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Author |
Thread Statistics | Show CCP posts - 5 post(s) |
Supernus Gigas
sNk Syndicate
639
|
Posted - 2014.03.27 17:33:00 -
[211] - Quote
Can't say I'm entirely pleased with the Hardener nerf.
I think changing their effectiveness based on tiers would have been much better.
Shield: MLT/STD: 40% Enhanced: 50% Complex: 60%
Armor: MLT/STD: 20% Enhanced: 30% Complex: 40%
Or something along those lines.
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVIN' CLONE BURGERS TONIGHT, BOYS!
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Mors The Butcher
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
13
|
Posted - 2014.03.27 17:42:00 -
[212] - Quote
Supernus Gigas wrote:Can't say I'm entirely pleased with the Hardener nerf.
I think changing their effectiveness based on tiers would have been much better.
Shield: MLT/STD: 40% Enhanced: 50% Complex: 60%
Armor: MLT/STD: 20% Enhanced: 30% Complex: 40%
Or something along those lines. yup now its remote lave514 because they are working as intended right CCP
I'M SORRY.....
I'M SORRY FOR EVERYTHING
THAT HAS HAPPENED TO YOU...
....AND EVERYTHING
THAT IS GOING TO HAPPEN TO YOU
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Scheherazade VII
368
|
Posted - 2014.03.27 17:54:00 -
[213] - Quote
FINALLY A TANK NERF
**** YOU DUNA, **** YOU.
**** your 6 man tank squads.
**** everyone who spams 6 tanks in one game.
now maybe ambush will be playable again, maybe we can gang up on the only tank in ambush (duna) and farm him until the little ***** quits.
sorry terrible players but when you're losing you won't be able to spam tanks anymore!
maybe ambush will be PLAYABLE again!
also CCP PLEASE take a look at skirmish and domination, I understand you didn't want to nerf the vehicle count for all modes all at once but please please please look into it and limit the amount of vehicles (and tanks) for skirmish and domination. |
Mors The Butcher
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
13
|
Posted - 2014.03.27 17:56:00 -
[214] - Quote
Scheherazade VII wrote:FINALLY A TANK NERF
**** YOU DUNA, **** YOU.
**** your 6 man tank squads.
**** everyone who spams 6 tanks in one game.
now maybe ambush will be playable again, maybe we can gang up on the only tank in ambush (duna) and farm him until the little ***** quits.
sorry terrible players but when you're losing you won't be able to spam tanks anymore!
maybe ambush will be PLAYABLE again!
also CCP PLEASE take a look at skirmish and domination, I understand you didn't want to nerf the vehicle count for all modes all at once but please please please look into it and limit the amount of vehicles (and tanks) for skirmish and domination. lol ambush hahahahahaha team death match only bad tankers go to ambush
I'M SORRY.....
I'M SORRY FOR EVERYTHING
THAT HAS HAPPENED TO YOU...
....AND EVERYTHING
THAT IS GOING TO HAPPEN TO YOU
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Baal Roo
Subdreddit Test Alliance Please Ignore
3071
|
Posted - 2014.03.27 18:20:00 -
[215] - Quote
CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Further internal playtesting has shown that the heavy EHP is too high, and it might be lowered (likely by about 20%, but this is to be confirmed). Delayed until we have more data Vehicle hardeners have been reduced in effectiveness (Armour 40% -> 25%, Shield 60% -> 40%) Large and small railgun range reduced Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
This thread will be updated with more hotfixes as they are created.
UPDATE: FIRST HOTFIX - MARCH 27TH
* Changed Amarr CommandoGÇÖs armor to 480. * Changed Heavy frame dropsuitsGÇÖ shield recharge. * Changed Commando mk.0GÇÖs high slot count to 2. * Changed Minmatar scoutGÇÖs melee damage to 120. * Removed erroneous 1HP/s innate healing on Minmatar Assault. * Corrected skill cost multiplier of Amarr Light suit - from x4 to x8. Please note, the player SP will be deducted after this fix if the player updated the skill previously. * Reduced Large Railgun turret range from 600m to 300m, lowered max. vehicles in Ambush and Ambush OMS to 2 per team. * Changed vehicle Armor Hardener bonus from 40% to 25%. * Corrected skill requirement of 'Neo' Scout ck.0 and Scout ck.0. * Added skill requirement of AM/CA light dropsuits and increased Max PG/CPU of AM and CA suits at ADV and PRO tiers. * Changed the STD GA Commando low slots count to 2. * Changed ISK Heavy dropsuitsGÇÖ prices. * Fixed a bug which makes certain fittings not run out of stock in battle upon death.
Additionally, the following changes were planned to go out during downtime on the 27th. However, during testing we found an issue with the changes that prevented them from working successfully. Rather than delay the other fixes we decided to follow up and fix these with a further update tomorrow (the 28th).
* Vehicle Shield Hardener bonus reduced from 60% to 40%. * Small Railgun range has been reduced from 300m to 200m.
Wow, these are legitimately good changes. Well done.
Hale Satin
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GVGMODE
WorstPlayersEver
153
|
Posted - 2014.03.27 18:25:00 -
[216] - Quote
Quote: Vehicle hardeners have been reduced in effectiveness. Changed vehicle Armor Hardener bonus from 40% to 25%. Vehicle Shield Hardener bonus reduced from 60% to 40%.
1. Module Tiercide was the problem 2. Nerfing every hardener is just BAD
Quote: Large and small railgun range reduced
Reduced Large Railgun turret range from 600m to 300m Small Railgun range has been reduced from 300m to 200m.
1. Nerfing an already mediocre turret such as small railgun "lolCCP" 2. Railguns are long range turrets, slow turret rotation and low splash radius demonstrates such role.
Predictions.
Armor Tanks will start using more armor plates and armor repair modules Shield Tanks will start using more shield extenders Decrease in the amount of Rail Turret used at long ranges Increase in the use of Missile turrets and Blaster Turrets Increase in the use of ADS since they Rail turret range has been lowered. Sticky REs suddenly become more effective due to cloaked scouts and reduction in hardener effectiveness.
Overall
ADS - Increase in use - Do not need to worry about bomb cars - Kamikaze Dropships can be spotted easier - Greater mobility around the map
Tank - Decrease in use of tanks - Switch towards plates and extenders. - Cloaked Sticky REs are the greatest threat - They will spend more time in the redline waiting for hardeners to comeback.
Time to spam ADS :D
Pilot: (Tanks / Assault Dropships)
Skype: GVGMODE
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Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
69
|
Posted - 2014.03.27 18:40:00 -
[217] - Quote
CCP Logibro wrote: * Changed Heavy frame dropsuitsGÇÖ shield recharge.
In what way and by how much? |
Zaaeed Massani
RisingSuns
60
|
Posted - 2014.03.27 18:52:00 -
[218] - Quote
Baal Roo wrote:CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Further internal playtesting has shown that the heavy EHP is too high, and it might be lowered (likely by about 20%, but this is to be confirmed). Delayed until we have more data Vehicle hardeners have been reduced in effectiveness (Armour 40% -> 25%, Shield 60% -> 40%) Large and small railgun range reduced Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
This thread will be updated with more hotfixes as they are created.
UPDATE: FIRST HOTFIX - MARCH 27TH
* Changed Amarr CommandoGÇÖs armor to 480. * Changed Heavy frame dropsuitsGÇÖ shield recharge. * Changed Commando mk.0GÇÖs high slot count to 2. * Changed Minmatar scoutGÇÖs melee damage to 120. * Removed erroneous 1HP/s innate healing on Minmatar Assault. * Corrected skill cost multiplier of Amarr Light suit - from x4 to x8. Please note, the player SP will be deducted after this fix if the player updated the skill previously. * Reduced Large Railgun turret range from 600m to 300m, lowered max. vehicles in Ambush and Ambush OMS to 2 per team. * Changed vehicle Armor Hardener bonus from 40% to 25%. * Corrected skill requirement of 'Neo' Scout ck.0 and Scout ck.0. * Added skill requirement of AM/CA light dropsuits and increased Max PG/CPU of AM and CA suits at ADV and PRO tiers. * Changed the STD GA Commando low slots count to 2. * Changed ISK Heavy dropsuitsGÇÖ prices. * Fixed a bug which makes certain fittings not run out of stock in battle upon death.
Additionally, the following changes were planned to go out during downtime on the 27th. However, during testing we found an issue with the changes that prevented them from working successfully. Rather than delay the other fixes we decided to follow up and fix these with a further update tomorrow (the 28th).
* Vehicle Shield Hardener bonus reduced from 60% to 40%. * Small Railgun range has been reduced from 300m to 200m. Wow, these are legitimately good changes. Well done.
This.
CCP can haz cheezburger. |
Skihids
Bullet Cluster
3172
|
Posted - 2014.03.27 19:07:00 -
[219] - Quote
Hard vehicle limits aren't a balance so much as an admission that they are still OP and have to be limited by count to limit the amount of total unbalancing.
We need natural limits. If vehicles were truly needed for the missions they were stated to be for and given disadvantages for other missions (like slaughtering infantry), then they would not be run in matches that lacked those original objectives.
So for instance nobody would think of bringing in a tank to Ambush because it wouldn't be needed to breach strongly held defenses and it would be vulnerable running around infantry. But since tanks are great at slaughtering infantry and have not other role they are completely OP and must be strictly limited by count.
Now those who own SSDs to spawn in quick will be the ones who get their tanks. |
Skihids
Bullet Cluster
3172
|
Posted - 2014.03.27 19:11:00 -
[220] - Quote
The changes mean running triple reps on the Maddy will be the way to go rather than using any hardeners.
I'm not sure if the 25% resist is going to be effective at all on my Incubus. I've already been running dual hardeners at one time to prevent being insta-popped as soon as I slowed down. We shall see. |
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Lunatic Kota
TeamPlayers Negative-Feedback
83
|
Posted - 2014.03.27 20:18:00 -
[221] - Quote
Any word on commando skins?!?!?!?!?
There's a message in my Cheerios!
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Xaviah Reaper
Nyain San Dirt Nap Squad.
360
|
Posted - 2014.03.27 21:16:00 -
[222] - Quote
DONT YOU F*CKING DARE NERF HEAVIES 20%
the hell is wrong with you! where did you get such a stupid idea from! what kind of freaking narwhal think tank (from south park) have you got working in CCP!
Dropship Pilot
NS - Nyain San*
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Lunatic Kota
TeamPlayers Negative-Feedback
83
|
Posted - 2014.03.27 21:17:00 -
[223] - Quote
Xaviah Reaper wrote:DONT YOU F*CKING DARE NERF HEAVIES 20%
the hell is wrong with you! where did you get such a stupid idea from! what kind of freaking narwhal think tank (from south park) have you got working in CCP!
Nerf heavies need tanks. But the invisible fucks everywhere are completely fine.
There's a message in my Cheerios!
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Xaviah Reaper
Nyain San Dirt Nap Squad.
360
|
Posted - 2014.03.27 21:20:00 -
[224] - Quote
Lunatic Kota wrote:Xaviah Reaper wrote:DONT YOU F*CKING DARE NERF HEAVIES 20%
the hell is wrong with you! where did you get such a stupid idea from! what kind of freaking narwhal think tank (from south park) have you got working in CCP! Nerf heavies need tanks. But the invisible fucks everywhere are completely fine.
altered my post :P been in bad mood today
Dropship Pilot
NS - Nyain San*
|
Xaviah Reaper
Nyain San Dirt Nap Squad.
360
|
Posted - 2014.03.27 21:22:00 -
[225] - Quote
CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Further internal playtesting has shown that the heavy EHP is too high, and it might be lowered (likely by about 20%, but this is to be confirmed). Delayed until we have more data Vehicle hardeners have been reduced in effectiveness (Armour 40% -> 25%, Shield 60% -> 40%) Large and small railgun range reduced Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
This thread will be updated with more hotfixes as they are created.
UPDATE: FIRST HOTFIX - MARCH 27TH
* Changed Amarr CommandoGÇÖs armor to 480. * Changed Heavy frame dropsuitsGÇÖ shield recharge. * Changed Commando mk.0GÇÖs high slot count to 2. * Changed Minmatar scoutGÇÖs melee damage to 120. * Removed erroneous 1HP/s innate healing on Minmatar Assault. * Corrected skill cost multiplier of Amarr Light suit - from x4 to x8. Please note, the player SP will be deducted after this fix if the player updated the skill previously. * Reduced Large Railgun turret range from 600m to 300m, lowered max. vehicles in Ambush and Ambush OMS to 2 per team. * Changed vehicle Armor Hardener bonus from 40% to 25%. * Corrected skill requirement of 'Neo' Scout ck.0 and Scout ck.0. * Added skill requirement of AM/CA light dropsuits and increased Max PG/CPU of AM and CA suits at ADV and PRO tiers. * Changed the STD GA Commando low slots count to 2. * Changed ISK Heavy dropsuitsGÇÖ prices. * Fixed a bug which makes certain fittings not run out of stock in battle upon death.
Additionally, the following changes were planned to go out during downtime on the 27th. However, during testing we found an issue with the changes that prevented them from working successfully. Rather than delay the other fixes we decided to follow up and fix these with a further update tomorrow (the 28th).
* Vehicle Shield Hardener bonus reduced from 60% to 40%. * Small Railgun range has been reduced from 300m to 200m.
....with these hot fixes, when can we expect respec number two? otherwise, when is the best day for me to quit playing dust.
Dropship Pilot
NS - Nyain San*
|
Bulletmonkey50
Savage Bullet
29
|
Posted - 2014.03.27 21:44:00 -
[226] - Quote
Don't know if this where I could make a request, but please lower the aim down sight speed of the laser rifle. It is far too sensitive and fast now. Yes I could lower my own. But then it throws off my other guns ads speed. |
Bulletmonkey50
Savage Bullet
29
|
Posted - 2014.03.27 21:45:00 -
[227] - Quote
Don't know if this where I could make a request, but please lower the aim down sight speed of the laser rifle. It is far too sensitive and fast now. Yes I could lower my own. But then it throws off my other guns ads speed. |
MRBH1997
Knights Of Ender Galactic Skyfleet Empire
91
|
Posted - 2014.03.27 22:02:00 -
[228] - Quote
Since CCP has many hot fixes coming out and vehicles are included, can we have the module efficiency differences from militia to proto reimplemented. It doesn't make sense for militia and proto mods to do te same active resistance or damage increase. It'd reduce issues with militia and fully vehicles able to fight mercs extensively skilled into vehicles for proto mods.
CEO of Knights of Ender
Corporation Website: http://koe.shivtr.com
Public Channel: Knights of Ender Public
|
Bro-metheus
Storm Wind Strikeforce Caldari State
74
|
Posted - 2014.03.27 22:27:00 -
[229] - Quote
Tanks still able to be 5 per team in ambush. |
Straum Arjn
Nova Corps Marines Ishuk-Raata Enforcement Directive
34
|
Posted - 2014.03.27 22:45:00 -
[230] - Quote
Hardener nerf is the best! Forge guns are no longer a terrible joke, just a bad one now! Why the nerf on Railgun range? cutting it in half is ridiculous! Now the only decent counter to ADS are gone. As a forge gunner, my only problem with firing at tanks was the RIDICULOUS hardeners (which are still a little silly but whatever). How about increase forge range by 100m and bring railguns to 450 or 500m if you REALLY need to nerf them. Which you really didn't, by the way. But, no heavy nerf so I'm still playing this game for now. |
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Mejt0
Made in Poland... E-R-A
126
|
Posted - 2014.03.27 23:12:00 -
[231] - Quote
Finally i will be running ambushes more often on foot instand of spending whole game in sica/gunlogi pooping these bast@rds.
Imo rails should keep some of it present range to be able to hit ads in better position. They should rather get cut in thier rof (dmg is good) or reduce dmg mods power (15-20% maybe?) |
Glyd Path
Nec Tributis
2
|
Posted - 2014.03.27 23:27:00 -
[232] - Quote
Here is a great idea.
Next time you nerf the freaking range (in half!) on something how about considering game balance?
Did you ever notice that YOUR VERY OWN missile turret installations have infinite range?
Now we have Reds constantly shooting at drop ships, tanks, infantry and the MCC (still! red/blue belled idiots) with no way to counter them. Why not? Well we cannot get close enough to some of them to shoot them now.
Nerf 'em or remove 'em.
http://www.amazon.com/Designing-Games-Guide-Engineering-Experiences-ebook/dp/B00AWKX1FO/ref=sr_1_2?ie=UTF8&qid=1395962844&sr=8-2&keywords=video+game+balance |
Straum Arjn
Nova Corps Marines Ishuk-Raata Enforcement Directive
34
|
Posted - 2014.03.27 23:45:00 -
[233] - Quote
I've read that book. That's a great book! Also, completely agreed. |
DRaven DeMort
Osmon Surveillance Caldari State
81
|
Posted - 2014.03.27 23:52:00 -
[234] - Quote
CCP Logibro wrote:With the Uprising 1.8 Deployment, we are also looking at some additional hotfixes in the near future.
Further internal playtesting has shown that the heavy EHP is too high, and it might be lowered (likely by about 20%, but this is to be confirmed). Delayed until we have more data Vehicle hardeners have been reduced in effectiveness (Armour 40% -> 25%, Shield 60% -> 40%) Large and small railgun range reduced Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
This thread will be updated with more hotfixes as they are created.
UPDATE: FIRST HOTFIX - MARCH 27TH
* Changed Amarr CommandoGÇÖs armor to 480. * Changed Heavy frame dropsuitsGÇÖ shield recharge. * Changed Commando mk.0GÇÖs high slot count to 2. * Changed Minmatar scoutGÇÖs melee damage to 120. * Removed erroneous 1HP/s innate healing on Minmatar Assault. * Corrected skill cost multiplier of Amarr Light suit - from x4 to x8. Please note, the player SP will be deducted after this fix if the player updated the skill previously. * Reduced Large Railgun turret range from 600m to 300m, lowered max. vehicles in Ambush and Ambush OMS to 2 per team. * Changed vehicle Armor Hardener bonus from 40% to 25%. * Corrected skill requirement of 'Neo' Scout ck.0 and Scout ck.0. * Added skill requirement of AM/CA light dropsuits and increased Max PG/CPU of AM and CA suits at ADV and PRO tiers. * Changed the STD GA Commando low slots count to 2. * Changed ISK Heavy dropsuitsGÇÖ prices. * Fixed a bug which makes certain fittings not run out of stock in battle upon death.
Additionally, the following changes were planned to go out during downtime on the 27th. However, during testing we found an issue with the changes that prevented them from working successfully. Rather than delay the other fixes we decided to follow up and fix these with a further update tomorrow (the 28th).
* Vehicle Shield Hardener bonus reduced from 60% to 40%. * Small Railgun range has been reduced from 300m to 200m.
seems like dropships got screwed again.
|
Straum Arjn
Nova Corps Marines Ishuk-Raata Enforcement Directive
34
|
Posted - 2014.03.27 23:59:00 -
[235] - Quote
DRaven DeMort wrote:
seems like dropships got screwed again.
Yep, totally. [/sarcasm] |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1962
|
Posted - 2014.03.28 00:24:00 -
[236] - Quote
Well, guess I'm taking my break until they fix vehicles, because it just became worse than 1.6.
click me
Blup Blub Bloop. Translation: Die -_-
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Pvt Numnutz
R 0 N 1 N
1038
|
Posted - 2014.03.28 00:30:00 -
[237] - Quote
Thank you so much! I'm so happy that you have cut rail guns range in half! Finally they will have to come out of the red!!!! Combat experience is gonna matter a lot more now which is something very few red line tankers have! Good job CCP I'm very happy with these hot fixes.
I'm also happy with the hardener Nerf! That will help av against tanks and will make hav v. hav combat a lot more interesting! The reduction of max vehicle count for ambush is also good, I don't play ambush much but I know a lot of mercs would prefer a more pure infantry combat in ambush. Thank you for keeping skirmish and Dom vehicle counts the same.
This patch just keeps getting better and better! Seriously! You guys are kicking it out ta the park on this one! Thumbs up CCP! |
Pvt Numnutz
R 0 N 1 N
1038
|
Posted - 2014.03.28 00:36:00 -
[238] - Quote
I agree with you that turrets shouldn't have infinite range, especially because I use missile tanks! Makes me so sad my missiles can't go that far haha
Dropships can destroy redline turrets, and missile tanks, and rail tanks! You just can't destroy them from the friendly redlines with rail tanks now. Sorry but you know that was bs. The rail range reduction is justified! If you think it was fine before you are a crutch scrub. Its still a sniper tank, just not redline sniper tank anymore. |
Pvt Numnutz
R 0 N 1 N
1038
|
Posted - 2014.03.28 00:41:00 -
[239] - Quote
DRaven DeMort wrote:
seems like dropships got screwed again.
|
Rusty Shallows
1280
|
Posted - 2014.03.28 02:09:00 -
[240] - Quote
CCP Logibro wrote:* Small Railgun range has been reduced from 300m to 200m. I actually shed a tear. Whoever was abusing them in-game has much to answer for considering Small Rails were horribly bugged most of Dust 514's history.
Forums > Game: So here is a cookie and a Like. Please keep posting.
Bwahahahahahahahahahaha! >>> GòÜ(GÇóGîéGÇó)Gò¥ >>>
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