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Thread Statistics | Show CCP posts - 7 post(s) |
Tarty Fleth
Prima Gallicus
46
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Posted - 2014.05.22 18:44:00 -
[181] - Quote
It's possible to improve the Camera Rotation Speed for PS Move? The rotation is 2-3 times slower than a dualshock 3... It's impossible to be competitive, it's a serious problem for PS Move users... |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
633
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Posted - 2014.05.22 18:45:00 -
[182] - Quote
bigolenuts wrote:Alabastor 'TheBlaster' Alcar wrote:bigolenuts wrote:Alabastor 'TheBlaster' Alcar wrote:the cloak changes are unnecessary and by doing so u gimp the other 3 suits that arnt galente Says a guy who probably carried a .16 KDR before cloaks. Cloak changes are needed. Invisible guys should not be able to shoot, period! my kdr has no bearing on me not wanting cloak changes, cloak changes arenot necessary because the arnt a problem at all by removing the damp from cloaks u will be gimping the 3 suits that are not gallente, the gallente will still dodge active ad passive scans and now the other 3 wont have a chance. also shooting while cloaked is not an issue either because as soon as you swap to your weapon you make a fairly loud noise on top of becoming completely visible, i dont know about you but i dont let cloaked people that close to me , i shoot more cloaked people than shoot me thats a fact, just because you think your invisible dosnt mean you are. if u are gitting murked by cloaked dudes u need to upgrade your situational awareness skill irl or maby get some glasses because u sir suk LOL...liar....I would post more but TBH, I have no clue what most of that is you wrote. Looks like a can of alphabet soup exploded on my screen
i knew you had vision problems, maby that explains why u think the cloak makes u invisible. dont gimp the game because ur a gimp because not everyone is a gimp like u. do u need some crutches to go with ur limp? |
Atiim
Heaven's Lost Property
8782
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Posted - 2014.05.22 18:47:00 -
[183] - Quote
It's not vision problems.
Your post(s) are formatted terribly, and the lack of capitalization and poor grammar makes it difficult to interpret.
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
634
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Posted - 2014.05.22 18:52:00 -
[184] - Quote
any middle school educated person should have no trouble reading what ive posted withe exception to a few missing letters due to using a psvita, some people just have low reading comprehension naturally |
Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1073
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Posted - 2014.05.22 18:53:00 -
[185] - Quote
i just wanted to drop in and say that CCP Rattati is doing a great job here.
As someone who has sworn of Dust due to CCP's actions at/post fanfest, and abandonment of the console cmmuniity,It almost makes me want to reinstall dust (this is not meant as a snarky comment, really if I see more effort like CCP Rattati's here, I just might come back)
EDIT: It should be no secret that I support the dampning change, as I have made NUMEROUS post about it. The PLC boost is great, and the incremental balancing attempts is such a welcome change it isn't funny.
The only Mistake CCP has made is in not hiring you sooner.
Fixing swarms
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Mossellia Delt
Militaires Sans Jeux
1455
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Posted - 2014.05.22 18:58:00 -
[186] - Quote
What is this... I don't even....
Why are you touching min suits.... they're the worst of all the suits.
Delt for CPM1
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Cyrius Li-Moody
0uter.Heaven
5432
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Posted - 2014.05.22 20:16:00 -
[187] - Quote
Mossellia Delt wrote:What is this... I don't even....
Why are you touching min suits.... they're the worst of all the suits.
I agree. The Min Commando nerf seems random and a nerf for the sake of nerfing something. I'd love to see some data to support why it is bad that the Min Commando is faster than armor tanked medium frames.
Speed is what keeps these crappy Minmatar suits alive.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
634
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Posted - 2014.05.22 20:32:00 -
[188] - Quote
Cyrius Li-Moody wrote:Mossellia Delt wrote:What is this... I don't even....
Why are you touching min suits.... they're the worst of all the suits. I agree. The Min Commando nerf seems random and a nerf for the sake of nerfing something. I'd love to see some data to support why it is bad that the Min Commando is faster than armor tanked medium frames. Speed is what keeps these crappy Minmatar suits alive. i belive its being nerfed due to proliferation just like the gal scout, simply because its the most used commando, which dosnt really warent a nerf |
Poison Howl
Tronhadar Free Guard Minmatar Republic
130
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Posted - 2014.05.22 20:41:00 -
[189] - Quote
It is sad that this game had to die to finally receive the attention it deserves -_- Anyway these changes look solid, but only hands-on experience will tell how effective they are. |
The Jungian
Brutor Vanguard Minmatar Republic
167
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Posted - 2014.05.22 20:42:00 -
[190] - Quote
Hotfix? CCP doesnt even know what a hotfix is. And they are even giving the fix an alpha? rofl point taken CCP..the trolling is more than enough now. The list in the OP is way too long for something that can EVER be fixed within a hotfix, especially since its regarding DUST's never ending bugs and issues. CCP would need a hotfix for the hotfix alpha, and a beta test for the hotfix after that.
CCP COMMUNITY SPOTLIGHT: Jungian
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
160
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Posted - 2014.05.22 20:42:00 -
[191] - Quote
A lot of this sounds fun. I'm a little apprehensive about reduced/eliminated AV grenade resupplies from hivs though, grenade throw accuracy mechanics vs. HAV acceleration mechanics leave a lot to be desired and already put AV nades at a substantial disadvantage. Slow or eliminate their resupply and it won't matter really how much damage they do since we'll be dead waiting around for resupplies. My compact hiv is exhausted after my waiting 45 seconds and getting one grenade from it already, a longer wait duration for fewer grenades only exacerbates this.
+1 for PLC buff vs. vehicles, hopefully this doesn't prove to be a nerf vs Infantry.
What is the projected rollout date? When will these changes actually go into effect?
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Rich MO-FO
Heaven's Lost Property
11
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Posted - 2014.05.22 21:00:00 -
[192] - Quote
The Jungian wrote:Hotfix? CCP doesnt even know what a hotfix is. And they are even giving the fix an alpha? rofl point taken CCP..the trolling is more than enough now. The list in the OP is way too long for something that can EVER be fixed within a hotfix, especially since its regarding DUST's never ending bugs and issues. CCP would need a hotfix for the hotfix alpha, and a beta test for the hotfix after that. There's this fancy thing called new management.... It changes business practices...
My Alts are in Real corps
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Cyrius Li-Moody
0uter.Heaven
5439
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Posted - 2014.05.22 21:13:00 -
[193] - Quote
Yknow what? Can my flaylock finally get a buff into usefulness? maybe? What about the terrible PG on all Minmatar scout suits? Will this be addressed as well?
I hope these will be taken into consideration as they are very much needed. I hope this isn't just a "nerf all Minmatar things" patch.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
965
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Posted - 2014.05.22 21:17:00 -
[194] - Quote
Joseph Ridgeson wrote:I have to disagree with Tank v Tank being balanced. Damage mods are too powerful. Basically, the 33% nerf that hardeners not need to also happen to damage mods. At the moment, Glass Cannons are simply the best option as you can lower Shots to Kill for the most Tanky Tank far easier with a Glass Cannon than you can increase Shots to Kill on yourself with a Tanky Tank. My Armor Hardener is worth less than a Damage Mod; 25% compared to 30% damage.
It also means that you get the Dropship that is completely unable to react because the Glass Cannon one shots them from the sky instantly.
Reduce damage mod from 30 to 15, and slash damage by at least a third across the board for all turrets.
What's the point to having limited ammo or even limited ammo in a clip if ya don't have to reload to kill a tank?
Tanks - Balancing Turrets
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The dark cloud
The Rainbow Effect
3120
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Posted - 2014.05.22 21:18:00 -
[195] - Quote
Ya know taking away the dampening bonus from cloaks will make minmatarr+amarr scouts 100% useless. The scan precision from the caldari scout will just screw them extremely over. While on the other hand 1 profile dampener on a GK.0 scout allways undercuts 1 precision enhancer on the caldari scout. Just to clearify the upcoming situation: -every non gallente scout will need to use 2 profile dampeners to counter 1 precision enhancer on Ck.0's.
I dont know about you but minnies allready struggle with low HP and fitting and the amarr are armor tanked up their bum. Both is going to cripple them hard. Ah well what gives? I allready have a fit on my mind which will counter caldari scouts. And yes im going to be aible to see them while they are cloaked. |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
966
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Posted - 2014.05.22 21:19:00 -
[196] - Quote
Magnus Amadeuss wrote:i just wanted to drop in and say that CCP Rattati is doing a great job here.
As someone who has sworn of Dust due to CCP's actions at/post fanfest, and abandonment of the console cmmuniity,It almost makes me want to reinstall dust (this is not meant as a snarky comment, really if I see more effort like CCP Rattati's here, I just might come back)
EDIT: It should be no secret that I support the dampning change, as I have made NUMEROUS post about it. The PLC boost is great, and the incremental balancing attempts is such a welcome change it isn't funny.
The only Mistake CCP has made is in not hiring you sooner.
He has been here a while now.
He did something stupid in marketing or something. Clearly THIS is where he needs to be. Bravo good sir, bravo. You are doing great Rattati, keep up the good work! It's been a while since I felt my feedback actually meant something!
Tanks - Balancing Turrets
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Atiim
Heaven's Lost Property
8786
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Posted - 2014.05.22 21:21:00 -
[197] - Quote
Cyrius Li-Moody wrote:Yknow what? Can my flaylock finally get a buff into usefulness? maybe? What about the terrible PG on all Minmatar scout suits? Will this be addressed as well?
I hope these will be taken into consideration as they are very much needed. I hope this isn't just a "nerf all Minmatar things" patch.
According to CCP Rattati, yes.
CCP Rattati wrote: we know, and we are looking at sidearms and non-competitive weapons in the the second or third wave of iterations.
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
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The Jungian
Brutor Vanguard Minmatar Republic
168
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Posted - 2014.05.22 21:27:00 -
[198] - Quote
Rich MO-FO wrote:The Jungian wrote:Hotfix? CCP doesnt even know what a hotfix is. And they are even giving the fix an alpha? rofl point taken CCP..the trolling is more than enough now. The list in the OP is way too long for something that can EVER be fixed within a hotfix, especially since its regarding DUST's never ending bugs and issues. CCP would need a hotfix for the hotfix alpha, and a beta test for the hotfix after that. There's this fancy thing called new management.... It changes business practices...
And how many times now? Same promises every time thats for sure. Just like when electing a politician.
CCP COMMUNITY SPOTLIGHT: Jungian
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NanoCleric
The Unholy Legion Of DarkStar DARKSTAR ARMY
100
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Posted - 2014.05.22 21:32:00 -
[199] - Quote
My Thoughts:
(1) Assault Rifle: Would like to see better range on it aswell as the damage increase.
- Justification: The damage is nowhere near equivilent to the other rifles.. even when close up. I'm maxed out on assault rifle skills and yet do more damage close up when i use any of the other rifles without being maxed out. So it either needs a 'significant' damage boost with limited range.. or a 'slight' damage increase but 'with' increased range efficiency too.
(2) Grendes: Grenade spamming is NEVER a good idea to have in 'any' game. If you allow people to restock at nanohives even if it's more expensive.. people will just spam more nanohives. Just make it so they can only be restocked from supply depo's
This should have 2 effect: - People might be more reluctant to kill the supply depo's off - It will eliminate the majority of grenadespamming away from supplydepos.
..On an unrelated point, i think there should also be fairly lengthy cooldown on switching suits at a supplydepo too... To stop resupply spam of other things like drop uplinks, nanohives etc.. etc..
And on a side side note.. The one change you could make to FINALLY make up for PC being so elitist and crap mechanic-wise... is to bring back the old style Corp Battles. Let us set up rewardless friendly battles.. We have a 'very' large corp and the most fun we have EVER had in this game was setting up a 2nd corp just so we could have TUL vs TUL battles. Bring it back! Let us have unadulterated fun again.. |
The-Errorist
Sver true blood
710
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Posted - 2014.05.22 21:59:00 -
[200] - Quote
Tebli wrote: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. And a title augmentation, like another executive attached by his position.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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castba
Penguin's March
434
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Posted - 2014.05.22 22:31:00 -
[201] - Quote
I like the look of these changes More importantly though is the way they seem to have been conceived and the way they have been explained/presented.
This is the kind of communication we have been longing for and I for one appreciate it.
Thank you CCP Rattati. |
Booby Tuesdays
Ahrendee Mercenaries
499
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Posted - 2014.05.22 22:36:00 -
[202] - Quote
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.
Also, I haven't seen one good reason for the Min Commando nerf other than "it's too popular".
Reactive Plates should be bumped up to 2, 3, and 4 HP repaired at basic, advanced, and proto respectively. What are the tentative Armor Repair module buffs? 3, 5 and 7?
Much props for the openness on these changes. This is the kind of transparency the community has been begging for since the CPM was founded. Shame it comes too late.
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Solar Qoio
Heaven's Lost Property
13
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Posted - 2014.05.22 22:51:00 -
[203] - Quote
hmm seems that my gameplay will increase Good job on the hotfix but I think the Rail Rifles need a nerfed, oh well.
I wish I was on the C-Team...
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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 -
[204] - 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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Leeroy Gannarsein
Legio DXIV
218
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Posted - 2014.05.23 00:38:00 -
[205] - Quote
CCP Rattati wrote: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
I don't see why it would, considering that MD and grenades are totally different things
Anyway, nice to see you're following the thread so closely!
My contribution is that the blaster dispersion increase will make it easier to kill infantry at shorter ranges. I don't know if I like that.
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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KEROSIINI-TERO
The Rainbow Effect
1058
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Posted - 2014.05.23 00:39:00 -
[206] - Quote
Tebu Gan wrote:MocHolliday wrote:You know that the large blaster out ranges the swarm lock... why would you wait to reduce blaster range...it is ridiculous. Finally found a reference to turrets. That is a good question, but not just because a blaster out ranges a swarm user. A blaster has INSANE range atm for something that can take a beating. I have been pulling out a blaster recently, and really took note of that range last night. I was shooting people 250m out (seemed like it at least), with a forge gunner constantly beating me (I just ignored him). I eventually found me a sweet spot, where I could sit from a distance and just mow any infantry bold enough to pop their heads out, all the while trying to wrap my brain around why this thing needs so much range. The range MUST drop. After a certain point, there should be no damage applied. Say like At 150M damage stops all together. It needs a set optimal range as well, from which we have damage falloff up until the point that damage stops (in this case 150m). Another thing, dispersion. I'm very curious as to how that would work, as I burst out my shots to work around the already horrible accuracy these things have. I mean I really do struggle to hit infantry, it's not as easy as everyone makes it out to be as is, especially when you drop down below a proto turret, like I have. Another thing with dispersion, typically I think of dispersion as meaning shots can go anywhere within the reticule given. Think the COD cross hairs, when you move the cross hair gets bigger, indicating shots can go anywhere within the cross hairs. So stopping tightens the cross hairs, and allows for better accuracy, as you tighten the dispersion. Tanks have a single red dot, so we won't have any indication of said dispersion. Just another thought of mine. Another thing of note to your proposed changes was how you indicated how you felt tank v tank was in a good place. I totally disagree. I feel engagement should be longer and more meaningful. By increasing the TTK among tanks themselves, you help infantry. As tanks will need to spend far more time dealing with other tanks, decreasing their overall impact against infantry. So chew on that a bit.
It is just the astounding accuracy of the blasters that make them so great vs infantry, head shots at will. It doesn't matter what the range is because shots always land where you point at.
I'm talking about getting constant surgical hits on heads - example, on Line harvest from Bravo onto Charlie warehouse rooftop.
:-S
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1358
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Posted - 2014.05.23 00:43:00 -
[207] - Quote
PLASMA CANNON
CCP Rattati wrote: Weapons 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.
I am happy the Plasma Cannon is getting a rework here is some feedback based on my experience with the PLC. If you want to see me at work with the PLC look at my signature xD.
- If Plasma Cannon varieties are made I strongly suggest no eliminating the projectile drop. That drop is what makes the Plasma Cannon a skillshot weapon.
- The speed of the projectile could use an increase in speed but, although it should be noticeable, it shouldn't be exaggerated. The slowness of the projectile is what balances the PLC against Dropships, and only the elite are able to hit them with PLC's and, even still, it is extremely difficult to hit dropships with the Plasma cannon.
- The reload speed is WAY too slow. 3.5 seconds for a 1 shot weapon is punishing at best. If you do the numbers that plasma cannon has a RoF similar to the breach forge gun. This aspect also severely hinders the PLC as a viable support Anti-infantry weapon since it's one strike and your out.
VEHICLES
The biggest point that was missed in the vehicles section was the price of the tanks themselves. Tanks, at this point in the game, and at least the militia variants, are way too cheap for how effective they are. This makes it so that after a group of 3 players (minimum) with swarms took their time to kill it, and it ain't that easy because you have infantry also shooting at the swarmers, the tanker would just call out another cheap tank. Then rinse and repeat till the game is over because it's just that cheap. This is what a lot of people do
PLANETARY CONQUEST
CCP Rattati wrote: GÇóIncrease Clone Pack Prices and number of clones in a Clone Pack
Increasing Clone pack prices will only serve to hinder people who don't have districts. This will make it a lot more difficult for people who don have districts to attack people ho do have districts... I would even suggest making clone pack cheaper to encourage the attack of districts. Read the following on an idea on how to make P/Q into an active and involved isk generating mechanic.
PLANETARY CONQUEST
an active way of making isk
To eliminate isk farming in any way, passive isk from planetary conquest should be eliminated. Isk at the end of battle should increase to include all isk lost on a per character basis, original contract amount and enemy isk destroyed... This would create huge rewards for the winning team and major losses for the losing team since the loser gets no isk. It would also make Planetary conquest an active ISK making mechanic and not a passive mechanic where you earn isk without incurring in much action.
Plasma Cannon Advocate
Dust 514 Survivor
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Booby Tuesdays
Ahrendee Mercenaries
502
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Posted - 2014.05.23 00:46:00 -
[208] - Quote
CCP Rattati wrote: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 Thanks for clarifying. The nerf to nanohives already hit MD users the hardest (and the jerks that spam Core Locusts).
I take it that all grenades will require more nanites as well, not just AV grenades? This will be an indirect nerf to MD users as well, since we have to rely on Flux grenades to strip shields before we can truly be a threat in a 1v1 or 2 situation. Don't get me wrong, spamming grenades from a nanohive is a cheap tactic and pet peeve of mine, but Flux grenades are not an issue when it comes to spamming as far as I know.
If all grenades stop being replenish-able from nanohives, will Remote Explosives eventually follow suit?
Again, thanks for being on point with the ebb and flow in the feedback process. Good stuff.
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Demon Buddah
Corporate Disaster Final Resolution.
195
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Posted - 2014.05.23 01:38:00 -
[209] - Quote
Why remove the dampening from the cloak? This only hurts every other scout other than the Gallente, which is already the favorite of everyone. Cloaks aren't the problem, it's the brick scouts plus the ability to shoot before uncloaking. You remove the damp from the cloak, it's just going to be right back to how it was with the scanners.
The EVE cloaks pretty much work like that, cloak and you're invisible to scans and eyes. If you try to target someone you uncloak. Don't remove the damp. I don't want to be perma scanned all the time while using my Minmitar suit again :/ |
Garrett Blacknova
Codex Troopers
5562
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Posted - 2014.05.23 02:20:00 -
[210] - Quote
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?
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. |
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