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Thread Statistics | Show CCP posts - 2 post(s) |
Zaaeed Massani
RisingSuns Dark Taboo
269
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Posted - 2014.04.23 01:54:00 -
[1] - Quote
1. Lock Heavies to heavy weapons in their H slot.
2. Fix the cloak bug that allows firing while cloaked.
3. Moderately increase the stacking penalties of vehicle modules.
4. Balance the Combat Rifle (-10% to shield damage & +10% to armor damage).
5. Make 80GJ blaster turrets AV or AI, but make up your mind and stop letting it function as both.
Seriously, tell me why/how these changes wouldn't improve the game experience for the vast majority of the dwindling playerbase.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
269
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Posted - 2014.04.23 01:58:00 -
[2] - Quote
Dexter307 wrote:Combat rifle needs more changes then that
You can't deny that it's a start.
I'm also trying to avoid nerfing it into oblivion.
jerrmy12 kahoalii wrote:Zaaeed Massani wrote:1. Lock Heavies to heavy weapons in their H slot.
2. Fix the cloak bug that allows firing while cloaked.
3. Moderately increase the stacking penalties of vehicle modules.
4. Balance the Combat Rifle (-10% to shield damage & +10% to armor damage).
5. Make 80GJ blaster turrets AV or AI, but make up your mind and stop letting it function as both.
Seriously, tell me why/how these changes wouldn't improve the game experience for the vast majority of the dwindling playerbase. 6. Improve framerate 7. Add 1 more map. 8. Increase total player count to 20 v 20 or 18 v 18
That's more than 5. Also, not very simple. At least not the first two.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
271
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Posted - 2014.04.23 02:02:00 -
[3] - Quote
Doctor Day wrote:Just fix this unbalance with the Cr its OP
It's far from the most OP thing right now, nor is it the only thing.
Let's not act like it is.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
271
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Posted - 2014.04.23 02:05:00 -
[4] - Quote
Dexter307 wrote:Zaaeed Massani wrote:Dexter307 wrote:Combat rifle needs more changes then that You can't deny that it's a start. I'm also trying to avoid nerfing it into oblivion. It needs a burst delay .075 seconds would be good enough. ACR should get its damage reduced to 18.5 or the AR should be buffed.
I feel like a lot of people try to use the AR outside its optimal range.
I get shredded by the AR regularly. That may just be because I run Matari suits, though.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
274
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Posted - 2014.04.23 03:20:00 -
[5] - Quote
I actually really appreciate this feedback. Here are my answers:
Vulpes Dolosus wrote:Devil's Advocate:
1. This will destroy the whole "modularity" this game was based on. Do you want sidearms to be locked to sidearm slots as well?
2. The problem is that there is an instant switch from cloak to weapon and a delay in animation. Personally, I only want the decloak sound to be amplified tenfold, but I guess a 1sec or so delay in decloaking would pacify you.
3. Hardeners suck now and repairs, plates, and extenders don't have stacking penalties. Perhaps something should be done about repairs, but that's the real issue, not stacking penalties.
4. I don't think a 5% decrease to shield damage will do much.
5. It can function as both, but I agree it's AI capabilities need looked at. Reduce effective range to 50-75m and increase dispersion and it should be fine.
4b. Honestly, I think the PlC is fine. Sure, it's not a very practical weapon compared to the CR or HMG, but I just see it as a fun weapon that adds diversity to an otherwise monotonous gameplay. Same with the MD and other such weapons, they're not as versatile or effective as other weapons, but they either have a niche or some mechanic that makes them unique. Do you really see yourself carrying even your ideal PlC into a PC battle?
1. I respectfully disagree, and no I do not want sidearms locked to the sidearm slots. I think that locking heavy weapons to H slots will force heavies back into the role their suit was meant to fulfill originally and prevent scrubs from using an HP deficit of ~800+ to pad their k/d and act as a cushion for their lack of gun game. It will prevent individuals from rolling a suit that is meant to be a close-range slayer into a RR-wielding behemoth that has a massive advantage (strictly in the form of HP and resistances) over nearly every suit in the game except cloaked shotgun scouts. I really do think it will improve the game experience without hurting modularity one bit. You want to run a light weapon on a heavy? Run a Commando, that's what they were designed for. Gallente and Amarr Commandos can get a ton of HP as it is.
2. As I understand, the cloak is not meant to allow firing while cloaked. I hacve personally witness scouts fire 2 round before fully decloaked, which effectively removes any all all negatives associated with running a shotgun scout. If you're smart you are completely unseen, you get in close, and your target is dead before you're even visible. Recloak, rinse, repeat. The decloak sound getting amplified would be good...I'm not asking to have the cloak nerfed into the ground...just fixed so that it functions as intended. Many of my corpmates want it completely removed -- I want to see it fixed, and then balance it from that point.
3. Yes, I agree. Stacking penalties to hardeners, perhaps?
4. You're right, it won't...but it will at least put it on an even keel with all the other weapons in terms of net damage before proficiency -- which will give a better spot to nerf/buff weapons from. I never understood why it was given a superior damage profile to all other weapons, anyway.
4b. Full disclosure: Even my main fit isn't PC-ready yet. I need to get my Minmando to 5 (currently 3/5), I need to get my biotics to 5/5 (currently 1/5) so I can get my complex kincats, I need to get my plates to 5 (currently 3/5), I need to get my nanocircuitry and rep tools to 5 (currently 3/5), and I need to get my core upgrades and elec/eng to 5 (currently 4/5). Then I will be PC-ready. That said, when I do get my second commando fit PC-ready (Gallente Commando), then yes I can see it. I'll run him with either AR/SG or AR/PlC. I'm a very good shot with the MD, and I've practiced with the basic rep PlC enough to be very proficient at using the arc to get the round where I want it. I can OHK enemies on demand 7 times out of 10. It will also be very good at stripping shields for friendly AV. But that's just my current perception, that could easily change.
5. Agreed. Add a cone effect such as with the HMG and shorten the range and I think we'd be in a pretty good spot. Currently I feel its range is too long and it's much too accurate.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
274
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Posted - 2014.04.23 03:35:00 -
[6] - Quote
Seymor Krelborn wrote:Zaaeed Massani wrote:1. Lock Heavies to heavy weapons in their H slot.
2. Fix the cloak bug that allows firing while cloaked.
3. Moderately increase the stacking penalties of vehicle modules.
4. Balance the Combat Rifle (-10% to shield damage & +10% to armor damage).
5. Make 80GJ blaster turrets AV or AI, but make up your mind and stop letting it function as both.
Seriously, tell me why/how these changes wouldn't improve the game experience for the vast majority of the dwindling playerbase.
EDIT: 4b. Balance the PLC (read: buff it). 1. by that logic side arms could only go in side arm slots as well, and you would need to add a broader array of heavy weapons 2.i agree, but I also think fluxes should uncloak you or have a piece of ewar equip that can 3.how about fix av so triple stacked maddies are on even keel with av 4.i dont see the combat rifle breaking the game so much that this "fixes" dust, what about the rail rifle? the hmg? the shotgun? the fact is a weapon is only as good as the user while they may need some balance this isn't a "dust fixer" 5.this doesn't make sense to me, a blaster of this magnitude should be both, as long as you have good counters to it in the game. also where is fixing pc on this list? or the npe experience? or matchmaking (like squadless matches) I could go on, but these are the game breakers... no offence but your list is just a refurbished QQ thread to make people who think this way enjoy their personal experience more....these are not dust fixers imho.
I was prepared to think your reply was constructive until I read the last sentence.
No, it is not a QQ thread in any way, shape, or form. I should know, I wrote it.
I'm not trying to fix DUST, that's a months-long (if not years-long) job. Just trying to draw attention to basic fixes to improve the game.
Try and be constructive and respectful, yes?
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
300
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Posted - 2014.04.23 13:16:00 -
[7] - Quote
Wow, this thread blew up...I'm on my phone right now but I'll respond in detail in just a bit.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
310
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Posted - 2014.04.23 22:43:00 -
[8] - Quote
Seymor Krelborn wrote:1st of all I meant no offence... and I apologize if I seemed a bit abrasive to you... I'm just calling it as I see it.... what I meant by this being a refurbished QQ thread is that these are the sort of things all the QQ threads ask for, yes you are coming from a more level headed approach and you outline your case well, and you are probably sincere in wanting to "fix" dust.
the problem however is that there is no simple fix because there are large broken parts of dust, like pc, npe, lack of pve, matchmaking, big broken things.... you simply touch upon details that you must admit are coming from your personal experience with the game, and they seem huge to you because they effect your enjoyment, and your "fixes" like making a heavy slot only fit heavy weapons, have been tirelessly QQED about for ages, though much less eloquent then your attempt to discuss this.... so I don't mean to offend you, I simply meant to impress upon you how minor the items you listed are in the grand project of fixing dust.
You're right, there is no such thing as a "simple" fix...perhaps I could have worded the title better. But these are simple things that I feel will go a long way toward improving the game's experience -- and thus retaining players that would very likely be lost otherwise.
PC, the lolbattleacademy, no pve, scotty the drunk...these are all major things that will require a significant investment in terms of man-hours. The things I listed are minor, yes...but keeping that in perspective I feel their changes will have a relatively far-reaching impact on how it feels to play the game.
CCP Rattati wrote: Interesting ideas by OP
I am not a developer nor game designer, I am just a player so take these thoughts as such
1. I have thought that too, but have imagined that fitting penalties for "non core" weapons would be smart, not locking options just making them a little harder to fit
1b. Maybe the sentinel could only use heavy, but commando anything
2. of course, it's a bug
3. I would go as far as to say we use stacking penalties too seldomly, stacking basic plates over actually advanced and complex is something that shouldn't pay off, imo.
4. I can say that I no longer feel my duvolle is competitive, but it's still viable if I pick my fights and optimize for my effective range. I like that I can't charge heavies and pump headshots into them any more though.
5. not a tanker, but generally feel that jack of all trades should be proper jacks, reward specialization
6. I would love to make the PLC a viable AV weapon without making it OP against infantry. A skillshot weapon against infantry definitely, it is my favorite weapon through thick and thin
Fitting penalties could work. The Sentinel/Commando idea isn't a bad one. More stacking penalties would certainly be welcome, especially given the current climate of scouts running around with small hitboxes and >800 hp.
And I certainly have no issues with rewarding specialization.
Here's the fun one:
KalOfTheRathi wrote:Obviously not a tanker. And OP is a heavy hater as well. Fun guy. Blasters have very limited range ... I have even seen the ingnoranti declare that blasters should get dispersion. Which they already have. The basic blaster will only take down a tanked ADV suit with luck and persistence. A PRO suit is nearly unkillable by the Militia or Basic blaster. ... One of the few remaining things in this game that are good is the ability to find a way to play the way you like to play. That means you are a heavy and CCP/Shanghai shafts you by Nerf Hammering your weapons - you switch weapons. If the combat rifle has more range than your weapon and can take you out before yours will spool or charge up. Try it. If it works, fine. Beware of QQ Kittens though, their flood are enormous.
No, I'm not a hardcore tanker. Don't have the SP. I will once I have the SP for it, but that will be awhile. That said, I've used all variants of tanks, both MLT and STD, and was in awe when I realized how powerful a well-put together tank can be. Tanks are a ton of fun, but 80GJ blaster tanks are too dominant right now, both in a AV and AI setting.
Nor am I a heavy hater. Again, I'm somewhat limited on SP, but my most-used fits are a Minmatar Commando with some combination of CR/MD/SL or a basic G-I heavy with a MH-82 and two complex armor reppers. Once I get my Commando PC-ready (at me CEO's insistence) my next fit will be a Sentinel. So definitely not a heavy hater.
Anyway...
Very limited range. Right.
No. Just...no.
They already have dispersion, do they? Well, it's not noticeable to me. It's far from difficult to snipe infantry with a large blaster turret. And saying that a tanked ADV or PRO suit is unkillable by a MLT/STD 80GJ blaster is outrageous. Because it's a blatant falsehood.
HMG's spool up time is not that noticeable. Heavies just run light weapons because they 1) feel vulnerable in open areas (which they should, they are meant to dominate tight maps) or 2) they need the HP cushion to compete with more skilled players in lighter suits. Either way, it's unnecessary and removes them from the niche they were meant for.
To be continued...
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
310
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Posted - 2014.04.23 22:44:00 -
[9] - Quote
...continued...
KalOfTheRathi wrote:Maybe, just maybe, CCP/Shanghai can start giving out stats of what is killing you or even globally what is happening. What we have now is yet another flood of QQ kittens whining about all the things that have killed them today (or at most the last week) and trying to limit the way others play the game such that they cannot be killed by that combination again. What they don't realize is a good player will still kill them. It is the very nature of FPS that a slayer will win. Lesser players need options. Bugs in Dust are not fixed often, wait too long and they are enshrined in the lore of That Doesn't Work. So try something else, hopefully not a different game. As always, Welcome to Dust - and learn to play the game!
I'm not QQ'ing in here, not one bit. This thread is meant to be a short list of reasonably easy solutions to issues that make the game less fun for a LOT of people. These issues are what I hear complained about the most in game, whether I squad with randoms from the finder or my corp/alliance mates.
Have I been kiiled by Sentinels/Heavies packing RR/CR's? Hell yes. Because they have 1200 hp and I have 700, yet I get them down to <200 before they can get me.
Have I been killed by blaster tanks? Who hasn't? But in my last match of the day today there were four tanks, a dropship, and an LAV running around terrorizing the map. I raked in the dough because I killed 4 tanks, 2 LAV's, a Grimsnes and a Python all on my own. But that doesn't change the fact that most of my squadmates (and most of my team) hated the match and eventually decided to hang back and wait for the pain to end. Why? Because the tanks had a skirmish line set up boxing us into our redline.
I can't remember the thread, but just a few days ago I said in a thread "A good player will make anything feel OP. Always has been that way in FPS games and it always will be." That doesn't change the fact that some aspects of some suits/vehicles/what have you are more powerful by comparison than a significant portion of the remainder of the fits in the game. Good players will make whatever they use feel OP, it's true. That's not an excuse not to balance, though.
Tectonic Fusion wrote: He means change it to -5% and +5%. Because otherwise they would have to change it to a hybrid weapon and what fun would that be?
Yes, that is indeed what I meant.
Cruor Abominare wrote:
1. Who cares? If a heavy is too stupid to run the hmg they've already made it significantly easier for them to get brought down.
2. Video proof, this bug was fixed long ago. I'm assuming you're just bitching that the delay is short, if so stop trying to protect your ego by saying its a bug.
3. You're approaching the whole thing wrong, an imbecile is creating vehicle mechanics, sack that fool first then start over again.
4. This is a common misconception. The damage profile has next to nothing to do with the problem like the mouth breathers suggest. Its an rof issue at its core for the non assault variant. Moving the profile won't change anything. Again a slight buff to the ar would go a long way especially since the ar is already a superior cqc weapon but most people keep overlooking it due to range issues. The rr is better at extreme ranges giving the cr a nice little niche for the in between stuff.
5. Again this is the wrong approach altogether. The problem is the range of blasters not that they can kill things, reducing blaster ranges to 75m effective would go a long way especially since 225m right now puts t way too close to rail tanks and hilariously outranges swarms and can reach most forges not on a ds assisted perch.
1. Not at >30m they haven't. They now have a very, very strong advantage strictly in the form of a gigantic health pool.
2. Show me. Because if that's just a misconception on my part I promise you the majority of the player base is still under it, as well.
3. Ok.
4. I agree, but it already has an unbalanced damage profile in relation to the other weapons. All weapons should have a net of 0 imho.
5. Hey if CCP makes the effective range 75m I'll be ecstatic. Either way, I feel something needs done. As a SL user, I hate how easily a blaster tank can take me out from beyond my range, though it is rare because I'll usually get in closer then get 1-2 swarms off and make them back off.
Jack McReady wrote: I would go even further and give combat rifle -10%/+10% and then give the assault rifle the combats rifle damage profile.
Why? That would completely defeat the purpose. There's no need for unbalanced damage profiles.
And that's completely beside the point that the AR is a hybrid-blaster weapon and so by definition is stronger against shields and weaker against armor.
So no.
Cat Merc wrote:Zaaeed Massani?! When did you escape the ME universe and got into New Eden
I went on a suicide mission through the Omega-4 relay and somehow wound up here
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
311
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Posted - 2014.04.23 22:53:00 -
[10] - Quote
Aeon Amadi wrote: IMO, if something happens to cloaky-shotgun-scouts, the HMG will be the undisputed king of CQC with very very few counters. If you run some ambush matches, eventually you'll see hordes of sentinels all gridlocked inside a building with Logi support. It's almost impossible to kill anything in those grid locks without another HMG to apply more damage than is being repped. I -do not- like this, as the Assault Rifle, having a very low range by comparison of other rifles, should at least be competitive against an HMG at times (not all the time). Otherwise, it doesn't really have much purpose other than being a less powerful Assault Combat Rifle.
I love it when that happens. That's when a squadmate flux-bombs the room and I start dropping MD shells down into the building. First the Logis die, then the Sentinels all turn and run, then the Sentinels die, then I see a bunch of +50's pop up onto my screen.
The Terminator T-1000 wrote:-Remove kb/m from a console game! -Improve AV -remove lag
Removing kb/m I think is a good idea, AV could use a bit of work I'll admit but I think it's a very complicated issue...much moreso than the ones I listed in the OP.
Removing lag will prove more difficult, methinks.
Korvin Lomont wrote:Lance 2ballzStrong wrote:
meh... never agreed with giving other classes heavy weapons. The medium / scout suits have something heavies don't, equipment slot(s). So in turn, the heavy has something they don't have, a "heavy weapon" slot.
If you give heavies an equipment slot, then it's fair to give everyone heavy weapons. As is, no.
Although I wouldn't mind an equipment slot on heavies (the commando already has one) my argument still stand the Heavy Weapons are the ONLY suit excusive gear. CCP could easily made a cloak slot just for scouts but they decides to allow nearly alll suits access to the cloak.
Heavies don't need an equipment slot. They're meant to be slayers with heavy weapons, not use rep tools, hives, RE's, etc...just imagine two stacked GalSent's each rocking HMG + rep tool. They could take turns repping and slaying. No, thanks. They have a very well-defined niche right now...using light weapons puts them in a different niche, the one occupied by the commando. And they're so much tankier that they're basically better at it. Giving them an equipment slot would also change their niche.
No, thank you. Strongly opposed.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
330
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Posted - 2014.04.24 17:20:00 -
[11] - Quote
Spkr4theDead wrote:Zaaeed Massani wrote:
5. Make 80GJ blaster turrets AV or AI, but make up your mind and stop letting it function as both.
Lol k Make the forge gun AI or AV. It cannot be both.
You are impossible to take seriously. As such I'm not even going to bother countering this.
You have a nice day.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
334
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Posted - 2014.04.25 00:38:00 -
[12] - Quote
Onesimus Tarsus wrote:You know... Weapons, etc., wouldn't necessarily have to be artificially balanced if matchmaking was done by K/d and WP/d. People with the most lethal fits and those with the cockroachiest fits would end up meeting people of similar lethality/ruggedness, and so would everyone else. So, no matter how you drive up your numbers, you're going to be facing more and more resistance the more you exploit/utilize the tactic. Similarly, if you die a lot ( ), you would face more like-minded, ill-fated foes. Now that I've made balance automatic, let's get more maps and a manufacturing economy/sub-game.
I would be 100% ok with this.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
334
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Posted - 2014.04.25 00:41:00 -
[13] - Quote
Cyzad4 wrote: 4.If everyone will stop whinging about it the CR sure, personally if they just removed the bullethose (ACR) variant I don't think nearly as many people would be complaining.
I would be pissed if they did that. I specced into Combat Rifles specifically because I like full-auto weapons and I wanted that variant of the CR. My love of the ACR then led me to spec into Minmatar Commandos because they are the natural choice for a CR Commando, though I also love the mobility of the suit.
If they do that I want a full SP refund so I can go Gallente Commando with AR/PLC/SG rather than Minmatar Commando with CR/MD/SL.
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Zaaeed Massani
RisingSuns Dark Taboo
334
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Posted - 2014.04.25 00:42:00 -
[14] - Quote
Benjamin Ciscko wrote:Blaster isn't that effective at killing vehicles...
Damage modded Ion Cannon at <50m says hello.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
334
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Posted - 2014.04.25 01:44:00 -
[15] - Quote
Duran Lex wrote:Just wanted to let ya know something OP.
You've mentioned more than once in this thread that sentinels only role should be CQC point defense.
The Scrambler Lance will be saying you are incorrect.
I do not recall ever saying that their only role should be CQC point defense. That is the role in which they currently excel, it's true, but I don't remember ever saying that, at least not in this thread.
And I do certainly hope more heavy weapons are introduced. Hopefully shortly after FF2014.
Minmatar & Gallente A.R.C. Program Instructor
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Zaaeed Massani
RisingSuns Dark Taboo
336
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Posted - 2014.04.25 02:04:00 -
[16] - Quote
Duran Lex wrote: The suits role it was meant to fulfill originally. Prevent scrubs from using a suit meant to be a close range killer.
1st page. There's similar comments throughout that seem to dictate you feel the suit should only be close range.
It may not be what you are trying to say, but it certainly looks as if that's what you are implying.
I think you might be misconstruing my intended meaning.
I do not believe that Sentinel suits should be restricted to CQC roles. i do, however, believe that they should be limited to wielding heavy weapons. Sentinel suits were designed for the express purpose(s) of being able to soak up more damage than lighter frames and wield heavy weapons. People are taking advantage of this mechanic and using light weapons on them.
Introduce a medium range heavy weapon on a suit and the issue is fixed.
Saying that heavies should be restricted to heavy weapons is not even close to saying that they should only be CQC combatants. Though I can see how one might think that, as the only non-AV heavy weapon in the game currently is indeed a CQC weapon.
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