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Gavr1Io Pr1nc1p
168
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Posted - 2014.03.19 00:44:00 -
[1] - Quote
1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost
3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf.
4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it
5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next.
However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.
Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix.
Kills-Archduke Ferdinand
Balance!
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Dauth Jenkins
Ultramarine Corp
257
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Posted - 2014.03.19 00:46:00 -
[2] - Quote
What is with the recent outcry of "OP HMG!"
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Gavr1Io Pr1nc1p
168
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Posted - 2014.03.19 00:48:00 -
[3] - Quote
Dauth Jenkins wrote:What is with the recent outcry of "OP HMG!" the fact that it was not nerfed with Rifles while still having a much higher DPS, meaning it will still instagib, while everything else won't
Kills-Archduke Ferdinand
Balance!
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Gavr1Io Pr1nc1p
168
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Posted - 2014.03.19 00:52:00 -
[4] - Quote
i really hope this doesn't come off as too negative- CCP you guys are working hard on getting all this content to us, especially with all the bureaucracy that Sony is, but i just hope you guys see the problems so that they are easer to fix
Kills-Archduke Ferdinand
Balance!
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Vulpes Dolosus
SVER True Blood General Tso's Alliance
1051
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Posted - 2014.03.19 00:55:00 -
[5] - Quote
Still no vehicle racial parity...
Me in my ADS: 1,2
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LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
335
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Posted - 2014.03.19 01:00:00 -
[6] - Quote
Dauth Jenkins wrote:What is with the recent outcry of "OP HMG!"
My grouch about OP HMG comes from the fact that as soon as you start to get hit by it you basically can't move to get to cover. With the new rifle and damage mod nerfs, that is going to be an even larger problem in 1.8
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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Medical Crash
CLONES AGAINST HUMANITY
233
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Posted - 2014.03.19 01:01:00 -
[7] - Quote
Slow aiming on DS3
Tanks
Shotguns? What can I say, I don't know whatto call them in DUST, they're not shotguns, that's for sure.
Tanks
DUST players that smoke certain things and won't stfu about it on the mic. Hell, they make DUST names after it, morons.
Tanks + 3 Hardeners. come on guys, lets wait for the "wave of opportunity"
Laggy DUST menus in game, I blame the hardware, really is old.
Tanks
Weak AV- My Proto Breach Forge was ruined..... It charges so slowwwww and for what? too little damage for the charge required. The Isu forge does more DPS than it.
High SP tankers that trash talk militia tankers trying to kill them. Well sorrrrry, my team was worthless, and all my SP is in healing Logis... You know- the guys that have to actually walk on the battlefield? Wish my healer could hide in the redline. Man I'm going to just stomp you guys when yall get nerfed again, you dirty tankers deserve NOTHING. Can't even shotgun anymore because it's been ruined. Burn the tankers! It's all their fault, yeah! |
Gavr1Io Pr1nc1p
169
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Posted - 2014.03.19 01:04:00 -
[8] - Quote
LEHON Xeon wrote:Dauth Jenkins wrote:What is with the recent outcry of "OP HMG!" My grouch about OP HMG comes from the fact that as soon as you start to get hit by it you basically can't move to get to cover. With the new rifle and damage mod nerfs, that is going to be an even larger problem in 1.8 that and massive DPS instagibbing anyone with a shotgun who wastes 5 shots on blue shield flashes
Kills-Archduke Ferdinand
Balance!
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4697
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Posted - 2014.03.19 01:11:00 -
[9] - Quote
The Ion Pistol is a fail and it's nit even out yet.
Taco Cat backwards is still Taco Cat
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thesupertman
Better Hide R Die
178
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Posted - 2014.03.19 01:11:00 -
[10] - Quote
I think 1.8 will be alright, but we still need racial vehciles, new vehciles, PVE, and the player market!
This game need more vehicles!
dangCCPyou'reslowpickupthepace
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Dauth Jenkins
Ultramarine Corp
258
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Posted - 2014.03.19 01:12:00 -
[11] - Quote
Gavr1Io Pr1nc1p wrote:LEHON Xeon wrote:Dauth Jenkins wrote:What is with the recent outcry of "OP HMG!" My grouch about OP HMG comes from the fact that as soon as you start to get hit by it you basically can't move to get to cover. With the new rifle and damage mod nerfs, that is going to be an even larger problem in 1.8 that and massive DPS instagibbing anyone with a shotgun who wastes 5 shots on blue shield flashes
Go gallente Scout and run remotes and nanohives
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Gavr1Io Pr1nc1p
173
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Posted - 2014.03.19 01:13:00 -
[12] - Quote
DeadlyAztec11 wrote:The Ion Pistol is a fail and it's nit even out yet. not quite as bad as the flay lock, but yeah it seems pretty gimped. The best use for it is one shotting scouts
Kills-Archduke Ferdinand
Balance!
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Sir Dukey
KILL-EM-QUICK RISE of LEGION
403
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Posted - 2014.03.19 01:14:00 -
[13] - Quote
Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost
3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf.
4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it
5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next.
However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.
Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix.
AR nerf was stupid. We are now going to have to use three AR clips to kill a heavy instead of 2. That is if we survive. Nerfing the TAC and Burst And Breach was one of the most stupid ideas...
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Gavr1Io Pr1nc1p
173
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Posted - 2014.03.19 01:15:00 -
[14] - Quote
Sir Dukey wrote:Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost
3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf.
4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it
5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next.
However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.
Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix. AR nerf was stupid. We are now going to have to use three AR clips to kill a heavy instead of 2. That is if we survive. Nerfing the TAC and Burst And Breach was one of the most stupid ideas... no, they needed a nerf, just not that severe. They are still beyond OP right now, especially with the range buff
Kills-Archduke Ferdinand
Balance!
|
LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
335
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Posted - 2014.03.19 01:16:00 -
[15] - Quote
Gavr1Io Pr1nc1p wrote:LEHON Xeon wrote:Dauth Jenkins wrote:What is with the recent outcry of "OP HMG!" My grouch about OP HMG comes from the fact that as soon as you start to get hit by it you basically can't move to get to cover. With the new rifle and damage mod nerfs, that is going to be an even larger problem in 1.8 that and massive DPS instagibbing anyone with a shotgun who wastes 5 shots on blue shield flashes
As it is right now, I really can't complain much about HMG heavies in CQC. If I really pay attention, about 80% of the time, especially if I open fire first, I can kill them in CQC with my CR.
It's just that "sloth" effect that gets me, especially if I'm around an objective and a heavy spawns in or comes in with an LAV. If I get fired upon, there's absolutely no way I can get behind a box or around a corner unless I'm already standing 1 inch from it. Every now and again I can break that if I remember to jump to the side, but not too often. I usually counter this with slight strafing and rapid CR bursts.
In 1.8 though, this slowdown effect combined with the new resistances and the no HMG damage reduction is going to be a formula for complete disaster. People are going to just start to get hit and be immediately done. Increased TTK doesn't matter if you can't move lol.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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Rusty Shallows
1154
|
Posted - 2014.03.19 01:16:00 -
[16] - Quote
Gavr1Io Pr1nc1p wrote:Dauth Jenkins wrote:What is with the recent outcry of "OP HMG!" the fact that it was not nerfed with Rifles while still having a much higher DPS, meaning it will still instagib, while everything else won't Along with the Rail Rifle and Combat Rifle all of their effectiveness on shields has been severally slashed. Shield type is about to matter allot more.
If you truly believe the HMG needs a Damage nerf then please share how you plan to bring the Big-Four rifles in line with it? Right now Rifles can easily win at range, or with foot work on a Medium Frame at range they can win within HMGs optimal, and even up close a high DPS medium frame can win a 1v1.
If HMGs had the range and same opportunity to get kills in an inversed range relationship then a nerf definitely would have been needed.
If the Dev's goal is for a 20-meter close-quarters brawler that is susceptible at all other ranges then 1.8 will get them the closest they have ever been. What we currently have is somewhat close but it has fallen short.
Here, have some candy and a Like. :-)
Forums > Game
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Vell0cet
SVER True Blood General Tso's Alliance
1118
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Posted - 2014.03.19 01:16:00 -
[17] - Quote
Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game With higher TTK, shields will naturally be much more valuable. I expect fights to be more about popping in-and-out of cover. In that tactical environment, shields do very well--they recharge quickly and don't slow you down like plates will. Furthermore, the nerfs to damage mods make shields much more attractive in comparison for many fits. Quote:2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost I agree that AV vs. vehicles needed to be addressed and I'm disappointed we didn't see at least SOME adjustments made for 1.8.Quote:3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf. SMG needed a nerf. It was originally balanced around poor hit detection and was balanced with other sidearms in 1.4, 1.5, but got a massive buff with the HD fix in 1.6. This is just balancing it back like the other hitscan weapons. Magsec looks like it certainly could be OP, we have to wait and see how accurate the thing is though. If it kicks like a mule, I would probably go a different direction personally.Quote:4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it I'm not 100% on this, but I would assume that the stats are only calculated once and cached. As such, this is using very little CPU and likely not a major source of lag. Do you know something I don't?Quote:5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next. However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix. I'm thinking scouts will keep heavies in check in 1.8. If that's not happening, the first change I would make is nerfing the heavy turn speed to it's original levels. Heavies should be big, slow, and powerful. They should be very vulnerable to flanking, and ranged attacks.
Best PvE idea ever!
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DeadlyAztec11
Ostrakon Agency Gallente Federation
4697
|
Posted - 2014.03.19 01:21:00 -
[18] - Quote
Gavr1Io Pr1nc1p wrote:DeadlyAztec11 wrote:The Ion Pistol is a fail and it's nit even out yet. not quite as bad as the flay lock, but yeah it seems pretty gimped. The best use for it is one shotting scouts That is a waste of time. You can kill a scout faster than you would be able to switch to the Ion Pistol and charge the damn thing.
Seems totally useless outside of the Academy.
Taco Cat backwards is still Taco Cat
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Gavr1Io Pr1nc1p
173
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Posted - 2014.03.19 01:27:00 -
[19] - Quote
DeadlyAztec11 wrote:Gavr1Io Pr1nc1p wrote:DeadlyAztec11 wrote:The Ion Pistol is a fail and it's nit even out yet. not quite as bad as the flay lock, but yeah it seems pretty gimped. The best use for it is one shotting scouts That is a waste of time. You can kill a scout faster than you would be able to switch to the Ion Pistol and charge the damn thing. Seems totally useless outside of the Academy. Well, if you know a scout is nearby, you could use it to instagib them, but right now the ScRP does it better and faster
Kills-Archduke Ferdinand
Balance!
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Gavr1Io Pr1nc1p
173
|
Posted - 2014.03.19 01:28:00 -
[20] - Quote
Vell0cet wrote:Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game With higher TTK, shields will naturally be much more valuable. I expect fights to be more about popping in-and-out of cover. In that tactical environment, shields do very well--they recharge quickly and don't slow you down like plates will. Furthermore, the nerfs to damage mods make shields much more attractive in comparison for many fits. shield HP values are fine other than scaling (proto is good, STD and ADV are not). Fitting costs, however, need to be addressed
Kills-Archduke Ferdinand
Balance!
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Gavr1Io Pr1nc1p
180
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Posted - 2014.03.19 01:30:00 -
[21] - Quote
LEHON Xeon wrote:Gavr1Io Pr1nc1p wrote:LEHON Xeon wrote:Dauth Jenkins wrote:What is with the recent outcry of "OP HMG!" My grouch about OP HMG comes from the fact that as soon as you start to get hit by it you basically can't move to get to cover. With the new rifle and damage mod nerfs, that is going to be an even larger problem in 1.8 that and massive DPS instagibbing anyone with a shotgun who wastes 5 shots on blue shield flashes As it is right now, I really can't complain much about HMG heavies in CQC. If I really pay attention, about 80% of the time, especially if I open fire first, I can kill them in CQC with my CR. It's just that "sloth" effect that gets me, especially if I'm around an objective and a heavy spawns in or comes in with an LAV. If I get fired upon, there's absolutely no way I can get behind a box or around a corner unless I'm already standing 1 inch from it. Every now and again I can break that if I remember to jump to the side, but not too often. I usually counter this with slight strafing and rapid CR bursts. In 1.8 though, this slowdown effect combined with the new resistances and the no HMG damage reduction is going to be a formula for complete disaster. People are going to just start to get hit and be immediately done. Increased TTK doesn't matter if you can't move lol. about the CR-that doesn't say anything. the real test is the shotgun. The CR is beyond OP
Kills-Archduke Ferdinand
Balance!
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Tailss Prower
501ST JFW StrikerZ Unit
193
|
Posted - 2014.03.19 01:32:00 -
[22] - Quote
Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost
3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf.
4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it
5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next.
However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.
Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix. actually your wrong about the plasma cannon as it stands it is the biggest threat to a shield tank if the person with the plasma cannon can aim and when 1.8 hits they get a even bigger boost to their shield dmg which means in 1.8 plasma cannons are gonna have a field day with shield tanks so actually they got a buff not a nerf |
OliX PRZESMIEWCA
Bezimienni...
58
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Posted - 2014.03.19 01:32:00 -
[23] - Quote
QQ before release... How brutal New Eden is |
Gavr1Io Pr1nc1p
180
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Posted - 2014.03.19 01:34:00 -
[24] - Quote
Tailss Prower wrote:Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost
3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf.
4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it
5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next.
However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.
Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix. actually your wrong about the plasma cannon as it stands it is the biggest threat to a shield tank if the person with the plasma cannon can aim and when 1.8 hits they get a even bigger boost to their shield dmg which means in 1.8 plasma cannons are gonna have a field day with shield tanks so actually they got a buff not a nerf GǪ..
Kills-Archduke Ferdinand
Balance!
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LEHON Xeon
Ahrendee Mercenaries General Tso's Alliance
335
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Posted - 2014.03.19 01:37:00 -
[25] - Quote
Gavr1Io Pr1nc1p wrote:LEHON Xeon wrote:Gavr1Io Pr1nc1p wrote:LEHON Xeon wrote:Dauth Jenkins wrote:What is with the recent outcry of "OP HMG!" My grouch about OP HMG comes from the fact that as soon as you start to get hit by it you basically can't move to get to cover. With the new rifle and damage mod nerfs, that is going to be an even larger problem in 1.8 that and massive DPS instagibbing anyone with a shotgun who wastes 5 shots on blue shield flashes As it is right now, I really can't complain much about HMG heavies in CQC. If I really pay attention, about 80% of the time, especially if I open fire first, I can kill them in CQC with my CR. It's just that "sloth" effect that gets me, especially if I'm around an objective and a heavy spawns in or comes in with an LAV. If I get fired upon, there's absolutely no way I can get behind a box or around a corner unless I'm already standing 1 inch from it. Every now and again I can break that if I remember to jump to the side, but not too often. I usually counter this with slight strafing and rapid CR bursts. In 1.8 though, this slowdown effect combined with the new resistances and the no HMG damage reduction is going to be a formula for complete disaster. People are going to just start to get hit and be immediately done. Increased TTK doesn't matter if you can't move lol. about the CR-that doesn't say anything. the real test is the shotgun. The CR is beyond OP
Yes the shotgun needs to be fixed. The hit-lag issue needs to be resolved for it to be fully effective. I've survived many a scout attack in my logi suit from hearing the trademark "ptoom" next to me despite not getting hit, so I immediately turn around and cut him down. I don't think most people have that bad of aim with the shotgun lol. Complete head shots at point blank range with that thing should be 1-2 hit kills.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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Nosid Katona
HavoK Core RISE of LEGION
132
|
Posted - 2014.03.19 01:41:00 -
[26] - Quote
Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
Look I know how rough Min suits have it, assuming that this is where this is coming from, and GalLogis are very powerful right now; but don't go lobbing all Gallente suits in the OP category. Just look at the GalAss, the only suit worse then it is the MinAss and in 1.8 with its bonus only working for underperforming blaster tech it may just become obsolete. You may still see new players using it and those who don't know better, but only the most stubborn or loyal vet users like myself and a few notable others will really continue to be seen in it.
So again, not ALL Gallente suits are king of the hill and their weapons certainly aren't. Try to remember that when complaining about them if you'd please.
Vae Victis
Valor Vet, R.I.P MAG
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castba
Penguin's March
339
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Posted - 2014.03.19 02:05:00 -
[27] - Quote
Gavr1Io Pr1nc1p wrote:Dauth Jenkins wrote:What is with the recent outcry of "OP HMG!" the fact that it was not nerfed with Rifles while still having a much higher DPS, meaning it will still instagib, while everything else won't You obviously forget that rifles (excluding laser) received a 10% in 1.0 whilst hmg was nerfed. Hmg us still not as potent as in beta yet rifles are much more potent. Stop trying to kill an hmg user within 20m and you will be fine |
THUNDERGROOVE
ZionTCD
563
|
Posted - 2014.03.19 02:21:00 -
[28] - Quote
Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
Shields are perfectly viable and arguable better than armor.
Gavr1Io Pr1nc1p wrote: 2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost
Nearly the only valid point in the entire post
Gavr1Io Pr1nc1p wrote: 3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf.
Flaylocks and shotguns are fine I use both with no issues. You don't know how things will work for certain, CCP might have finally realized kick is a valid balance factor
Gavr1Io Pr1nc1p wrote: 4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it
You have no idea what you're talking about. I've developed systems that calculate skills bonuses on items and they take ~0.05s to calculate mulitple bonuses including skill prerequisites recursively. The majority of lag is poor design choices not anything related to skills or SP counts
Gavr1Io Pr1nc1p wrote: 5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next.
However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.
Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix.
(Ran out of quotes ) Did the big bad heavy touch?
You have no idea how things will turn out. There are way more complicated things to think about then just the numbers. Logistics will still be a very viable role and still the most rewarding in terms of SP/WP/ISK which is the only thing that truly matters in Dust besides having fun.
That's not really true, the LR buff wasn't able to be deployed until 1.8 due to range numbers being hardcoded in the client which I imagine a large majority of type attributes are. This could change in 1.8 but don't count on it.
I admire your attempts but really, this has to be the worst QQ post I've seen all week.
Amarr Logi | Amarr Sentinel
Projects: TDBS | SDETool
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Gavr1Io Pr1nc1p
183
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Posted - 2014.03.19 02:28:00 -
[29] - Quote
Nosid Katona wrote:Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game Look I know how rough Min suits have it, assuming that this is where this is coming from, and GalLogis are very powerful right now; but don't go lobbing all Gallente suits in the OP category. Just look at the GalAss, the only suit worse then it is the MinAss and in 1.8 with its bonus only working for underperforming blaster tech it may just become obsolete. You may still see new players using it and those who don't know better, but only the most stubborn or loyal vet users like myself and a few notable others will really continue to be seen in it. So again, not ALL Gallente suits are king of the hill and their weapons certainly aren't. Try to remember that when complaining about them if you'd please. fit for gallente assault-duvolle tact, creodron ion pistol, 3x enhanced armor plates, 1x kin cat, 1x proto triage hive, 2x damage mods, 1x precision enhancer. You are now OP. Minmitar assault "OP" fit-4x shield extenders, 1x damage mod, 1x cpu mod, 1x Pg mod
Kills-Archduke Ferdinand
Balance!
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Gavr1Io Pr1nc1p
185
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Posted - 2014.03.19 02:38:00 -
[30] - Quote
THUNDERGROOVE wrote:[ Shields are perfectly viable and arguable better than armor.
this is blatantly false. shields give far less hp, have far greater fitting costs, in exchange for slightly higher movement speed in a game with massive amounts of aim assist. They are only more viable than armor if you have an infinite number of slots for highs or lows and infinite fitting capacities
THUNDERGROOVE wrote: Nearly the only valid point in the entire post
at least you are not an uber troll
THUNDERGROOVE wrote:Flaylocks and shotguns are fine I use both with no issues. You don't know how things will work for certain, CCP might have finally realized kick is a valid balance factor i believe this post nulls all of your opinions on the issues of balance in this game, however, i will continue to respond
THUNDERGROOVE wrote: You have no idea what you're talking about. I've developed systems that calculate skills bonuses on items and they take ~0.05s to calculate mulitple bonuses including skill prerequisites recursively. The majority of lag is poor design choices not anything related to skills or SP counts
i am nearly 100% certain that SP has a huge effect on lag, primarily because i believe the server makes the calculations in a very repetitive method and calls the functions for determining the values for each individual stat of the player. Im not saying its the only issue, however, i believe i would have a little bit more prerequisite knowledge than you in this case.
THUNDERGROOVE wrote:(Ran out of quotes ) Did the big bad heavy touch? You have no idea how things will turn out. There are way more complicated things to think about then just the numbers. Logistics will still be a very viable role and still the most rewarding in terms of SP/WP/ISK which is the only thing that truly matters in Dust besides having fun. That's not really true, the LR buff wasn't able to be deployed until 1.8 due to range numbers being hardcoded in the client which I imagine a large majority of type attributes are. This could change in 1.8 but don't count on it. I admire your attempts but really, this has to be the worst QQ post I've seen all week. (my response got deleted) Heavies are far greater than even the scout in 1.8, and logistics is the least ISK viable role on the battlefield due to ludicrous equipment costs. I was unaware that ranges were hardcoded, but still that is an off topic point, and would have been easily remedied pre-1.8
Kills-Archduke Ferdinand
Balance!
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Hynox Xitio
Molon Labe. General Tso's Alliance
551
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Posted - 2014.03.19 02:39:00 -
[31] - Quote
Theres still hopes for dinosaurs.
Unleash the Fogwoggler
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Tectonic Fusion
1261
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Posted - 2014.03.19 02:46:00 -
[32] - Quote
Gavr1Io Pr1nc1p wrote: Well, if you know a scout is nearby, you could use it to instagib them, but right now the ScRP does it better and faster
Where is this Scrambler Rifle Pistol you speak of?
Solo Player
Squad status: Locked
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Boot Booter
Molon Labe. General Tso's Alliance
317
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Posted - 2014.03.19 02:48:00 -
[33] - Quote
Gavr1Io Pr1nc1p wrote:Nosid Katona wrote:Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game Look I know how rough Min suits have it, assuming that this is where this is coming from, and GalLogis are very powerful right now; but don't go lobbing all Gallente suits in the OP category. Just look at the GalAss, the only suit worse then it is the MinAss and in 1.8 with its bonus only working for underperforming blaster tech it may just become obsolete. You may still see new players using it and those who don't know better, but only the most stubborn or loyal vet users like myself and a few notable others will really continue to be seen in it. So again, not ALL Gallente suits are king of the hill and their weapons certainly aren't. Try to remember that when complaining about them if you'd please. fit for gallente assault-duvolle tact, creodron ion pistol, 3x enhanced armor plates, 1x kin cat, 1x proto triage hive, 2x damage mods, 1x precision enhancer. You are now OP. Minmitar assault "OP" fit-4x shield extenders, 1x damage mod, 1x cpu mod, 1x Pg mod
Haha that's not the OP min assault... I will tell you for 1 mil ISK. |
Gavr1Io Pr1nc1p
189
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Posted - 2014.03.19 02:53:00 -
[34] - Quote
Tectonic Fusion wrote:Gavr1Io Pr1nc1p wrote: Well, if you know a scout is nearby, you could use it to instagib them, but right now the ScRP does it better and faster
Where is this Scrambler Rifle Pistol you speak of? in candy mountain, charley
Kills-Archduke Ferdinand
Balance!
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God Hates Lags
Fatal Absolution General Tso's Alliance
1033
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Posted - 2014.03.19 02:54:00 -
[35] - Quote
Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost
3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf.
4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it
5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next.
However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.
Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix.
1. TTK increase will actually do a fair amount to address this imbalance. A rapid TTK encourages brick tanking over all else, whereas a higher TTK means that a quick recovery is also an option. Not saying more isn't needed but for my money, it's best not to change anything until we know how much is needed.
2. Yeah, obviously, Gunloggis will be invincible with the proficiency changes.
3. shotgun is in no way gimped. It was in a good place, but now it just got an unnecessary nerf. Magsec will be OP, but the HMG is in a good place even post nerf. CR was better than the HMG with twice as much range. Now the HMG is dominant within it's element while still limited heavily by range.
4. There's no way of knowing this. There are supposed to be improvements overall, I don't know if the skill calculations will contribute to lag.
5. You've mentioned this before, but really the biggest problem with the heavy was TTK, which is getting addressed. Rail Rifle heavies will not be as effective as they once were, and HMG heavies will be range limited. IDK about scouts, they might find their niche.
Doubles ISK
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THUNDERGROOVE
ZionTCD
565
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Posted - 2014.03.19 03:02:00 -
[36] - Quote
Gavr1Io Pr1nc1p wrote: this is blatantly false. shields give far less hp, have far greater fitting costs, in exchange for slightly higher movement speed in a game with massive amounts of aim assist. They are only more viable than armor if you have an infinite number of slots for highs or lows and infinite fitting capacities
Except what takes any Cal/Min suit to recover 450+ shields I recover 180 armor if I'm lucky, the minassault has bad recharge rates yes but still shields are way more viable for a solo play style and even some squad play where you won't have a logi with a repair tool
Gavr1Io Pr1nc1p wrote: i believe this post nulls all of your opinions on the issues of balance in this game, however, i will continue to respond
Why? I use both weapons a lot and have no issues killing. Shotguns are amazing and flaylocks work as intended if you have any aiming ability (As a finishing weapon)
Gavr1Io Pr1nc1p wrote: i am nearly 100% certain that SP has a huge effect on lag, primarily because i believe the server makes the calculations in a very repetitive method and calls the functions for determining the values for each individual stat of the player. Im not saying its the only issue, however, i believe i would have a little bit more prerequisite knowledge than you in this case.
And again, I'm making these calculations in a similar manor on hardware that is much much worse than anything they would be using. Most math calculations are cheap in terms of CPU usage. Server latency is rarely CCPs issue and when it is it's likely due to something on the battle servers node hogging resources.
Gavr1Io Pr1nc1p wrote: Heavies are far greater than even the scout in 1.8, and logistics is the least ISK viable role on the battlefield due to ludicrous equipment costs. I was unaware that ranges were hardcoded, but still that is an off topic point, and would have been easily remedied pre-1.8
We have to see how it plays out as I've said. Heavies will be good for sure but I don't think they'll be disgustingly over powered. I could be wrong but all we have are numbers to base it on and not play time.
Amarr Logi | Amarr Sentinel
Projects: TDBS | SDETool
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Alena Ventrallis
The Neutral Zone
876
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Posted - 2014.03.19 03:03:00 -
[37] - Quote
No bug fixes mentioned.
Best PVE idea I've seen.
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Nosid Katona
HavoK Core RISE of LEGION
133
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Posted - 2014.03.19 03:08:00 -
[38] - Quote
Gavr1Io Pr1nc1p wrote:Nosid Katona wrote:Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game Look I know how rough Min suits have it, assuming that this is where this is coming from, and GalLogis are very powerful right now; but don't go lobbing all Gallente suits in the OP category. Just look at the GalAss, the only suit worse then it is the MinAss and in 1.8 with its bonus only working for underperforming blaster tech it may just become obsolete. You may still see new players using it and those who don't know better, but only the most stubborn or loyal vet users like myself and a few notable others will really continue to be seen in it. So again, not ALL Gallente suits are king of the hill and their weapons certainly aren't. Try to remember that when complaining about them if you'd please. fit for gallente assault-duvolle tact, creodron ion pistol, 3x enhanced armor plates, 1x kin cat, 1x proto triage hive, 2x damage mods, 1x precision enhancer. You are now OP. Minmitar assault "OP" fit-4x shield extenders, 1x damage mod, 1x cpu mod, 1x Pg mod
OP? Are you out of your mind? Both the DTAC and Ion Pistol are woefully outperformed all around by other weapons and our bonus to disperssion won't really change that in anyway. Also precision enhancers, kin cats, and nerfed damage mods? This has to be a troll post. I'm not even sure this horrible fit is doable as (R)Nanos take alot of CPU/PG.
Vae Victis
Valor Vet, R.I.P MAG
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Tailss Prower
501ST JFW StrikerZ Unit
193
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Posted - 2014.03.19 03:44:00 -
[39] - Quote
Gavr1Io Pr1nc1p wrote:Tailss Prower wrote:Gavr1Io Pr1nc1p wrote:1. Shield extender/armor plate disparity has not yet been addressed, and it ruins gameplay immensely to having armor tanked gallants be the only viable suits in the game
2. Tank spam has not been fixed-there needs to be a harder cap on the number of tanks per team. If one tank=3 infantry, it doesn't matter how many people are going AV to take out tanks, especially if the tanks stick together, because even with the new WP options, tanks will still be impossible to kill if they become spammed. The damage mod nerf was needed, but sniper rifles, swarms, and plasma cannons need a damage buff to make up for what they potentially lost
3. Gimped weapons remain gimped or even nerfed (flay lock/shotgun), while ok weapons are nerfed(SMG), and better ones are introduced(Magsec), and the best of them all (HMG) receives no nerf.
4. Lag will become an even more serious issue in 1.8 with the increase of skills that must be calculated and no fix has yet been created. I have a decent idea to fixing skill point related lag, if a dev asks i will share it
5. Many glaring imbalance issues exist ATM. If you don't play a heavy, you won't play anymore. And once they get nerfed, the scout is next.
However, there are many things you got right. Proficiency changes on all but the shotgun are good, full racial parity is a huge plus, damage mod nerf is a good step if niche weapons received a buff, vehicle WP is very good, rifle nerfs are very good, scout buff is good, but i fear it may have been just over the top. Logi slayers will have, for the most part disappeared, (hopefully), however, very few will run Logi in 1.8, which is a problem.
Really, the only problems are balance issues right now that could be easily ameliorated in an upcoming hot fix. actually your wrong about the plasma cannon as it stands it is the biggest threat to a shield tank if the person with the plasma cannon can aim and when 1.8 hits they get a even bigger boost to their shield dmg which means in 1.8 plasma cannons are gonna have a field day with shield tanks so actually they got a buff not a nerf GǪ.. oh srry was that too much information for you |
hold that
Krusual Covert Operators Minmatar Republic
65
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Posted - 2014.03.19 03:50:00 -
[40] - Quote
[/quote] no, they needed a nerf, just not that severe. They are still beyond OP right now, especially with the range buff[/quote]
yeah, creo AR needed a nerf
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Joseph Ridgeson
WarRavens League of Infamy
760
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Posted - 2014.03.19 06:15:00 -
[41] - Quote
Saying "the only thing that is viable is an armor tanked Gallente" is a bit wrong. It 'is the best' or the one that gives the best power for the amount of effort. A naked Caldari suit with an Assault Rifle is not nearly as good but it is viable. You can run around and kill people. Going all Diablo 2 on you: "Just because the Hammerdin or Summoners are the best builds in the game doesn't mean that the Zealot is not viable; it just isn't as good at doing the same thing." I do just fine with my basic caldari assault. Would I do better with a suit that had double the HP? Probably, once I learned how to use it to my advantage.
I wouldn't use viable if you intend to mean "effective." |
CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1078
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Posted - 2014.03.19 09:42:00 -
[42] - Quote
Guys I am telling you now, the answer to most things is going to be "remote explosives" in 1.8.
Investigate 9/11
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