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Xaviah Reaper
Nyain San Dirt Nap Squad.
360
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Posted - 2014.03.27 21:24:00 -
[1] - Quote
for those that dont know, this is the most recent thread relating to hotfixes.
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.
now .... with all these changes now hitting the suits we just spent all our SP on ... when can we expect respec number 2?
Otherwise .... when is the best day for me and a lot of other people (i assume) to quit?
edit: ... oh yeah .... and I want a full respec .... none of this "lets change 90% of the game (weapons, suits, mods, turrets, equipment) and only refund them suits (which basically depend on all of your current weapons, mods, equipment.)
Dropship Pilot
NS - Nyain San*
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agent caron
DUST University Ivy League
10
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Posted - 2014.03.27 21:27:00 -
[2] - Quote
Nice way to update the comunity
My recruiter link
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Xaviah Reaper
Nyain San Dirt Nap Squad.
360
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Posted - 2014.03.27 21:28:00 -
[3] - Quote
agent caron wrote:Nice way to update the comunity
cant tell if sarcastic, or cereal..
Dropship Pilot
NS - Nyain San*
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CLONE117
True Pros Forever
737
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Posted - 2014.03.27 21:39:00 -
[4] - Quote
im not 100% sure with the hardener or railgun turret changes.
i mean well i dont expect it to effect glass cannons much. other than making it a shitload easier for them to pop other tanks as they rnt actually in the redzone much at all. it doesnt fix the cycled hardener/waves of opportunity thing. all that vehicle change does is make it to where the proto tank scrubs which are the ones that were in the redline sniping with tanks in the first place. receive the nerf. which i guess im ok with. but im not sure such a hardener nerf will be much of a buff to av. maybe tank versus tank combat and forgeguns but not surer about the rest of av. as hardener cycling and no skill perma hardened vehicles will still be roaming about.
but i think i can predict whats going to happen with those changes..theres going to be a lot less redline tanks. active damage mods werent changed. sicas and most rail tanks ive used and come across are much closer than 300 meters when firing any ways. as they tend to be using a mlt rail turret. anything fitted with a better rail turret and its far off in the redzone running at the slightest sign of damage. |
Xaviah Reaper
Nyain San Dirt Nap Squad.
361
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Posted - 2014.03.27 21:46:00 -
[5] - Quote
what ******* aggravates me the most, is the changes are clearly for tanks. yet CCP are so blind as to see that more than one type of vehicle uses hardeners. this is why imbalance is such a freaking issue. CCP is handling balance like a deaf man trying to interpret what a blind man is saying he can see.
CCP is handling balance like a deaf man trying to interpret what a blind man is saying he has seen
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CLONE117
True Pros Forever
737
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Posted - 2014.03.27 22:10:00 -
[6] - Quote
that may be because of how much everything gets abused. all i see normally is nerf something into the ground or buff something to god mode. indirect changes and tweaks is the way to go in order to get some actual potential balance going.picking the best possible solution will always be a harder path.but end result is mostly with less major consequences.
if community gives some better intel from gameplay experience instead of exaggeration and fotm using to stomp consistently game should get better. |
Tonka Legacy
THIRD EARTH INCORPORATED Dark Taboo
74
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Posted - 2014.03.27 22:16:00 -
[7] - Quote
small railgun range hotfix? such a weird thing to nerf.
Scrambler rifles, the REAL way to scramble eggs...
Laser rifles, good for popping corn...
Shotgun, great for parties...
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Xaviah Reaper
Nyain San Dirt Nap Squad.
364
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Posted - 2014.03.27 22:21:00 -
[8] - Quote
Tonka Legacy wrote:small railgun range hotfix? such a weird thing to nerf.
i know right? it sucks as it is. so does the small blaster turret "Im talking from ADS perspective only"
https://forums.dust514.com/default.aspx?g=posts&t=151648&find=unread
just read the damn thread.
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Dustbunny Durrr
ReD or DeaD
175
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Posted - 2014.03.28 01:04:00 -
[9] - Quote
I really wonder about the small railgun turret. I've tried hitting people in 1.7 with them, and honestly, it has less effective range than a Rail Rifle. Nowhere NEAR 300M (probably effective to about 80-90). I honestly don't see why this is needed, or how it is even accurate. |
Tonka Legacy
THIRD EARTH INCORPORATED Dark Taboo
74
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Posted - 2014.03.28 01:09:00 -
[10] - Quote
Dustbunny Durrr wrote:I really wonder about the small railgun turret. I've tried hitting people in 1.7 with them, and honestly, it has less effective range than a Rail Rifle. Nowhere NEAR 300M (probably effective to about 80-90). I honestly don't see why this is needed, or how it is even accurate. well I used it a few times, if you want to hit any1, your car better be at least 97% flat on the ground.
Scrambler rifles, the REAL way to scramble eggs...
Laser rifles, good for popping corn...
Shotgun, great for parties...
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Xaviah Reaper
Nyain San Dirt Nap Squad.
387
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Posted - 2014.03.28 01:14:00 -
[11] - Quote
Tonka Legacy wrote:Dustbunny Durrr wrote:I really wonder about the small railgun turret. I've tried hitting people in 1.7 with them, and honestly, it has less effective range than a Rail Rifle. Nowhere NEAR 300M (probably effective to about 80-90). I honestly don't see why this is needed, or how it is even accurate. well I used it a few times, if you want to hit any1, your car better be at least 97% flat on the ground.
agreed. i remember in 1.6, i took out a sniper with a headshot from across the map ... must have been a couple hundred meters .. could never do it again though
Just read the damn thread
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General12912
Gallente Marine Corps
149
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Posted - 2014.03.28 01:21:00 -
[12] - Quote
Dustbunny Durrr wrote:I really wonder about the small railgun turret. I've tried hitting people in 1.7 with them, and honestly, it has less effective range than a Rail Rifle. Nowhere NEAR 300M (probably effective to about 80-90). I honestly don't see why this is needed, or how it is even accurate.
the RR's MAX range is around 100m.
Every suit Gk.0 <3
Gallente Federation Patriot
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