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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Logibro
C C P C C P Alliance
6269
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Posted - 2014.03.25 10:23:00 -
[1] - Quote
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.
CCP Logibro // Distributor of Nanites // Patron Saint of Logistics
(a¦á_a¦á)
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jerrmy12 kahoalii
659
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Posted - 2014.03.25 10:24:00 -
[2] - 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. Dammit now the caldari heavy is useless.........nerf the hmg not the heavies exept armor plate stacking
Wait Unkess you reduce the armor on the cal heavy and shields on the other heavies
Closed beta vet
Tears, sweet delicious tears
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Kasote Denzara
A Vulture
2102
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Posted - 2014.03.25 10:25:00 -
[3] - Quote
Well then. I assume there will be some very unhappy heavies in the near future.
Not me though. WHOOO! GALLENTE COMMANDO!
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara, Uprising 1.7
Long live the Commandos!
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5313
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Posted - 2014.03.25 10:26:00 -
[4] - 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.
Interesting. Thanks for the heads up. Curious as to how the heavy EHP is going to work out - likely a side effect from the rifle nerfs though I'm not sure how this is going to affect overall balance for weapons that weren't nerfed.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Musta Tornius
Molon Labe. General Tso's Alliance
1221
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Posted - 2014.03.25 10:27:00 -
[5] - Quote
laser fixes?
DUST514 Weapon Range & Information
Team Fairy DUST
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Kevall Longstride
DUST University Ivy League
1085
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Posted - 2014.03.25 10:27:00 -
[6] - Quote
Define 'near future'...
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
CPM1 candidate
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BL4CKST4R
WarRavens League of Infamy
2171
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Posted - 2014.03.25 10:29:00 -
[7] - 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.
What about you know, the Gallente rifle?
For the Federation!
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CCP Saberwing
C C P C C P Alliance
2818
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Posted - 2014.03.25 10:29:00 -
[8] - Quote
Kevall Longstride wrote:Define 'near future'... Aiming for over the next couple of weeks.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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jerrmy12 kahoalii
663
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Posted - 2014.03.25 10:30:00 -
[9] - Quote
CCP Saberwing wrote:Kevall Longstride wrote:Define 'near future'... Aiming for over the next couple of weeks. Please tell me cal heavy is only having armor reduction or its dead...
Closed beta vet
Tears, sweet delicious tears
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bamboo x
Eternal Beings Proficiency V.
345
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Posted - 2014.03.25 10:34:00 -
[10] - Quote
must... enjoy... heavy God mode... before hotfix...
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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boba's fetta
Dead Man's Game
409
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Posted - 2014.03.25 10:34:00 -
[11] - Quote
so waiting till everyone has spent there sp in heavyies? oh well not that it matters ill still be speccing heavy again.
i cant wait for the tears from the fotm chasers when they find out they have been nerfed after they didnt bother to read the forums.
i want proxie chat so i can run around in the gall heavy saying GET IN MAH BELLY. nah just kidding trade window please=)
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jerrmy12 kahoalii
663
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Posted - 2014.03.25 10:36:00 -
[12] - Quote
boba's fetta wrote:so waiting till everyone has spent there sp in heavyies? oh well not that it matters ill still be speccing heavy again.
i cant wait for the tears from the fotm chasers when they find out they have been nerfed after they didnt bother to read the forums. I was going in non fotm cal heavy, it only needed an armor fix and other heavies needed a plate stack fix
Closed beta vet
Tears, sweet delicious tears
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Alena Ventrallis
The Neutral Zone
974
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Posted - 2014.03.25 10:36:00 -
[13] - Quote
CCP Saberwing wrote:Kevall Longstride wrote:Define 'near future'... Aiming for over the next couple of weeks. A timetable! Saberwing, you are my savior!
We have a CCP timetable people! WE HAVE BEEN ANSWERED!!! WHOOOOO!!!!
Best PVE idea I've seen.
Fixed link.
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The Terminator T-1000
Skynet Incorporated
224
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Posted - 2014.03.25 10:37:00 -
[14] - 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.
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? |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
753
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Posted - 2014.03.25 10:38:00 -
[15] - Quote
Considering the CPM have apparently been pushing very hard for this, what is going on with the AV/HAV debacle? Any hotfixes for that? |
The Terminator T-1000
Skynet Incorporated
226
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Posted - 2014.03.25 10:38:00 -
[16] - Quote
Kasote Denzara wrote:Well then. I assume there will be some very unhappy heavies in the near future.
Not me though. WHOOO! GALLENTE COMMANDO! Do you know commando is a heavy? |
boba's fetta
Dead Man's Game
411
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Posted - 2014.03.25 10:40:00 -
[17] - Quote
jerrmy12 kahoalii wrote:boba's fetta wrote:so waiting till everyone has spent there sp in heavyies? oh well not that it matters ill still be speccing heavy again.
i cant wait for the tears from the fotm chasers when they find out they have been nerfed after they didnt bother to read the forums. I was going in non fotm cal heavy, it only needed an armor fix and other heavies needed a plate stack fix
i will be using an amarr heavy and i think ive used fits with plates a total of 20 times. oh and from what im hearing call is going to be the one people go for. then gall then minnie. and well not many people ive spoke to want to touch the amarr heavy... silly people just want shiney things and they havnt noticed the amarr suit shines the brighest with all that gold.
i want proxie chat so i can run around in the gall heavy saying GET IN MAH BELLY. nah just kidding trade window please=)
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
7795
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Posted - 2014.03.25 10:41:00 -
[18] - Quote
By heavies do you mean both commandos and sentinels?
Amarr Victor
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Alena Ventrallis
The Neutral Zone
978
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Posted - 2014.03.25 10:41:00 -
[19] - Quote
The Terminator T-1000 wrote:Kasote Denzara wrote:Well then. I assume there will be some very unhappy heavies in the near future.
Not me though. WHOOO! GALLENTE COMMANDO! Do you know commando is a heavy? I a hoping, very hard, that they mean looking at basic and sentinels. I don't want commandos to be the weaksauce suits they have been in the past.
Best PVE idea I've seen.
Fixed link.
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bamboo x
Eternal Beings Proficiency V.
347
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Posted - 2014.03.25 10:42:00 -
[20] - Quote
The Terminator T-1000 wrote:[quote=CCP Logibro] 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 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.
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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Kevall Longstride
DUST University Ivy League
1085
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Posted - 2014.03.25 10:43:00 -
[21] - Quote
CCP Saberwing wrote:Kevall Longstride wrote:Define 'near future'... Aiming for over the next couple of weeks.
Excellent news o7
Didn't really want to start my week in Reykjavik in the bar bitchslapping you guys.
I'd buy you a drink first obviously...
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
CPM1 candidate
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The Terminator T-1000
Skynet Incorporated
226
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Posted - 2014.03.25 10:45:00 -
[22] - Quote
What about fixing other things lke AV, equipment spam, lag, internal errors and many other issues?? |
DEZKA DIABLO
0uter.Heaven
498
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Posted - 2014.03.25 10:47:00 -
[23] - Quote
What's being done to cal scout?
Dead trigger master , an ya I do that ISH ON PURPOSE!
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jerrmy12 kahoalii
666
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Posted - 2014.03.25 10:48:00 -
[24] - Quote
DEZKA DIABLO wrote:What's being done to cal scout? The aurum 1 needed 5 to use and the scout ck.0 only needed level 3
Closed beta vet
Tears, sweet delicious tears
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Tau Lai
Seituoda Taskforce Command Caldari State
23
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Posted - 2014.03.25 10:49:00 -
[25] - 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. Thank God.
I can see you
Buy a tank
Buy an assault dropship
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low genius
The Sound Of Freedom Dirt Nap Squad.
1383
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Posted - 2014.03.25 10:50:00 -
[26] - 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.
pretty quick thread logi-bro. good to know. |
BL4CKST4R
WarRavens League of Infamy
2181
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Posted - 2014.03.25 10:50:00 -
[27] - Quote
Define in the near future. Does that mean within a long time in human time (1 week) or a short time in CCP time (1-4 months)?
For the Federation!
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Musta Tornius
Molon Labe. General Tso's Alliance
1225
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Posted - 2014.03.25 10:53:00 -
[28] - Quote
BL4CKST4R wrote:Define in the near future. Does that mean within a long time in human time (1 week) or a short time in CCP time (1-4 months)?
He already said within the next few weeks.
Also, CCP Frame mentioned on IRC the other day that they are now going to take a look at buffing AV.
DUST514 Weapon Range & Information
Team Fairy DUST
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M McManus
463
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Posted - 2014.03.25 10:54:00 -
[29] - Quote
ITS OFFICIAL.... CCP Logibro hates Caldari first he lied to us about the 1 depleted recharge delay being a typo, now hes nerfing them before the community even play tests it..
Aren't there flux grenades ? How does something have to much HP when it can be taken away with a blink of an EYE.... ? |
jerrmy12 kahoalii
666
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Posted - 2014.03.25 10:55:00 -
[30] - Quote
M McManus wrote:ITS OFFICIAL.... CCP Logibro hates Caldari first he lied to us about the 1 depleted recharge delay being a typo, now hes nerfing them before the community even play tests it..
Aren't there flux grenades ? How does something have to much HP when it can be taken away with a blink of an EYE.... ? Yea niw the cal heavy wilk be underpowered if its shields get nerfed...
Closed beta vet
Tears, sweet delicious tears
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Asha Starwind
DUST University Ivy League
603
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Posted - 2014.03.25 10:58:00 -
[31] - Quote
DEZKA DIABLO wrote:What's being done to cal scout?
Nothing, just fixing the skill requirements for pro and aurum versions.
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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TranquilBiscuit ofVaLoR
Fatal Absolution Negative-Feedback
1862
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Posted - 2014.03.25 10:59:00 -
[32] - Quote
so then in theory, i'll only need caldari scout to 3 in order to get the scout ck.0? do you have to use AUR to buy the scout ck.0 then, or is i still the 'neo' scout ck.0 that needs AUR?
why am i even asking this? either way i'm going operation 5 as soon as it deploys. WOOOO!
Anime > EVERYTHING
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jerrmy12 kahoalii
668
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Posted - 2014.03.25 11:03:00 -
[33] - Quote
TranquilBiscuit ofVaLoR wrote:so then in theory, i'll only need caldari scout to 3 in order to get the scout ck.0? do you have to use AUR to buy the scout ck.0 then, or is i still the 'neo' scout ck.0 that needs AUR?
why am i even asking this? either way i'm going operation 5 as soon as it deploys. WOOOO! Before hotfix, proto cal scout only needed lvl 3
Closed beta vet
Tears, sweet delicious tears
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Fyra Yacile
Kang Lo Directorate Gallente Federation
44
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Posted - 2014.03.25 11:03:00 -
[34] - 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.
So we have 2 deal with unkillable heavies 4 a few weeks til you hotfix it
gj CCP this is why you need 2 playtest earlier so the players don't have 2 experience inbalances like this ... no other company would let their product go to their customers broken ... if you know theres a problem fix it BEFORE you put it to your customers ... it's basic business strategm |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5313
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Posted - 2014.03.25 11:05:00 -
[35] - Quote
Alena Ventrallis wrote:The Terminator T-1000 wrote:Kasote Denzara wrote:Well then. I assume there will be some very unhappy heavies in the near future.
Not me though. WHOOO! GALLENTE COMMANDO! Do you know commando is a heavy? I a hoping, very hard, that they mean looking at basic and sentinels. I don't want commandos to be the weaksauce suits they have been in the past.
Doubt it. I don't know for sure but if memory recalls, a 20% reduction in EHP would kinda put them on the same level as Commandos so they'd have similar HP values but different bonuses. Not exactly the greatest design but I guess it works. Won't know until we find out.
Then again, hotfix isn't confirmed so it might not happen if everything turns out okay with the balance (though I severely doubt it)
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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bamboo x
Eternal Beings Proficiency V.
349
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Posted - 2014.03.25 11:06:00 -
[36] - Quote
jerrmy12 kahoalii wrote:M McManus wrote:ITS OFFICIAL.... CCP Logibro hates Caldari first he lied to us about the 1 depleted recharge delay being a typo, now hes nerfing them before the community even play tests it..
Aren't there flux grenades ? How does something have to much HP when it can be taken away with a blink of an EYE.... ? Yea niw the cal heavy wilk be underpowered if its shields get nerfed...
I really doubt they are going to nerf the new sentinels they've been working on so hard badly enough to break them a couple weeks after they were released.
Just hope you'll be getting a shield recharge delay (not depleted) buff.
Also, you really should be using a FG at range with that suit to begin with.
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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SgtDoughnut
DUST University Ivy League
527
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Posted - 2014.03.25 11:06:00 -
[37] - 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.
Tinfoil hat much, its not a trick dude, some things were discovered before patch day (most likely within the last week ) that could not be fixed before deployment, so they warn us ahead of time when they can and fix it ASAP. If it really was a trick they wouldn't tell you at all in any form. |
I-Shayz-I
I-----I
2684
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Posted - 2014.03.25 11:08:00 -
[38] - Quote
This thread is basically just telling us what the FOTM is going to be lol
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Kasote Denzara
A Vulture
2109
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Posted - 2014.03.25 11:11:00 -
[39] - Quote
The Terminator T-1000 wrote: Do you know commando is a heavy?
You know that the Commando's health is no where near as ridiculous as the Sentinels' healths are, right? While it's completely possible for Commandos to be included in the overall change, it's unlikely for what they are. There will be the need for a clarification to ease the uncertainty whether or not Commandos will be affected. I really hope they aren't. On paper, they're everything that I had hoped to see when all the racials were released. Hell, their slots are even better.
To keep it simply laid out, I had originally thought the the Gallente Commando, at the standard, would have one low, Caldari would have one high, and Minmatar and Amarr would be zero. However, Gallente will have two lows, Caldari two highs, Minmatar and Amarr one each. That's phenomenal to me. I could really just go on and on about how I think Commandos are theoretically fine, but 1.8 hasn't even begun, so it's just "because I said so!" at this point, which is one of those "don't do" sort of things to me. This entire post is pretty much just fluff, so I'll put a "too long, didn't read" thing below.
Oh, and Logibro popped into the chat to say that the 20% isn't the definite value.
TL;DR: I hope Commandos aren't included.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara, Uprising 1.7
Long live the Commandos!
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CCP Logibro
C C P C C P Alliance
6277
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Posted - 2014.03.25 11:11:00 -
[40] - Quote
TranquilBiscuit ofVaLoR wrote:so then in theory, i'll only need caldari scout to 3 in order to get the scout ck.0? do you have to use AUR to buy the scout ck.0 then, or is i still the 'neo' scout ck.0 that needs AUR?
why am i even asking this? either way i'm going operation 5 as soon as it deploys. WOOOO!
The skill requirements for the two suits were accidentally switched around, and will be incorrect. One the hotfix goes out, the ISK version will require Caldari Scout V while the AUR version will require Caldari Scout III, as with every other suit.
CCP Logibro // Distributor of Nanites // Patron Saint of Logistics
(a¦á_a¦á)
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steadyhand amarr
TeamPlayers Negative-Feedback
2716
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Posted - 2014.03.25 11:12:00 -
[41] - Quote
Dont chase fotm stuff and u wont get burned by hotfixes been saying this for two years now, skill into what intrests you not whats op
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
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jerrmy12 kahoalii
670
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Posted - 2014.03.25 11:13:00 -
[42] - Quote
CCP Logibro wrote:TranquilBiscuit ofVaLoR wrote:so then in theory, i'll only need caldari scout to 3 in order to get the scout ck.0? do you have to use AUR to buy the scout ck.0 then, or is i still the 'neo' scout ck.0 that needs AUR?
why am i even asking this? either way i'm going operation 5 as soon as it deploys. WOOOO! The skill requirements for the two suits were accidentally switched around, and will be incorrect. One the hotfix goes out, the ISK version will require Caldari Scout V while the AUR version will require Caldari Scout III, as with every other suit. Could you tell me if the caldari sentinels shields will go down or just its too high armor
Closed beta vet
Tears, sweet delicious tears
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pagl1u M
Maphia Clan Corporation
371
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Posted - 2014.03.25 11:14:00 -
[43] - Quote
Are you talking about sentinels or also about Commandos? |
Paran Tadec
The Hetairoi
2009
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Posted - 2014.03.25 11:18:00 -
[44] - Quote
12 minutes into 1.8 - Heavies get nerfed 4 months after 1.7 - Tanks still god mode
Bittervet Proficiency V
thanks logibro!
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jerrmy12 kahoalii
672
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Posted - 2014.03.25 11:20:00 -
[45] - Quote
Paran Tadec wrote:12 minutes into 1.8 - Heavies get nerfed 4 months after 1.7 - Tanks still god mode Seems legit.
Closed beta vet
Tears, sweet delicious tears
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Ryme Intrinseca
Fatal Absolution Negative-Feedback
909
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Posted - 2014.03.25 11:25:00 -
[46] - Quote
I agree with the heavy hp nerf. I have prof 5 forge and hmg, but effective hp levels were so high that light weapon users wouldve flocked to the suit. If you want hmg heavies not rr heavies the hmg should be the thing that makes the suit viable, which it now should be.
But where's the vehicle/av hotfix? |
Himiko Kuronaga
Fatal Absolution Negative-Feedback
3348
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Posted - 2014.03.25 11:30:00 -
[47] - 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.
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? |
SAIRAX SIS
Nyain San Dirt Nap Squad.
42
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Posted - 2014.03.25 11:33:00 -
[48] - 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 can be seen just by looking at the catalog specs :) lolololol |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
70
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Posted - 2014.03.25 11:36:00 -
[49] - Quote
I totally saw the heavy ehp one coming |
Jack McReady
DUST University Ivy League
1188
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Posted - 2014.03.25 11:47:00 -
[50] - Quote
obviously that 514 number for the patch size was more important than fixing bugs, proper playtesting/QA and focusing on what you really want from dust instead of changing core mechanics once a month.
buy more boosters |
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Master Smurf
Nos Nothi
268
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Posted - 2014.03.25 11:47:00 -
[51] - Quote
Scottie MaCallan wrote:I totally saw the heavy ehp one coming Many did and said so but you know ... CCP
Gotta love 'em
"Shine bright like a diamond"
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bamboo x
Eternal Beings Proficiency V.
350
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Posted - 2014.03.25 11:56:00 -
[52] - Quote
Although I'm not overly concerned with the 20% HP reduction to Amarr Sentinel...
Won't this effectively render the TTK increase null and void against heavies?
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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Joseph Ridgeson
WarRavens League of Infamy
783
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Posted - 2014.03.25 11:58:00 -
[53] - 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).
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.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
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Medic 1879
Forsaken Immortals Top Men.
1940
|
Posted - 2014.03.25 12:02:00 -
[54] - Quote
So play testing discovered that heavies have to much EHP, but missed that cal and amarr light frames have no skill requirements, that most of the new suits share skins across tiers and even classes (basic fatty and commando etc...) and failed to notice that not a single thing from the update made it to the LP store forcing people who wish to test things to either spend SP or aurum?
Very selective testing it seems.
Lead Diplomat for Forsaken Immortals.
|
Paran Tadec
The Hetairoi
2016
|
Posted - 2014.03.25 12:04:00 -
[55] - Quote
Medic 1879 wrote: not a single thing from the update made it to the LP store forcing people who wish to test things to spend aurum?
Very selective testing it seems.
working as intended
Bittervet Proficiency V
thanks logibro!
|
Kevall Longstride
DUST University Ivy League
1086
|
Posted - 2014.03.25 12:07:00 -
[56] - Quote
Medic 1879 wrote:So play testing discovered that heavies have to much EHP, but missed that cal and amarr light frames have no skill requirements, that most of the new suits share skins across tiers and even classes (basic fatty and commando etc...) and failed to notice that not a single thing from the update made it to the LP store forcing people who wish to test things to either spend SP or aurum?
Very selective testing it seems.
Or 'puts on tin foil hat' whatever is coming up in the next named expansion makes its it all fairly irrelevant.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
CPM1 candidate
|
steadyhand amarr
TeamPlayers Negative-Feedback
2719
|
Posted - 2014.03.25 12:14:00 -
[57] - Quote
Kevall Longstride wrote:Medic 1879 wrote:So play testing discovered that heavies have to much EHP, but missed that cal and amarr light frames have no skill requirements, that most of the new suits share skins across tiers and even classes (basic fatty and commando etc...) and failed to notice that not a single thing from the update made it to the LP store forcing people who wish to test things to either spend SP or aurum?
Very selective testing it seems. Or 'puts on tin foil hat' whatever is coming up in the next named expansion makes its it all fairly irrelevant.
To be honest im getting the same vibe that 1.8 is a lets get the last bits in before the fanfest relaunch almost a quickfix to the mess 1.7 was
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
|
GILDENLOCK
Pradox One Proficiency V.
10
|
Posted - 2014.03.25 12:20:00 -
[58] - Quote
How about fixing how low res the new suits are CCP? I have loved this game for the past 3 months, but today I feel like a bad practical joke is being played on me. April 1st isn't for another week CCP. |
Zahle Undt
Bullet Cluster
1102
|
Posted - 2014.03.25 12:40:00 -
[59] - 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. Who knows how long ago the patch went to Sony and how long they take to approve it.
Most tankers are like sand people. They frighten easily, but will quickly return...and in greater numbers.
|
SgtDoughnut
DUST University Ivy League
532
|
Posted - 2014.03.25 12:52:00 -
[60] - Quote
People need to remember every patch has to go to Sony for approval, this is also the reason we do not get a test server, SOE already had CCP jump through a ton of hoops just to get us able to connect to tranquility, I doubt they are going to just let us connect to sisi as well. |
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1866
|
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
|
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
|
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
|
SgtDoughnut
DUST University Ivy League
532
|
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
|
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
|
Denesian Morenti
The Neutral Zone
12
|
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
|
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
|
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. |
|
CCP Logibro
C C P C C P Alliance
6316
|
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
|
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
|
Posted - 2014.03.25 14:09:00 -
[71] - Quote
great
|
Denesian Morenti
The Neutral Zone
12
|
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
|
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
|
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
|
The-Errorist
574
|
Posted - 2014.03.25 14:28:00 -
[75] - Quote
HP meter is bugged until 1 min after spawning |
The-Errorist
574
|
Posted - 2014.03.25 14:34:00 -
[76] - Quote
cloak does not make a sound until decloaking. |
Lanius Pulvis
Bullet Cluster
217
|
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.
|
bamboo x
Eternal Beings Proficiency V.
355
|
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
|
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
|
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
|
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.
|
Liquid Big Boss
Quebec United
160
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Ryme Intrinseca
Fatal Absolution Negative-Feedback
911
|
Posted - 2014.03.25 18:08:00 -
[91] - Quote
Justicar Karnellia wrote: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. Really disagree. Sentinels already got the buff from new resistances, worth about 10% on average. Hmgs are also one of the few common weapons that isnt getting nerfed. Its gaining 10-15% on AR, CR, ScR, RR. So all things considered heavies will lose 20% in hp but make that back from resistance and (relative) damage output. Thats good because heavies were already in a good place. Giving heavies the extra resistance and (relative) damage output without some counterbalance would be exactly the kind of balance breaking superbuff youre complaining about. |
The Terminator T-1000
Skynet Incorporated
235
|
Posted - 2014.03.25 18:27:00 -
[92] - Quote
I waited 1 year for the racial heavies. Now I cant spend the SP to go to proto because they are being nerfed really? |
WarMachine88
Ahrendee Mercenaries
4
|
Posted - 2014.03.25 18:58:00 -
[93] - 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.
Um u guys kno u already nerfed the hvy's ehp by 150 to 200 depending on race right? (ie 1200ehp) |
NextDark Knight
Hellstorm Inc League of Infamy
306
|
Posted - 2014.03.25 19:10:00 -
[94] - Quote
PLEASE CCP DO NOT KNEE JERK REACT TO THIS!!
We need some time to understand how the new heavys operate. I for one found it easy to take down heavies and find the EHP of my Proto Caldari heavy lack luster. Also, I been using the Caldari A/1 Commando and have been range killing tanked out double repper heavies, it takes a few clips but they are so freaking slow they can't make it into cover.
I'm not sure who your are getting your options from about the matter but you need to take a step back before doing a blanket nerf on the heavies at the drop of a hat. They are big and slow, I still don't find my Forge gun doing enough damage and that hasn't been even addressed with stats. Only thing vocal I here is from a few CPM members who don't even play heavy that think things are in a OK place pre1.8.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Nirwanda Vaughns
Death Firm.
461
|
Posted - 2014.03.25 19:14:00 -
[95] - Quote
NextDark Knight wrote:PLEASE CCP DO NOT KNEE JERK REACT TO THIS!!
We need some time to understand how the new heavys operate. I for one found it easy to take down heavies and find the EHP of my Proto Caldari heavy lack luster. Also, I been using the Caldari A/1 Commando and have been range killing tanked out double repper heavies, it takes a few clips but they are so freaking slow they can't make it into cover.
I'm not sure who your are getting your options from about the matter but you need to take a step back before doing a blanket nerf on the heavies at the drop of a hat. They are big and slow, I still don't find my Forge gun doing enough damage and that hasn't been even addressed with stats. Only thing vocal I here is from a few CPM members who don't even play heavy that think things are in a OK place pre1.8.
you mean you killed a heavy with a gun that is OP already, out range a HMG twice over and does increased damage to armor and you wore a suit which buffs it even more? perhaps try tackling heavies with a duvolle or boundless combat rifle in their commando suits. at least the gallente one can tank. the minmatar is pathetic
Rolling with the punches
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
418
|
Posted - 2014.03.25 19:21:00 -
[96] - Quote
Driftoward wrote:Hyperbole much? They said that eHP will get reduced. LogiBro threw out 20% as one number that is being discussed.
It's CCP. That 20% might as well be set in stone, and if it isn't, it will be higher.
Quote: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.
You apparently have 0 core upgrades and the bare minimum of Light Weapon/Sidearm Operation skills, because you can fit 989hp, an adv cloak, and two proto weapons on that suit with fitting to spare.
Quote:Enjoy your buff heavies for a week and then they'll be back to being moderately killable.
Moderately killable? You mean less hp than a brick tank scout or logi without brick tanking the heavy suit, ruining any possibility of diversity in our fittings whatsoever, forcing us to just fit nothing but tank, and still not dealing with the problem of brick tanked every-other-suit having 1k+ hp?
Quote: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....
If by molasses you mean it moves at the same speed as an amarr assault without any plates whatsoever, then sure, it's like swimming through molasses. Why you scouts think anyone is using brick tanked cloaked scouts as scouts is beyond me. They're using them as substantially better assaults, which is exactly what they are. |
medomai grey
WarRavens League of Infamy
460
|
Posted - 2014.03.25 19:47:00 -
[97] - Quote
Yay for hotfixes. \o/
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
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Rami Hamilo
Ghost Wolf Industries Alpha Wolf Pack
66
|
Posted - 2014.03.25 19:57:00 -
[98] - 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.
If you do this, i petition we get another dropsuit respec since you're going to **** a lot of people out of suits. If you keep this up, you're just going to lose more players. It's like you guys don't even listen to your player base. |
Dimitri Rascolovitch
The Immortal Knights
133
|
Posted - 2014.03.25 20:34:00 -
[99] - Quote
Dont forget that EVERYONE spawns with pre damaged HP ~100 total hp on most suits
seriously how the hell do you cause everyone so spawn with less than full HP
...Yeah, i use a heavy machine gun, and I think i do a Damn good job at it.
i eat babies
forum warrior Lv0
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GeneralButtNaked
Amarr Templars
841
|
Posted - 2014.03.25 20:51:00 -
[100] - Quote
Ryme Intrinseca wrote: Really disagree. Sentinels already got the buff from new resistances, worth about 10% on average. Hmgs are also one of the few common weapons that isnt getting nerfed. Its gaining 10-15% on AR, CR, ScR, RR. So all things considered heavies will lose 20% in hp but make that back from resistance and (relative) damage output. Thats good because heavies were already in a good place. Giving heavies the extra resistance and (relative) damage output without some counterbalance would be exactly the kind of balance breaker youre complaining about.
All the medium weapons have vastly longer engagement ranges.
Heavies were not in a good place, and even though they are right now, they won't be when this nerf comes through.
Medium frame 514 for life.
Scouts will get nerfed hard too, just wait for it.
Real AV doesn't stop until all the tanks are dead.
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Joey-Number1
Maniacal Miners INC No Safe Haven
73
|
Posted - 2014.03.25 21:02:00 -
[101] - Quote
Scottie MaCallan wrote:I totally saw the heavy ehp one coming
Caldari heavy sentinel EHP mainly, it is just too much when you get into scenario with gallente and caldari, caldari will always win, the projectile damage on shield is just too weak, while the caldari sentinel with HMG will pretty much nuke the gallente armor, the gallente sentinel's EHP shouldnt be nerfed much. |
NextDark Knight
Hellstorm Inc League of Infamy
306
|
Posted - 2014.03.25 21:04:00 -
[102] - Quote
Some feedback : Firstly, who ends playtesting a few hours after the changes are released. This is BAD, people spent millions of skillpoints in heavies so you can nerf the hell out of them off the bat. This is just as bad as you marketing items right as your about to nerf them. Seriously you need to publically fire whoever is your logistics person this is so bad for press.
Secondly, I been play testing my Caldari Heavy CK.0. One Thales snipers gives me a really bad day. I have the lowest Effective HP out of all the sentinel suits. What makes you decide you need to reduce the EHP of this suit?
I think you should let people deal with the heavies as they are, you won't get better play testing then the community finding all the counters and advantages. You let tanks slide with the massive forge gun nerf, if you nerf the heavies this soon your showing a very one sided view on your game.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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The dark cloud
The Rainbow Effect Negative-Feedback
2549
|
Posted - 2014.03.25 21:15:00 -
[103] - Quote
This is hillarious. How can you justify a nerf for 1 dropsuit category but are not aible to fix AV vs Vehicle balance in months. Stupid as hell if you ask me.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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bamboo x
Eternal Beings Proficiency V.
381
|
Posted - 2014.03.25 21:28:00 -
[104] - Quote
CCP we like the new heavies. Don't ruin them.
They still have their weaknesses, the eHP is fine as it is:
- Minmatar weak to projectile, hybrid rail, explosive
- Caldari weak to EMP, laser
- Gallente weak to explosive, projectile
- Amarr weak to hybrid rail, explosive
- All are weak to knives and cloaks
I will admit the Gallente and Amarr might not be much worse with an HP reduction, and I've heard some people complaining about Caldari's armor...
But if you lower the Caldari's shield and the Minmatar's already weak HP? Bad, bad idea.
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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The dark cloud
The Rainbow Effect Negative-Feedback
2549
|
Posted - 2014.03.25 21:36:00 -
[105] - Quote
The main problem why the other heavys are looking inferior compared to the caldari is that there are no other heavy weapons apart from the HMG and forgegun. Dont blame the suits, blame the limited weapons avaible.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
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Nirwanda Vaughns
Death Firm.
462
|
Posted - 2014.03.25 21:50:00 -
[106] - Quote
so after a good lengthy playtest heres my bit of feedback
i've had 7 long time players from my chat channels give up after the worse 9 hours on a game to date and think i'm going to be the 8th. there is so much unbalance with this patch i honestly wonder if CCP just hired their designers straight out of nursery. i'm sick of tanks, i'm sick of rail rifles, i'm sick of lag and i'm back to being sick of laser rifles drilling through 1000 armor from 150m away ontop of the KK RR's drilling through 1000 armor from 200m away and if that don't kill me theres always a trusty sniper 490m away tucked away in redline without a care in the world or the rail tank sat waaay back there about 200m away happily blasting me while i can't even lock onto them and even if i could my swarms would barely put a scratch on the paint. maybe i could forge it? oh wait thats right if i can actually get my forge gun to fire that does f*** all damage too maybe laying prox mines down at that blaster tank camping the objective. i'll surround him with all 15 of my prox mines? ooohh they appear blow up and kill me when i'm stood next to a tank but not actually detonating even though the tank is parked right on top of the f***in thing as for the heavies you can't possibly take any more hitpoints off the minmatar. if you do there will be roaches running round the battlefield with more hitpoints,
all in all this has been the worse patch released. if you're not in a tank you're retty much f***ed
so i'd just like to congratulate you ccp. after 2yrs you've finally made the game so unplayable i'm spending the foreeeable future afking in the MCC
Rolling with the punches
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TRULY ELITE
WarRavens League of Infamy
1
|
Posted - 2014.03.25 21:52:00 -
[107] - Quote
HMG's are supposed to have a better damage output compared to AR's because when it comes to medium range the HMG damage is almost unnoticeable |
General12912
Gallente Marine Corps
135
|
Posted - 2014.03.25 21:54:00 -
[108] - 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 fix the Gallente scout G-1. i do believe the 'Neo' and Federation scout G-1 are the only ones with 2 equipment slots. i have heard rumors the 'Dren' and 'Dragonfly' scout have 2 equipment slots, though i cannot confirm this because i dont own either. i own 'Valor' scout G-1, it doesnt have it. checked the stats of the regular G-1 and it seems to be missing its extra equipment slot too.
Assault Gk.0
Gallente Federation Patriot
General of the Gallente Marine Corps. Look us up if you want to join.
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
893
|
Posted - 2014.03.25 21:57:00 -
[109] - 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.
heavies are not OP. ive killed many heavies with a shotgun with no problem ive killed heavies with various weapons with no problem, they are not OP, they just need more skill/tactics to kill one but either way they arent too strong or too weak so dont nerf heavies
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Disturbingly Bored
Forum Warfare
2062
|
Posted - 2014.03.25 21:57:00 -
[110] - Quote
Joey-Number1 wrote:Caldari heavy sentinel EHP mainly, it is just too much when you get into scenario with gallente and caldari, caldari will always win, the projectile damage on shield is just too weak, while the caldari sentinel with HMG will pretty much nuke the gallente armor, the gallente sentinel's EHP shouldnt be nerfed much.
No. Gallente gets a projectile bonus to armor.
The only way Caldari Heavy would reliably beat Gallente Heavy in an HMG fight would be if they didn't nerf Damage Mods. But they did.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5335
|
Posted - 2014.03.25 22:04:00 -
[111] - Quote
CCP, hold off on the hotfix on the Heavy EHP until after all the bugs are fixed. Just saying, we can't even make a logical guess as to balance right now because there are just so many bugs with the dropsuits.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Taylor2313
NECROM0NGERS Caps and Mercs
1
|
Posted - 2014.03.25 22:16:00 -
[112] - 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.
If The Caldari gets nerfed then the Gallente should get nerfed because it's the opposite of the Caldari as in shield and armor points. Please either nerf both or don't nerf at all. This should be the last thing to be worried about compared to all the other problems needed to be fixed!
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KalOfTheRathi
Nec Tributis
1052
|
Posted - 2014.03.25 22:27:00 -
[113] - 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). I absolutely love this!
Spend your SP on your new heavy and get it Nerfed almost immediately! That is the CCP/Shanghai I know*. Put it to those Mercs, Devs. Show 'em your the boss.
SP is never wasted, unless you Nerf Hammer the reason immediately. A whole new level of buyer's remorse.
How long before the WP for vehicle damage gets lowered? That is the question on tankers and AV players minds.
* And Love? Nobody said nothing about love.
And so it goes.
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TrogdorWas AMan
Brave Bunnies Brave Collective
1
|
Posted - 2014.03.25 22:30:00 -
[114] - Quote
20% nerf to EHP? God forbid CCP takes the cautious approach FOR ONCE and nerfs it by 5-10% and waits a week or two to see how it plays out before nerfing it further. 20% EHP nerf is just gonna make heavies as ****** as they were in 1.7, with almost noone running them.
But then again, it's not exactly like CCP's ever shown preferential treatment to the CoD fanboys or anything.
Way to announce this right after everyone spent SP on heavies. Good job, CCP. |
Nevyn Tazinas
Company of Marcher Lords Amarr Empire
2
|
Posted - 2014.03.25 22:35:00 -
[115] - Quote
Does this mean Forge guns will gain 20% effectiveness against Vehicles, in order to match how much faster heavies die when trying to AV. Or is AV getting ANOTHER nerf! Seriously.
And yet Magsecs are fine.... |
Taylor2313
NECROM0NGERS Caps and Mercs
1
|
Posted - 2014.03.25 23:01:00 -
[116] - Quote
Joey-Number1 wrote:Scottie MaCallan wrote:I totally saw the heavy ehp one coming Caldari heavy sentinel EHP mainly, it is just too much when you get into scenario with gallente and caldari, caldari will always win, the projectile damage on shield is just too weak, while the caldari sentinel with HMG will pretty much nuke the gallente armor, the gallente sentinel's EHP shouldnt be nerfed much. I think you are totally wrong on that. I only use a Caldari Proto Sentinel and 4 times out of 5, Gallentes destroy me. And I even use some damage mods for the heck of it and they still get me. They both are almost exactly the same but with armor and shield values switched. It's a Caldari suit so of course everyone freaks out about it so then it has to be nerfed. There are so many easy ways to kill a Caldari heavy it's crazy. Just leave them alone cuz they are all balanced enough. |
Monkey MAC
Rough Riders..
2246
|
Posted - 2014.03.25 23:02:00 -
[117] - Quote
Gonna be honest 20% is a bit much.
I would have said 10% would be enough, if they need a little bit more after then fair enough, but considering the impact 15% on the rifles has had , 20% could easily marginalize the heavy suit again. Think before you act.
10% for now, 10% more if you need it later.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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843 Epidemic
BurgezzE.T.F General Tso's Alliance
631
|
Posted - 2014.03.25 23:47:00 -
[118] - Quote
Don't nerf my heavy ):
Twin brother of 843-BANE
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Orion Vahid
Molon Labe. General Tso's Alliance
265
|
Posted - 2014.03.26 01:00:00 -
[119] - Quote
******** bullshit. Heavies always get nerfed. It's just like the HMG nerf in Uprising. It will take a few years for them to realize that the heavy suits are ruined. here I was thinking CCP has FINALLY learned their lesson about heavies. FINALLY learned that there is nothing wrong with them but noo..... meanwhile: DUST 514 is World of Tanks 514. |
Orion Vahid
Molon Labe. General Tso's Alliance
267
|
Posted - 2014.03.26 01:21:00 -
[120] - Quote
BREAKING NEWS! CCP is ******** and breaks Heavies every patch. oh wait, that's not really news. |
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Lunatic Kota
TeamPlayers Negative-Feedback
78
|
Posted - 2014.03.26 01:28:00 -
[121] - Quote
I just don't understand why I have to be bright white for everyone to see and shoot me.
There's a message in my Cheerios!
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IRON PATRIOT 1
Proficiency Five
123
|
Posted - 2014.03.26 01:34:00 -
[122] - 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.
I want my sp back then I didn't spec into the suit knowing you were going to reduce ehp. |
Senator Snipe
Fatal Absolution Negative-Feedback
136
|
Posted - 2014.03.26 01:49:00 -
[123] - Quote
Justicar Karnellia wrote: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.
ya wtf. you can't expect us to be okay with a 20% nerf out of blues man, god dammit why don't you just **** us in the ass. It better bet 10% max (or give us a full respec jk)
I am a heavy professional. When it comes to Forging, i am unmatchable.
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Centurion mkII
Kang Lo Directorate Gallente Federation
207
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Posted - 2014.03.26 01:59:00 -
[124] - Quote
Based on my experinces the heavy suits are reasonably balanced. By reasonably balance i mean all multiplayer games have imbalances its about getting as close to perfect as possible. As it stands now I get melted and I melt others. I feel chunky but should im a heavy. You have it at the point that despite the reduced speed you still feel like you absorb more damage then mediums. I don't think a reduction is needed.
Proto Minnie Logistics Proto Gallente Heavy Proto Gallente Scout |
GLOBAL RAGE
Consolidated Dust
31
|
Posted - 2014.03.26 02:29:00 -
[125] - Quote
First let me state that I omni soldier with advanced or DREN.
Secondly, that if you solo a tank or a Sentinel with a HMG the outcome should most always have a negative outcome.
20% of anything is always going to be too much!
I think CCP in this case should provide a "situation awareness" advantage to the medium suits by adding 5 meters scanning range,(50%) more than the heavies. Scouts shoot and knife me from behind because they have learned how to flank.
In RL if you hijack an airplane and allow SOF to board, you better have a buddy to help fight the Snake Eater in his heavy suit strolling down the aisle. |
Big miku
TeamPlayers Negative-Feedback
350
|
Posted - 2014.03.26 02:45:00 -
[126] - Quote
I quit for a month, come back, heavies are good again, tanks are still OP in the readline and it is time to Nerf Heavies?
Glad I quit wasting my money on boosters |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
71
|
Posted - 2014.03.26 03:36:00 -
[127] - Quote
dragonfly scout suit has incorrect amount of slots (2 high/2 low instead of 1 high/3 low) and incorrect amount of CPU/PG. other stats may be stuck at 1.7 stats still but I didn't check them all |
KalOfTheRathi
Nec Tributis
1054
|
Posted - 2014.03.26 04:08:00 -
[128] - Quote
Scottie MaCallan wrote:dragonfly scout suit has incorrect amount of slots (2 high/2 low instead of 1 high/3 low) and incorrect amount of CPU/PG. other stats may be stuck at 1.7 stats still but I didn't check them all This might get a Dev to do something in the Technical Bugs forum. Of course, it might not just as well.
However this post is about their hot fix Nerf Hammers of Doom that will be applied Soon(BS). After everybody has spent their never to be refunded again SP allowing the regrets to be maximized.
And so it goes.
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Wayward Psycho
The Generals General Tso's Alliance
17
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Posted - 2014.03.26 04:38:00 -
[129] - Quote
Heavies are still weak on their own. Using a scout I can still 1 on 1 a heavy... Heavies are only op when their is a stampede of them...
^ earlier today I stood my ground against 4 heavies... on my hud I see all the blue dots turn and run.
Or when Heavies run in a competent squad. |
Awesome Pantaloons
Lokapalas.
356
|
Posted - 2014.03.26 04:50:00 -
[130] - Quote
-_- I swear to ****, you guys don't even know what heavies are supposed to be in your own god damn game.
I see lots of people soloing heavies as is. Cloaked shotgunners can take my proto sentinel down easily. 20% is ridiculously high. Heavies are not OP! If you bothered to play your own game, you would know this.
Don't make heavies into slow medium suits. That is just ignorant.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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Bax Zanith
95
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Posted - 2014.03.26 06:36:00 -
[131] - Quote
20% reduction? I kand of want to know what CCPs thought possess was on this randome heavy nerf. I'll try it, but if I can't do my job because of this nerf then I don't know what I'll do... maybe committe suicide in public areas.
I'd say walk in my shoes for a day, but you probably still won't understand.
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bamboo x
Eternal Beings Proficiency V.
398
|
Posted - 2014.03.26 07:11:00 -
[132] - Quote
Like I said, I'm not particularly afraid of my Amarr Sentinel going from +1600 eHP to +1200, but I'm really disappointed that if you nerf us by such a large percentage, we won't feel the Rail Rifle TTK increase at all.
What I do fear for is the Minmatar and Caldari sentinels. They don't have enough HP for you to be nerfing it. Speaking from experience running around in a Dragonfly C/1, shields are NOT strong in this game so Caldari will suffer. Minmatar is squishy as it is and is effectively a suicide ganker.
Do you realize THIS IS ANOTHER AV NERF?
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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Jack Boost
Zarena Family
348
|
Posted - 2014.03.26 07:24:00 -
[133] - Quote
So - when we get hotfix for hotfix.
CCP read this carefuly:
THERE IS NO VALID AV WEAPON - BECAUSE 'STATS DO NOT APPLY AT RESPAWN - BUG' LEAD TO FORGE CHARGE TIME IS DESYNHRONIZED CLIENT/SERVER SIDE.
There is no way to use forge now with tank spawn.
If you removed ALL valid ways to destroy vehicles - you can also remove it from game. From this point of view game is unplayable now. (just look at BUGS forum and see how much ppl write about this) |
crazy space 1
GunFall Mobilization
2218
|
Posted - 2014.03.26 07:34:00 -
[134] - Quote
please only nerf 20% of armor OR shields please you allready gave the ammar commando 40 less hp than you listed in the patch notes... You can barely fit anything please don't overnerf the heavy hp ... whating it's been 1 day are you thinking... |
KalOfTheRathi
Nec Tributis
1060
|
Posted - 2014.03.26 08:23:00 -
[135] - Quote
Wayward Psycho wrote:Heavies are still weak on their own. Using a scout I can still 1 on 1 a heavy... Heavies are only op when their is a stampede of them...
^ earlier today I stood my ground against 4 heavies... on my hud I see all the blue dots turn and run.
Or when Heavies run in a competent squad. What was your fit and weapon?
If you don't mind answering that is. I am avoiding all suits for now but I would like more information in case this settles out and Dust becomes playable again. Sometime. Later. Maybe.
And so it goes.
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TheWee BabySeamus
Dem Durrty Boyz Dirt Nap Squad.
92
|
Posted - 2014.03.26 09:30:00 -
[136] - 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. BOO THIS MAN!!!!!!!
DDB Director & Bitter Vet
My Minmatar Heavy eats Medium frames for a snack..............I'm fat :(
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Rami Hamilo
Ghost Wolf Industries Alpha Wolf Pack
67
|
Posted - 2014.03.26 09:39:00 -
[137] - Quote
Didn't you guys know that the Devs never listen to the players? They're going to apply this hot fix, make heavies like fat, slow assault suits, waste everyone's time by not giving a respec, and then have even more people leave the game?
I think their goal is to really make this assault suit 514 and have as many people possible leave the game.
If they don't give us a respec for nerfing heavies, so many people will leave the game. I know a handful has already left since the logi nerf. |
bamboo x
Eternal Beings Proficiency V.
400
|
Posted - 2014.03.26 09:52:00 -
[138] - Quote
NO guys. We were in a PC against at least 6 heavies and there was NO WAY we could've won. We got SLAUGHTERED BY HMGs.
Thank you CCP for realizing this for us, we are ignorant, trying to tell you what to do without having tried the heavies long enough
You can't just pick off heavies and their logis with rail rifles now. There's more to it than that with all these sentinels running around
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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Rami Hamilo
Ghost Wolf Industries Alpha Wolf Pack
67
|
Posted - 2014.03.26 10:11:00 -
[139] - Quote
bamboo x wrote:NO guys. We were in a PC against at least 6 heavies and there was NO WAY we could've won. We got SLAUGHTERED BY HMGs.
Thank you CCP for realizing this for us, we are ignorant, trying to tell you what to do without having tried the heavies long enough
You can't just pick off heavies and their logis with rail rifles now. There's more to it than that with all these sentinels running around
That's because Rail Rifles are primarily used against shield tankers. Get an armor weapon and a flux. I wasted many heavies with my BPO suit and an Exiled AR already. Maybe you guys just sucked. |
Captain Africa Clone1
GRIM MARCH D.E.F.I.A.N.C.E
159
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Posted - 2014.03.26 10:42:00 -
[140] - Quote
Deep breathes Cap ....1 and 2 and 3 aaaah , ok Im calm. Please nerf the shottie , we cannot get enough distance from the cloaking scout to be competitive (rem you nerfed the dam mod).
Then basic suits ...why have them? Make them useful by making them cheaper versions .
Then lastly please limit the amount of tanks per side , Im so fokken sick and tired of tanks its not even funny anymore really...
Trust me on the above and Do this !!!
Join the March ,see the universe , meet interesting people and kill them
G£¬
http://grimmarch.wix.com/grim-march-ver1
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CLONE ALPHA 001
Ultramarine Corp
15
|
Posted - 2014.03.26 10:59:00 -
[141] - Quote
CCP YOU ARE BAD AT DUST AND SHOULD FEEL BAD!
YOU DONT NEED TO NERF HEAVIES! REMEMBER THE MASS DRIVER? |
Captain Africa Clone1
GRIM MARCH D.E.F.I.A.N.C.E
159
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Posted - 2014.03.26 11:00:00 -
[142] - Quote
bamboo x wrote:NO guys. We were in a PC against at least 6 heavies and there was NO WAY we could've won. We got SLAUGHTERED BY HMGs.
Thank you CCP for realizing this for us, we are ignorant, trying to tell you what to do without having tried the heavies long enough
You can't just pick off heavies and their logis with rail rifles now. There's more to it than that with all these sentinels running around
Pisss OFF !!!
I knew coming to the forums was a mistake ....! CCP Im taking my 365 players and 5 paying Eve accounts and my God Damn ISK to PANDA LAND if your continue with this roller coaster up and down bull **** ride of yours !!!!
Join the March ,see the universe , meet interesting people and kill them
G£¬
http://grimmarch.wix.com/grim-march-ver1
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bamboo x
Eternal Beings Proficiency V.
403
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Posted - 2014.03.26 11:37:00 -
[143] - Quote
Rami Hamilo wrote:bamboo x wrote:NO guys. We were in a PC against at least 6 heavies and there was NO WAY we could've won. We got SLAUGHTERED BY HMGs.
Thank you CCP for realizing this for us, we are ignorant, trying to tell you what to do without having tried the heavies long enough
You can't just pick off heavies and their logis with rail rifles now. There's more to it than that with all these sentinels running around That's because Rail Rifles are primarily used against shield tankers. Get an armor weapon and a flux. I wasted many heavies with my BPO suit and an Exiled AR already. Maybe you guys just sucked.
You're wrong, RR is a hybrid railgun. Minus 10% to shield plus 20% to armor.
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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bamboo x
Eternal Beings Proficiency V.
403
|
Posted - 2014.03.26 11:41:00 -
[144] - Quote
Captain Africa Clone1 wrote:Pisss OFF !!!
I knew coming to the forums was a mistake ....! CCP Im taking my 365 players and 5 paying Eve accounts and my God Damn ISK to PANDA LAND if you continue with this roller coaster up and down bull **** ride of yours !!!!
There were actually 8 to 10 heavies in a city map, completely destroying us. I'm a sentinel ak.0 and my goddamn HMG resistance wasn't even applying.
So you're telling me you want to get proto stomped by a bunch of walking tanks that can't be killed in city maps and bunkered objectives?
I laugh at your CR, HMG, SMG, LR, ScR, AR, ScP & IoP
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Captain Africa Clone1
GRIM MARCH D.E.F.I.A.N.C.E
161
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Posted - 2014.03.26 11:44:00 -
[145] - Quote
LOL you just change your game plan ....just put distance between you and the squad with one scout running hacking objectives...or what ever.... use remotes FFS !
Join the March ,see the universe , meet interesting people and kill them
G£¬
http://grimmarch.wix.com/grim-march-ver1
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Gavr1Io Pr1nc1p
308
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Posted - 2014.03.26 12:21:00 -
[146] - Quote
is there a planned hot fix for active scanners? they're broken right now, and make running a scout other than gal/cal awful
Kills-Archduke Ferdinand
Balance!
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lAssassinl Zer0
Company of Marcher Lords Amarr Empire
13
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Posted - 2014.03.26 13:00:00 -
[147] - 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.
The Heavies Ehp is not ap roblem, the problem is that they're able to use Light weapons, get off the Light weapons for heavies (exept commandos) and you have balanced Heavies. |
The Headless Horseman
Paladin Survey Force Amarr Empire
115
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Posted - 2014.03.26 13:04:00 -
[148] - Quote
I-Shayz-I wrote:This thread is basically just telling us what the FOTM is going to be lol WRONG..... cloak and re's are the FOTM! killed 4 heavies with one remote yesterday.
Signed, Sealed, Delivered
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Poncho Polous
The Phoenix Federation
68
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Posted - 2014.03.26 13:09:00 -
[149] - Quote
CCP Saberwing wrote:Kevall Longstride wrote:Define 'near future'... Aiming for over the next couple of weeks. Nooooo whyyyyyyyyyyyyyyyy, I was having so much fun in my god-mode heavy :(
CEO
> The Phoenix Federation
> We da BUSSS!! We takin over!
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The Headless Horseman
Paladin Survey Force Amarr Empire
115
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Posted - 2014.03.26 13:10:00 -
[150] - Quote
bamboo x wrote:Captain Africa Clone1 wrote:Pisss OFF !!!
I knew coming to the forums was a mistake ....! CCP Im taking my 365 players and 5 paying Eve accounts and my God Damn ISK to PANDA LAND if you continue with this roller coaster up and down bull **** ride of yours !!!! There were actually 8 to 10 heavies in a city map, completely destroying us. I'm a sentinel ak.0 and my goddamn HMG resistance wasn't even applying. So you're telling me you want to get proto stomped by a bunch of walking tanks that can't be killed in city maps and bunkered objectives? Waaaaaaaaaaaaa what a little baby. I kill heavies all day long. Its called skill. Not that hard. I killed 300+ yesterday with my scout suit/remotes/shotty. Get good scrub.
Signed, Sealed, Delivered
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lAssassinl Zer0
Company of Marcher Lords Amarr Empire
14
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Posted - 2014.03.26 13:17:00 -
[151] - Quote
The Headless Horseman wrote:bamboo x wrote:Captain Africa Clone1 wrote:Pisss OFF !!!
I knew coming to the forums was a mistake ....! CCP Im taking my 365 players and 5 paying Eve accounts and my God Damn ISK to PANDA LAND if you continue with this roller coaster up and down bull **** ride of yours !!!! There were actually 8 to 10 heavies in a city map, completely destroying us. I'm a sentinel ak.0 and my goddamn HMG resistance wasn't even applying. So you're telling me you want to get proto stomped by a bunch of walking tanks that can't be killed in city maps and bunkered objectives? Waaaaaaaaaaaaa what a little baby. I kill heavies all day long. Its called skill. Not that hard. I killed 300+ yesterday with my scout suit/remotes/shotty. Get good scrub.
You can't use the word "skill" with Remotes/Shotgun and cloak. You're the "Anti-heavy" not that hard FOR YOU.
Now take a Gallente Heavy with Proto RR, good luck if you're not scout. |
Brigitte Newt
The Rainbow Effect Negative-Feedback
85
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Posted - 2014.03.26 13:27:00 -
[152] - 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.
Ridiculous CCP, 20% HP nerf is high. Heavies are just fine. |
jamstar saa187
the third day Galactic Skyfleet Empire
75
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Posted - 2014.03.26 13:34:00 -
[153] - 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.
i am kindly asking that you reconsider the proposed hotfix to the Heavy. from my time playing last night i saw no noticable change to the TTK for my Dren heavy suit, and my newly minted Gal suit died just as quickly as the Amarr heavy did before 1.8 went live.
i dont know who, or what data you have at your disposal, but from my end it's as you were on the TTK issue.
Also, as stated before in this thread, reducing damage output for weapons by the an average of 5-7% and then reducing the armour of the heavy suit by 20% would put that class at a distinct disadvantage, and would most likely leave that class with a lover TTK than before 1.8 dropped. |
Dunce Masterson
Savage Bullet
65
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Posted - 2014.03.26 14:20:00 -
[154] - Quote
I have actually played the Amarr heavy after 1.8 and the EHP is not to high it still gets killed really fast.
some things you have got wrong is:
1) Laser rifle heat cost is the same across All tiers Basic, Advanced and Prototype at 21.00 per second.
2) Gallente Commando Basic Does not have the 2 low slots you promised.
3) spawning in drop suits spawns in with only base hip point values and the skill bonuses don't apply tell about 15-30 seconds afterwards.
4) The Amarr Sentinel and Commando have their original cost and not the reduced cost that the new suits are showing, also the Advanced commando suits cost about 13k and not about 8k.
5) Magazine sizes on some weapons are off.
6) the Templar and Dren scrambler pistol still have militia fitting requirements.
This is all I have noticed so far and 2 weeks is to long to wait and to have to pay to much for Amarr heavy suits and to have to deal with the heat cost of the laser weapons that we where told that were going to have their heat cost improved at advanced and prototype level. Also it is to long to have to deal with gimped suits.
Question: When are the medium frames going to have their module slot configuration and PG/CPU improved?
I don't even know why I bother.
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thesupertman
Better Hide R Die
232
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Posted - 2014.03.26 17:18:00 -
[155] - Quote
Dont nerf the heavies!!! They are fine!
The next build better be good. CCP don't mess up.
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thesupertman
Better Hide R Die
232
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Posted - 2014.03.26 17:19:00 -
[156] - Quote
The bolt and ion pistols should be buffed too.
The next build better be good. CCP don't mess up.
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Bax Zanith
96
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Posted - 2014.03.26 17:21:00 -
[157] - Quote
I found something rather concerning that is in need of a hotfix:
Caldari and Amarr basic light dropsuits have no skill requirements. I have no skills in caldari light frames, yet I can get one at the proto level, same with amarr basic light frames.
I'd say walk in my shoes for a day, but you probably still won't understand.
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Lunatic Kota
TeamPlayers Negative-Feedback
81
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Posted - 2014.03.26 17:39:00 -
[158] - Quote
Yeah nerg heavies but don't do anything about the 16 invisible scouts that can one shot you or the tanks that can't be killed due to forges being broken. Sounds smart right? So what you're saying is, if you don't play scout you're going to hate this game? Seems legit. Thanks for the update CCP. Go ahead and give me another respec so I can go scout like everyone else!
There's a message in my Cheerios!
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Leezir
Krullefor Organization Minmatar Republic
0
|
Posted - 2014.03.26 18:00:00 -
[159] - Quote
I sure do hope that the Minmatar heavy doesn't get nerfed |
Delta 749
Kestrel Reconnaissance
2739
|
Posted - 2014.03.26 18:18:00 -
[160] - Quote
How much of this could have been avoided with some internal testing I wonder
I'll start my own war, with hookers, and blackjack!
In fact forget the war and the blackjack.
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Templar Twelve
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
41
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Posted - 2014.03.26 18:55:00 -
[161] - Quote
DO NOT do this CCP. DO NOT make the heavy a class people do not want to play. We need heavy suits. They should not be easy to kill. Make them more skill needy, like the logistic maybe - Rendering people having to skill most of their SP to Heavy if they want to use it well. That way we won't have 16 heavy suits guarding a Domination map.
You even stated in one of your trailers that "we" are the modern day equivalent to walking tanks because of the high technology involved in our suits and weapons (the Heavy suits especially comes to mind).
Several people has already stated that they can kill heavy suits just easy with some skills, but also neutralizing them with the new scout things - cloak and remotes for example.
Just.... Don't do this. Not 20 frikkin' percent.
Librarian and Keeper of the Praetorian Temple Library
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Maximus Stryker
Who Are Those Guys
882
|
Posted - 2014.03.26 18:56:00 -
[162] - 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 might 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 reconsider. Monitor the stats and then make a decision.
And FFS, change in small increments, 20% seems a bit overkill.
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
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D4GG3R
Fatal Absolution Negative-Feedback
66
|
Posted - 2014.03.26 19:01:00 -
[163] - 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 might be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created.
Why? Heavies are exactly where they need to be, are they not? They dominate at close range as they should and are fairly easy to handle at mid to long range. No suit should be able to take a heavy 1v1 easily at close range, and those that think you should are incorrect. Lowering ehp by 20% will sorely hurt the heavy role that is just getting where it needs to be .
Shout out to all my Pre-1.8 scout brothers!
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Nomed Deeps
291
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Posted - 2014.03.26 19:08:00 -
[164] - Quote
What I do not understand is so many are crying to nerf certain things with so much still broken. In my opinion, CCP should fix what is currently confirmed as not working APD and then we'll evaluate to see what needs a nerf.
I cannot be bought, but I can be leased.
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Ar Lan
Knights Of Ender Galactic Skyfleet Empire
24
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Posted - 2014.03.26 19:44:00 -
[165] - Quote
D4GG3R 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 might be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created. Why? Heavies are exactly where they need to be, are they not? They dominate at close range as they should and are fairly easy to handle at mid to long range. No suit should be able to take a heavy 1v1 easily at close range, and those that think you should are incorrect. Lowering ehp by 20% will sorely hurt the heavy role that is just getting where it needs to be .
I can completely agree. CCP don't screw with my Minmatar Heavy. If you do, then you might as well nerf the Shotgun to hell -- Cuz Shotty Scouts have become seriously OP.
Go ahead and snipe me. I'm gonna add another Thale's to my collection.
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pagl1u M
Maphia Clan Corporation
470
|
Posted - 2014.03.26 20:58:00 -
[166] - Quote
Sometime it looks Like the minscout bonus to hacking speed doesn't work, it is way slower than it should be (sometime it works) Also sometime it looks Like the hit detection for NK doesn't work. |
DeathhtaeD
Dust-Cloud
59
|
Posted - 2014.03.26 21:01:00 -
[167] - Quote
Could CCP Logibro pls answer the questions everybody are asking: WHY are you thinking of nerfing the Heavies? Pls explain what in your "internal playtest" resulted in this kind of thoughts? What makes Heavies so wrong now? And I would like CCP Logibro to answer this and pls not anybody else...
As it is now, I would most of all like to spec into my beloved Proto-Heavy, BUT you force me to wait and not be able to play this game as I would prefer, because I DON`T want to waste my SP into somtheing that isn-¦t worth using after the nerf-hotfix you threaten us with. Think about how many really are just waiting and waiting to just know what your decision is going to be, so we can spec into something that will be competetive and not flush our SP in the toilet, |
Tom Hamp
the third day Galactic Skyfleet Empire
12
|
Posted - 2014.03.26 22:04:00 -
[168] - Quote
jerrmy12 kahoalii 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. Dammit now the caldari heavy is useless.........nerf the hmg not the heavies exept armor plate stacking Wait Unkess you reduce the armor on the cal heavy and shields on the other heavies whoa whoa whoa hold up nerf the hmg are you out of your freaking mind they where **** til the recent patches brought it to life again now I don't want to hear that bull crap ever. and the heavy class not to metion sentinel and basic heavy is still abused with a combo of light weapons in the heavy wepon slot now what else is there to complain about huh?
The state sniper is watching if you see me you are in range.
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
39
|
Posted - 2014.03.26 23:26:00 -
[169] - 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 might be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created.
This seems like a bit much of a nerf. I mean, running around as a scout with a standard-level shotgun and a cloak, I am able to take out prototype heavies. Being mainly a heavy, I can see this crippling our role on the battlefield. A 10 or 12% nerf would seem more reasonable.
Also, just an idea, but what about making flux grenades disrupt cloaks?
Minmatar Dropship.
Uprising 1.7.
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
39
|
Posted - 2014.03.26 23:27:00 -
[170] - Quote
Tom Hamp wrote:jerrmy12 kahoalii 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. Dammit now the caldari heavy is useless.........nerf the hmg not the heavies exept armor plate stacking Wait Unkess you reduce the armor on the cal heavy and shields on the other heavies whoa whoa whoa hold up nerf the hmg are you out of your freaking mind they where **** til the recent patches brought it to life again now I don't want to hear that bull crap ever. and the heavy class not to metion sentinel and basic heavy is still abused with a combo of light weapons in the heavy wepon slot now what else is there to complain about huh? Your cookies are in the mail.
Minmatar Dropship.
Uprising 1.7.
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Grimmiers
0uter.Heaven
479
|
Posted - 2014.03.27 00:14:00 -
[171] - Quote
The Headless Horseman wrote:I-Shayz-I wrote:This thread is basically just telling us what the FOTM is going to be lol WRONG..... cloak and re's are the FOTM! killed 4 heavies with one remote yesterday.
Seems like a counter to the fotm
SoundCloud
Recruiter Link
Pronounced Grim-e-urs
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Baal Roo
Subdreddit Test Alliance Please Ignore
3066
|
Posted - 2014.03.27 00:23:00 -
[172] - Quote
Heavies are in a great spot right now, so of course CCP can't help but go in and screw with it.
Heavies are meant to be hard to kill and pack a huge punch, right? That's their job in the squad.
If people are upset that they are hard to kill, then maybe they need to look at the makeup of their own squad and readjust. If everything is just supposed to be equal and milquetoast, why bother with having different dropsuits at all?
Heck, if you have to nerf something with the heavies, nerf the damn HMG. Don't mess with the "tank" of the squad.
Heavy = Tank Assault = DPS Logistics = Healer Scout = Rogue
Right? Isn't that the idea?
Hale Satin
|
Zaaeed Massani
RisingSuns
58
|
Posted - 2014.03.27 00:42:00 -
[173] - Quote
Given its relevance, I'll leave this here... |
GENERAL FCF
Sentinels of NEW EDEN
25
|
Posted - 2014.03.27 00:44:00 -
[174] - Quote
20%?! 20%???!!!!! CCP WHAT ARE YOU THINKING? ??????? YOU PLACE NO VALUE ON PEOPLE PROTOTYPING OR BEING HEAVIES AND YOU ARE STILL THINKING* ABOUT HEADING DOWN THAT ROUTE? Example: A scout IS the fastest dropsuit in the game can 1 shot almost* every suit with a MILITIA grade shotgun and they dance around heavies with the most powerful CQC weapon in the game-(shotgun)- killing em despite their larger HP, and you give them specialization towards cloaking so they can **** whoever comes their way just because "they have the weakest dropsuit "?!
My first complaint is: Scouts-(though squishy)- are very powerful foes: WHEN USED RIGHT. So why nerf heavies AGAIN after you bearly show them some love after ignoring them for so long? The heavies are HP is fine right now, borderline perfect. I cannot tell you how frustrating it is to have a little speed demon you have a hard time to hit because they have a smaller hit box, strong as heck weapons -(be it ARR, ACR, or Shotgun)- and they simply uncloak kill u then run away and hide for the next unsuspecting victim.
My second complaint is: Make Prototyping anything WORTH ALL THAT SP!!! There are plenty of examples where there's never a need to go proto because militia grade and standard is Soo strong: but ill give u 1 example. Grab a militia grade shotgun and SEE how powerful it is. If people want to one shot others then the stats should be as follows: militia/STD 4shots, ADV 2 shots and Proto 1shot.
Nerfing -20% HP on the heavies is a VERYBAD decision if made.
Scouts -(I believe)- Now have IDEAL specializations weapons and tactics. It's its own play-style and is NOT meant to be an Assault dropsuit.
Heavies-(though slow)- Now have IDEAL ROLE specializations and Shield/Armor HP ratio.
Glitch Update of 1.8 for CCP.
If you switch your weapon -(while cloaked)- when hacking anything, you can run around with your weapon ready to fire while cloaked. -(Very annoying) -
If you plant remote explosives on any vehicle and recall it; you can have a wall of remote explosives stuck on thin air.
The new proto Caldari and Amarr scouts -(Basic) - dont require SP to use! Lol, they just cost ISK.
Forge Guns are firing more blanks than before! Not just because of lag either.
Your welcome
Instead of nerfing Heavies, give us more heavy weapons ;P
-Gallente pride. |
boba's fetta
Dead Man's Game
417
|
Posted - 2014.03.27 01:45:00 -
[175] - Quote
i started out in this game as a heavy. when we got the orginal respec i went logi because of the broken hmg. if the heavy becomes no longer viable due to over nerfing i wont bother to hang around. ive buit this entire toon around my amarr heavy from drop uplinks, triage hives to an lav, dropship and tank for thosse open maps.
id like to see some comment on the new bugs. you havnt said anything about that. thanks ccp youe actully managed todestroy the faith i had in this game with this update.
my forge gun fires three shots out of six if im lucky. hmg wont be worth using without the hp to back it up. and i am not putting a cr or rr on there.
thanks for making the heavy fotm so you can nerf it into the dust.
i want proxie chat so i can run around in the gall heavy saying GET IN MAH BELLY. nah just kidding trade window please=)
|
Silas Swakhammer
GamersForChrist
383
|
Posted - 2014.03.27 01:59:00 -
[176] - Quote
CCP Logibro wrote: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). I don't see the need for a heavy nerf.
Pineapples on pizza.
|
ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
668
|
Posted - 2014.03.27 02:48:00 -
[177] - Quote
Silas Swakhammer wrote:CCP Logibro wrote: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). I don't see the need for a heavy nerf.
They got destroyed in one of their 'playtests' by a heavy, plain and simple. Very few people have been complaining about them. I've been 2 and 3 shoting pretty much every heavy I see with my Shotgun. They kill me about equal number of times, I'm loving these heavies.
If they do this, you best give people their Heavy points back. Giving people stats and then changing them in the same week is bs.
xSivartx is my Heavy. There are many like him, but he is my own...
So, other Logi's back off, those are my Warpoints!
|
IVIaster LUKE
Shadow Company HQ Lokun Listamenn
404
|
Posted - 2014.03.27 04:31:00 -
[178] - Quote
Nerf, buff, nerf, buff, . Or is it Buff, nerf, buff, nerf.
I know you'll do the right thing CCP.
CCP, please "Hotfix" your selfs off a cliff.
|
Straum Arjn
Nova Corps Marines Ishuk-Raata Enforcement Directive
34
|
Posted - 2014.03.27 04:38:00 -
[179] - Quote
I'm gonna stop playing if this "fix" drops. Seriously. Every suit is in perfect sync right now. Total perfect sync. Mess with it and you have one guaranteed player loss from me. Probably 100 more possible losses (though I'm assuming we have the player base to support that statistic which we may not). |
Balamob
SVER True Blood General Tso's Alliance
19
|
Posted - 2014.03.27 05:23:00 -
[180] - Quote
PeOple SaId I was CraZy, i TolD u There wEre HeaVy GodParents. |
|
Awesome Pantaloons
Lokapalas.
385
|
Posted - 2014.03.27 05:39:00 -
[181] - 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 might be lowered (likely by about 20%, but this is to be confirmed).
This thread will be updated with more hotfixes as they are created.
You may as well remove that bit about heavies. Or has CCP decided to ignore player feedback?
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
|
Awesome Pantaloons
Lokapalas.
385
|
Posted - 2014.03.27 05:42:00 -
[182] - Quote
Better yet:
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 and copious amounts of player feedback has shown that the heavy EHP is absolutely perfect where it is and shall go untouched.
This thread will be updated with more hotfixes as they are created.
There, fixed it.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
|
|
CCP Logibro
C C P C C P Alliance
6443
|
Posted - 2014.03.27 09:50:00 -
[183] - Quote
It's crossed out now.
CCP Logibro // Distributor of Nanites // Patron Saint of Logistics
(a¦á_a¦á)
|
|
Skybladev2
LUX AETERNA INT RUST415
100
|
Posted - 2014.03.27 09:56:00 -
[184] - Quote
Why range fix of railgun turrets, but not dps? They are sniping weapons, like sniper rifles, so they need to be large alpha, long range, low fire rate weapons. Now they will be large alpha, short (or mid) range, high rate weapons.
<[^_^]>
|
steadyhand amarr
TeamPlayers Negative-Feedback
2765
|
Posted - 2014.03.27 10:08:00 -
[185] - Quote
Is that heavy dropsuits are getting cheeper, or overly expensive suits as a whole are getting cheeper?
"i dont care about you or your goals, just show me the dam isk"
winner of EU squad cup
GOGO power rangers
|
Powerh8er
DIOS EX. General Tso's Alliance
406
|
Posted - 2014.03.27 10:11:00 -
[186] - Quote
No hotfix for forgeguns shooting blanks?
Te Valhall!
|
Jade Dragonis
GRIM MARCH D.E.F.I.A.N.C.E
342
|
Posted - 2014.03.27 10:18:00 -
[187] - Quote
CCP Logibro wrote:It's crossed out now.
What's crossed out?
Follow me on Youtube
|
thomas mak
THE-TITANS
48
|
Posted - 2014.03.27 10:30:00 -
[188] - Quote
CCP if you want to change the % hardener give you MUST give us back passive hardener
Why tank rule the sky
Why tanks are so cheap
Why all the vehicle module are GONE!!!!!!!!
|
SPACE SYPHILIS
Condotta Rouvenor Gallente Federation
34
|
Posted - 2014.03.27 10:31:00 -
[189] - Quote
boba's fetta wrote:jerrmy12 kahoalii wrote:boba's fetta wrote:so waiting till everyone has spent there sp in heavyies? oh well not that it matters ill still be speccing heavy again.
i cant wait for the tears from the fotm chasers when they find out they have been nerfed after they didnt bother to read the forums. I was going in non fotm cal heavy, it only needed an armor fix and other heavies needed a plate stack fix i will be using an amarr heavy and i think ive used fits with plates a total of 20 times. oh and from what im hearing call is going to be the one people go for. then gall then minnie. and well not many people ive spoke to want to touch the amarr heavy... silly people just want shiney things and they havnt noticed the amarr suit shines the brighest with all that gold.
I am with you I chose Armarr over Gal Heavy. Do I regret my choice , not once. The truth is my HMG skills are all maxed to 5 except the BS pg upgrade and coupled with the Armarr bonuses I am very pleased to watch all the other suits melt to my Dren combo. |
NextDark Knight
Hellstorm Inc League of Infamy
325
|
Posted - 2014.03.27 10:36:00 -
[190] - Quote
Is it possible the Devs can code in that Fluxs break the rep tool lock on? Just ask them if this is something that can be coded into the game in the current state. Something to break the lock for a moment and that extra time a logi needs to relock could make a world of difference in some battles.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
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Victor889
The Unholy Legion Of DarkStar DARKSTAR ARMY
60
|
Posted - 2014.03.27 10:39:00 -
[191] - Quote
Really enjoying Gallente Commando atm - looks awesome and the AR/PC combo is great!
I can haz all your Officer Heavy weapons?
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
263
|
Posted - 2014.03.27 10:39:00 -
[192] - Quote
Quote:Reduced max vehicles deployed per team in Ambush and Ambush OMS to two. That's a messy hack. I seriously hope that you have a vision for a fix that doesn't involve an artificial cap. I guess it's kinda okay for Ambush (However: Who the hell decides who will be the one to get one of the two vehicle slots? And why can't LAVs and transport dropships get a separate cap from ADS and tanks?), but in Skirmish and Domination I'd like the vehicle cap to be one per player, with the tanks being reduced in numbers due to functionality, not artificial restraints.
Also, is it really smart to nerf hardeners like that? What is your stance on Swarmers not producing the advertised damage?
And do you intend to do anything against honey badger (Big Blaster) tanks, especially now that you weakened their counter (Big rails)? |
NextDark Knight
Hellstorm Inc League of Infamy
325
|
Posted - 2014.03.27 10:45:00 -
[193] - Quote
The hardener nerf is going to hurt lots of tankers.. As a X-Forge Gunner it sounds bad as I rather of had a ROF increase on the Forge, a micro buff to the Swarm, (Throw in dumb fire for kicks) and give me back a little splash.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8965
|
Posted - 2014.03.27 10:51:00 -
[194] - Quote
Frankly it would have been better to start small with the hardener changes rather than balls to the wall as I suppose only CCP knows how to do.
IMO the nerfs to Hardeners are far too much, 5-10% across both would have sufficed instead of 20% to shield and 15% to armour. My initial suggestions were geared towards preventing something like this.
Small tweaks here and there to prevent large statistic shifts yet discourage fitting multiple hardeners.
Now it is almost mandatory to fit 2 minimum with the repper.
I have to do some testing but in all honesty it is too much.
"Get thine Swag out of my face! Next you'll be writing #YOLOswagforJamyl in all your posts!"
-Dagger Two
|
medomai grey
WarRavens League of Infamy
469
|
Posted - 2014.03.27 11:03:00 -
[195] - Quote
Once again, whining deters CCP from action. For better or worst remains to be seen.
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
|
Ryme Intrinseca
Fatal Absolution Negative-Feedback
923
|
Posted - 2014.03.27 11:06:00 -
[196] - Quote
Powerh8er wrote:No hotfix for forgeguns shooting blanks? Yep, as if AV wasn't feeble enough already my FG has zero damage output on a gallente sentinel. |
The Robot Devil
Sinq Laison Gendarmes Gallente Federation
2186
|
Posted - 2014.03.27 11:06:00 -
[197] - Quote
It is good to see some quick fire hotfixes to things that are bugged and to HAV numbers in ambush. I agree with True Adamance about the nerf to hardeners, I would have done it in 5% increments over a few patches till a good spot was found. Of course I don't know anything about the hotfix process and how much SONY has to do with it.
Again, thanks for the communication! The amount of blue tags that have been showing up is very much appreciated and it shows the community that devs are working to improve the DUST514 experience. We like to **** and moan but seeing CCP take action on bugs and much needed AV problems goes a long way and it helps calm many of the rage threads and improves overall moral. Thanks again and keep up the hard work because 1.8 is a blast.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
|
Macchi00
LORD-BRITISH
68
|
Posted - 2014.03.27 11:06:00 -
[198] - Quote
Forgegun still need more time to the original charge. The slow too it stands.
I love ForgeGun.
|
Judal Wraith
Annubian Guard
8
|
Posted - 2014.03.27 11:31:00 -
[199] - Quote
So your telling me I get my skill points for my amarr scout back but with the right multiplier so I spent my sp becuase I had everything I wanted my scout and cloak so now ill get my pts back and if I'm not able to get my amarr scout too 5 I'm going to be pissed I'm tired of being hurt for ccp mistakes you should fix the multiplier but leave ppl who previously had it . |
Kosakai
ZionTCD
33
|
Posted - 2014.03.27 11:36:00 -
[200] - Quote
* Changed Heavy frame dropsuitsGÇÖ shield recharge.
* Changed ISK Heavy dropsuitsGÇÖ prices.
we want to see some numbers?
SCAN ATTEMPT PREVENTED
FORGE GUN LOVER
TANK HUNTER
|
|
Ryme Intrinseca
Fatal Absolution Negative-Feedback
925
|
Posted - 2014.03.27 11:48:00 -
[201] - Quote
Judal Wraith wrote:So your telling me I get my skill points for my amarr scout back but with the right multiplier so I spent my sp becuase I had everything I wanted my scout and cloak so now ill get my pts back and if I'm not able to get my amarr scout too 5 I'm going to be pissed I'm tired of being hurt for ccp mistakes you should fix the multiplier but leave ppl who previously had it . Why should you get tons of extra SP for free just because CCP made a mistake? |
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1887
|
Posted - 2014.03.27 12:04:00 -
[202] - Quote
Kevall Longstride wrote:Medic 1879 wrote:So play testing discovered that heavies have to much EHP, but missed that cal and amarr light frames have no skill requirements, that most of the new suits share skins across tiers and even classes (basic fatty and commando etc...) and failed to notice that not a single thing from the update made it to the LP store forcing people who wish to test things to either spend SP or aurum?
Very selective testing it seems. Or 'puts on tin foil hat' whatever is coming up in the next named expansion makes its it all fairly irrelevant. Make that a tinfoil hat for two.
I support SP rollover.
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1887
|
Posted - 2014.03.27 12:57:00 -
[203] - Quote
Sole Fenychs wrote:Quote:Reduced max vehicles deployed per team in Ambush and Ambush OMS to two. That's a messy hack. I seriously hope that you have a vision for a fix that doesn't involve an artificial cap. I guess it's kinda okay for Ambush (However: Who the hell decides who will be the one to get one of the two vehicle slots? And why can't LAVs and transport dropships get a separate cap from ADS and tanks?), but in Skirmish and Domination I'd like the vehicle cap to be one per player, with the tanks being reduced in numbers due to functionality, not artificial restraints. Also, is it really smart to nerf hardeners like that? What is your stance on Swarmers not producing the advertised damage? And do you intend to do anything against honey badger (Big Blaster) tanks, especially now that you weakened their counter (Big rails)? I agree it's messy and absolutely not in keeping with the spirit of the game. This moves us even closer to the generic lobby shooter. In fact, we've arrived. These kind of arbitrary rules are effectively invisible walls, and the whole reason i was always totally uninterested in FPSs in general. It's a mistake CCP.
These 'fixes' are off the mark, it's almost as if CCP doesn't believe in or trust their own 'waves of opportunity' vehicle model.
Working in that model would tell us that the correct change to hardeners would be longer cooldowns for stacked hardeners.
Working in that model would tell us that vehicle turn rate, acceleration and top speed were the variables to adjust.
The range nerf addresses the symptom and not the underlying redline/warpoint/skillpoint risk/reward game design dynamics.
All Wolfman's changes here have one thing in common: they're quick and easy. They allow CCP to address and to be seen to address our Vehicle/AV issues. Imo this is a totally seat-of-the-pants disposable hotfix. If CCP was serious about Uprising's vehicle/AV balance changes would have been built right into the patch and wouldn't have this off-the-cuff, wtf-invoking feel to them.
The primary components of 1.8 were suit/weapons assets, a rework for suit roles, a rework for racial roles, and a balancing pass. This is all content/knowledge that is portable to other implenentations of DUST. Imo Uprising is done. Our current implementation of DUST is prolly done too. At this point we're either a dead man walking or a chrysalis.
I support SP rollover.
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
263
|
Posted - 2014.03.27 13:20:00 -
[204] - Quote
Vrain Matari wrote:I agree it's messy and absolutely not in keeping with the spirit of the game. This moves us even closer to the generic lobby shooter. In fact, we've arrived. These kind of arbitrary rules are effectively invisible walls, and the whole reason i was always totally uninterested in FPSs in general. It's a mistake CCP.
Personally, I feel the same way about stacking penalties and a few of the other limitations of the customization system. Why the hell do those even exist, except for the kin cats that would bug out the game without stacking penalties?
However, this is a hotfix. It's obvious that the changes here will be very rough. They are just there to patch up the game until (hopefully) proper changes can be made. |
thecoolest guy
Ancient Exiles. Dirt Nap Squad.
11
|
Posted - 2014.03.27 13:21:00 -
[205] - Quote
What about the slot layouts on the dragonfly, valor, and standard gal scout? Have those been hotfixed as well? |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
684
|
Posted - 2014.03.27 14:06:00 -
[206] - Quote
Any fixes coming to Gallente scout suits' slot layout errors?
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
LT Dans Legs
Bullet Cluster
338
|
Posted - 2014.03.27 14:52:00 -
[207] - Quote
Thank you for holding off on the heavy nerf.
To Live Is To Die
|
Centurion mkII
Kang Lo Directorate Gallente Federation
207
|
Posted - 2014.03.27 15:31:00 -
[208] - Quote
Im scared ccp listened to us then responded quickly without confusion 0-o |
WARRIOR GAC
Grupo de Asalto Chacal RISE of LEGION
74
|
Posted - 2014.03.27 16:08:00 -
[209] - Quote
You won a like by saying this: Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
Grupo de Asalto Chacal
Estamos reclutando !
|
Ninja Troll
131
|
Posted - 2014.03.27 16:11:00 -
[210] - Quote
CCP Logibro wrote:Reduced max vehicles deployed per team in Ambush and Ambush OMS to two. Thank you! This and the hardener module changes are a step in the right direction. Please consider reviewing the vehicle quotas for the other modes. Domination and Skirmish usually have at least 4 HAVs per team. Winner is usually the team that spams the most HAVs or ADS.
Video of community vs CCP
|
|
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!
|
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
|
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
|
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
|
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
|
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. |
|
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!
|
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*
|
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!
|
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. |
|
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 -_-
|
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¥ >>>
|
|
Temias Mercurial
ANGEL FLEET
30
|
Posted - 2014.03.28 02:18:00 -
[241] - Quote
Umm... CPP. The CPU/PG values of the new heavy frames are all the same upon tier. That needs to be fixed... |
Tau Lai
Seituoda Taskforce Command Caldari State
33
|
Posted - 2014.03.28 02:34:00 -
[242] - Quote
BUG
My assault suit cannot jump. It used to jump more than my logi, but now It jumps the same. I cannot reach the points I did before... It is sad and frustrating.
I don't see any details about this in the patch notes.
I can see you
Buy a tank
Buy an assault dropship
|
Bax Zanith
98
|
Posted - 2014.03.28 03:04:00 -
[243] - Quote
DRaven DeMort wrote:
seems like dropships got screwed again.
I proved you wrong three hours ago.
I'd say walk in my shoes for a day, but you probably still won't understand.
|
Mors The Butcher
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
16
|
Posted - 2014.03.28 03:29:00 -
[244] - Quote
the ads is going to be a good drop ship this build to do to the nurf to rang on rail turrets
I'M SORRY.....
I'M SORRY FOR EVERYTHING
THAT HAS HAPPENED TO YOU...
....AND EVERYTHING
THAT IS GOING TO HAPPEN TO YOU
|
Mors The Butcher
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
16
|
Posted - 2014.03.28 03:51:00 -
[245] - Quote
Bro-metheus wrote:Tanks still able to be 5 per team in ambush.
ya its the bad tankers that go they're for kills because they have no gun game out side of tanks and ambush and they want they're kdr up
I'M SORRY.....
I'M SORRY FOR EVERYTHING
THAT HAS HAPPENED TO YOU...
....AND EVERYTHING
THAT IS GOING TO HAPPEN TO YOU
|
Skihids
Bullet Cluster
3184
|
Posted - 2014.03.28 04:22:00 -
[246] - Quote
So far it appears I need to activate two armor hardeners at once in order to approach a FG user in my Incubus. That in no way guarantees a kill either, just an opportunity to take a couple shots before having to boost back out of his range.
I have to get pretty close before he renders for me and by then he's gotten a couple free shots. Given the new resistance to explosive damage I was unable to land enough damage to kill him before having to retreat.
I'll have to keep trying to see if this holds true for all or if it was just a night of bad luck. I do know that a single hardener would make it nigh impossible to engage. |
MRBH1997
Knights Of Ender Galactic Skyfleet Empire
95
|
Posted - 2014.03.28 04:37:00 -
[247] - Quote
Well OP rail AI or campers can snipe me across the map now and I can't do anything about it. I see CCP's reasoning for lowering range on rails but it feels like they lowered way more than they should've. Should've lowered by atleast 100 max 200m, atleast then I'd still be able to survive against a railgun installation or take out a ADS boosting into the sky attempting to avoid me.
CEO of Knights of Ender
Corporation Website: http://koe.shivtr.com
Public Channel: Knights of Ender Public
|
knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
936
|
Posted - 2014.03.28 09:11:00 -
[248] - Quote
CCP Logibro wrote:Reduced max vehicles deployed per team in Ambush and Ambush OMS to two.
i was kinda hoping you reduced tanks to 2, but instead you made it 2 vehicles in total so that kinda sucks but oh well
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
|
Ryme Intrinseca
Fatal Absolution Negative-Feedback
935
|
Posted - 2014.03.28 09:23:00 -
[249] - Quote
CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG.
|
Ryme Intrinseca
Fatal Absolution Negative-Feedback
935
|
Posted - 2014.03.28 09:29:00 -
[250] - Quote
Tau Lai wrote:BUG
My assault suit cannot jump. It used to jump more than my logi, but now It jumps the same. I cannot reach the points I did before... It is sad and frustrating.
I don't see any details about this in the patch notes. Maybe they have reduced the stamina? There are lots of changes to suit stats, they aren't all mentioned in the patch notes. |
|
Denn Maell
PIanet Express Canis Eliminatus Operatives
213
|
Posted - 2014.03.28 14:21:00 -
[251] - Quote
What about shotgun damage? It seems to be glitches at the momentGǪ
I mean, it would have been nice to know they were getting a range buff (they needed that), but now they 2 shot heavies (even sentinels with resistances to blasters) and one shot everything else. And it feels like the RoF proficiency buff applies to all shotguns (I only have lv 3 shotguns).
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
|
iKillYaWith
Hellstorm Inc League of Infamy
0
|
Posted - 2014.03.28 15:02:00 -
[252] - Quote
DRaven DeMort 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. seems like dropships got screwed again. Ya I was flying around in my Incubus and noticed swarms are still a joke. With the rail tanks having their range cut in half, they can now 1 or 2 shot me considering my armor hardener only deflects 25% of the damage... I run a lvl 5 command, adv rep and hardener, there needs to be a damage specific per vehicle for balance. I understand that a large rail should do some serious damage, but the rate of fire is way too fast, the damage is WAY too much against the dropship. Forge guns are pretty dang powerful as well, but the rate of fire is in line with the damage. It makes it very difficult when a 70k isk sica can 2 shot me, and they STILL sit in the red line covering objectives. Another thing that can help balance is have the damage fall off over distance, like every other weapon in the game, that way they will only do 10 hit points at the max range, and it should not hit you like a tidal wave at that range. |
Varjac Theobroma Montenegro
PAND3M0N1UM Lokun Listamenn
289
|
Posted - 2014.03.28 16:16:00 -
[253] - Quote
iKillYaWith wrote: Ya I was flying around in my Incubus and noticed swarms are still a joke. With the rail tanks having their range cut in half, they can now 1 or 2 shot me considering my armor hardener only deflects 25% of the damage... I run a lvl 5 command, adv rep and hardener, there needs to be a damage specific per vehicle for balance. I understand that a large rail should do some serious damage, but the rate of fire is way too fast, the damage is WAY too much against the dropship. Forge guns are pretty dang powerful as well, but the rate of fire is in line with the damage. It makes it very difficult when a 70k isk sica can 2 shot me, and they STILL sit in the red line covering objectives. Another thing that can help balance is have the damage fall off over distance, like every other weapon in the game, that way they will only do 10 hit points at the max range, and it should not hit you like a tidal wave at that range.
I want to always agree that ADS need help. I say this because I am a full time pilot and still do not make a reasonable amount of profit. I started filling in 1.7 with 50 mil isk. I now have 22 mil. I understand a large portion of that went into learning, but now that I have acquired the skills I have, I still can't earn a decent profit. A survivable ship is at least 400k isk. If you are running it in pubs an ADV turret or XT is the only way to get consistent isk. And not that much compared to the risk of losing it.
So I usually don't fly unless I have full support. In my ideal group yesterday, I played 10+ games and only lost my ship when the RDV glitched into the ground and disappeared (support ticket filed). I just want to fly unconstrained from organizing such a group. I had to wait TWO HOURS for such a group to become available! And then, we pretty much owned face. Is it a good mechanic that I have to wreck people's faces in order to profit as a pilot?
FAME
Click for Vehicle Support
Click for Recruitment
|
NextDark Knight
Hellstorm Inc League of Infamy
331
|
Posted - 2014.03.28 18:00:00 -
[254] - Quote
Sorry, Most of the people that upload videos to youtube about ADS aren't that great at flying them. Just cause they are popular doesn't mean they are correct. The rail nerf was unneeded, collecting points from Redline needs to be addressed. It was proposed and instantly shot down by QQ followed by the Dev having to leave CCP.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
bamboo x
Eternal Beings Proficiency V.
489
|
Posted - 2014.03.28 18:02:00 -
[255] - Quote
Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG.
If you're having problems with assault dropships, you're a scrub. They're so ridiculously underpowered. They need a buff.
I got hatemail for shooting one with a Wyrkomi Breach, which I JUST skilled into for 1.8
B.D. Wong AKA Dr. Wu returns to Jurassic Park sequel
|
Skihids
Bullet Cluster
3195
|
Posted - 2014.03.28 18:36:00 -
[256] - Quote
NextDark Knight wrote:Sorry, Most of the people that upload videos to youtube about ADS aren't that great at flying them. Just cause they are popular doesn't mean they are correct. The rail nerf was unneeded, collecting points from Redline needs to be addressed. It was proposed and instantly shot down by QQ followed by the Dev having to leave CCP.
The numbers speak for themselves. A large rail can pop the best fit ADS 1.5 seconds with its high alpha and high RoF.
I lost enough ships to learn they can completely shut down a map. With dual armor hardeners active I have just enough time to activate my afterburner to get away if I reacted immediately upon losing all my shields to the first strike. I could survive if I avoided hitting a building or MCC in my hasty flight and was lucky enough to not fly directly to or away from the rail so it would miss subsequent shots.
That's not the "wave of opportunity" CCP promised me when making hardeners an active module. I can't sit and tank a single shot. I have to fly like a bat out of hell the moment it shows its face.
Yes, by all means strip all active and passive SP for anyone behind the redline, but I have a strong suspicion that would not eliminate redline trolls from getting their jollies from costing me 500K ISK anyway.
With my hardeners at half value now I don't think it would be possible to escape even with fighter pilot reflexes. |
Jimmy McNaulty
NECROM0NGERS Caps and Mercs
50
|
Posted - 2014.03.28 18:47:00 -
[257] - Quote
Gallente standard scout only has one equipment slot as of this morning. Just a heads up and keep up the good work CCP. |
iKillYaWith
Hellstorm Inc League of Infamy
0
|
Posted - 2014.03.29 00:08:00 -
[258] - Quote
Skihids wrote:NextDark Knight wrote:Sorry, Most of the people that upload videos to youtube about ADS aren't that great at flying them. Just cause they are popular doesn't mean they are correct. The rail nerf was unneeded, collecting points from Redline needs to be addressed. It was proposed and instantly shot down by QQ followed by the Dev having to leave CCP. The numbers speak for themselves. A large rail can pop the best fit ADS 1.5 seconds with its high alpha and high RoF. I lost enough ships to learn they can completely shut down a map. With dual armor hardeners active I have just enough time to activate my afterburner to get away if I reacted immediately upon losing all my shields to the first strike. I could survive if I avoided hitting a building or MCC in my hasty flight and was lucky enough to not fly directly to or away from the rail so it would miss subsequent shots. That's not the "wave of opportunity" CCP promised me when making hardeners an active module. I can't sit and tank a single shot. I have to fly like a bat out of hell the moment it shows its face. Yes, by all means strip all active and passive SP for anyone behind the redline, but I have a strong suspicion that would not eliminate redline trolls from getting their jollies from costing me 500K ISK anyway. With my hardeners at half value now I don't think it would be possible to escape even with fighter pilot reflexes. The numbers: MLT Rail - 1450 HP (2,320 w/2 MLT Damage mods), 0.35sec RoF delay. Incubus - 950 Sh, 2362 Ar dual 25% hardeners active Opening shot: 2320-950 (shields gone) = 1,370 applied to armor 43.75% resist for stacked modules 770 HP damage to armor leaving 1591 HP Second shot 0.35 seconds later: 2,320 HP reduced by 43.75% = 1,312 leaves 279 HP armor Third shot, just 0.7 seconds after notice of danger: Dead That's a zero SP, 70K ISK "risk" vs. a 15M SP, 500K ISK risk That's you shooting me when you don't even render for me. That's you hiding deep enough in the redline even after the nerf that I can't get to you. Now for the old armor hardener numbers: Opening shot: 3220 - 950 = 1,370 to armor 64% resist total 493.2 applied to armor leaving 1868.8 Second shot: 835.2 leaving 1,033.6 Third shot 835.2 leaving 198.4 Fourth shot: Dead The old numbers allowed me to tank one additional round which gave me another 0.35 seconds to react and flee. That is a whole 1.05 seconds, now reduced to 0.7 seconds with me running both hardeners at the same time. Do you still think that any ADS pilot that gets shot down is bad? Thank you very much, VERY well said. I do not want to be invincible at all, nor do I expect to just fly around and rule everything I see. But to invest as much into ADS and have the real scrub being a 0 SP invested 70K ISK redline hiding person with equal height advantages, and a rate of fire that leaves less than a second to react is insane to think that is balanced. |
Egonz4
The Unholy Legion Of DarkStar DARKSTAR ARMY
174
|
Posted - 2014.03.29 00:35:00 -
[259] - Quote
Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG. That Is utter crap! Dropships are so weak it's not even funny
BORN CALDARI
|
Skihids
Bullet Cluster
3203
|
Posted - 2014.03.29 03:02:00 -
[260] - Quote
Dual 40% hardeners would give me a chance to flee. 25% hardeners are useless vs rails. 0.7 seconds is simply too little reaction time.
It works with FGs as they have less alpha and slower RoF, but even then you don't have much time to do your thing and run. It's not the advertised "Wave of opportunity", more like a "Chance to run". |
|
Ryme Intrinseca
Fatal Absolution Negative-Feedback
942
|
Posted - 2014.03.29 08:35:00 -
[261] - Quote
Egonz4 wrote:Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG. That Is utter crap! Dropships are so weak it's not even funny Are you seriously telling me that you can take down a well-piloted shield dropship using AV?
- Swarms can be tanked and regened in seconds - AV grenades, it's a miracle if you can hit them, doesn't do much if you do - Flux grenades, it's literally impossible to hit unless the pilot is asleep - Plasma cannons, just lol - And best of all, forge guns CAUSE ZERO DAMAGE IN 1.8 (tested on both Dren and Gallente sentinel)
A dropship can easily get above any tank that's in the field and missile them to death. The only real counter was redline rail tanks, which have now been nerfed hard.
If you're still managing to regularly lose dropships I don't know what to tell you. |
Ryme Intrinseca
Fatal Absolution Negative-Feedback
942
|
Posted - 2014.03.29 09:20:00 -
[262] - Quote
bamboo x wrote:Ryme Intrinseca wrote:CCP Logibro wrote:* Reduced Large Railgun turret range from 600m to 300m * Kept it so forge guns only fire blanks, just to screw with you * Dropships now completely invincible, can farm 24/7 without worrying about ever taking damage GG CCP, GG. If you're having problems with assault dropships, you're a scrub. They're so ridiculously underpowered. They need a buff. I got hatemail for shooting one with a Wyrkomi Breach, which I JUST skilled into for 1.8 If you're so leet why don't you show me how to take down an ADS with a FG that only fires blanks? We're talking zero damage, and the ammo count doesn't even go down, for every single shot. Post a video of you meleeing a dropship to death with a broken FG and I'll be impressed. |
Roy Ventus
Axis of Chaos
1540
|
Posted - 2014.03.29 12:29:00 -
[263] - Quote
Someone needs to go and clean up the damage mods. Either they can lower the fitting cost for them OR change the percentages by the way listed below:
- Basic Damage Mod = 4%
- Enhanced Damage Mod = 6%
- Complex Damage Mod = 8%
Preferably the latter since they would actually make the increasing costs worth it while each of them all being viable in one way or the other. Right now, there's no real point to running anything other than Basic Damage Mods because of it's low fitting cost and the fact that there is only an increase of percentages by two in it's complex grade form.
I think the numbers would be better too because in the end, it would promote glass tanking, a different play style than the hugely popular hybrid eHP tanking.
Edit: If someone already commented on those, then consider this support for change.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
Criteria Shipment
Dogs of War Gaming Zero-Day
750
|
Posted - 2014.03.29 14:05:00 -
[264] - 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. Please don't do this to the cal hoovy! I've already put my SP into the cal hoovy. I can't believe im saying this but, to make this community deal with this hotfix, we're going to have to have another dropsuit respec if we are to enjoy this hotfix.
Goodbye, world!
(püú-ÿ+í-ÿ-é)
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2535
|
Posted - 2014.03.29 15:57:00 -
[265] - Quote
Roy Ventus wrote:Someone needs to go and clean up the damage mods. Either they can lower the fitting cost for them OR change the percentages by the way listed below:
- Basic Damage Mod = 4%
- Enhanced Damage Mod = 6%
- Complex Damage Mod = 8%
Preferably the latter since they would actually make the increasing costs worth it while each of them all being viable in one way or the other. Right now, there's no real point to running anything other than Basic Damage Mods because of it's low fitting cost and the fact that there is only an increase of percentages by two in it's complex grade form. I think the numbers would be better too because in the end, it would promote glass tanking, a different play style than the hugely popular hybrid eHP tanking. Edit: If someone already commented on those, then consider this support for change.
I was thinking more along the lines of 3/5/7, otherwise you're actually buffing the std mod. 3/5/7 is basically a nerf to complex and leaving the others the same.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
NextDark Knight
Hellstorm Inc League of Infamy
332
|
Posted - 2014.03.29 19:02:00 -
[266] - Quote
Sorry, this game is more then hard numbers. Of course I fly with and against some of the best dropship toons in the game and there stats don't lie. Everyone else is left with forums meta to deal with not knowing the difference between an apple and an orange.
Of course dropships are hurting bad right now due to the passive skill nerf effecting CCP getting numbers on damage done and tanked.
I don't agree with the hardener change but with the almost 90% removal of real forge gunners are giving CCP horrible data.
I feel sad for the guy that thinks forge guns are still hitting hard now.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
|
Roy Ventus
Axis of Chaos
1541
|
Posted - 2014.03.30 01:59:00 -
[267] - Quote
John Demonsbane wrote:Roy Ventus wrote:Someone needs to go and clean up the damage mods. Either they can lower the fitting cost for them OR change the percentages by the way listed below:
- Basic Damage Mod = 4%
- Enhanced Damage Mod = 6%
- Complex Damage Mod = 8%
Preferably the latter since they would actually make the increasing costs worth it while each of them all being viable in one way or the other. Right now, there's no real point to running anything other than Basic Damage Mods because of it's low fitting cost and the fact that there is only an increase of percentages by two in it's complex grade form. I think the numbers would be better too because in the end, it would promote glass tanking, a different play style than the hugely popular hybrid eHP tanking. Edit: If someone already commented on those, then consider this support for change. I was thinking more along the lines of 3/5/7, otherwise you're actually buffing the std mod. 3/5/7 is basically a nerf to complex and leaving the others the same.
They could do that, I just like working with even numbers over odd numbers.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
|
crazy space 1
GunFall Mobilization
2232
|
Posted - 2014.03.30 07:50:00 -
[268] - Quote
Why do snipers outrange small railguns now? O.o
Wouldn't small Railguns be more fun if they worked like longer range Forge Guns? Makes LAVs into Forge guns on Wheels, less splash.
You need to at least bring sniper range down to 200m , there is no reason a handheld railgun should have more range than a Small Turret Railgun. There should be a clear progression.
Lowest Range Ion pistol Rail Rifle Sniper Rail Rilfe Small Rail Forge Gun Tank Railgun Longest Range
Now go back to the drawing board keeping this weapon progression tree in mind. |
BrotherofHavok
PIanet Express Canis Eliminatus Operatives
5
|
Posted - 2014.03.30 15:07:00 -
[269] - Quote
Ryme Intrinseca wrote: Are you seriously telling me that you can take down a well-piloted shield dropship using AV?
- Swarms can be tanked and regened in seconds - AV grenades, it's a miracle if you can hit them, doesn't do much if you do - Flux grenades, it's literally impossible to hit unless the pilot is asleep - Plasma cannons, just lol - And best of all, forge guns CAUSE ZERO DAMAGE IN 1.8 (tested on both Dren and Gallente sentinel)
A dropship can easily get above any tank that's in the field and missile them to death. The only real counter was redline rail tanks, which have now been nerfed hard.
If you're still managing to regularly lose dropships I don't know what to tell you.
Umm, I hate to say this, but I've got a squad buddy of mine with a Cal Commando running sniper and swarm launchers and he single handily taken down 2 pythons in the first match he tried it on. Next match Gorgons and vipers went down pretty quick as well, grims and whatever-the-name is taken down just as quickly. I don't know what matches you've had, but some good-level dropship pilots are once again being taken down by swarms. And forge guns do not cause ZERO damage. The Assaults are glitched, but other variants work just fine. AV grenades I can agree with, but a "lucky" shot from my plasma cannon has almost always pushed a dropship so hard that it flies into a building, another dropship, or just plain-old ground. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2538
|
Posted - 2014.03.30 15:45:00 -
[270] - Quote
BrotherofHavok wrote:Ryme Intrinseca wrote: Are you seriously telling me that you can take down a well-piloted shield dropship using AV?
- Swarms can be tanked and regened in seconds - AV grenades, it's a miracle if you can hit them, doesn't do much if you do - Flux grenades, it's literally impossible to hit unless the pilot is asleep - Plasma cannons, just lol - And best of all, forge guns CAUSE ZERO DAMAGE IN 1.8 (tested on both Dren and Gallente sentinel)
A dropship can easily get above any tank that's in the field and missile them to death. The only real counter was redline rail tanks, which have now been nerfed hard.
If you're still managing to regularly lose dropships I don't know what to tell you.
Umm, I hate to say this, but I've got a squad buddy of mine with a Cal Commando running sniper and swarm launchers and he single handily taken down 2 pythons in the first match he tried it on. Next match Gorgons and vipers went down pretty quick as well, grims and whatever-the-name is taken down just as quickly. I don't know what matches you've had, but some good-level dropship pilots are once again being taken down by swarms. And forge guns do not cause ZERO damage. The Assaults are glitched, but other variants work just fine. AV grenades I can agree with, but a "lucky" shot from my plasma cannon has almost always pushed a dropship so hard that it flies into a building, another dropship, or just plain-old ground.
1) Pics or it didn't happen
2) A clean shot from a PLC should knock anything around, you deserve it if you can pull it off.
3) "Good" pilots do not lose 2 dropships to swarms in a single match unless they are really drunk or something.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
|
BrotherofHavok
PIanet Express Canis Eliminatus Operatives
6
|
Posted - 2014.03.30 17:42:00 -
[271] - Quote
John Demonsbane wrote:
1) Pics or it didn't happen
2) A clean shot from a PLC should knock anything around, you deserve it if you can pull it off.
3) "Good" pilots do not lose 2 dropships to swarms in a single match unless they are really drunk or something.
First off, #1 let me get right on that with a sh**y phone pic or getting a video capture card. 2nd, true, and I've gotten surprisingly good with plasma cannons so see you soon i guess, and #3 he was pissed, a proto user of Nyan San and advanced level swarm launchers. 1.8 seems to have "accidentally" boosted them.
|
medomai grey
WarRavens League of Infamy
488
|
Posted - 2014.03.30 21:15:00 -
[272] - Quote
Everyone started crying when the heavy reduction health was announced. But no one actually presented any data.
CCP Saberwing, can you dig up the graphs and charts that initially spurred the decision to reduce heavies health by 20%?
Thank you. o7
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
|
Flix Keptick
Red Star. EoN.
3491
|
Posted - 2014.03.30 21:57:00 -
[273] - Quote
"reduced large railgun range from 600m to 300m"
HAHAHAHAHAHAHAHAHAHAHAHAHA. That's such an abusive change.
The community is the worst thing that ever happened to this game
Caldari Scout // specialized tank destroyer
|
Flix Keptick
Red Star. EoN.
3491
|
Posted - 2014.03.30 21:59:00 -
[274] - Quote
I cqc with my rail so whatever... just means no more red line rails and dropship pignata I guess...
The community is the worst thing that ever happened to this game
Caldari Scout // specialized tank destroyer
|
TYCHUS MAXWELL
The Fun Police
117
|
Posted - 2014.03.31 19:45:00 -
[275] - Quote
Any news on forge guns? They are still misfiring like 1 out of 3 to even 1 out of 2 shots. They just show the fire animation but no rail blast and no loss of ammo.
Hard to kill them tanks when the forge gun keeps mysteriously jamming. |
Sum1ne Else
WASTELAND JUNK REMOVAL Top Men.
1074
|
Posted - 2014.03.31 23:34:00 -
[276] - Quote
Assault Forge Mis-firing? Firing blanks
Level 1 Forum Warrior!
Its a leopleuradon Charlie a magical leoplueradon, its gunna guide our way to candy mountain!
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
2550
|
Posted - 2014.04.01 13:39:00 -
[277] - Quote
BrotherofHavok wrote:John Demonsbane wrote:
1) Pics or it didn't happen
2) A clean shot from a PLC should knock anything around, you deserve it if you can pull it off.
3) "Good" pilots do not lose 2 dropships to swarms in a single match unless they are really drunk or something.
First off, #1 let me get right on that with a sh**y phone pic or getting a video capture card. 2nd, true, and I've gotten surprisingly good with plasma cannons so see you soon i guess, and #3 he was pissed, a proto user of Nyan San and advanced level swarm launchers. 1.8 seems to have "accidentally" boosted them.
I don't fly dropships (at least not well) unless I need to get on top of something to drop some uplinks. Killing me is not much of an accomplishment, I'm afraid.
I'm talking on the other end, even in 1.6 I could take down tanks no worries with my proto swarms, but good DS pilots could always get away.
More to the point, being in Nyain San and using proto does not automatically make you "good".
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.2
Amarr victor!
|
Spkr4theDead
Red Star. EoN.
1976
|
Posted - 2014.04.01 17:35:00 -
[278] - 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. Where's a list of the other hotfix changes? From patch day through to yesterday, I had to synchronize every time I logged on. Could you update this first post with all the changes on their associated day?
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
|
Poonmunch
Sanguis Defense Syndicate
829
|
Posted - 2014.04.01 18:50:00 -
[279] - Quote
crazy space 1 wrote:Why do snipers outrange small railguns now? O.o
Wouldn't small Railguns be more fun if they worked like longer range Forge Guns? Makes LAVs into Forge guns on Wheels, less splash.
You need to at least bring sniper range down to 200m , there is no reason a handheld railgun should have more range than a Small Turret Railgun. There should be a clear progression.
Lowest Range Ion pistol Rail Rifle Sniper Rail Rilfe Small Rail Turret Forge Gun Tank Railgun Turret Longest Range
Now go back to the drawing board keeping this weapon progression tree in mind.
No.
Leave us snipers alone.
It's hard enough hitting running targets at 475m. Even harder if they are cloaked.
Current sniper rifles have ranges exceeding 1,000 meters with good accuracy at that distance. In a couple of thousand years this won't likely decrease.
Munch
P.S. Hopefully your comments are related to April Fool's Day.
Minmatar Patriot (Level 7)
Dedicated Sniper
|
medomai grey
WarRavens League of Infamy
493
|
Posted - 2014.04.01 23:15:00 -
[280] - Quote
I noticed that the bug where cloaked mercs can fire a couple of rounds off before actually de-cloaking isn't on the hot fix list. Why?
I've been told that people prefer fake smiles over the honest expressions of their fellow men. : )
|
|
Clickets
Molon Labe. General Tso's Alliance
2
|
Posted - 2014.04.02 02:58:00 -
[281] - Quote
crazy space 1 wrote:Why do snipers outrange small railguns now? O.o
Wouldn't small Railguns be more fun if they worked like longer range Forge Guns? Makes LAVs into Forge guns on Wheels, less splash.
You need to at least bring sniper range down to 200m , there is no reason a handheld railgun should have more range than a Small Turret Railgun. There should be a clear progression.
Lowest Range Ion pistol Rail Rifle Sniper Rail Rilfe Small Rail Turret Forge Gun Tank Railgun Turret Longest Range
Now go back to the drawing board keeping this weapon progression tree in mind.
I will do my best to not be rude or troll a post like this but, quite frankly this is absurd, nothing should have longer effective range then a sniper rifle because it is by FAR the most difficult to use of any on this list and the most UP of these as well (not everyone has Thales) In short why nerf something already grossly underutilized or unrealized within the scope of the game, just b/c somone was shot with a militia SR at 450m and QQs--don't hate just say nice shot man! |
SLADE 8U
ROGUE RELICS
0
|
Posted - 2014.04.03 16:09:00 -
[282] - Quote
WTF? I HAVE BEEN OUT OF TOWN FOR WORK AND I STILL DON'T SEE ANYTHING WHERE CCP HAS FIXED THE FORGE GUNS SINCE 1.8? HOWEVER, I SEE SUITS FIXED AND PEOPLES SP SCREWED BUT A GUN THAT DOESN'T FIRE WHICH CAUSES YOU TO DIE AND LOOSE YOUR SUITS (ISK)(K/D+) IS STILL NOT FIXED. DID I MISS A THREAD OR IS IT TRUE THAT THE FORGE GUNS STILL SHOOT BLANKS IN A FPS GAME WHERE NON-SKILLED PLAYERS CAN JUMP IN A TANK AND GO POSSITIVE. IS THERE A COLDFIX THREAD?
"EVERYBODY HAS A PLAN UNTIL THEY GET PUNCHED IN THE MOUTH"
|
Scar Scrilla
Ametat Security Amarr Empire
213
|
Posted - 2014.04.04 08:44:00 -
[283] - Quote
True, fix the FG already. It's getting annoying, sometimes it works sometimes not. And I don't care about any exploits with the AFG profiting from this glitch. For christ's sake, finally fix this CCP, this is ridiculous
"Si tacuisses, philosophus mansisses"
"Go and hack the letter(s)" - Join our public channel: UN1TE
|
The Attorney General
2519
|
Posted - 2014.04.04 17:38:00 -
[284] - Quote
I'd really like an update on what is going on witg the hotfix for the skills.
It seems to be at the root of so many issues. Either way it seems central to the whole problem, and should be addressed by CCP post haste.
Mr. Hybrid Vayu.
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
747
|
Posted - 2014.04.04 18:44:00 -
[285] - Quote
The Attorney General wrote:I'd really like an update on what is going on witg the hotfix for the skills.
It seems to be at the root of so many issues. Either way it seems central to the whole problem, and should be addressed by CCP post haste.
Wouldn't we all. Nice way of asking for it. Perhaps a dev will update us?
...
|
KalOfTheRathi
Nec Tributis
1148
|
Posted - 2014.04.05 12:07:00 -
[286] - Quote
NextDark Knight wrote:Sorry, Most of the people that upload videos to youtube about ADS aren't that great at flying them. Just cause they are popular doesn't mean they are correct. The rail nerf was unneeded, collecting points from Redline needs to be addressed. It was proposed and instantly shot down by QQ followed by the Dev having to leave CCP. Who?
Wang is still around and tweeting away.
And so it goes.
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KalOfTheRathi
Nec Tributis
1152
|
Posted - 2014.04.05 12:20:00 -
[287] - Quote
Varjac Theobroma Montenegro wrote: --- snip --- I say this because I am a full time pilot and still do not make a reasonable amount of profit. I started filling in 1.7 with 50 mil isk. I now have 22 mil. I suspect you are going to be disappointed. ADS were actually going to be removed in 1.7 but much QQ got them back. Although they remained at 1.6 prices while the rest of the vehicles got lowered prices.
Making a profit flying is very difficult and CCP/Shanghai is dedicated to reducing ISK payout which puts you at a disadvantage. My data shows a persistent drop regardless of what you did in battle for any position below third place. First through third as well but the rest have drop offs that are really drastic. I suspect that their goal is to make being a Merc unprofitable - period. This would require AUR to buy either boosters or gear.
My only advice, you can feel free to ignore it of course, is to find a free/cheap suit that you can farm with. Not AFK farm as I really don't advocate that, but simply find solutions for being in a match and not embracing death. Or if you don't do it often or in a suit that costs over 10k ISK. Hack the closest objective and snipe those that try to rehack it. Or RE them. Cheaply.
Welcome to Dust
And so it goes.
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Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
15
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Posted - 2014.04.06 10:13:00 -
[288] - Quote
CCP Logibro wrote: * Reduced Large Railgun turret range from 600m to 300m, lowered max. vehicles in Ambush and Ambush OMS to 2 per team.
* Small Railgun range has been reduced from 300m to 200m.
When are the Drop Ship altitude range and gun range being nerfed likewise? Right now you just removed just about the ONLY counter we had against DS, it was bad enough that you nerfed the max upward angle of rails earlier, so that a tank or turret have 0% chance of countering an attacking DS, now only ground troopers can reach them to assist their tank, and then only if they have geared into proto items, and are useless for anything but anti DS while doing so, and those people can't keep up with the only (remote) chance a tank has to survive a DS; that is; to run. |
General John Ripper
19434
|
Posted - 2014.04.07 22:29:00 -
[289] - Quote
mmmm tacos
My like count = Nominate Ripper 4 cpm petition
Sign it to let CCP know we are serious.
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Quil Evrything
Triple Terrors
1187
|
Posted - 2014.04.08 00:18:00 -
[290] - Quote
lAssassinl Zer0 wrote:
The Heavies Ehp is not [a problem], the problem is that they're able to use Light weapons, get off the Light weapons for heavies (exept commandos) and you have balanced Heavies.
No, the problem is not that they're able to use Light Weapons.. the problem is that they find Light weapons better than heavy weapons. SO, MAKE BETTER HEAVY WEAPONS!!!
That, is the problem there.
It is ludicrous that there is no equivalent of "Heavy Assault/Rail/Combat rifle". Something with increased damage, and increased range, that has autofire. The "increased range" of an assault HMG is laughable. Heavies should have an anti-infantry weapon that is good to at least 50m.
(And no, a forge gun is not a proper anti-infantry weapon.)
The only reason they use light weapons is to fill that gap.
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Kazeno Rannaa
BIG BAD W0LVES
359
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Posted - 2014.04.08 16:08:00 -
[291] - Quote
Ok. With all of these hot fixes going on, when is one of the PRIMARY ISSUES going to be addressed? The fact that soil bonuses can take anywhere from 5 or 10 seconds to almost an entire match to have the skewed and broken coding engage?
This game has become broken, in ways that it makes the E3 build, original Uprising, or even Chromosome something I think fondly of and dream for.
Without a focus on this particular fix, the dwindling player bas that seems to continue to abuse themselves with this game, of which I have been a participant for almost 2 year, will bleed out and finally kill this game. I seriously doubt that the QA team is anywhere near larger enough to do the job that they have been assigned, they seem to lack the necessary ability to really utilize the engine they have chosen to itGÇÖs fullest capabilities. Also there seems to be TOO heavy a focus on the art, and not enough with the playability? How long have we had MAJOR issues with LAG in PC, or the Gallente research facility? Let alone the orbital cannon (of which when the HELL are we going to be able to shot back from the service?)
When is the player market coming?
So many things promised and very few delivered.
The frustration I hear from my corp-mates during matches is almost unbearable. The fact that CCP continues to kiss the arse of every QQGÇÖing player is beyond me, when all of these GÇ£suggestionsGÇ¥ are really only strategic maneuverings that ensure the advantage to one player group over another. That, in the realization of a definition, is not balancing. It is the exact opposite.
If there is no balance, then how can anyone ever want to play a game that will have them get their arses handed to then out of the gate? So much hope for the concept only to realize that I may have been worshipping a false idol and the charlatans/snake oil sales people that attempted to pawn it off on us as GÇ£AAA Shooter.GÇ¥
This is not to say that it didnGÇÖt have potential. It did. Maybe it will do better on the PS4? Maybe it should just take a dirt nap for a while until they can really figure out what it is they are attempting to do? Maybe there should be DUST on SISI so as to open it up to some real play testing before updates come out?
Just waiting for BungieGÇÖs Destiny beta, maybe in July, and then I am done. The PS3 will be sold. This sad stage of my life extinguished and forgotten.
"Mind is the Only reality, of which all other natures are better or worse reflections.GÇ¥ RWE
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Kazeno Rannaa
BIG BAD W0LVES
359
|
Posted - 2014.04.08 16:09:00 -
[292] - Quote
Ok. With all of these hot fixes going on, when is one of the PRIMARY ISSUES going to be addressed? The fact that soil bonuses can take anywhere from 5 or 10 seconds to almost an entire match to have the skewed and broken coding engage?
This game has become broken, in ways that it makes the E3 build, original Uprising, or even Chromosome something I think fondly of and dream for.
Without a focus on this particular fix, the dwindling player bas that seems to continue to abuse themselves with this game, of which I have been a participant for almost 2 year, will bleed out and finally kill this game. I seriously doubt that the QA team is anywhere near larger enough to do the job that they have been assigned, they seem to lack the necessary ability to really utilize the engine they have chosen to itGÇÖs fullest capabilities. Also there seems to be TOO heavy a focus on the art, and not enough with the playability? How long have we had MAJOR issues with LAG in PC, or the Gallente research facility? Let alone the orbital cannon (of which when the HELL are we going to be able to shot back from the service?)
When is the player market coming?
So many things promised and very few delivered.
The frustration I hear from my corp-mates during matches is almost unbearable. The fact that CCP continues to kiss the arse of every QQGÇÖing player is beyond me, when all of these GÇ£suggestionsGÇ¥ are really only strategic maneuverings that ensure the advantage to one player group over another. That, in the realization of a definition, is not balancing. It is the exact opposite.
If there is no balance, then how can anyone ever want to play a game that will have them get their arses handed to then out of the gate? So much hope for the concept only to realize that I may have been worshipping a false idol and the charlatans/snake oil sales people that attempted to pawn it off on us as GÇ£AAA Shooter.GÇ¥
This is not to say that it didnGÇÖt have potential. It did. Maybe it will do better on the PS4? Maybe it should just take a dirt nap for a while until they can really figure out what it is they are attempting to do? Maybe there should be DUST on SISI so as to open it up to some real play testing before updates come out?
Just waiting for BungieGÇÖs Destiny beta, maybe in July, and then I am done. The PS3 will be sold. This sad stage of my life extinguished and forgotten.
"Mind is the Only reality, of which all other natures are better or worse reflections.GÇ¥ RWE
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Alpha 443-6732
General Tso's Alliance
423
|
Posted - 2014.04.09 01:52:00 -
[293] - Quote
Quil Evrything wrote:lAssassinl Zer0 wrote:
The Heavies Ehp is not [a problem], the problem is that they're able to use Light weapons, get off the Light weapons for heavies (exept commandos) and you have balanced Heavies.
No, the problem is not that they're able to use Light Weapons.. the problem is that they find Light weapons better than heavy weapons. SO, MAKE BETTER HEAVY WEAPONS!!!That, is the problem there. It is ludicrous that there is no equivalent of "Heavy Assault/Rail/Combat rifle". Something with increased damage, and increased range, that has autofire. The "increased range" of an assault HMG is laughable. Heavies should have an anti-infantry weapon that is good to at least 50m. (And no, a forge gun is not a proper anti-infantry weapon.) The only reason they use light weapons is to fill that gap.
spot on |
Alpha 443-6732
General Tso's Alliance
423
|
Posted - 2014.04.09 01:54:00 -
[294] - Quote
sooo... it's been a while. Didn't you say we were getting another hotfix last monday?
Please respond,
Alpha |
Powerh8er
Arrogance.
409
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Posted - 2014.04.10 23:15:00 -
[295] - Quote
Poonmunch wrote:crazy space 1 wrote:Why do snipers outrange small railguns now? O.o
Wouldn't small Railguns be more fun if they worked like longer range Forge Guns? Makes LAVs into Forge guns on Wheels, less splash.
You need to at least bring sniper range down to 200m , there is no reason a handheld railgun should have more range than a Small Turret Railgun. There should be a clear progression.
Lowest Range Ion pistol Rail Rifle Sniper Rail Rilfe Small Rail Turret Forge Gun Tank Railgun Turret Longest Range
Now go back to the drawing board keeping this weapon progression tree in mind. No. Leave us snipers alone. It's hard enough hitting running targets at 475m. Even harder if they are cloaked. Current sniper rifles have ranges exceeding 1,000 meters with good accuracy at that distance. In a couple of thousand years this won't likely decrease. Munch P.S. Hopefully your comments are related to April Fool's Day.
Yeah well the first record shot was with HMG modified with a scope (2000 meters or something in Vietnam), but in dust the HMGs optimal range is 10 meters.... My problem with redline snipers are that nothing can counter them except other snipers.
Te Valhall!
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
253
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Posted - 2014.04.11 15:39:00 -
[296] - Quote
Powerh8er wrote:
Yeah well the first record shot was with HMG modified with a scope (2000 meters or something in Vietnam), but in dust the HMGs optimal range is 10 meters.... My problem with redline snipers are that nothing can counter them except other snipers.
Psst... Dust's HMGs aren't HMG's by real world definition. In Non-CCP world, Light/Medium/Heavy machine guns are classified more on the size of the bullet they fire than the size of the gun itself. Since Dust's HMGs fire such low damage, short range bullets, you could make the argument that it's actually a Light machine gun. It's medium at most.
The HMG in your example was a .50 caliber, which is closer to Dust's small railgun turret than anything. |
KalOfTheRathi
Nec Tributis
1186
|
Posted - 2014.04.12 01:20:00 -
[297] - Quote
General John Ripper wrote:I'll fix the game. Very funny.
One person cannot solve systemic failures. You would be just one more grunt in the chain.
And so it goes.
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dreth longbow
Bank of DUST 514
43
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Posted - 2014.04.12 20:55:00 -
[298] - Quote
I have been trying out the cloak and have found the following issues: - when you quick swap from cloak to weapon it does not always work which gets you killed for the wheel selection is to slow and I found it is sometime delayed and in a fight you get the wrong selection - you can not uncloak or cloak when running, problem or design?
PROBLEM FOR CCP
TO FIX |
Rugudorull Apophicyria
Be Just or Be Dead
60
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Posted - 2014.04.13 20:23:00 -
[299] - Quote
So how about fixing that passive skill bug not registering on spawn? Any word on the progress on this? |
BrotherofHavok
PIanet Express Canis Eliminatus Operatives
28
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Posted - 2014.04.14 19:12:00 -
[300] - Quote
dreth longbow wrote:I have been trying out the cloak and have found the following issues: - when you quick swap from cloak to weapon it does not always work which gets you killed for the wheel selection is to slow and I found it is sometime delayed and in a fight you get the wrong selection - you can not uncloak or cloak when running, problem or design?
PROBLEM FOR CCP
TO FIX A large problem I've had recently. Even if I am not cloaked and I switch at a Supply Depot to another suit, i lose all hearing as if I was cloaked. Of course I'm not (the bullets can still see me), but I lose my sound and it drives me nuts. I've tried swapping to a dozen other suits but it doesn't fix, I've literally tried waiting it out as a sniper for the rest of the match (no luck). The only thing that actually fixes my sound is to either A) die or B) switch back to a scout with cloak, cloak, decloak and then die.
Sincerely,
Your Multi-purpose Everything User
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CHANCEtheChAn
0uter.Heaven
59
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Posted - 2014.04.14 22:45:00 -
[301] - Quote
Poonmunch wrote:crazy space 1 wrote:Why do snipers outrange small railguns now? O.o
Wouldn't small Railguns be more fun if they worked like longer range Forge Guns? Makes LAVs into Forge guns on Wheels, less splash.
You need to at least bring sniper range down to 200m , there is no reason a handheld railgun should have more range than a Small Turret Railgun. There should be a clear progression.
Lowest Range Ion pistol Rail Rifle Sniper Rail Rilfe Small Rail Turret Forge Gun Tank Railgun Turret Longest Range
Now go back to the drawing board keeping this weapon progression tree in mind. No. Leave us snipers alone. It's hard enough hitting running targets at 475m. Even harder if they are cloaked. Current sniper rifles have ranges exceeding 1,000 meters with good accuracy at that distance. In a couple of thousand years this won't likely decrease. Munch P.S. Hopefully your comments are related to April Fool's Day.
You seem to be forgetting your not on Earth anymore pretty boy. Your on distant planets with constantly fluctuating gravities and unstable magnetic fields. Your lucky your sniper round doesn't fire and fall straight to the ground at your feet, but it won't cause this is the unreal engine and all $100 CCP paid for it won't do you any good to be realistic.
But the fact that your shooting someone at 450 meters and can actually show 2 things. 1. The fact that someone renders that far away is an absolute blessing for you 2. The average distance across the map from outside objectives is about 350-500 meters, which means on average you are redline sniping padding that useless kdr of yours.
I agree snipers are kind of shunned in DUST, and need better treatment in the guns and overall usability department (Maybe a equipment that could paint enemy vehicles like battlefield would help the class be more useful), but maybe if the range of a sniperrifle were reduced it would force all you redline snipers into a more in game supportive role (maybe a 200-275 meter optimum range) on the battlefield so everyone wwouldn't just complain about redline snipers all day and you would get better treatment.
But hey, scouts are FOTM right now, if your an appropriate sniper, grab your proto scout and pick up a rifle till snipers get that boost they need.
Hmmm. The Meta is strong with this one...
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CHANCEtheChAn
0uter.Heaven
59
|
Posted - 2014.04.14 23:03:00 -
[302] - Quote
Yes, I agree
All theseGUYS cloak problems -Forge gun problems -Skill problems
They need a fix, bad.
But hey CCP, how about let's start with a basic problem of numbers
Like how my basic, Advanced, AND PROTO Basic Heavy suit STILL has militia CPU/PG values!
I specced into Cal heavy because I'm good at it, and I sometimes need the extra city push in PC. When suit fixes started going out, I thought, alright cool, I can go basic heavy proto and not sentinel to save 2 mil SP (because I have a low sp account) and because I didn't think the sentinel bonuses for cal heavy were all that great.
And yet here we are, 3 WEEKS LATER, and I'm still going into PC against Dirt Nap Squad DAILY with a basic heavy suit and 1100 ehp vs full proto heavies with 1700ehp+...
Why a basic heavy suit? Cause what's the difference of a basic heavy suit and the proto version if all I do is fit the same exact things on them (leaving 3 high slots unused on proto) and paying tens of thousands of ISKS more for the proto suit?
I know sentinels are supposed to be better than basic heavies because of the increased sp needed for bonuses
BUT ******* CCP CMON, GIVE ME A BREAK ITS BEEN THREE FREIKEN WEEKS AND A SIMPLE NUMBER CHANGE HAS NOT BEEN IMPLEMENTED GET YOUR **** STRAIGHT GUYS
What about all those other new guys with just enough sp to get ONLY basic proto and they worked so hard for it just for it not to be worth a damn.
ALMOST ALL OTHER SUITS GOT FIXED, WHY NOT THESE?
Hmmm. The Meta is strong with this one...
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Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
19
|
Posted - 2014.05.12 11:40:00 -
[303] - Quote
CHANCEtheChAn wrote: You seem to be forgetting your not on Earth anymore pretty boy. Your on distant planets with constantly fluctuating gravities and unstable magnetic fields. Your lucky your sniper round doesn't fire and fall straight to the ground at your feet, but it won't cause this is the unreal engine and all $100 CCP paid for it won't do you any good to be realistic.
The rail RIFLES need a range nerf as well, ugly boy. They already outdistance just about all other weapons. Forcing a sniper into the mix of everybody else will only lead to an ineffective sniper, and a very dead one. All other types are jack rabbits, jumping around like they were high on something. Snipers are the only type that has to remain stationary when shooting. That is already hard to do.
As for the earlier comment about redline snipers having only other snipers as counter. Yes. That is one of the jobs of a sniper, apart from slowing the enemy down. One shot kills are very rare for a sniper. We soften up the opposition instead, and even then we rarely get the assist kill. |
AceMercenary
Intara Direct Action Caldari State
0
|
Posted - 2014.06.04 14:53:00 -
[304] - Quote
This is actually quite good but CCP uh I just checked my dropsuits and my Starter Fit Anti-Armor doesn't have enough PG to be able to use. I can't use it. It won't let me use it. It is red. |
Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
25
|
Posted - 2014.06.08 16:16:00 -
[305] - Quote
AceMercenary wrote:This is actually quite good but CCP uh I just checked my dropsuits and my Starter Fit Anti-Armor doesn't have enough PG to be able to use. I can't use it. It won't let me use it. It is red.
The one on my main works, but it has quite a bit of skill into drop suits. Hardly a starter fit now :P |
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