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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
The Robot Devil
Brave Bunnies Brave Collective
2499
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Posted - 2014.04.23 05:39:00 -
[31] - Quote
If CCP was smart they would copy the EVE 100 simple things idea and drop it to 25 simple things. I think that it would go a long way with the community.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
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KILLER EI ITE16
Inner.Hell
34
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Posted - 2014.04.23 05:42:00 -
[32] - Quote
I would suggest CCP implement war barges in public games again. That's what got people to squad up more.
They need to fix match making or add PVE both would help the NPE experience. And more maps and better frame rate but that would be more necessary when dust gets moved to PS4. |
Lance 2ballzStrong
SyNergy Gaming EoN.
5027
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Posted - 2014.04.23 06:10:00 -
[33] - Quote
CCP Rattati wrote: 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
Exactly. Locking weapons to certain classes is a dangerous slope that DUST shouldn't head down. What's next? Sniper rifles ONLY on scout suits?
DUST was always a "play how you want with any class" type of game. If heavies want to use lightweapons, they should be able to, but add a penalty. Increase PG / CPU, reduced reload time, less ammo... something. Don't lock weapons out of classes. Obviously medium suits shouldn't be able to use heavy weapons otherwise what's the point to heavy suits.
( ._.) <('.'<)
"There there Mr. Heavy, it's not your fault CCP doesn't care about you"
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Shinobi MumyoSakanagare ZaShigurui
The Containment Unit
623
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Posted - 2014.04.23 07:01:00 -
[34] - Quote
CCP Rattati wrote:
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.
Unless your facing a Caldari heavy .
Shield's just drop so fast and the recharge rate is good and all but shield's are just not in a good place right now be it vehicles or infantry .
Stop asking for tiercide , your killing variety and the fun of this game at the same dam time .
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Korvin Lomont
United Pwnage Service RISE of LEGION
927
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Posted - 2014.04.23 08:14:00 -
[35] - Quote
Lance 2ballzStrong wrote:CCP Rattati wrote: 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
Exactly. Locking weapons to certain classes is a dangerous slope that DUST shouldn't head down. What's next? Sniper rifles ONLY on scout suits? DUST was always a "play how you want with any class" type of game. If heavies want to use lightweapons, they should be able to, but add a penalty. Increase PG / CPU, reduced reload time, less ammo... something. Don't lock weapons out of classes. Obviously medium suits shouldn't be able to use heavy weapons otherwise what's the point to heavy suits.
The heavy weapon is already locked to one particular class. Heavy weapons are currently the ONLY suit exclusive gear we have. Once we get rid of that we can talk.
CCP could just use the way they used for cloaks give a harsh penalty on heavy weapons used outside a heavy frame (and give sentinels a huge bonus to this penalty) but DON'T restrict the heavy weapon to just heavy suits...this does not fit the sandbox approach. |
Jason Pearson
State Terrestrial Mercenaries
4139
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Posted - 2014.04.23 08:34:00 -
[36] - Quote
Korvin Lomont wrote:Lance 2ballzStrong wrote:CCP Rattati wrote: 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
Exactly. Locking weapons to certain classes is a dangerous slope that DUST shouldn't head down. What's next? Sniper rifles ONLY on scout suits? DUST was always a "play how you want with any class" type of game. If heavies want to use lightweapons, they should be able to, but add a penalty. Increase PG / CPU, reduced reload time, less ammo... something. Don't lock weapons out of classes. Obviously medium suits shouldn't be able to use heavy weapons otherwise what's the point to heavy suits. The heavy weapon is already locked to one particular class. Heavy weapons are currently the ONLY suit exclusive gear we have. Once we get rid of that we can talk. CCP could just use the way they used for cloaks give a harsh penalty on heavy weapons used outside a heavy frame (and give sentinels a huge bonus to this penalty) but DON'T restrict the heavy weapon to just heavy suits...this does not fit the sandbox approach.
Can't wait to play a Scout with a HMG. :D
*ignores Minmatar Heavy*
King of the Forums // Vehicle Specialist for Hire \\ Bad Mathematician
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Cruor Abominare
Dirt Nap Squad Dirt Nap Squad.
116
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Posted - 2014.04.23 09:12:00 -
[37] - Quote
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. 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. |
Lance 2ballzStrong
SyNergy Gaming EoN.
5029
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Posted - 2014.04.23 10:05:00 -
[38] - Quote
Korvin Lomont wrote:Lance 2ballzStrong wrote:CCP Rattati wrote: 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
Exactly. Locking weapons to certain classes is a dangerous slope that DUST shouldn't head down. What's next? Sniper rifles ONLY on scout suits? DUST was always a "play how you want with any class" type of game. If heavies want to use lightweapons, they should be able to, but add a penalty. Increase PG / CPU, reduced reload time, less ammo... something. Don't lock weapons out of classes. Obviously medium suits shouldn't be able to use heavy weapons otherwise what's the point to heavy suits. The heavy weapon is already locked to one particular class. Heavy weapons are currently the ONLY suit exclusive gear we have. Once we get rid of that we can talk. CCP could just use the way they used for cloaks give a harsh penalty on heavy weapons used outside a heavy frame (and give sentinels a huge bonus to this penalty) but DON'T restrict the heavy weapon to just heavy suits...this does not fit the sandbox approach.
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.
( ._.) <('.'<)
"There there Mr. Heavy, it's not your fault CCP doesn't care about you"
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Jack McReady
DUST University Ivy League
1340
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Posted - 2014.04.23 10:21:00 -
[39] - Quote
Zaaeed Massani wrote: 4. Balance the Combat Rifle (-10% to shield damage & +10% to armor damage).
I would go even further and give combat rifle -10%/+10% and then give the assault rifle the combats rifle damage profile. |
Asha Starwind
818
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Posted - 2014.04.23 10:22:00 -
[40] - Quote
Lance 2ballzStrong wrote:Korvin Lomont wrote:Lance 2ballzStrong wrote:CCP Rattati wrote: 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
Exactly. Locking weapons to certain classes is a dangerous slope that DUST shouldn't head down. What's next? Sniper rifles ONLY on scout suits? DUST was always a "play how you want with any class" type of game. If heavies want to use lightweapons, they should be able to, but add a penalty. Increase PG / CPU, reduced reload time, less ammo... something. Don't lock weapons out of classes. Obviously medium suits shouldn't be able to use heavy weapons otherwise what's the point to heavy suits. The heavy weapon is already locked to one particular class. Heavy weapons are currently the ONLY suit exclusive gear we have. Once we get rid of that we can talk. CCP could just use the way they used for cloaks give a harsh penalty on heavy weapons used outside a heavy frame (and give sentinels a huge bonus to this penalty) but DON'T restrict the heavy weapon to just heavy suits...this does not fit the sandbox approach. 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.
Done. *poof* I present to you the Commando.
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
8895
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Posted - 2014.04.23 10:24:00 -
[41] - Quote
Zaaeed Massani?! When did you escape the ME universe and got into New Eden
Overlord of all humans CAT MERC
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VALCORE72
NECROM0NGERS Caps and Mercs
158
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Posted - 2014.04.23 10:48:00 -
[42] - Quote
instead of blaster would like shell types for rails . no tank since ww1 has been made just to kill infanty . large blasters need takn out there unbalanced and not needed . co-axle small blaster on a rail would be fine were you could switch them . |
boba's fetta
Dead Man's Game
544
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Posted - 2014.04.23 11:11:00 -
[43] - Quote
weapon slot locks arnt in the spirt of eve. want to fit 125mm rails on your raven? sure go ahead. a fitting penlty would work much better.
now thats fixed can i haz a trade window?
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Asha Starwind
818
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Posted - 2014.04.23 11:14:00 -
[44] - Quote
You can add "make all areas ground accessible is stair/ladders to anywhere that's currently only accessible via dropship.(e.g.rooftops)"
I find it funny that many people talking about the wanting the redline changed are some of the most avid rooftop campers. If CCP, were to remove all redlines roofs or ground inaccessible areas would become the new de facto "redline."
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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KalOfTheRathi
Nec Tributis
1243
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Posted - 2014.04.23 11:23:00 -
[45] - Quote
Jason Pearson wrote:KalOfTheRathi wrote: Blasters have very limited range and thus are primarily for close in support.
Do not bullshit people. Not BS to me.
Look at the damage beyond 100-150m. Blaster damage drops dramatically, unlike Rails. Missiles do long range damage but they have no accuracy as the individual missiles go all over the place.
When I bring a rail up against a blaster I need distance so the blaster-tanker will do negliable damage, low enough that repair will handle it. Blasters are wicked up close. And their stupid turrets turn faster.
So how is that BS?
You have an actual opinion vs just trolling on the forums let us know.
And so it goes.
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KalOfTheRathi
Nec Tributis
1243
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Posted - 2014.04.23 11:28:00 -
[46] - Quote
VALCORE72 wrote:instead of blaster would like shell types for rails . no tank since ww1 has been made just to kill infanty . large blasters need takn out there unbalanced and not needed . co-axle small blaster on a rail would be fine were you could switch them . How to explain to you that this, New Eden, Is Not Earth.
We are down in the Dust of New Eden. A science Fiction environment where the other side is a point and click space game.
If you want a tank simulator I am sure that google will help you find one. Quit trying to ruin a video game about Immortal Mercenaries In Spaaace.
Cause you apparently don't have the vision for it.
And so it goes.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5559
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Posted - 2014.04.23 12:59:00 -
[47] - Quote
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
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.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Zaaeed Massani
RisingSuns Dark Taboo
300
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Posted - 2014.04.23 13:16:00 -
[48] - 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
/
Do you even lift?
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The Terminator T-1000
Skynet Incorporated
424
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Posted - 2014.04.23 13:16:00 -
[49] - Quote
-Remove kb/m from a console game! -Improve AV -remove lag
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LEHON Xeon
Ahrendee Mercenaries Dirt Nap Squad.
461
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Posted - 2014.04.23 13:24:00 -
[50] - Quote
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
Amazing! Someone in CCP who actually has a brain that can identify with player issues. I didn't think we'd ever see something like that. It's like seeing a unicorn on an interstate highway, nonexistent.
Always the last person to leave. Always the one cleaning up people's messes.
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LEHON Xeon
Ahrendee Mercenaries Dirt Nap Squad.
461
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Posted - 2014.04.23 13:26:00 -
[51] - Quote
Aeon Amadi wrote: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
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've been trying to get that across to people for several weeks. Nice to see I'm not alone anymore with that line of thought.
Always the last person to leave. Always the one cleaning up people's messes.
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Korvin Lomont
United Pwnage Service RISE of LEGION
928
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Posted - 2014.04.23 13:32:00 -
[52] - Quote
Lance 2ballzStrong wrote:Korvin Lomont wrote:Lance 2ballzStrong wrote:CCP Rattati wrote: 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
Exactly. Locking weapons to certain classes is a dangerous slope that DUST shouldn't head down. What's next? Sniper rifles ONLY on scout suits? DUST was always a "play how you want with any class" type of game. If heavies want to use lightweapons, they should be able to, but add a penalty. Increase PG / CPU, reduced reload time, less ammo... something. Don't lock weapons out of classes. Obviously medium suits shouldn't be able to use heavy weapons otherwise what's the point to heavy suits. The heavy weapon is already locked to one particular class. Heavy weapons are currently the ONLY suit exclusive gear we have. Once we get rid of that we can talk. CCP could just use the way they used for cloaks give a harsh penalty on heavy weapons used outside a heavy frame (and give sentinels a huge bonus to this penalty) but DON'T restrict the heavy weapon to just heavy suits...this does not fit the sandbox approach. 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. |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
277
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Posted - 2014.04.23 13:39:00 -
[53] - Quote
I want to have a heavy movement accuracy penalty for heavy weapons on wrong frames. Heavies, on the other hand, should have all around longer reload times. This would be an in-character change that removes the arbitrary slot distinction for weapons.
To make it crazy, we could actually make the slots mechanically different, instead of just blocking weapon types: - Sidearm slots have the best fine motor controls, which speeds up reload. However, they get stronger recoil. - Light slots are better at handling recoil but slower at reload. - Heavy slots are slowest at reload, but strongest at cancelling recoil. To add, you can retain the weapon weight classes, with their appropriate slot being the baseline. So a sidearm gets no recoil penalty even in a sidearm slot, a light weapon gains no recoil or reload penalty in a light slot and a heavy weapon gets no reload penalty on a heavy slot. This means that each category is best in its own slot, with light weapons losing either reload speed or getting more recoil in other slots. Those are rough ideas and there might be more appropriate bonuses. |
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
109
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Posted - 2014.04.23 13:50:00 -
[54] - Quote
1st one i don't agree, because that takes away freedom of customization that CCP planned for the game & to be honest it won't balance anything, HMGs are as much Powerful than Light Weapons.
But the rest are Okay... |
VALCORE72
NECROM0NGERS Caps and Mercs
158
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Posted - 2014.04.23 13:53:00 -
[55] - Quote
KalOfTheRathi wrote:VALCORE72 wrote:instead of blaster would like shell types for rails . no tank since ww1 has been made just to kill infanty . large blasters need takn out there unbalanced and not needed . co-axle small blaster on a rail would be fine were you could switch them . How to explain to you that this, New Eden, Is Not Earth. We are down in the Dust of New Eden. A science Fiction environment where the other side is a point and click space game. If you want a tank simulator I am sure that google will help you find one. Quit trying to ruin a video game about Immortal Mercenaries In Spaaace. Cause you apparently don't have the vision for it.
lol vision is in the eye of small ideas made bigger . not some easy mode made for ppl who look and say for there owen gain and alot of ppl do this . this is about balance not i win button . is what you say is true then why are there no equipments on heavys ??? hmg or fg on scouts or assaults ? need i say more |
Bethhy
Ancient Exiles. Dirt Nap Squad.
1829
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Posted - 2014.04.23 13:54:00 -
[56] - Quote
Doctor Day wrote:Just fix this unbalance with the Cr its OP
The CR has like just around 2k Damage per clip with max skills and a damage mod.
It's a main gun with one of the lowest damage potentials before forcing a reload in the game. You can't take groups of enemies with it...
Its very situational.
The only reason people are having an issue with the combat rifle is the same reason they have an issue with Cloaks. Placebo Effect.
When scanners and having everyone on the Radar got nerfed... Players just don't know where the enemy is 60% of the time.. Or where they even come from. So when an invisible chevron sneaks up and gets the first shots off, those guns then become "OP"
Shotgun, Rail Rifle, Combat Rifle, SCR,
Have all posts dedicated to why they are OP...Then we can add in the HMG. If there are so many OP weapons isn't that a semblance of balance? Are they all OP at the same thing? or do they have different strengths and weaknesses? Leaving clear counters...
And most suits don't even have their bonuses registering, So we haven't seen Amarr assaults wielding Energy based weaponry to its max potential either. Or Forgers really wreaking the havoc they should be able to.
This "Nerf" "Buff" Culture in this game HAS TO STOP. We have spent all of Closed beta, Open Beta and then Uprising... Nerfing and Buffing every weapon in DUST 514. And it has done what?!We have WASTED an entire Year because of Cry babies that can't get over a gun killing them.
We have important fundamental Core game issues.
Controls and control customization. Hit Detection. Frame Rates. Matchmaking. Re done Battle Academy. Collision Mechanics. Physics. Terrain stickyness. Sprint Bug, Equipment Wheel, Server/CLient Updating optimizations. Racial Parity. Fixing FW, Making PC accessible for anyone with aspirations. Map Improvements and overhauls so they actually fit DUST 514. Dynamic Terrain features(Water, Tree's, Snow)
We have very real missing or Very broken Core game mechanics. And all the same group of people complain about is a gun that kills them. Like remove your head from your guys arse. |
VALCORE72
NECROM0NGERS Caps and Mercs
158
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Posted - 2014.04.23 14:00:00 -
[57] - Quote
^^^^ dev response ................. soon lol |
Goric Rumis
Dead Six Initiative Lokun Listamenn
398
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Posted - 2014.04.23 14:16:00 -
[58] - Quote
CCP Rattati wrote: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 I've liked this idea since I first heard it. Locking the heavy weapon slot sets a problematic precedent and doesn't really solve the issue anyway, but adding fitting penalties for using a non-optimized weapon in any slot (which would include sidearm weapons in light slots) nudges players into the roles the suits were meant to fill without completely barring them from creative uses.
Also, please nerf the Sentinel's PG/CPU. Seriously, it's ridiculous. I could run the math, but the numbers the base suit has now are pretty close to what should be the max you can get with all skills.
The Tank Balancing Factor No One Is Discussing
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DeathwindRising
ROGUE RELICS
263
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Posted - 2014.04.23 18:34:00 -
[59] - Quote
could we increase assault rifle rof to 850? |
lampwizard
Sanmatar Kelkoons Minmatar Republic
8
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Posted - 2014.04.23 19:31:00 -
[60] - Quote
DeathwindRising wrote:could we increase assault rifle rof to 850? Increase ar damage by 2%, drop cr rof by 2%, boom. Return to
Bethhy wrote:Controls and control customization. Hit Detection. Frame Rates. Matchmaking. Re done Battle Academy. Collision Mechanics. Physics. Terrain stickyness. Sprint Bug, Equipment Wheel, Server/CLient Updating optimizations. Racial Parity. Fixing FW, Making PC accessible for anyone with aspirations. Map Improvements and overhauls so they actually fit DUST 514. Dynamic Terrain features(Water, Tree's, Snow) |
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