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Thread Statistics | Show CCP posts - 7 post(s) |
Jebus McKing
Legio DXIV
475
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Posted - 2014.05.22 07:41:00 -
[91] - Quote
Sounds good n all but without numbers I don't feel like I can give you too much helpful feedback.
Passive scanning / EWAR has to see some significant changes in the future so I don't think removing the cloaks dampening bonus is needed at this point. Passive scans working like classic PC-gaming wallhacks has to be reworked drastically!
When you increase effectiveness of small turrets make sure AV grenades absolutely wreck LAVs. At the moment AV grenades are absolutely useless. Even a MLT LAV just laughs at your AV grenades. 1-2 AV grenades should kill any MLT LAV IMO. AV grenades are only really useful against LAVs and so they should be a terrifying threat to them.
Also I don't think that the Minmatar Commando needs a speed nerf. Speed nerfs for Minmatar suits just doesn't sound good. They usually have enough problems even without speed nerfs.
@JebusMcKing
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Spectral Clone
Dust2Dust. Top Men.
2854
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Posted - 2014.05.22 07:51:00 -
[92] - Quote
CCP Rattati wrote: Commandos 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.
This is not a good idea I believe, unless you remove the slow down on hit effect. In my opinion commandos should be equally fast as assaults due to the trade off of speed/HP. Also, it is not a good idea to balance a class with respect to assaults, because assaults do not have a well defined role currently.
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DAN stealYOface
KLEENEX INC.
0
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Posted - 2014.05.22 07:53:00 -
[93] - Quote
Honestly, the only thing I think that needs a tweek other than the decrease in the Combat Rifles damage output is the effectiveness of a dropsuits shield and armor(mainly shields, doesnt seem as important to stack shield extenders, ive seen caldari suits with more armor than me sometimes lol). I could be running full proto and it seems like I have a tougher time staying alive in that than any other dropsuit I have. Its not worth running proto anymore unless you're stacked with ISK and playing with a squad of veterans.. And I understand this doesn't have to do with the exact subject but I also feel like there should be some sort of SP segregation in matches, similar to the requirements of graduating the battle academy. Nothing drastic but something in the sense that makes it so experienced players can enjoy playing a game without all their whole team running in circles and ao inexperienced players won't get stomped ever other round.
Still my favorite game hands down. ;) |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5691
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Posted - 2014.05.22 08:06:00 -
[94] - Quote
Spectral Clone wrote: In my opinion commandos should be equally fast as assaults due to the trade off of speed/HP.
.... what?
Useful Links
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Spectral Clone
Dust2Dust. Top Men.
2854
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Posted - 2014.05.22 08:12:00 -
[95] - Quote
Aeon Amadi wrote:Spectral Clone wrote: In my opinion commandos should be equally fast as assaults due to the trade off of speed/HP. .... what?
(And assaults should be faster than they are today).
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Zatara Rought
General Tso's Alliance
3072
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Posted - 2014.05.22 08:15:00 -
[96] - Quote
Appia Vibbia wrote:There is no point for dampening to exist if there is always a way to overcome it
I agree, but it should be a massive sacrifice when the other person is making an equally massive sacrifice.
A cal scout using 4 precision should not be negated by a gal that's not even required to use 2 complex.
A cal logi using 5 complex precision being negated by 1 basic from a gal.
The gal bonus needs nerfed, the cal bonus needs nerfed, squad vision needs to be turned off aside from squad scans.
perhaps scout profile needs lowered and the precision module needs buffed.
But I absolutely agree taking the profile reduction off the cloak and making it so cloaks aren't also a free complex damp that isn't affected by stacking penalties is a step in the right direction.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Kosakai
Eternal Beings Proficiency V.
63
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Posted - 2014.05.22 08:23:00 -
[97] - Quote
remove cloak dempening bonus doesnt touch gallante scout...
and most of ppls using gal scout now... i thinks its nonsence
try to fix gal bonus first
ps. iam not against remove cloak dempening bonus... but need to be nerfed gal bonus too....
PROUD MINMATAR <3 -- IN RUST IS TRUST
FORGE GUN LOVER -- TANK HUNTER
SCAN ATTEMPT PREVENTED .......
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Cardio Therapy
Tech Guard RISE of LEGION
32
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Posted - 2014.05.22 08:30:00 -
[98] - Quote
One of the concerns as I remember was that basic plates are a lot more used than adv and complex. By increasing the speed penalty of all how you can push layers to use more adv and complex plates. The ferroscale idea is good and will defenitelly make tham more used. I dont see still any use of reactive plates. very low hp and regen + increasing the reps, beter to go back to basic plates or ferro + a rep. altrnatively if the rep of reactive is increased so 2 reactive can give simmilar hp and rep to same level ferro + rep.
Increasing the reps is excellent.
off-topic: still nothing about tanks. only their turrets. Will the REs will continue being the only way to kill a tank??? plasma cannon buff is great, but if the forge will still be the best, it is actually funny against tanks now.
And at the end not to sound only negative: In general the fix looks very very promissing. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5694
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Posted - 2014.05.22 08:37:00 -
[99] - Quote
Zatara Rought wrote:Appia Vibbia wrote:There is no point for dampening to exist if there is always a way to overcome it I agree, but it should be a massive sacrifice when the other person is making an equally massive sacrifice. A cal scout using 4 precision should not be negated by a gal that's not even required to use 2 complex. A cal logi using 5 complex precision being negated by 1 basic from a gal. The gal bonus needs nerfed, the cal bonus needs nerfed, squad vision needs to be turned off aside from squad scans. perhaps scout profile needs lowered and the precision module needs buffed. But I absolutely agree taking the profile reduction off the cloak and making it so cloaks aren't also a free complex damp that isn't affected by stacking penalties is a step in the right direction.
To expand on what Zatara is saying; no specialization should be without it's counters - however min/maxxy they may be. The Gallente Scout -should- be good for low profile work and the Caldari Scout would make a great counter to it. If you only have to worry about the one suit being able to find you, I don't think it's too much to ask. This is the rock/paper/scissors balancing method that the game has been attempting for a long time but never actually gotten right.
I don't think that the Caldari Scout having a high precision is a bad thing, but it's range surely is. It shouldn't bleed over into the role that the Gallente Logi plays. The Gallente Logi plays the role of general, broad information. The Caldari Scout should be highly specialized hunter.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2501
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Posted - 2014.05.22 08:39:00 -
[100] - Quote
Zatara Rought wrote:Appia Vibbia wrote:There is no point for dampening to exist if there is always a way to overcome it I agree, but it should be a massive sacrifice when the other person is making an equally massive sacrifice. A cal scout using 4 precision should not be negated by a gal that's not even required to use 2 complex. A cal logi using 5 complex precision being negated by 1 basic from a gal. The gal bonus needs nerfed, the cal bonus needs nerfed, squad vision needs to be turned off aside from squad scans. perhaps scout profile needs lowered and the precision module needs buffed. But I absolutely agree taking the profile reduction off the cloak and making it so cloaks aren't also a free complex damp that isn't affected by stacking penalties is a step in the right direction.
The problem is not the suits, it is the values being percentage based and stacking penalties. Shifting the numbers won't solve the problem with the EWAR system it will just alter which part is the current problem
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Cardio Therapy
Tech Guard RISE of LEGION
33
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Posted - 2014.05.22 09:00:00 -
[101] - Quote
Appia Vibbia wrote:There is no point for dampening to exist if there is always a way to overcome it Ther is no point scanners to exist if there is always a way to overcome them |
Cardio Therapy
Tech Guard RISE of LEGION
33
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Posted - 2014.05.22 09:04:00 -
[102] - Quote
Zatara Rought wrote:Appia Vibbia wrote:There is no point for dampening to exist if there is always a way to overcome it I agree, but it should be a massive sacrifice when the other person is making an equally massive sacrifice. A cal scout using 4 precision should not be negated by a gal that's not even required to use 2 complex. A cal logi using 5 complex precision being negated by 1 basic from a gal. The gal bonus needs nerfed, the cal bonus needs nerfed, squad vision needs to be turned off aside from squad scans. perhaps scout profile needs lowered and the precision module needs buffed. But I absolutely agree taking the profile reduction off the cloak and making it so cloaks aren't also a free complex damp that isn't affected by stacking penalties is a step in the right direction. it is very simple: light frames profile = 40dB |
Phoenix 85
Kirkinen Risk Control Caldari State
112
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Posted - 2014.05.22 09:09:00 -
[103] - Quote
Nerfing the CR and the Minmando? Lets just take everything Minmatar out of the game.
EDUCATE YOURSELF ABOUT PC VS CONSOLE
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
5
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Posted - 2014.05.22 09:11:00 -
[104] - Quote
I like all this a lot especially the turrets part however I have to disagree with you on the tank vs tank being in a good place right now, it is decent at best because right now it is really unbalanced because of the vehicle damage mod the damage increase is too much and the fact that you can stack them isn't helpful and so due to this players with zero skill points in vehicles and turrets are able to set up militia fits that are under 100k Isk fitted with militia damage mods making their militia turret capable of proto level damage or higher so a hot fix I would like to see is a nerf to the vehicle damage mods to have only a damage increase of 10% maybe 15% because as a tanker I can tell you one thing for sure tank v tank is not in a good place.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Zatara Rought
General Tso's Alliance
3073
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Posted - 2014.05.22 09:13:00 -
[105] - Quote
Oswald Rehnquist wrote:Zatara Rought wrote: I think it's only a bad idea IF they choose not to pair it with the end of squad vision.
Make scanners the only way to relay location to squadmates.
While this will bring the caldari down to the ama/min plebs, the issue still stands that its gallente over the rest by leaps and bounds. Also these changes are going to actually increase the amount of slayer fits since ewar is now a non competitive game, more ehp buffing will be taking its place, which is a 180 from what this change is suppose to do.
No doubt the gal bonus needs nerfed and the base profile needs buffed. The bonus should not be so incredibly strong.
The bonus's need to be 1 module difference, not 2, speaking of the cal and gal scout bonuses at the high end scanning.
I suggest that lowering profile and nerfing the bonus's would perform this simply.
Perhaps I'm just REALLY tired, but that seems to make sense to me. All scouts but cal should be able to be unscannable.
Here's even more tired thoughts just for fun and to get something you can flame me for:
Minmatar scouts should take 2 complex damps to get under all but a cal scout with 3 complex precision or a dude using a regular focused scanner (2 complex 1 enhanced), and require 3 complex to get under a cal scout using 4 complex precision. Gal logi using focused scanners should be able to pick it up for the 5 second duration assuming you are in the radius and range.
Amarr should be the same except 4 complex should get you under a gal logi using a focused.
Gallente should be the same except require one less damp.
Cal should be limited by their 2 low slots and thus would only be immune to all but a regular focused, gal focused, and other cal scouts.
No real thoughts on balancing medium's using precisions except a 1 to 1 ratio vs other mediums.
I also refrained from commenting on scouts precision outside of cal scout, which is why this may all be flawed. Who knows i'm tired. Night.
I absolutely think a dude specced into gal logi for the scan bonus and using a piece of equipment that only lights you up for 5 seconds should be the end all be all at counterplay to dampening. and that it should take an arm and a leg for scouts to get under a 4 precision cal scout, and give you pause when considering if it's worth it to get under a gal logi trying to pick you up with a focused.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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shaman oga
Nexus Balusa Horizon
2164
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Posted - 2014.05.22 09:14:00 -
[106] - Quote
CCP Rattati wrote: Commandos 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.
I don't really like this change, commando in general do not have a very high slot count, decreasing base stats will create some problems and minmando has the lowest HP pool of all the commando, he need to be faster, at least faster than tanked assaults. BTW, can you increase jump high of the commando suit? We should be able to jump over little railings if we are not tanked, it's not good for a commando to share the same paths with heavies.
PSN: ogamega
I'm here to bla bla bla...
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akatsuki agano
invasion project THE 0
0
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Posted - 2014.05.22 09:16:00 -
[107] - Quote
Why not adjust the CUP / PG of combat rifle are you? Is there a reason to not adjust the low light weapons demanding than the side arms? |
Zatara Rought
General Tso's Alliance
3073
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Posted - 2014.05.22 09:16:00 -
[108] - Quote
Aeon Amadi wrote:
To expand on what Zatara is saying; no specialization should be without it's counters - however min/maxxy they may be. The Gallente Scout -should- be good for low profile work and the Caldari Scout would make a great counter to it. If you only have to worry about the one suit being able to find you, I don't think it's too much to ask. This is the rock/paper/scissors balancing method that the game has been attempting for a long time but never actually gotten right.
I don't think that the Caldari Scout having a high precision is a bad thing, but it's range surely is. It shouldn't bleed over into the role that the Gallente Logi plays. The Gallente Logi plays the role of general, broad information. The Caldari Scout should be highly specialized hunter.
You hit the nail on the head. My only qualm is that i think at the end of the day a cal shouldn't be able to scan a gal, only a gal focused should counter scouts min maxing BECAUSE it's not passive, it's got huge drawbacks, and even then a gal and amarr can get under it IF they massively sacrifice.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5703
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Posted - 2014.05.22 09:49:00 -
[109] - Quote
Zatara Rought wrote:Aeon Amadi wrote:
To expand on what Zatara is saying; no specialization should be without it's counters - however min/maxxy they may be. The Gallente Scout -should- be good for low profile work and the Caldari Scout would make a great counter to it. If you only have to worry about the one suit being able to find you, I don't think it's too much to ask. This is the rock/paper/scissors balancing method that the game has been attempting for a long time but never actually gotten right.
I don't think that the Caldari Scout having a high precision is a bad thing, but it's range surely is. It shouldn't bleed over into the role that the Gallente Logi plays. The Gallente Logi plays the role of general, broad information. The Caldari Scout should be highly specialized hunter.
You hit the nail on the head. My only qualm is that i think at the end of the day a cal shouldn't be able to scan a gal, only a gal focused should counter scouts min maxing BECAUSE it's not passive, it's got huge drawbacks, and even then a gal and amarr can get under it IF they massively sacrifice.
See, when you explain it like that it makes more sense. I'm more on board with it now.
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anaboop
NECROM0NGERS Caps and Mercs
84
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Posted - 2014.05.22 09:54:00 -
[110] - Quote
Tanks are ok, yeah whatever, your data is wrong. Enough said.
Fully sick Anaboop trading card
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Atiim
Heaven's Lost Property
8773
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Posted - 2014.05.22 10:55:00 -
[111] - Quote
Appia Vibbia wrote:There is no point for dampening to exist if there is always a way to overcome it While I do believe that dampening should have an advantage over scanning, this is a fail post.
One could equally say that there is no point in scanners existing if there is always a way to overcome them.
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
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Atiim
Heaven's Lost Property
8773
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Posted - 2014.05.22 11:00:00 -
[112] - Quote
anaboop wrote:Tanks are ok, yeah whatever, your data is wrong.
Ive be patient long enough Give vehicle command, turrents and upgrades respec and see how many bother speccing into them over again. I bet they get the bare minimum and run those ****** up militia tanks.
Then trying claiming they are good where they are. Then would you like to supply non-anecdotal data of your own?
Rebalancing does not constitute Respec. No other item that received a nerf received a respec (including AV), so I'm not quite sure what makes you entitled to one.
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
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843 Epidemic
BurgezzE.T.F General Tso's Alliance
1292
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Posted - 2014.05.22 11:00:00 -
[113] - Quote
I don't get the decision to increase clones in a pack and increase clone count. The problem as far as I've seen it as that clone packs are too expensive AND sell too little clones. Should be the same price or cheaper for more clones, to help more corps get into PC. More expensive packs isn't going to help anyone
Brb, sister needs the TV
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1241
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Posted - 2014.05.22 11:12:00 -
[114] - Quote
Remaining issues from 1.8, are they also on this list? Like the Bolt Pistol not being able to hit out past its optimal? Imperial Commando Ak.0 with two light weapons and a sidearm slot?
I think I'm over Dust now...
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Benjamin Ciscko
The Last of DusT. General Tso's Alliance
2272
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Posted - 2014.05.22 11:25:00 -
[115] - Quote
843 Epidemic wrote:I don't get the decision to increase clones in a pack and increase clone count. The problem as far as I've seen it as that clone packs are too expensive AND sell too little clones. Should be the same price or cheaper for more clones, to help more corps get into PC. More expensive packs isn't going to help anyone Maybe increase clone pack prices with the number of districts (with a cap of course) so that corps with no districts and have not generated any ISK will have clones that cost something reasonable maybe 30mil for 145clones but Corps that have 5+ Districts will have to pay 35Mil 10+ 40mil and since the original clones were 100/30m and they increased both sides by the same percent 45mil should be around what they would want for 145 clones and those with 15 districts would pay that.
On top this to reduce locking which I believe they mentioned increase the price for multiple attacks in say a 24-48H period so that if you attack more than one district the price goes up so little to no advantage is given to those who are locking, also increase the price to what it ultimately should be (number of ISK at 15 districts) when attacking the same district multiple times in a week so corps can not hold out by locking if they only have a single district.
These numbers are for demonstration purposes not too much thought was put into realism as far as the stats used for clone pack price.
Tanker/Logi
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Shadow of War88
0uter.Heaven
301
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Posted - 2014.05.22 11:34:00 -
[116] - Quote
Been a tank pilot sense chrome, & i would hate to see dispersion on the blaster. Range nerf is required or a sharper damage drop off but taking the reliability out of the turret worries me. Thanks for the news tho and cant wait to see how the changes play out o/
& justice for all
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A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
919
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Posted - 2014.05.22 11:39:00 -
[117] - Quote
I see we are back to mainly nerfing things as a means of "encouraging" people to use bad modules.
Ironically your attempt to make tanks less effective against infantry has been tied to a nerf in infantry HP i.e. speed and stacking penalties which will probably nullify the "slight" adjustment to large blaster dispersion and completely wrecked by any improvements to small blaster turrets.
Public Relations - tick tick BOOM.
PSN: CallOfTheDark
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843 Epidemic
BurgezzE.T.F General Tso's Alliance
1294
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Posted - 2014.05.22 11:42:00 -
[118] - Quote
Benjamin Ciscko wrote:843 Epidemic wrote:I don't get the decision to increase clones in a pack and increase clone count. The problem as far as I've seen it as that clone packs are too expensive AND sell too little clones. Should be the same price or cheaper for more clones, to help more corps get into PC. More expensive packs isn't going to help anyone Maybe increase clone pack prices with the number of districts (with a cap of course) so that corps with no districts and have not generated any ISK will have clones that cost something reasonable maybe 30mil for 145clones but Corps that have 5+ Districts will have to pay 35Mil 10+ 40mil and since the original clones were 100/30m and they increased both sides by the same percent 45mil should be around what they would want for 145 clones and those with 15 districts would pay that. On top this to reduce locking which I believe they mentioned increase the price for multiple attacks in say a 24-48H period so that if you attack more than one district the price goes up so little to no advantage is given to those who are locking, also increase the price to what it ultimately should be (number of ISK at 15 districts) when attacking the same district multiple times in a week so corps can not hold out by locking if they only have a single district. These numbers are for demonstration purposes not too much thought was put into realism as far as the stats used for clone pack price.
This is a much better idea
Brb, sister needs the TV
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RECON BY FIRE
Imperfects Negative-Feedback
401
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Posted - 2014.05.22 11:52:00 -
[119] - Quote
This looks like a pretty solid list to start with.
Stuff....?
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Sleepy Shadow
L.O.T.I.S. D.E.F.I.A.N.C.E
173
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Posted - 2014.05.22 12:00:00 -
[120] - Quote
CCP Rattati wrote: However, 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.
Hives have been nerfed already, they donGÇÖt last as well as they used to. It annoys me greatly when IGÇÖm resupplying and some blueberry passes by sucking all my nanites to his grenades. Though these days I only use IshukoneGÇÖs so itGÇÖs not so much of an issue, but with any other hive grenades just suck them dry.
I think making resupplying armour > ammo > grenades, meaning that grenades are only supplied after all else is fine, is best. Hives currently work armour > ammo, but grenades are supplied even when your ammo is not full. I fear increasing the nanite cost of grenades will have ill effects on ammo supply.
CCP Rattati wrote:We also want to make repair modules a little more useful so weGÇÿre increasing repair rates by a small amount.
<3
I have never proto stomped but now that DUST 514 is dead I can do it without remorse!! 263 million ISK to go.
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