quote
Aeon Amadi wrote:Beren Hurin wrote:Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize. 3.5 seconds?!?! To hell with that, I'm not even going to put SP into it if that's the case. wowwwwwwwww are u kidding me CCP stop abusing moronic player who will waste sp to ion pistol and get ****** score
(n+ëGèÖGÇ+GèÖ)n+ën+PpÇÄG£º~TEARS~G£ºpÇÅ 1.8 Laser rifle buff faq will be back to melt all ur sorry ass the good ol chromosomes days.
|
|
Beren Hurin
Onslaught Inc RISE of LEGION
2168
|
Posted - 2014.03.10 21:31:00 -
[351] - Quote
Aeon Amadi wrote:Beren Hurin wrote:Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize. 3.5 seconds?!?! To hell with that, I'm not even going to put SP into it if that's the case. Logibro said he had to try pretty hard to overheat the thing. My guess is that this can happen if you hold the charge for too long. I did the math and at max skills charged shot dps approximately = rapid fire dps. So this goes along with the ammo conservation idea. |
Faquira Bleuetta
Fatal Absolution General Tso's Alliance
268
|
Posted - 2014.03.10 21:32:00 -
[352] - Quote
heyyyyyy ccp will u change the shityy ass amarr scout bonus skill they suk dik come on are u stupid i will pay hundred millions $ for replacing ur **** brain off ur for better one.
(n+ëGèÖGÇ+GèÖ)n+ën+PpÇÄG£º~TEARS~G£ºpÇÅ 1.8 Laser rifle buff faq will be back to melt all ur sorry ass the good ol chromosomes days.
|
Beren Hurin
Onslaught Inc RISE of LEGION
2168
|
Posted - 2014.03.10 21:35:00 -
[353] - Quote
Faquira Bleuetta wrote:heyyyyyy ccp will u change the shityy ass amarr scout bonus skill they suk dik come on are u stupid i will pay hundred millions $ for replacing ur **** brain off ur for better one.
I found some old posts from wolfman back in 1.5 where they were looking at strafe speeds. Initial designs had different strafe ratios for different suits. Basically it was possible that some scout would be better starters than others. I'm holding out for this as a under the radar mechanic. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5171
|
Posted - 2014.03.10 21:52:00 -
[354] - Quote
Beren Hurin wrote:Aeon Amadi wrote:Beren Hurin wrote:Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize. 3.5 seconds?!?! To hell with that, I'm not even going to put SP into it if that's the case. Logibro said he had to try pretty hard to overheat the thing. My guess is that this can happen if you hold the charge for too long. I did the math and at max skills charged shot dps approximately = rapid fire dps. So this goes along with the ammo conservation idea. So if you compare those heat stats to the scrambler rifle, it has about a 6 s cooldown and 6-7 second overheat. It seems really hard to overheat the thing.
But it overheats whenever you fire a charged shot... So, why bother with 50 damage rounds when you can just use a Scrambler Pistol and just aim for the head..?
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
Beren Hurin
Onslaught Inc RISE of LEGION
2169
|
Posted - 2014.03.10 22:13:00 -
[355] - Quote
Aeon Amadi wrote:Beren Hurin wrote:Aeon Amadi wrote:Beren Hurin wrote:Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize. 3.5 seconds?!?! To hell with that, I'm not even going to put SP into it if that's the case. Logibro said he had to try pretty hard to overheat the thing. My guess is that this can happen if you hold the charge for too long. I did the math and at max skills charged shot dps approximately = rapid fire dps. So this goes along with the ammo conservation idea. So if you compare those heat stats to the scrambler rifle, it has about a 6 s cooldown and 6-7 second overheat. It seems really hard to overheat the thing. But it overheats whenever you fire a charged shot... So, why bother with 50 damage rounds when you can just use a Scrambler Pistol and just aim for the head..? I think the devblog was poorly worded. I think it's like a scrambler rifle where a charged shot will cause x amount of heat, but not necessarily overheat it. Its possible that unlike scrambler rifle, the heat charge could begin once you've fully charged the weapon causing overheat if you hold it TOO long, but I would echo everyone's disappointment if the operation bonus made the weapon easier to overheat.
*Edit* well shoot, looks like i'm wrong here. It seems that it does seize after all charged shots via Logibro. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5171
|
Posted - 2014.03.10 22:40:00 -
[356] - Quote
Beren Hurin wrote:Aeon Amadi wrote:Beren Hurin wrote:Aeon Amadi wrote:Beren Hurin wrote:Also per CCP Logibro in IRC, Ion pistol gets a .5 second cooldown and a 3.5 s overheat seize. 3.5 seconds?!?! To hell with that, I'm not even going to put SP into it if that's the case. Logibro said he had to try pretty hard to overheat the thing. My guess is that this can happen if you hold the charge for too long. I did the math and at max skills charged shot dps approximately = rapid fire dps. So this goes along with the ammo conservation idea. So if you compare those heat stats to the scrambler rifle, it has about a 6 s cooldown and 6-7 second overheat. It seems really hard to overheat the thing. But it overheats whenever you fire a charged shot... So, why bother with 50 damage rounds when you can just use a Scrambler Pistol and just aim for the head..? I think the devblog was poorly worded. I think it's like a scrambler rifle where a charged shot will cause x amount of heat, but not necessarily overheat it. Its possible that unlike scrambler rifle, the heat charge could begin once you've fully charged the weapon causing overheat if you hold it TOO long, but I would echo everyone's disappointment if the operation bonus made the weapon easier to overheat. *Edit* well shoot, looks like i'm wrong here. It seems that it does seize after all charged shots via Logibro.
Yup. And that's why almost all dedicated Gallente players are convinced that CCP hates Gallente xD
Nothin' but skill shot.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
|
Bendtner92
Imperfects Negative-Feedback
1843
|
Posted - 2014.03.10 22:50:00 -
[357] - Quote
Aeon Amadi wrote:Yup. And that's why almost all dedicated Gallente players are convinced that CCP hates Gallente xD
Nothin' but skill shot. Also don't forget you can't hold the charge, so yeah, the Ion Pistol really looks extremely UP.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
|
Celus Ivara
DUST University Ivy League
177
|
Posted - 2014.03.11 04:50:00 -
[358] - Quote
CCP Logibro wrote:Couple of things to add
The Weapon skills for the new weapons have the following bonuses per level
MagSec: 5% reduction to kick Bolt Pistol: 5% reduction to kick Ion Pistol: 5% reduction in charge time
The Ion Pistol also has a Sharpshooter skill that reduces dispersion by 5% per level. The Ion Pistol has a Sharpshooter skill? You sure you don't mean the MagSec?
Supporting Kevall Longstride, CEO of DUST University, for CPM1
|
Oxskull Duncarino
0uter.Heaven
480
|
Posted - 2014.03.11 11:55:00 -
[359] - Quote
CCP Logibro wrote:Couple of things to add
The Weapon skills for the new weapons have the following bonuses per level
MagSec: 5% reduction to kick Bolt Pistol: 5% reduction to kick Ion Pistol: 5% reduction in charge time
The Ion Pistol also has a Sharpshooter skill that reduces dispersion by 5% per level. I'm looking forward to everything coming in 1.8, with the weapons, the suits, the PC and FW changes all sounding great, but here's something that's been bugging me for a long time. If ye are going to keep having this sharpshooter skill only apply to a small group of weapons to give more accurate hipfire, then any weapon without it should be noticeable less useful without it. Correct me if I'm wrong but it doesn't affect ADSing. Otherwise it is just another SP sink.
In my view all non laser weapons should have it as the separate skill that it is at the moment for a few weapons. It is after all a clone's acquired skill in controlling the recoil on a weapon being fired from the hip, to my knowledge. I'll wait for 1.8 to see how everything hopefully falls into place, but regardless, please consider introducing it for all relevant weapons, or remove the skill altogether with changes to other skills to reflect this change.
Maybe I'm wrong on it affecting only hipfire, but I notice no difference in ADS accuracy between my fully kitted 30+ SP character and my alt with no skills in the AR at all. Maybe it's just that my aim sucks that much that the difference isn't noticeable for me |
Eo v Prime
United Pwnage Service RISE of LEGION
8
|
Posted - 2014.03.11 20:01:00 -
[360] - Quote
sry haven't read all of those 18 pages.. (in fact only 6) and i write veeery few posts...
Dot get we wrong there is a lot of great stuff in 1.8. REALLY great stuff. LR buff, new weapons, better ttk ect.
BUT:
I agree to those who rant about:
-MassDrive buff -Overpowered sidearm (mind the spiral) -complex dmg Mod nerf (rly necessery, but too much ... way over the top)
Those are 3 bad changes but the worst of all and this and it is reallly problematic:
SR -9% RR -14%
What the f* ?
Scram Rifle was (and will be) THE OP weapon!
If you would nerf them both -14% it wouldn't be optimal but not worse then now. but the whole TTK change seems to be another buff for the SR.
We dont need and dont want this!
Eo
|
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DROPSHIP CAPTAIN
Valor Coalition
13
|
Posted - 2014.03.11 21:35:00 -
[361] - Quote
Ares 514 wrote:Asirius Medaius wrote:Ares 514 wrote: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. I can't wait for next week. Picking mine up release day! I might be genuinely hooked to Dark Souls 2 for a very long time, and probably not look back to Dust until Fall or Winter (since I got hundreds of hours out of Dark Souls between PvE and PvP, this is a great investment). I have fooled myself for awhile that this update was going to be huge, but if this is any indication of what we are going to see for the final patch, I think my time on this game is done. Perhaps I'll see you around in Dark Souls II! I also sunk a ton of time into Demon Souls and Dark Souls. I'm hoping they bring back the great traps from Demon Souls, loved the world on Dark Souls but the traps were not as great, the Demon Souls ones were epic.
Yeah dude CCP is worse than any for it's lack or reasoning with people who aren't their f*** buddy.... wish I had enough money to buy out the enitre company, then proceed to fire everyone I don't like or want apart of it and give this game to an institution such as a school for gaming for people who are serious and go from there but someday my wish will come true and the moon will be made of cheese and the streets paved with gold |
DROPSHIP CAPTAIN
Valor Coalition
13
|
Posted - 2014.03.11 21:39:00 -
[362] - Quote
Maken Tosch wrote:CCP Remnant wrote:The second change we made is to the weapon proficiency skills. At the moment, they give a flat bonus to damage with a specific weapon. With Uprising 1.8 these bonuses are being changed, and will only give a bonus to attacking either shields or armor. This applies to all weapons other than the Nova Knife (which retains the damage bonus). So wait, the Nova Knives will still retain an even damage bonus to both armor and shield? Nice.
lease your samurai Taylor blades are not being messed with right least they want people to have some fun instead of suck it away from everyone the AR is TRASH becasue you them now its worse than a dang Nerf dart gun the kid next door shoots me with causing no DAM @ all! All the stupid ideas that most people have from the COD players ignore these are bots not people at all just by reading the posts...wake up smart ones the dumb-dumbs are breaching the gates of smart people world wide with their battle-cattle on the forums, beware but don't fear! |
Thin Sight
On The Brink CRONOS.
33
|
Posted - 2014.03.12 11:08:00 -
[363] - 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!
There any future plans to the heavies arsenal would like a gal and an ammar weapon. this would change it up from being some what of a stale mate when heavys face one on one on the battle field and would give heavies something more to think about. i current have 3 heavy suit builds:
- heavy forge (vs vechiles) - heavy speed (all rounder) - heavy plates (beast if logi love is available)
how i am glad there will be new heavy suits with the races but without the weapons its just going to be the same thing. there will be the best race suit for the hmg and one for the forge. so there others will be not used so whats the point of releasing them. it becomes a sp sink which you love but you will just get tickets demanding/asking for a respec.
if i get a response and i dout i will can it just be a simple yes or no and a date on realise. i've been playing this game since close beta and safe to say i am hocked so will not be leaving because you say for months down the line. i have create all types of alts to deal with the flavour of them months.
i'm fully aware of things taking time but i would like to have a time scale.
OTB repping... Y u Violence my inbox... Pub Channel: OTB
|
T8R Raid
BIG BAD W0LVES Canis Eliminatus Operatives
185
|
Posted - 2014.03.12 22:41:00 -
[364] - Quote
Sana Rayya wrote:Grenade nerf combined with nanohive nerf means 4 grenades per 48 cluster nanohive. I'm thinking that unpopped nanohives will be quite rare come 1.8.
2 words, Caldari Logistics
Unchecked dishonesty can promote the perception that one must cheat to remain competitive.
|
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
421
|
Posted - 2014.03.12 23:24:00 -
[365] - Quote
...anybody have this and this as spreadsheet or plain text? Thanx.
...sorry for bad English =)
|
Justin Tymes
Dem Durrty Boyz Renegade Alliance
726
|
Posted - 2014.03.13 20:06:00 -
[366] - Quote
T8R Raid wrote:Sana Rayya wrote:Grenade nerf combined with nanohive nerf means 4 grenades per 48 cluster nanohive. I'm thinking that unpopped nanohives will be quite rare come 1.8. 2 words, Caldari Logistics
Truly wish I could use Caldari, but I can never separate from my MD, and I'll need the sidearm to keep myself from being raped by Heavies in 1.8.
So Amarr Logi here I come. I suppose the Bonus to Uplinks isn't bad. |
bamboo x
Eternal Beings Proficiency V.
226
|
Posted - 2014.03.15 10:50:00 -
[367] - Quote
How much percentage bonus do we get for proficiency now?
bamboo x in 1.8 (Boundless HMG) you
bamboo x (Ion or Scrambler Pistol) you
bamboo x (Forge Gun or AV nade) your tank
|
Summ Dude
Direct Action Resources
300
|
Posted - 2014.03.15 11:03:00 -
[368] - Quote
bamboo x wrote:How much percentage bonus do we get for proficiency now? Same as before, 3% per level. The only difference is that now it will only affect either armor or shields, not both.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
bamboo x
Eternal Beings Proficiency V.
228
|
Posted - 2014.03.15 14:48:00 -
[369] - Quote
Summ Dude wrote:bamboo x wrote:How much percentage bonus do we get for proficiency now? Same as before, 3% per level. The only difference is that now it will only affect either armor or shields, not both.
I know the shields and armor part
Link or didnt happen
hackable ladders ftw
|
Summ Dude
Direct Action Resources
300
|
Posted - 2014.03.15 20:01:00 -
[370] - Quote
bamboo x wrote:Summ Dude wrote:bamboo x wrote:How much percentage bonus do we get for proficiency now? Same as before, 3% per level. The only difference is that now it will only affect either armor or shields, not both. I know the shields and armor part Link or didnt happen Well, here's this from the Dev Blog:
Quote:The second change we made is to the weapon proficiency skills. At the moment, they give a flat bonus to damage with a specific weapon. With Uprising 1.8 these bonuses are being changed, and will only give a bonus to attacking either shields or armor. This applies to all weapons other than the Nova Knife (which retains the damage bonus). Nothing mentioned about changing how much of a bonus the skill gives, which seems like a pretty important thing to leave out. So yea, I'm under the impression it'll be the same.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
|
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Murt Lesp
Hydra's Wraiths
38
|
Posted - 2014.03.16 17:29:00 -
[371] - Quote
Will the SMG be renamed since the Magsec is a different SMG? Will the Rifles be renamed according to race? Will the Assault Rifle be renamed "Plasma Rifle"?
It's time for MILLITA MONTH!!!
|
Levithunder
Butt Hurt Try Hards Primus Federation
171
|
Posted - 2014.03.17 08:33:00 -
[372] - Quote
Please decrease the damage output of the magec smg by at least 14.5%, based on the current stats of the weapon this side arm will rival the gallente assault rifle I mean: -10 shots a secound -30 DMG a shot -50 round clip -.3 charge up time
In conclusion: it is too good for a side arm even at standard.
(-í° -£-û -í°) against my adversaries.
|
ANNIYAN-007
THE AVENGERS FORCE
1
|
Posted - 2014.03.21 13:03:00 -
[373] - Quote
Dear ccp, if you refund all sp and isk for weapon tree. it will be more help full to us to select the weapons we want. As you made a lot of changes like dam modi , new side arm weapons, and you nerfed most of the weapons. please give us a chance to select the weapons we want.
With Thanks, Anniyan |
JP Acuna
Pendejitos Canis Eliminatus Operatives
103
|
Posted - 2014.03.21 15:53:00 -
[374] - Quote
By all the info that's come out about the Ion Pistol, i'm tempted to guess that it works similarly to the shotgun. Otherwise the sharpshooter skill and the low damage make no sense. |
Brute Siege
DIVISION514 Lokun Listamenn
0
|
Posted - 2014.03.21 17:26:00 -
[375] - Quote
The RR is gonna get nerfed some more i guarantee it and new weapons, cloaking device, more heavy armor, and a mass driver buff i feel like a hormone raging teen in a sex shop
Lesson One: only trust people who like big butts they cannot lie.
|
Aeladon Leiko
KNIGHTZ OF THE ROUND Lokun Listamenn
4
|
Posted - 2014.03.25 11:51:00 -
[376] - Quote
so late post i know ...so far down nobody will read it i'm guessing but .... anybody else think this is crap?! they mess with both suits and weapons but we get only a suit respec. tankers get a full respec for their skill tree and we get screwed over. i'm very disappointed. |
Elrond Skywalker
Molon Labe. General Tso's Alliance
4
|
Posted - 2014.03.25 16:59:00 -
[377] - Quote
Aeladon Leiko wrote:so late post i know ...so far down nobody will read it i'm guessing but .... anybody else think this is crap?! they mess with both suits and weapons but we get only a suit respec. tankers get a full respec for their skill tree and we get screwed over. i'm very disappointed.
Completely agree with this and two posts up. If i log in after work and my combat rifle is as much use as a sponge cake on the battle field i will be extremly pissed, it has taken a lot of time and SP to level 5 my rifle and from what im reading im going to be murdered by some invisible fool who i cant see to shoot, then again if i do see him my rounds may be more likely to tickle than kill. WE WANT RESPEC.
The West Midlands merc " Yam dead yaw am "
Closed BETA vet
|
bamboo x
Eternal Beings Proficiency V.
369
|
Posted - 2014.03.25 20:19:00 -
[378] - Quote
Link to blog isn't working.
Was trying to check the SMG nerf
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
|
Nticip8
The dyst0pian Corporation Zero-Day
6
|
Posted - 2014.03.26 02:58:00 -
[379] - Quote
Yeah, without stacked dam mods my proto swarms stand almost no chance of actually destroying a tank (it was already VERY difficult in 1.7). Plus, with only getting two AV grenades and the nerf to nanohoves I cannot resupply enough swarms/nades for it to be a viable deployment option. I cant believe that CCP didn't address this issue.
Also, a terrible nerf to AR! Burst & Tac were already inferior to most light weapons out there and now even the Magsec (sidearm) is more powerful than a GEC(Primary). Good thing I sunk all those SP into AR. Great guns if they weren't crap now vs the competition.
I may die, but I will die trying.
|
darkned knight
Ultramarine Corp
0
|
Posted - 2014.03.26 04:28:00 -
[380] - Quote
we are not able to update the 1.8 version...............it tells error......how should i update to 1.8..it released yesterday..! pls fix it DEV PLS LOOK INTO IT AM A DIE HARD FAN OF DUST 514...DONT FAIL ME..!!!!!! |
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Pisidon Gmen
Ivory Vanguard
26
|
Posted - 2014.03.26 08:09:00 -
[381] - Quote
ALL NEW WEAPONS WERE UNNEEDED WHEN THE ONES WE HAVE ARE STILL NOT BALANCED OUT |
Pisidon Gmen
Ivory Vanguard
38
|
Posted - 2014.03.26 08:12:00 -
[382] - Quote
Nticip8 wrote:Yeah, without stacked dam mods my proto swarms stand almost no chance of actually destroying a tank (it was already VERY difficult in 1.7). Plus, with only getting two AV grenades and the nerf to nanohoves I cannot resupply enough swarms/nades for it to be a viable deployment option. I cant believe that CCP didn't address this issue.
Also, a terrible nerf to AR! Burst & Tac were already inferior to most light weapons out there and now even the Magsec (sidearm) is more powerful than a GEC(Primary). Good thing I sunk all those SP into AR. Great guns if they weren't crap now vs the competition.
YES AV NEEDS A LOT OF WORK OR TANKS NEED LESS REDUCTION TO HARDENERS BUT THE NURFFS TO THE AR ECT WERE NEEDED DO TO THE HIGH DPS OF EVEN A MIL GRADE DOING OVER 400 DPS WITH NO PROFICIENT OR DAMAGE MODS AND ON SOME THINGS THEY DIDN'T GO FAR ENOUGH WITH THE NURFF TO THEM |
Hansei Kaizen
The Jackson Five
60
|
Posted - 2014.03.28 16:34:00 -
[383] - Quote
I like the Update so far. I bet the few issues can be ironed out soon.
Thanks for the new content! Great work. Best wishes for the future to all at CCP.
So onward to PVE ... |
JDEZ09
Dark Side Alliance
45
|
Posted - 2014.03.28 17:01:00 -
[384] - Quote
Hello all
1.8 has dropped and everyones digging in to the new gear.
One problem that I noticed with the magsec smgs.
Where are the silencer/holo sight versions? Even the prototype lack these attatchments?
Are there other types being released later or did they just not have them added during the patch?
We would love to hear something about this asap! |
Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
255
|
Posted - 2014.03.29 07:14:00 -
[385] - Quote
on the blog it said that only the un modified version would be available at this time
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
|
Hulk MSA
Amarr Empire
0
|
Posted - 2014.03.30 14:02:00 -
[386] - Quote
Love laser rifles again, had them since beta's up and downs, this is a happy medium
|
guyrdiex2 hunters
Hellstorm Inc League of Infamy
0
|
Posted - 2014.04.03 16:46:00 -
[387] - 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! Really u guys suold nerf the forge gun and make a new heavy weapon that fires missle like a wirkomi swarm but not OP just saying and it would be cool not to take our suits every up date
hell storm 4 life and merica
|
guyrdiex2 hunters
Hellstorm Inc League of Infamy
0
|
Posted - 2014.04.03 16:47:00 -
[388] - Quote
guyrdiex2 hunters wrote: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! Really u guys suold nerf the forge gun and make a new heavy weapon that fires missle like a wirkomi swarm but not OP just saying and it would be cool not to take our suits every up date
hell storm 4 life and merica
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guyrdiex2 hunters
Hellstorm Inc League of Infamy
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Posted - 2014.04.03 16:48:00 -
[389] - Quote
guyrdiex2 hunters wrote:guyrdiex2 hunters wrote: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! Really u guys suold nerf the forge gun and make a new heavy weapon that fires missle like a wirkomi swarm but not OP just saying and it would be cool not to take our suits every up date And make a mew rifle it should be like a scrambler rifle 2 b7t like miltia
hell storm 4 life and merica
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