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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1866
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Posted - 2014.03.25 12:53:00 -
[61] - Quote
The Terminator T-1000 wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. Wow already nerfing things????!!!! This is why I am always worried about spending my SP. You bring new suits and weapons only to trick players into buying boosters and spending their SP only to make them useless? I am tired of this roller coaster. How many time are you going to buff and nerf the heavy and the hmg. I guss i will not be spending my SP. Likewise, will be spending only on core skills and the bpo SVER suit until after that hotfix. Because you never know what bone-headed game-destroying decisions are going to be left in-game for months.
I support SP rollover.
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Denesian Morenti
The Neutral Zone
12
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Posted - 2014.03.25 12:57:00 -
[62] - Quote
CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created.
"Stupid question", but what does EHP mean?
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Ivan Avogadro
Subdreddit Test Alliance Please Ignore
903
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Posted - 2014.03.25 12:58:00 -
[63] - Quote
Joseph Ridgeson wrote:CCP Logibro wrote: Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This has me quite interested, specifically the "further internal playtesting" bit. I doubt this was discovered an hour after the patch went live. How much of a gap is there between "we see a problem" and rectifying that problem? I just think it is interesting, I am not judging at all (seriously, no judgement), that there was a 'known problem' that got pushed through into the patch.
On a PC they have a lot more leeway to make changes whenever they damn well please. On the Playstation Network, Sony has approval of any and all changes. So CCP submitted the 1.8 build a month ago, noticed a problem, and now have to resubmit the fix. They couldn't throw a wrench into Sony's schedule. DUST takes a long time for substantial changes to manifest.
Hail Bacon
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SgtDoughnut
DUST University Ivy League
532
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Posted - 2014.03.25 12:59:00 -
[64] - Quote
Denesian Morenti wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. "Stupid question", but what does EHP mean? Effective hp It is more relevent in eve where you have passive and active hardners to change your resistance to damage types, you increase your ehp by either giving yourself more hp or making that hp harder to drain away. |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
903
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Posted - 2014.03.25 12:59:00 -
[65] - Quote
Denesian Morenti wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. "Stupid question", but what does EHP mean?
Effective Health Points. It's your shield and armor together.
Hail Bacon
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Denesian Morenti
The Neutral Zone
12
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Posted - 2014.03.25 13:32:00 -
[66] - Quote
SgtDoughnut wrote:Denesian Morenti wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. "Stupid question", but what does EHP mean? Effective hp It is more relevent in eve where you have passive and active hardners to change your resistance to damage types, you increase your ehp by either giving yourself more hp or making that hp harder to drain away.
Thanks! |
Hoover Damn
H.A.R.V.E.S.T. Legacy Rising
84
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Posted - 2014.03.25 13:34:00 -
[67] - Quote
CCP Logibro wrote:Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
Well that's only slightly horseshit.
"Any job worth doing with a laser is worth doing with many, many lasers." - Unknown
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Denesian Morenti
The Neutral Zone
12
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Posted - 2014.03.25 13:43:00 -
[68] - Quote
CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created.
Does this apply to sentinel, commando or both? Worried that you are going to make the commando a paper tiger again. I could see the sentinel EHP being to high with the resistance bonuses though. |
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CCP Logibro
C C P C C P Alliance
6316
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Posted - 2014.03.25 13:48:00 -
[69] - Quote
Denesian Morenti wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. Does this apply to sentinel, commando or both? Worried that you are going to make the commando a paper tiger again. I could see the sentinel EHP being to high with the resistance bonuses though.
Sentinel and Basic Heavy, not Commando.
CCP Logibro // Distributor of Nanites // Patron Saint of Logistics
(a¦á_a¦á)
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
758
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Posted - 2014.03.25 14:03:00 -
[70] - Quote
Himiko Kuronaga wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. 20%? Are you insane? I don't care how OP something is, you don't just throw a big ass nerf like that at something and expect there to be no problems afterwards. Why the hell are you guys incapable of doing anything in moderation?
This is so true. Every time something needs to be "balanced" the pendulum swings to the other extreme, sailing by that "sweet spot" that would have been balanced and into the "nerfuseless" territory. It really is exasperating. They could just adjust it 5%, then say "almost", then another 5% a week later, until they hit what they feel is balanced.
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ANON Illuminati
606
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Posted - 2014.03.25 14:09:00 -
[71] - Quote
great
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Denesian Morenti
The Neutral Zone
12
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Posted - 2014.03.25 14:10:00 -
[72] - Quote
CCP Logibro wrote:Denesian Morenti wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. Does this apply to sentinel, commando or both? Worried that you are going to make the commando a paper tiger again. I could see the sentinel EHP being to high with the resistance bonuses though. Sentinel and Basic Heavy, not Commando.
THANKS!!!!!!!!!!!!!!! |
castba
Penguin's March
350
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Posted - 2014.03.25 14:11:00 -
[73] - Quote
bamboo x wrote: I really don't see this being all that bad. The playtesting was probably discovering that like, 3 remotes still doesn't kill a heavy or something...
Edit: Also, all the Assault suit being UP crying is going to die down a lot.
Are you saying that CCP are catering to the needs of the medium suit users? This... This is unprecedented! |
Brokerib
Lone Wolves Club
852
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Posted - 2014.03.25 14:22:00 -
[74] - Quote
Slot count issue with loyalty store mk.0 scout reported. No rush on fixing this one.
https://forums.dust514.com/default.aspx?g=posts&t=150467&find=unread
Knowledge is power
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The-Errorist
574
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Posted - 2014.03.25 14:28:00 -
[75] - Quote
HP meter is bugged until 1 min after spawning |
The-Errorist
574
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Posted - 2014.03.25 14:34:00 -
[76] - Quote
cloak does not make a sound until decloaking. |
Lanius Pulvis
Bullet Cluster
217
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Posted - 2014.03.25 14:51:00 -
[77] - Quote
So 20%, interesting, and how much have light weapons been nerfed? If I recall correctly none of them got nerfed 20%, can someone check me on this? Essentially this means that Heavy TTK will be as laughably short as in 1.7
Now I'm normally a fan of the wait and see approach, but this is asinine! Do you not want heavies to be feared? Why not reduce HMG damage and leave EHP alone. Heavies were finally looking worth-while, now I guess I'll wait to see how bad you screw them first before speccing back into them.
GG CCP!
Not new, just new to you.
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bamboo x
Eternal Beings Proficiency V.
355
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Posted - 2014.03.25 15:16:00 -
[78] - Quote
CCP Logibro wrote:Sentinel and Basic Heavy, not Commando.
I've got to admit man, I'm worried for the Min and Cal Sentinels.
I've been killing them pretty effectively already in the Amarr Sentinel. Even with the basic and militia gear. My squad mates were destroying Cal sentinels with shotguns. Hell, I even beat a Min sentinel with a militia scrambler pistol.
Are you sure it's wise to make the squishy ones even weaker?
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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Denesian Morenti
The Neutral Zone
12
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Posted - 2014.03.25 15:25:00 -
[79] - Quote
bamboo x wrote:CCP Logibro wrote:Sentinel and Basic Heavy, not Commando. I've got to admit man, I'm worried for the Min and Cal Sentinels. I've been killing them pretty effectively already in the Amarr Sentinel. Even with the basic and militia gear. My squad mates were destroying Cal sentinels with shotguns. Hell, I even beat a Min sentinel with a militia scrambler pistol. Are you sure it's wise to make the squishy ones even weaker?
Shields always go down quicker than armor. CCP, please keep this in mind.
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Roy Ventus
Axis of Chaos
1516
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Posted - 2014.03.25 15:41:00 -
[80] - Quote
Edit: Nvm
"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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Sarus Rambo
Direct Action Resources
69
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Posted - 2014.03.25 15:50:00 -
[81] - Quote
CCP Logibro wrote:Denesian Morenti wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. Does this apply to sentinel, commando or both? Worried that you are going to make the commando a paper tiger again. I could see the sentinel EHP being to high with the resistance bonuses though. Sentinel and Basic Heavy, not Commando.
So are the only heavies to be nerfed the Caldari heavies?
This sums up 75% of the forum posts.
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Liquid Big Boss
Quebec United
160
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Posted - 2014.03.25 16:00:00 -
[82] - Quote
The traduction in french version is not change for some skills description. Like proieficies of some gun is only 3%damage on everything
I'm the boss to superpass big boss itself
MAG vet Raven forever
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Zaaeed Massani
RisingSuns
57
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Posted - 2014.03.25 16:02:00 -
[83] - Quote
CCP Logibro wrote:Denesian Morenti wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. Does this apply to sentinel, commando or both? Worried that you are going to make the commando a paper tiger again. I could see the sentinel EHP being to high with the resistance bonuses though. Sentinel and Basic Heavy, not Commando.
Breathing much easier now. Looks like I'll still spec into my Min Commando when I get home in an hour or two. Thank you very much for the much-needed clarification. |
Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
412
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Posted - 2014.03.25 16:30:00 -
[84] - Quote
CCP Logibro wrote:Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
**** you CCP. I was actually excited for this patch. Now? I'm not even going to bother downloading it.
Quote:12 minutes into 1.8 - Heavies get nerfed 4 months after 1.7 - Tanks still god mode
Exactly right. Heavies must always be ****. Nevermind the 1,000hp cloaked scouts you've now created CCP, the heavies just have too much hp with their LAV-sized hitbox and their absurdly low movement speed. The 1,000hp brick tanked invisible scouts are fine, the 1,200hp brick tanked logis are no problem, but those 1,050-1,200hp sentinels just have too damn much hp and need nerfed. |
D legendary hero
Ultramarine Corp
1830
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Posted - 2014.03.25 17:22:00 -
[85] - Quote
CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Caldari Scout CK.0 and Caldari 'Neo' Scout CK.0 have switched skill requirements. Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created.
please do this on a per race basis... the minmatar has the worst resistances, and really needs the ehp. if anything their reduction should only be by 5%
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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D legendary hero
Ultramarine Corp
1830
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Posted - 2014.03.25 17:28:00 -
[86] - Quote
Scalesdini wrote:CCP Logibro wrote:Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed). **** you CCP. I was actually excited for this patch. Now? I'm not even going to bother downloading it. Quote:12 minutes into 1.8 - Heavies get nerfed 4 months after 1.7 - Tanks still god mode Exactly right. Heavies must always be ****. Nevermind the 1,000hp cloaked scouts you've now created CCP, the heavies just have too much hp with their LAV-sized hitbox and their absurdly low movement speed. The 1,000hp brick tanked invisible scouts are fine, the 1,200hp brick tanked logis are no problem, but those 1,050-1,200hp sentinels just have too damn much hp and need nerfed.
I have been waiting...(trembles) since chromosome and uprising 1.1 for these heavies... (trembles vigoruously) finally heavies were viable, yes i even had my racial heavy.... (tremebles violently) and for 12 minutes we did what we were intended to do.... but this (throughs coffee mug out window) hotFIX is too much... i cant ccp, i cnt anymore... (goes in garage, gets in car, turns it on. goes to sleep)
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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Zahle Undt
Bullet Cluster
1104
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Posted - 2014.03.25 17:29:00 -
[87] - Quote
Scalesdini wrote:CCP Logibro wrote:Further internal playtesting has shown that the heavy EHP is too high, and it will be lowered (likely by about 20%, but this is to be confirmed). **** you CCP. I was actually excited for this patch. Now? I'm not even going to bother downloading it. Quote:12 minutes into 1.8 - Heavies get nerfed 4 months after 1.7 - Tanks still god mode Exactly right. Heavies must always be ****. Nevermind the 1,000hp cloaked scouts you've now created CCP, the heavies just have too much hp with their LAV-sized hitbox and their absurdly low movement speed. The 1,000hp brick tanked invisible scouts are fine, the 1,200hp brick tanked logis are no problem, but those 1,050-1,200hp sentinels just have too damn much hp and need nerfed.
Exaggerate much? There are no 1000HP scouts. Yeah you can get 1200 HP on a logi, and movie at about a commando's speed without the bonuses to reload and damage. 1000-1200 EHP heavies are like base heavy stats without having your shield and armor skills maxed and not a single armor plate or shield extender on it. The problem is more like 1600-2000 EHP heavies with 25% resistance to explosions and 15% resistance to another damage type and 10% to another damage type. Sentinels with those stats are OP, people who can do math knew it and play testing has apparently confirmed what we knew.
I and many others warned FotM people looking to skill into OP heavies that they would be nerfed. I didn't think it would be this quick but I knew it would happen.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
418
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Posted - 2014.03.25 17:39:00 -
[88] - Quote
Zahle Undt wrote:Exaggerate much? There are no 1000HP scouts. Yeah you can get 1200 HP on a logi, and movie at about a commando's speed without the bonuses to reload and damage. 1000-1200 EHP heavies are like base heavy stats without having your shield and armor skills maxed and not a single armor plate or shield extender on it. The problem is more like 1600-2000 EHP heavies with 25% resistance to explosions and 15% resistance to another damage type and 10% to another damage type. Sentinels with those stats are OP, people who can do math knew it and play testing has apparently confirmed what we knew.
I and many others warned FotM people looking to skill into OP heavies that they would be nerfed. I didn't think it would be this quick but I knew it would happen.
There are 1,000hp scouts, they are a thing that exist, and are not uncommon. 1,200hp is with both dropsuit armor and shields maxed, please learn to do math - in no known system of math does 525+390, 600+360, or 435+390 = 1,200. Pretty sure none of them even go over 1,000, but I was never great at math so I could be wrong.
If the problem is not the base heavy hp, but rather the heavies with stacked plates (because the cal sentinel has a max of 1,500hp at proto with 4 extenders, which is a gimped setup anyway, and we all know extenders are not the problem), why is the heavy base hp being nerfed? It would seem to make sense that, if the brick tanked sentinels with 1,800hp (the max a sentinel can get is 1,810hp) were the problem, then maybe it's the armor plates that are the problem, because that's also why we have 1,000hp scouts and 1,200hp logis. But no, instead of using things like logic, or reasoning, or common ******* sense, let's nerf heavy HP by 20% across the board.
You think as poorly as CCP devs. Ever thought of applying for a job as a developer? |
Driftoward
Nos Nothi
224
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Posted - 2014.03.25 17:52:00 -
[89] - Quote
Scalesdini wrote:Zahle Undt wrote:Exaggerate much? There are no 1000HP scouts. Yeah you can get 1200 HP on a logi, and movie at about a commando's speed without the bonuses to reload and damage. 1000-1200 EHP heavies are like base heavy stats without having your shield and armor skills maxed and not a single armor plate or shield extender on it. The problem is more like 1600-2000 EHP heavies with 25% resistance to explosions and 15% resistance to another damage type and 10% to another damage type. Sentinels with those stats are OP, people who can do math knew it and play testing has apparently confirmed what we knew.
I and many others warned FotM people looking to skill into OP heavies that they would be nerfed. I didn't think it would be this quick but I knew it would happen. There are 1,000hp scouts, they are a thing that exist, and are not uncommon. 1,200hp is with both dropsuit armor and shields maxed, please learn to do math - in no known system of math does 525+390, 600+360, or 435+390 = 1,200. Pretty sure none of them even go over 1,000, but I was never great at math so I could be wrong. If the problem is not the base heavy hp, but rather the heavies with stacked plates (because the cal sentinel has a max of 1,500hp at proto with 4 extenders, which is a gimped setup anyway, and we all know extenders are not the problem), why is the heavy base hp being nerfed? It would seem to make sense that, if the brick tanked sentinels with 1,800hp (the max a sentinel can get is 1,810hp) were the problem, then maybe it's the armor plates that are the problem, because that's also why we have 1,000hp scouts and 1,200hp logis. But no, instead of using things like logic, or reasoning, or common ******* sense, let's nerf heavy HP by 20% across the board. You think as poorly as CCP devs. Ever thought of applying for a job as a developer?
Hyperbole much? They said that eHP will get reduced. LogiBro threw out 20% as one number that is being discussed.
Also, Scouts are limited to <1000 HP on even the most bricktanked scout in existence (ie gallente scout moving at 4.4 m/s or amarr scout) Cal scout could maybe get ~800 some eHP. Of course bricktanking isn't the be all end all of fitting. Especially with changes to TTK....
At any rate you say common....no. Full proto scout needed plus all HP mods that destroy fitting. I can barely fit an advanced weapon and standard equipment that way.
Enjoy your buff heavies for a week and then they'll be back to being moderately killable.
Have you tried to play a brick-tanked scout? It's like swimming through molasses after flying at mach speed (using a scoutly scout). Mostly it's a reaction to aggressively average assault suits....
Driftward alt. Its a secret, shhhh....
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Nirwanda Vaughns
Death Firm.
458
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Posted - 2014.03.25 18:03:00 -
[90] - Quote
give minmatar their hp back. i have militia frame with more hp than my heavy AV nade need to be back to 3 and even then they'd be p**s poor still lasers are back to being annoyingly broken vs armor again scanner recharge is ridiculous at least make the scanner skill lower recharge time by 5% per level or lower base recharge give the g-1 cout its econd equipment slot. yeah we know its cos of the dren and dragonfly suits but don't be dicks about it give AV its damage back to pre-nerf if not gonna give minny hp then at leat give minny commando a +1 carry/active to explosive equipment to its racial bonus so it at least has a purpose for its speed as a mediocre AV suit
patch will still be a diappointment but at leat it'd be more enjoyable instead of all the tank spam we're till getting that i even harder to combat now
Rolling with the punches
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