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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7882
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Posted - 2014.03.06 00:12:00 -
[31] - Quote
Arkena Wyrnspire wrote:Iron Wolf Saber wrote:CommanderBolt wrote: Unless you were not aware about any changes happening to dmg mods, and the adjustments to AV proficency, then all I can say is this is another reason that the CPM is a total waste of time.
Seriously, I don't see the point of you guys. Nothing ever changes.
I don't see the point in a silent majority; these changes were known to be inbound in various and desire to change things in various forms and to be systematic sweeping publicly for a while just no hard numbers or details. And you guys are NOW just complaining? Welcome to discussion 4 months ago. I'll be happy to relay that we may have over nuked AV ability again to CCP though and get changes pushed through though. These changes were known to be inbound and similar points were made in the past, but often these threads were met with "Oh, the details aren't final yet." There were definitely threads about many of the same issues that are coming up now. They have been ignored. This has all been seen before - 1.2 plate stats, RR/CR stats, and a handful of other things. In each case, CCP have 'asked for feedback' and then completely ignored it. Nice of you to welcome people to the discussion 4 months ago, though. It'd be nice if anyone outside CCP and the CPM actually knew that it was seriously being discussed.
Admittedly I am still pissed CCP hasn't even bothered to respond, and understandably no one want to respond to an open critique of design choice, to any of the larger, well thought out, or well supported by the community threads that have appeared in the last few months.
It would be nice if CCP could sit down with community members outside of the CPM to discuss other sweeping changes to this game, even if it was merely as a sounding board rather than an open round table or something like that.
....
"War is not hell, far from it. War is beautiful. War is divine."
- Grand Admiral Mekioth Sarum
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1730
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Posted - 2014.03.06 06:30:00 -
[32] - Quote
Iron Wolf Saber wrote:CommanderBolt wrote: Unless you were not aware about any changes happening to dmg mods, and the adjustments to AV proficency, then all I can say is this is another reason that the CPM is a total waste of time.
Seriously, I don't see the point of you guys. Nothing ever changes.
I don't see the point in a silent majority; these changes were known to be inbound in various and desire to change things in various forms and to be systematic sweeping publicly for a while just no hard numbers or details. And you guys are NOW just complaining? Welcome to discussion 4 months ago. I'll be happy to relay that we may have over nuked AV ability again to CCP though and get changes pushed through though. ^ That's just embarrassing.
Discussion 4 months ago? You point me to where CCP stated, or the community decided that:
1) The answer to nadespam was to reduce # of grenades to 2.
2) The Gallente AR needed to be nerfed harder than the SCR, especially the already-useless variants.
3) The MD needed a splash buff.
4) The Magsec would outrange and outdamage the smg.
Because if these were some kind of discussion with CCP or the CPM i missed it.
Having the numbers is what allows us to asses the impact of changes - this comes as some kind of surprise to you?
What you call complaining i call the community reacting to changes that are quite obviously going to make the next months of DUST more hellish than what we've just been through.
I'm not going to even mention tank514 because i'm assuming CCP is going to address it in the equipment devblog. To not address it would be flat-out asinine.
I support SP rollover.
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3402
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Posted - 2014.03.06 06:39:00 -
[33] - Quote
Vrain Matari wrote: 2) The Gallente AR needed to be nerfed harder than the SCR, especially the already-useless variants.
I didn't understand this either and I'm pretty much planning on dumping the Assault Rifle in 1.8
I tried Redline Railgunning
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4875
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Posted - 2014.03.06 06:43:00 -
[34] - Quote
Bojo The Mighty wrote:Vrain Matari wrote: 2) The Gallente AR needed to be nerfed harder than the SCR, especially the already-useless variants.
I didn't understand this either and I'm pretty much planning on dumping the Assault Rifle in 1.8 Because it's Gallente, duh. We can't let the enemy of CCPs chosen race have good weaponry can we?
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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meri jin
Goonfeet Special Planetary Emergency Response Group
712
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Posted - 2014.03.06 06:45:00 -
[35] - Quote
Sgt Kirk wrote:Now that the damage mods have been nerfed, which was very well needed but now they are somewhat useless.
So what else is there to put in highslots for a armor tanker like me?
I guess I'm going over to Dual tanking now. :/
Moral of the story: We need more highslot modules CCP you've got everything in the lows.
You have to. CCP nerfed all guns, but the Mass Driver become even stronger, so it's another middle-finger for armor tanks.
My EVE pilot have more ISK then your peon corp.
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1373
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Posted - 2014.03.06 06:48:00 -
[36] - Quote
Th3rdSun wrote:Sgt Kirk wrote:darkiller240 wrote:well now you know how shield tankers feel like looooooooooooooooooooooooooooooooooooooooooooooooooooool GTFO. CCP has shown blatant favoritism to Caldari ever since Modru's Private Trails. Shield suits have 6 more modules they can sink their teeth into than armor. and If you want to get rid of defense based modules it's 3 Highslots and 8 highslots. (Fun fact, Shortly after the plasma cannon came out (about 1 year ago I might add) I asked in a thread why it sucked so much. CCP's summarized response "We don't want to introduce a weapon as OP. We're trying not to create FoTM weapons right out the gate" Well, nice to see they threw that weapon philosophy right out the gate with the Caldari RR. (Which however is expecting to still be the FoTM rifle but I haven't run the hard numbers yet) This guy can't be serious.Caldari Assault is pretty much hard mode now as EVERYTHING is meant to rip shields a new one.
Minmatar assault is hard mode as everything kills shields and it has lol armor hp
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Vell0cet
SVER True Blood General Tso's Alliance
1017
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Posted - 2014.03.06 07:07:00 -
[37] - Quote
Bojo The Mighty wrote:Vrain Matari wrote: 2) The Gallente AR needed to be nerfed harder than the SCR, especially the already-useless variants.
I didn't understand this either and I'm pretty much planning on dumping the Assault Rifle in 1.8 There is something you guys are overlooking. A general TTK nerf will really hurt the ScR due to overheat mechanics. Also the changes to proficiency will again make chewing through armor before overheating with a ScR very difficult (the only way to improve it is with damage mods that are half as effective). While the AR is bonused to shields, it's damage profile is much more balanced and will be much better at eating through armor than the ScR, especially with it's large clip capacity.
I think people are looking at these changes based on the current TTK landscape and not how it will play out after the changes. I suspect the ScR will be hit much harder than the AR, even though it's getting a smaller nerf on paper.
The variants can be fine-tuned along the way to make them more attractive. The important thing was to bring the TTK back to a healthy level to counteract the hit detection changes first. I'm certain we will need further balancing after these changes, but they will be much smaller in scope and easier to handle. 1.8 is the major sea-change TTK fix. Let's keep things in perspective.
I'm not saying everything is perfect, and I have serious concerns about AV balance, but I think things are headed in the right direction and am more optimistic on DUST than I have been in a long time.
Best PvE idea ever!
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Lorhak Gannarsein
Science For Death
1947
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Posted - 2014.03.06 07:13:00 -
[38] - Quote
Th3rdSun wrote:This guy can't be serious.Caldari Assault is pretty much hard mode now as EVERYTHING is meant to rip shields a new one.
Tech Ohm Eaven wrote:Minmatar assault is hard mode as everything kills shields and it has lol armor hp
1.8 Devblog wrote:Bonus to damage against shields: Plasma Cannon, Scrambler Pistol, Assault Rifle, Shotgun, Scrambler Rifle, Laser Rifle, Ion Pistol A total of seven weapons 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 A total of eleven weapons
Plus a grenade that doesn't kill you through your entire tank.
sarcasm Yep, everything does tear shields a new one. Like those rifles they added in 1.7, totally wreck shields, huh? Those damage profiles just rip shields to pieces.sarcasm off
Did you even play during Chromosome?
Did you know that people actively avoided armour tanking even heavy suits, because armour was so worthless?
MD/MSMG 514
Assault ak.0: 2x extender, 1x energiser, 2x regulator, 1x repper. Any advice?
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4877
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Posted - 2014.03.06 07:20:00 -
[39] - Quote
Lorhak Gannarsein wrote:Th3rdSun wrote:This guy can't be serious.Caldari Assault is pretty much hard mode now as EVERYTHING is meant to rip shields a new one. Tech Ohm Eaven wrote:Minmatar assault is hard mode as everything kills shields and it has lol armor hp 1.8 Devblog wrote:Bonus to damage against shields: Plasma Cannon, Scrambler Pistol, Assault Rifle, Shotgun, Scrambler Rifle, Laser Rifle, Ion Pistol A total of seven weapons 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 A total of eleven weapons Plus a grenade that doesn't kill you through your entire tank. sarcasm Yep, everything does tear shields a new one. Like those rifles they added in 1.7, totally wreck shields, huh? Those damage profiles just rip shields to pieces. sarcasm offDid you even play during Chromosome? Did you know that people actively avoided armour tanking even heavy suits, because armour was so worthless? That's a shield tanker for you man...
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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DEZKA DIABLO
0uter.Heaven
336
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Posted - 2014.03.06 07:30:00 -
[40] - Quote
Arx Ardashir wrote:Scan Range extenders! Get that 10m scan range up to a nifty 12m! Scan range is low slot bud, percision is high
Dead trigger master , an ya I do that ISH ON PURPOSE!
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Roy Ventus
Axis of Chaos
1275
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Posted - 2014.03.06 18:30:00 -
[41] - Quote
Came up with some module ideas. Maybe we can push some of these ideas on CCP if 1.8 calls for it.
Module Ideas
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Frost Kitty
Fatal Absolution
69
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Posted - 2014.03.06 19:14:00 -
[42] - Quote
Cody Sietz wrote:I'd like to see reactive plates moved to the high slot. As useless as those Plates are, I just want another High Slot Module... lol.
Meow...
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TechMechMeds
SWAMPERIUM
2788
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Posted - 2014.03.06 19:17:00 -
[43] - Quote
People who do use the damage mods will still do more damage than those without so I don't see how they will be useless. They won't be what we are used to but its still more damage nonetheless.
Level 2 forum warrior.
Dust on the ps4 asap please
I sold my family to the Amarr for isk, its a valid tactic
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TechMechMeds
SWAMPERIUM
2788
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Posted - 2014.03.06 19:18:00 -
[44] - Quote
I would really like rof and mag cap mods or somthething soonGäó-¬-«GäóGäóGäóGäóGäóGäóGäóGäóGäóGäóGäóGäóGäó
Level 2 forum warrior.
Dust on the ps4 asap please
I sold my family to the Amarr for isk, its a valid tactic
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Th3rdSun
L.O.T.I.S. D.E.F.I.A.N.C.E
632
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Posted - 2014.03.07 12:51:00 -
[45] - Quote
Sgt Kirk wrote:Th3rdSun wrote:This guy can't be serious.Caldari Assault is pretty much hard mode now as EVERYTHING is meant to rip shields a new one.
What kills shields? here are all the counter shield weapons. Plasma rifle? It used to before it become obsolete. Shotgun- looool Plasma Cannon- what is a plasma cannon Breach assault rifle - nope Burst Assault Rifle - nope Tac Assault Rifle - not in 1.8 Laser rifle- maybe in 1.8, no numbers yet Scrambler Pistol and rifle (and assault) are the only weapons that are good that are anti shield. Ion Pistol- what a joke That's 4 out of all 11 weapons that are supposed to be good against shields that are actually good. Meanwhile in anti armor land you've got Combat Rifle [2] Rail Rifle [2] Mass Drivers [3] Flalock is garbage Sniper Rifles [3] Sniping Forgeguns [3] SMGs [3] Did I miss any weapons ? Seems to me all but one of anti armor infantry weapons are in tip top shape that's 15/16 weapons being good.
When's the last time you used an Ion Pistol? Let me answer for you.Never.
Your opinions are from hence forward,irrelevant.
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Altus Nox
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
10
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Posted - 2014.03.07 13:28:00 -
[46] - Quote
A couple Possibilities for high slot modules from the top of my head.
External damping field- Reduces explosive damage to shields by a percentage. Doesn't affect armor. Stack-able with penalty. (personal favorite)
Shield Stabilizer- Adds shield resistance to Flux damage at cost of shield regen delay. Stack-able with increasing regen delay penalty ('m thinking Caldari would benefit from this.)
Damage accelerator? (projectile accelerator doesn't work for all weapon types)- Decreases fall off damage. Doesn't increase overall effective range. Non-Stacking to prevent OP.
Tac-net extender (not sure about this one)- Allows for passive scans to be seen by team mates on mini-map. (Another twist on scanning mods that adds an element to gameplay)
Threat Triangulation module- Shows direction of nearest enemy fire. Not talking about damage being taken. Has no range indication. Could be shown as a red arrow on mini-map.
Tried to keep them all with current High module themes. Shields, scan, and damage.
-Omnes una manet Nox
(The same night awaits us all)
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4925
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Posted - 2014.03.07 17:23:00 -
[47] - Quote
Th3rdSunare wrote: When's the last time you used an Ion Pistol? Let me answer for you.Never.
Your opinions are from hence forward,irrelevant.
lool, irrelevant. Coming from a LOTIS member. How cute.
1st Official Role Playing Gallente Asshole -Title Awarded by True Adamance
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Joel II X
Dah Gods O Bacon
1489
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Posted - 2014.03.07 17:54:00 -
[48] - Quote
Scan Precision? Lulz
Yeah, size damage mods are getting over nerfed, I'm going to use shield extenders as well on my scout. So much for glass cannons. |
Joel II X
Dah Gods O Bacon
1489
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Posted - 2014.03.07 17:57:00 -
[49] - Quote
Altus Nox wrote:A couple Possibilities for high slot modules from the top of my head.
External damping field- Reduces explosive damage to shields by a percentage. Doesn't affect armor. Stack-able with penalty. (personal favorite)
Shield Stabilizer- Adds shield resistance to Flux damage at cost of shield regen delay. Stack-able with increasing regen delay penalty ('m thinking Caldari would benefit from this.)
Damage accelerator? (projectile accelerator doesn't work for all weapon types)- Decreases fall off damage. Doesn't increase overall effective range. Non-Stacking to prevent OP.
Tac-net extender (not sure about this one)- Allows for passive scans to be seen by team mates on mini-map. (Another twist on scanning mods that adds an element to gameplay)
Threat Triangulation module- Shows direction of nearest enemy fire. Not talking about damage being taken. Has no range indication. Could be shown as a red arrow on mini-map.
Tried to keep them all with current High module themes. Shields, scan, and damage.
Some of those are actually pretty cool.
I liked the TacNet one. That would hand in hand with my scout. |
RayRay James
Molon Labe. General Tso's Alliance
23
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Posted - 2014.03.07 18:34:00 -
[50] - Quote
Arx Ardashir wrote:Scan Range extenders! Get that 10m scan range up to a nifty 12m!
Extenders are low slot, aren't they? precision is high?
Either way, I run one of each on my Proto logi and damn if, when combined, the don't make a BIG difference on what I can see on the radar
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Vell0cet
SVER True Blood General Tso's Alliance
1033
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Posted - 2014.03.07 18:39:00 -
[51] - Quote
Not a fan of mods that would decrease TTK (i.e. rate of fire bonus), although I could see mods that increase falloff range (they shouldn't affect optimal). This means a weapon could hit targets at longer ranges than normally possible, but would be doing significantly reduced damage from being in falloff.
Best PvE idea ever!
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Th3rdSun
L.O.T.I.S. D.E.F.I.A.N.C.E
633
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Posted - 2014.03.08 00:05:00 -
[52] - Quote
Sgt Kirk wrote:Th3rdSunare wrote: When's the last time you used an Ion Pistol? Let me answer for you.Never.
Your opinions are from hence forward,irrelevant.
lool, irrelevant. Coming from a LOTIS member. How cute.
What does me being in LOTIS have to do with a totally misleading post of yours?
Looks like I'll have to answer for you again.It has nothing to do with it.
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