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Thread Statistics | Show CCP posts - 5 post(s) |
Summ Dude
Direct Action Resources
298
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Posted - 2014.03.15 05:40:00 -
[1] - Quote
KalOfTheRathi wrote:I serious worry about your play testing good old guys at CCP/Shanghai. Seriously, very seriously. How is using any equipment as designed abuse? Either you don't have play testers that understand how gamers will use the equipment or you changed your mind as soon as real gamers went past the limitations in the scanners that only existed in your minds. Scanners will be a waste of time, in particular when compared to how good this game was with TacNet*, and now they are truly useless. Snap shots of cloaked scouts with cool downs that will allow entire battalions to move to another location before the next one can be taken. Okay, not a battalion, that was a joke. Something that only has 16 Mercs on a side would work though. How much longer before you determine that we have been abusing weapons all this time by shooting other Mercs with them? * TacNet was one of the best features of Dust514, too bad, so sad. I think you misunderstand the intent of Active Scanners. They're not really meant to constantly illuminate everything for you all the time, as this removes a major chunk of tactical gameplay. Basically, in 1.8, if you want to be lighting up most of the enemy team all of the time, you'll need to be running GalLogi with double Active Scanners. And ya know what? I'm just fine with that. If you've created a suit that is very specialized into one specific task, then you should be really good at doing that one thing. That's kinda the point with Dust, right? Role based gameplay, and all that.
Also, virtually any possible credibility a viewpoint of yours might've had was completely washed away when you used the term "real gamer" with utter sincerity. Just a note for the future.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
298
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Posted - 2014.03.15 06:21:00 -
[2] - Quote
Nulldust wrote:Only caldari logistics has the nanohive bonus? Frequent runs to depot for supply breaks team coodination and wrecks gameplay. Nanite supply should be tripled not reduced.
Here's what I'd suggest:
* Nanohive nanite supply x3.
Logistics Role Bonus: 5% reduction to PG/CPU cost of equipment and +10% to nanohive max. nanites per level.
Caldari Logistics Bonus: +15% to revived armor to nanite injector per level. It "wrecks" gameplay? I would argue that it encourages you to think more about where to place your hives, and not simply drop them all over the place. The Caldari get a bonus to their racial Equipment, just like every other Logi. Nanohives are already ubiquitously used in competitive play, just like Active Scanners. Why exactly would they need a buff?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
298
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Posted - 2014.03.15 08:18:00 -
[3] - Quote
Nulldust wrote:Summ Dude wrote:Nulldust wrote:Only caldari logistics has the nanohive bonus? Frequent runs to depot for supply breaks team coodination and wrecks gameplay. Nanite supply should be tripled not reduced.
Here's what I'd suggest:
* Nanohive nanite supply x3.
Logistics Role Bonus: 5% reduction to PG/CPU cost of equipment and +10% to nanohive max. nanites per level.
Caldari Logistics Bonus: +15% to revived armor to nanite injector per level. It "wrecks" gameplay? I would argue that it encourages you to think more about where to place your hives, and not simply drop them all over the place. The Caldari get a bonus to their racial Equipment, just like every other Logi. Nanohives are already ubiquitously used in competitive play, just like Active Scanners. Why exactly would they need a buff? Active scanner and repair tool are nonconsumeable. As equipment they are OP in that sense compared with nanohive. That's the first reason to buff nanohive. Um, did you really just suggest that the Repair-Tool is OP? Like, really? Uplinks are consumable as well, as those underpowered somehow? Being consumable doesn't innately make something underpowered. How about grenades, while we're at it?
Nulldust wrote:Second reason to buff nanohive is, nanohive should be the main means for resupply instead of drop uplink or respawn, for better gameplay. "Should be"? Says who? Why? What about buffing nanohives will produce "better" gameplay?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
300
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Posted - 2014.03.15 20:08:00 -
[4] - Quote
Nulldust wrote:Summ Dude wrote:Nanohives are already ubiquitously used in competitive play, just like Active Scanners. I guess that's why our perspective differs. I don't play competitively but I'd argue most players don't either. It has to be balanced for both play. That's actually a fair point, all items should be balanced at all tiers of play. But I see plenty of Nanohives in pubs too. I really don't think they're underpowered at all right now.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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