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Thread Statistics | Show CCP posts - 7 post(s) |
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CCP Rattati
C C P C C P Alliance
1354
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Posted - 2014.05.22 04:19:00 -
[1] - Quote
Dear players,
The contents of Hotfix Alpha are responses to issues that have been identified by the use of behavioral data, and/or raised and verified by the forums and CPM. These proposals have taken into account the feedback from the community in the Feedback threads and are primarily based on tweaks to existing balance rather than radical reworks.
We will therefore be locking the current feedback stickies and storing them. Thank you all for contributing in a positive manner, and weGÇÿre hoping youGÇÿll be back for round two soon.
There are multiple changes that did not make it into this pass because we want to spend a little more time on them. We will open up new feedback stickies on these as soon as we have finished with preparing Hotfix Alpha.
The proposal for Hotfix Alpha will now be open for final review while we finalize the numbers. Once Hotfix Alpha is released, weGÇÿll be holding off further tweaks to anything in it for a little while to see the impact in gameplay. Based on the trend analysis from 1.8 it takes a few weeks to stabilize, and taking into account that 1.8 had a limited respec, changes in some cases were instantaneous. With some of these tweaks, players will have to collect SP first, and then spec into different playstyles, so it may take a little longer to stabilize.
Finally, to be as transparent and forthcoming with information as possible, we are pushing this high level vision out as early as we can. That also means we have less confidence that these changes will all go in as planned, so please remember that some items may be pushed back to a later date if theyGÇÿre not ready.
Tanking Modules Armor GÇóWe want to reduce the stacking of plates by normalizing pg and cpu a little bit, and also increasing the speed penalty a bit. GÇóWe also want to make repair modules a little more useful so weGÇÿre increasing repair rates by a small amount. GÇóWe also want to make reactive and ferroscale plates more attractive by reducing the PG /CPU requirements so people will use them instead of basic armor plates when they want to maintain some speed.
Shields GÇóThe CPM and community has been vocal on not changing multiple ehp modules at a time. As such we will not be making any changes to shield tanking until the next hotfix. This also gives us a chance to examine new data from rebalanced armor modules.
Weapons GÇóWe will be increasing the damage of the Plasma Assault Rifle and reducing the Combat RifleGÇÿs damage a little, nothing dramatic. Rail Rifles and Scrambler Rifles will not be changed in this hotfix, but weGÇÿll keep an eye on them. WeGÇÿre not making massive changes here as we expect the armor changes will have an impact on rifle usage due to the damage profiles. GÇóWe are increasing the damage of the PLC against vehicles, to help provide more options for anti-vehicle work using light weapons but we are also looking at adding Plasma Cannon variants at a later stage. The Forge Gun will remain as the strongest infantry AV weapon in each tier. GÇóWe are reducing locus damage and normalizing damage progression to make grenade specialization more worthwhile.
Vehicles GÇóWe believe, based on data, that Tank v Tank is in a good place. However, with the grenade number being reduced, we believe that AV grenades need to do more damage overall to become a viable threat to vehicles again. GÇóHowever, we propose that they replenish less at hives so we want to increase nanite cost of grenades. WeGÇÿre also examining the option of removing their ability to restock at nanohives, but we want to see how increased nanite cost plays out first. GÇóWeGÇÿre slightly increasing HMG damage against vehicles to make them a little more threatening to LAVs. They should still get laughed off by tanks.
Dropsuits GÇóWe will do a normalizing pass on PG/CPU on a few dropsuits; Sentinels in general have a lot of PG/CPU and Basic Heavies are a little out of sync. However, this likely wonGÇÿt make it into Hotfix Alpha because it warrants a deeper dive.
Commandos GÇóCommandos play a big role by being flexible; you can throw on your rifle of choice and favorite secondary weapon, a suppression weapon, some long range support or AV. GÇóTweaking the CR will bring the Minmatar Commando closer to his brethren but he will still be the favored by mass driver/swarm players, but his speed is somewhat overlapping Assault so weGÇÿre reducing speed a little bit. He will still be the fastest Commando though. GÇóIntroducing the PLC as a viable AV will encourage Gallente Commandos to come out and play, as well as some tweaking of the plasma rifle. Because of this, weGÇÿre not making any changes to it this pass but weGÇÿll keep an eye on it. GÇóIf players migrate from armor to shield tanking, the Amarr Commando will become more useful as well as shielded targets become more plentiful. WeGÇÿll likely hold off major changes to it until weGÇÿve gotten shield tanking in a spot weGÇÿre happy with, but we are aware itGÇÿs lacking in bonused AV power.
Sentinels GÇóWeGÇÿre hoping changes to plates will help encourage other playstyles than Gallente Sentinels, as well as the eventual CPU/PG changes to make Sentinels actually have to pick what they want to fit, rather than throwing it all on without worrying. Scouts GÇóWe know that Amarr scouts are underused, but want to wait and see what the module changes bring. We are still looking at smart bonus changes, mainly a biotic efficacy GÇóWe want to reward specalizing so we are lowering the base duration of the cloak. This should hopefully make the higher tier cloaks more useful. GÇóWe are removing the dampening effect of the cloak. If you want to to be truly invisible, both to the eye and scanners, you must specialize and sacrifice slots to do so. GÇóWeGÇÿre also looking to increase the delay between decloaking and being able to shoot. This is pending some playtest results.
Assault GÇóAt this stage we want to see what impact the rifle tweaks and the armor module changes bring before making any changes to the Assault suits. It is however definitely on our list for later hotfixes.
Turrets GÇóWe want to boost efficiency for Small Rails against vehicles so there is a stronger purpose for them. A tank with a small railgun co-pilot should have an advantage in tank vs tank combat. This shouldnGÇÿt mess with their effectiveness against infantry, but weGÇÿll certainly be keeping an eye on it. GÇóWe want to increase Small Blaster ROF, keep damage, reduce overheat, and improve hit detection so as to make it a viable anti-infantry weapon. WeGÇÿre also considering a range increase, but we would li...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1368
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Posted - 2014.05.22 05:33:00 -
[2] - Quote
Wolfica wrote:never understood the idea of nurfing the PG/CPU of a suit or changing the modules req so that even with max skills you cant fit what you want on your proto suit. that's the change that needs to be done is figure out a way so that at lvl 1 you can fit anything at standard lvl you want, then be able to fit anything at lvl 3 on a advanced suit, then once you have everything at lvl 5 you should be able to use EVERY slot with PROTO gear.
what is the reasoning behind giving a proto suit a bunch of slots if you cant even use all of them.
and really, slowing down armor stacked suits even more?... can we atleast get the ability to step onto ledges 3cm high? since its already imposible to get over the ledge from A-B ramp, on research facility.
There is a balance between a new proto and a fully fitting optimized proto (meaning specalized). The latter should be what you described as generally being able to fit all slots proto.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1379
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Posted - 2014.05.22 06:57:00 -
[3] - Quote
Lets' take the Gallente scout discussion here, and let other people talk about the rest of the changes.
https://forums.dust514.com/default.aspx?g=posts&m=2173435#post2173435
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1415
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Posted - 2014.05.22 13:03:00 -
[4] - Quote
Actually, the slowdown effect was discussed at length today. We hope to have an update on that pretty soon.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1470
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Posted - 2014.05.23 00:02:00 -
[5] - Quote
Booby Tuesdays wrote:10 pages later, and I'm still patiently waiting for a response as to whether or not the increased nanites for grenades will affect Mass Driver rounds as well.
it's definitely not meant to
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1482
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Posted - 2014.05.23 06:39:00 -
[6] - Quote
Garrett Blacknova wrote:CCP Rattati wrote:primarily based on tweaks to existing balance rather than radical reworks. Excellent! Quote:Shields GÇóThe CPM and community has been vocal on not changing multiple ehp modules at a time. As such we will not be making any changes to shield tanking until the next hotfix. This also gives us a chance to examine new data from rebalanced armor modules. YES!!! SMALL changes. ONE change at a time. YES YES YES! Quote:Weapons GÇóWe will be increasing the damage of the Plasma Assault Rifle and reducing the Combat RifleGÇÿs damage a little, nothing dramatic. Rail Rifles and Scrambler Rifles will not be changed in this hotfix, but weGÇÿll keep an eye on them. WeGÇÿre not making massive changes here as we expect the armor changes will have an impact on rifle usage due to the damage profiles. Small changes. Only buffing one side without nerfing the other at the same time. YES YES YES YES YES!!!! Quote:Vehicles GÇóWe believe, based on data, that Tank v Tank is in a good place. However, with the grenade number being reduced, we believe that AV grenades need to do more damage overall to become a viable threat to vehicles again. GÇóHowever, we propose that they replenish less at hives so we want to increase nanite cost of grenades. WeGÇÿre also examining the option of removing their ability to restock at nanohives, but we want to see how increased nanite cost plays out first. GÇóWeGÇÿre slightly increasing HMG damage against vehicles to make them a little more threatening to LAVs. They should still get laughed off by tanks. lolwut... No word on Swarm Launchers and Plasma Cannons are getting a minimal buff? And you're re-buffing GRENADES? What. The. Flying. KITTEN. ????????? Seriously, not even kidding. WTF is wrong with you? AV grenades were stupid. They're a tertiary weapon AT BEST. They should NEVER be treated as primary AV. Please, please, PLEASE reverse this change, and replace it with improvements to THE ACTUAL PRIMARY AV WEAPONS. Plasma Cannons wouldn't be competing with Forge Guns even if each hit was dealing THE SAME DAMAGE. They have to reload S-L-O-W-L-Y after every single shot, carry less ammo, and are blatantly always going to be the lower DPS option even with the same per-shot damage. Quote:GÇóWe are removing the dampening effect of the cloak. If you want to to be truly invisible, both to the eye and scanners, you must specialize and sacrifice slots to do so. NO NO NO NO NO NO NO NO NO HOW MANY TIMES DO I HAVE TO SAY NO BEFORE YOU REALISE NO???? What happened to the SMALL steps being taken EVERYWHERE ELSE?????? WHY??? WHY WHY HOW WAS THIS EVEN A THING? IF - and that's a pretty massive "if" - there needs to be any change to cloaks (OTHER THAN FIXING THE BUGS WITH THEM), it should be SMALL. REDUCE the dampening bonus. R-E-D-U-C-E. NOT remove. Reduce. Make it SMALLER. Not GONE. 10 - 15% dampening bonus instead of 25%, then OBSERVE. Like you're doing for LITERALLY EVERY GOOD BALANCE CHANGE YOU'RE CONSIDERING.
Please keep it civil, we already aligned our strategy before I saw this post, so don't take credit for it.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
1489
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Posted - 2014.05.23 07:46:00 -
[7] - Quote
Garrett Blacknova wrote:CCP Rattati wrote:Please keep it civil, we already aligned our strategy before I saw this post, so don't take credit for it. I'm sorry. When I see something that looks SOO amazingly correct at first, then leads into something that looks so wrong to me, I can't help getting a bit worked up. I wasn't meaning to be rude, just extremely, EXTREMELY emphatic about the points I disagreed with because they contrasted so harshly with how good most of the proposed changes looked. And don't worry, even though I proposed the same thing I said about cloaks in this thread many times in the past ( I think this was one of the earlier ones), I'm not going to take credit for something which I view as a less-sensible version of my proposal. I can appreciate that other people's feedback - much of it more recent and more timely for this instance - was probably a larger contribution than my own inconsistent posts on the forums have been lately. As for AV weapons, I'm still confused about AV Grenades being altered when nerfing them in the first place had actually been one of the better changes when it happened. I don't think AV Grenades should be treated as a primary AV weapon, and never have thought that. As things stand right now, they're already a suitable weapon to support proper AV weapons, which is all they should be doing. Fixing Swarms should, imo, be a much higher priority than "fixing" the not-broken AV Grenades. Sorry again, not for what I'm saying, but for getting more aggressive about my points than was possibly necessary. And more importantly, thank you very much for listening to community feedback even when it's being presented in an occasionally overly-aggressive manner. Please know that we only get worked up because WE CARE ABOUT THE GAME TOO.
No hard feelings , but like I said in the Numbers thread intro, we were not comfortable with doing swarms on top of these other AV changes, precisely the behavior you have been advocating .
I actually think AV grenades should be a valuable part of the medium frames arsenal, and a careless tank should be severely affected by his eagerness to attack multiple infantry targets, especially in close quarters such as bridges and in between buildings. That is also why we are reducing the efficiency of the normal Locus. It's the go to grenade because it is easy and doesn't reward specialization.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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