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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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Kouped
NervousMoment.
6
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Posted - 2014.05.22 04:42:00 -
[2] - Quote
Im curious to see how the changes will take place..
Armor tanking is still a problem, but I do like the increase to armor repping.
I would suggest though that the scrambler rifle do a little more damage to the armor. As there are so many people running gal scout/heavy it is a bit of a problem to kill them with it. As for the shield I think it is a little powerful but not too much that people are complaining.
I see this is going to be interesting.
Official Alt of Badgerr Ragerr
When my main gets banned, I feel Kouped up.
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THUNDERGROOVE
The Last of DusT. General Tso's Alliance
782
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Posted - 2014.05.22 04:45:00 -
[3] - Quote
Still nothing about my Amarr Scout
Oh well. Nice to see a lot of the stuff you guys are interested in changing.
TDBS
Fight heavy spam with plasma cannons!
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Tebli
DUST University Ivy League
51
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Posted - 2014.05.22 04:48:00 -
[4] - Quote
I appreciate the way in which you have presented the information. Based on what you have laid out here, it seems like this will be a pretty positive first pass. While I am not a huge fan of the idea of AV grenades being harder to restock, especially with the count having already been reduced, I will have to hold judgement until we can actually test the new hotfix and see it in conjunction with the raise of the PLC as a potentially viable AV option.
Mentor Manager - Dust University
Full Time EMS Logi
Keep Calm and Squad Up.
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Xx-VxF-xX
Void of Faction
19
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Posted - 2014.05.22 04:49:00 -
[5] - Quote
All sounds good to me except the removal of dampening on cloak. removing the dampening of cloak only really hurts non gallente scouts. replacing the gallente dampening bonus IMO would of been a more fair option to the other scouts. |
Captain Crutches
Nexus Marines
133
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Posted - 2014.05.22 04:52:00 -
[6] - Quote
I like what I'm reading. Looking forward to seeing how it works out in practice though.
Legion is absolutely the right move for the future of Dust. How CCP went about revealing it is the biggest problem.
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Al the destroyer
NECROM0NGERS Caps and Mercs
136
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Posted - 2014.05.22 04:58:00 -
[7] - Quote
Removing dampening from cloaks is a great thing. The small blaster changes will be nice. I'm not sure about grenades not being replenished with nanohives locust would be OK but if you have a tank sitting there killing everyone and all you have is two Packed avs he won't even be threatened know you can't throw anymore. I like the armor changes a little at a time will go a long way I think. All good stuff!
Still playing having more fun than ever cuz IDGAF.
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Booby Tuesdays
Ahrendee Mercenaries
497
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Posted - 2014.05.22 05:00:00 -
[8] - Quote
So, you're nerfing Mass Driver users and the only "good" Minmatar suit in the game? Can you confirm how MD rounds are replenished? Are they taking the same amount of nanites as a grenade (I don't think they do, but close)? Pardon my ignorance on how MD rounds are calculated.
Love that you're trying to make Ferro and Reactive viable.
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Chit Hoppened
The Exemplars Top Men.
318
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Posted - 2014.05.22 05:02:00 -
[9] - Quote
CCP Rattati wrote:Dear players,
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.
YES!!!!!!!!!!!!!! ALL OF THAT RIGHT THERE!!!!!!!!!!!!!!!!!!!
Also, put some Raid to that *****. It needs it.
Bringing Heavy Metal to New Eden.
Cannon Fever Representative
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Alldin Kan
Imperfects Negative-Feedback
1083
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Posted - 2014.05.22 05:05:00 -
[10] - Quote
CCP Rattati wrote: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. 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. The changes for plates will be interesting to see but I'm greatly concerned about how good will the Amarr/Gallente Scouts become when stacking Ferroscales (too much fitting freedom as is). The speed reduction for Minmatar Commando really isn't necessary as it already have the lowest base HP out of all Commandos, its speed is only similar to an Assault if that Assault went for multiple plates, and its a fat boy that's easy to hit.
Alldin Kan has joined the battle!
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Talbain Sigmund
Deep Black Industries
24
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Posted - 2014.05.22 05:07:00 -
[11] - Quote
This is the kind of communication with the community I've been waiting for so long. Rattati needs a raise. |
Zatara Rought
General Tso's Alliance
3068
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Posted - 2014.05.22 05:11:00 -
[12] - Quote
OMG! This is ******* AWESOME. I just did a cursory look at things like the AR/CR/PC changes/AV/ARMOR TANKING/CLOAK CHANGES **** and it all good AMAZING!
OMFG!
SO ******* BEAUTIFUL!
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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DUST Fiend
Onslaught Inc RISE of LEGION
14382
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Posted - 2014.05.22 05:17:00 -
[13] - Quote
-snip-
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Garth Mandra
The Southern Legion Final Resolution.
386
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Posted - 2014.05.22 05:17:00 -
[14] - Quote
Good changes from what I can see.
Thankyou for asking for feedback and sharing you reasoning with us! |
Oswald Rehnquist
1371
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Posted - 2014.05.22 05:18:00 -
[15] - Quote
First bravo on the input-action of this thread
CCP Rattati wrote: 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.
Whether this is the intended goal or not, this in particular hurts caldari and minmatar scouts and majorly buffs gallente and slightly buffs amarr.
I can already tell you the meta.
Cal scouts barely had the ability to hide and only for a little bit, with that being removed, I'd suspect any dampening on the cal scout will be inferior to just plating or range extenders. The min scout has the unfortunate side effect of having relatively few low slots with a low slot specialization , I suspect its going to suffer the same problem amarr scouts pre alpha patch in that the gallente just do it better (or on the same level with more utility) based entirely on reduction vs booting stat modules effects and that dampening is a competitive stat (against precision) and hacking is not, which just leaves NKing which is extremely niche.
Below 28 dB
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10864
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Posted - 2014.05.22 05:22:00 -
[16] - Quote
I am generally in favor of most of this, especially the removal of dampening from cloaks; players should not be able to tank ridiculous amounts of HP and still be so protected from scans, yet currently the cloak allows one to have the effect of a complex dampener without having to make the low slot sacrifice. Thank you for the dampening bonus removal.
Thanks for the PLC and plasma rifle buff.
Swarm launchers are Caldari, they should be best in the hands of Caldari commando; not Minmatar.
What exactly do you mean by "normalize" when you talk about PG/CPU of sentinels and armor plates?
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10864
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Posted - 2014.05.22 05:27:00 -
[17] - Quote
Oswald Rehnquist wrote:First bravo on the input-action of this thread CCP Rattati wrote: 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.
Whether this is the intended goal or not, this in particular hurts caldari and minmatar scouts and majorly buffs gallente and slightly buffs amarr. I can already tell you the meta. Cal scouts barely had the ability to hide and only for a little bit, with that being removed, I'd suspect any dampening on the cal scout will be inferior to just plating or range extenders. The min scout has the unfortunate side effect of having relatively few low slots with a low slot specialization , I suspect its going to suffer the same problem amarr scouts pre alpha patch in that the gallente just do it better (or on the same level with more utility) based entirely on reduction vs booting stat modules effects and that dampening is a competitive stat (against precision) and hacking is not, which just leaves NKing which is extremely niche. While Cal and Min scouts have less low slots, they still have low slots. Might mean you may have to sacrifice a kinkat.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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danie braz
Krusual Covert Operators Minmatar Republic
33
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Posted - 2014.05.22 05:27:00 -
[18] - Quote
Dust is back-ish...
Fluoride uranium carbon potassium bismuth technetium helium sulfur germanium thulium Molybdenum neon yttrium
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Wolfica
The Last of DusT. General Tso's Alliance
671
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Posted - 2014.05.22 05:29:00 -
[19] - Quote
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.
"Look what I destroyed in 2 days" -Kane spero
Look what we destroyed in 2 hours
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Spkr4theDead
Red Star. EoN.
2101
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Posted - 2014.05.22 05:31:00 -
[20] - Quote
Can't nerf pilot intelligence. Bring it on.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Wolfica
The Last of DusT. General Tso's Alliance
671
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Posted - 2014.05.22 05:32:00 -
[21] - Quote
KAGEHOSHI Horned Wolf wrote:Oswald Rehnquist wrote:First bravo on the input-action of this thread CCP Rattati wrote: 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.
Whether this is the intended goal or not, this in particular hurts caldari and minmatar scouts and majorly buffs gallente and slightly buffs amarr. I can already tell you the meta. Cal scouts barely had the ability to hide and only for a little bit, with that being removed, I'd suspect any dampening on the cal scout will be inferior to just plating or range extenders. The min scout has the unfortunate side effect of having relatively few low slots with a low slot specialization , I suspect its going to suffer the same problem amarr scouts pre alpha patch in that the gallente just do it better (or on the same level with more utility) based entirely on reduction vs booting stat modules effects and that dampening is a competitive stat (against precision) and hacking is not, which just leaves NKing which is extremely niche. While Cal and Min scouts have less low slots, they still have low slots. Might mean you may have to sacrifice a kinkat.
um cal scouts have 2 low slots, 1 I already am using for a enh PG upgrade and the other I am using for a basic plate, or complex CPU upgrade
"Look what I destroyed in 2 days" -Kane spero
Look what we destroyed in 2 hours
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m twiggz
Pradox One Proficiency V.
637
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Posted - 2014.05.22 05:32:00 -
[22] - Quote
Oswald Rehnquist wrote:First bravo on the input-action of this thread CCP Rattati wrote: 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.
Whether this is the intended goal or not, this in particular hurts caldari and minmatar scouts and majorly buffs gallente and slightly buffs amarr. I can already tell you the meta. Cal scouts barely had the ability to hide and only for a little bit, with that being removed, I'd suspect any dampening on the cal scout will be inferior to just plating or range extenders. The min scout has the unfortunate side effect of having relatively few low slots with a low slot specialization , I suspect its going to suffer the same problem amarr scouts pre alpha patch in that the gallente just do it better (or on the same level with more utility) based entirely on reduction vs booting stat modules effects and that dampening is a competitive stat (against precision) and hacking is not, which just leaves NKing which is extremely niche. Agreed. Caldari scouts will now have to choose between scan range and dampening, which is fine. Yet the Gallente scout will be able to do both, with ease.
I take back my statement on this thread now.
Looking forward to seeing the damage decrease on the CR/ACR also. Its become FOTM, sure, for the versatility and speed. Its the perfect scout weapon, no wonder why everyone and their mothers are using it. Its a great defense against the mass amount of heavies running around faster than assaults with double the EHP and a mini-gun for a weapon, and against all the cloaky shotgun scouts that sit in corners. Hopefully you don't over nerfed it like everything else you guys ever touch.
Well played CCP, well played. |
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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 -
[23] - 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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Oswald Rehnquist
1374
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Posted - 2014.05.22 05:33:00 -
[24] - Quote
KAGEHOSHI Horned Wolf wrote:I am generally in favor of most of this, especially the removal of dampening from cloaks; players should not be able to tank ridiculous amounts of HP and still be so protected from scans, yet currently the cloak allows one to have the effect of a complex dampener without having to make the low slot sacrifice. Thank you for the dampening bonus removal.
You'd throw an entire system of balanced of cat and mouse gameplay between scouts rather than just directly attack/cut the root of the problem which is scout ehp or offense potential?
Scouts needed a shave, and out of the original scouts, most of them saw me as rather draconian in regards to unpopular slayer scout nerfs, but the worst possible way of shaving was done here and the scout meta just went out the door. By nerfing ewar (in this case dampening), I'm stuck with having to ignore dampening on the cal scout (thus more slayer scouts) or in regards to the min scout switching to gallente.
Below 28 dB
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Soraya Xel
Abandoned Privilege Top Men.
2584
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Posted - 2014.05.22 05:34:00 -
[25] - Quote
I see a LOT of promise here, but I'll have to see the numbers to really make a judgment call. I see some real promise in some of the general theory in play here, though.
I'd like to be your CPM1 candidate
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Aogus Brostin
The Jerk Squad
2
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Posted - 2014.05.22 05:34:00 -
[26] - Quote
Add the scaling movement penalties to suits lighter than heavy. The lighter the suit, the higher % the movement penalty. |
Cyrius Li-Moody
0uter.Heaven
5385
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Posted - 2014.05.22 05:34:00 -
[27] - Quote
Aaaaaand Gallente scouts pulls further ahead as king scout.
Most everything else I'll comment on once I see some numbers.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Cat Merc
Ahrendee Mercenaries
9858
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Posted - 2014.05.22 05:35:00 -
[28] - Quote
The PLC being less powerful than a forge gun seals the deal for it being crap.
It has extreme arc, super slow speeds, as a result very low range, takes 6(!) seconds between shots, and is probably the most buggy weapon in the game along with the IoP.
Why again should I use a PLC?
Feline overlord of all humans - CAT MERC
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Tallen Ellecon
1972
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Posted - 2014.05.22 05:39:00 -
[29] - Quote
I wish we'd had no BS feedback like this a year ago. "We're doing this.... might change it if it's bad, but it an obvious problem, and our trying to address it." Nothing seemed out of place.
Blehh..
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Oswald Rehnquist
1375
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Posted - 2014.05.22 05:41:00 -
[30] - Quote
double post
Below 28 dB
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