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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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Sargon Akkadi
75
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Posted - 2014.05.22 05:43:00 -
[31] - 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.
I am split about this, but am leaning to agree with Mr. Rehnquist. The Gal scout definitely benefits comparative to other scouts, as they can still be easily damped down with their bonus. There is also losing the neat bit about profile changing based on actions in game (made even more interesting with a shortened cloak duration). Cal scouts benefit slightly as it buffs the usefulness of their precision, but that does not counter-balance the de-buff on dampening. Maybe the dampening effect of the cloak can simply be reduced so as not to equal a complex damp?
Other changes to cloak make sense, and along with the changes to armor tanking can alter the tank-slayer-scout FOTM that pervades. Of course, the Devil is in the details. Thanks for sharing this info with us Ratatatati
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The Black Jackal
The Southern Legion Final Resolution.
1173
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Posted - 2014.05.22 05:43:00 -
[32] - Quote
I'd like to know what happened to the concept of changing the Swarm launcher Damage to Kinetic in line with the Caldari Ethos?
Once you go Black, you just never go back!
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Oswald Rehnquist
1375
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Posted - 2014.05.22 05:45:00 -
[33] - Quote
KAGEHOSHI Horned Wolf wrote: While Cal and Min scouts have less low slots, they still have low slots. Might mean you may have to sacrifice a kinkat.
Kincats have nothing to play into this equation (I never used them either), its the precision v damping meta game. And about the slayer vs ewar meta game.
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 05:45:00 -
[34] - Quote
Oswald Rehnquist wrote: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. Gal scout will still be the hiders, but will rely more on damapeners to maintain their current stealth (meaning less plates) Cal scouts will still be the seekers, 1 low slot at standard, and 2 low slots at advanced to fit dampeners for stealth. Minmatar scouts have 2 low slots at standard. Use those low slots. It only takes 1 complex dampener to match the current cloak dampening bonus.
I don't see how this breaks the balance of scouts. Last I checked you don't need 3+ complex dampeners work of profile reduction to be a viable scout.
There was never any reason for cloaks to have the dampening bonus to begin with.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Zatara Rought
General Tso's Alliance
3069
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Posted - 2014.05.22 05:45:00 -
[35] - Quote
Cyrius Li-Moody wrote:Aaaaaand Gallente scouts pulls further ahead as king scout.
Most everything else I'll comment on once I see some numbers.
Indeed. It'll take amarr scout all 4 lows to get under 3 cal precision or a gal focused. cal and min don't have 4 low and thus will likely be picked up in PC.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Cyrius Li-Moody
0uter.Heaven
5387
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Posted - 2014.05.22 05:46:00 -
[36] - Quote
Oswald Rehnquist wrote:KAGEHOSHI Horned Wolf wrote: While Cal and Min scouts have less low slots, they still have low slots. Might mean you may have to sacrifice a kinkat.
Trust me when I say I know the scout fitting meta better, and kincats have nothing to play into this equation, its the precision v damping meta game.
I agree. There is no reason to go anything but gallente now. Caldari maybe as a spotter but it's going to be an absolutely terrible scout. The only worthwhile scout is going to be the gallente.
My minmatar scout is already pretty worthless as it is. It's only good for spawning in, hacking something, then dying. There's literally no reason to run it otherwise.
With a nerf to the cloak dampening you're making every scout but the Gallente competitive. PC will now be like 12 gallente scouts instead of 6 caldari, 5 gallente and one minmatar.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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I-Shayz-I
I-----I
3435
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Posted - 2014.05.22 05:46:00 -
[37] - Quote
You're nerfing the minmatar commando because the other commandos aren't used?
How about realizing that the other commandos aren't used as much because the minmatar one is the only decent one.
Increasing the commando's effectiveness in general would have been the better option. Right now they are just decent slayers, while scouts and heavies are both more aggressive and better at slaying. Commandos are specialized support units right now, and that's sad. ____________________________________________________________________
Apart from that great stuff! Absolutely love the armor repair buff and can't wait to see the changes to ferroscale and reactive plates. Just keep in mind that the main reason people don't use reactives is just how little the reactives give in terms of extra armor.
Another thing, if you increase the armor repair values, then reactives need an armor repair buff too. That would increase their usability a ton if they were more of an "armor repair that increased your armor", rather than "a plate that repairs itself". You could then set the type of it to an armor repairer instead of a plate so that it would get the armor repair skill bonus instead of the plate bonus. __________________________________________________________________________________
Other than that, great stuff here and looking forward to this.
(but seriously... you guys couldn't increase the enhanced shield extenders to 44? It just makes sense to have extenders go 22, 44, 66...as complex extenders are obviously the best choice).
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Paladin Sas
Ancient Exiles. General Tso's Alliance
396
|
Posted - 2014.05.22 05:47:00 -
[38] - Quote
i honestly think, this is the best series of changes ive ever seen in DUST... they "abandon" DUST for Legion, and yet, were seeing the changes we've needed from day one. Rattati, you sir, you have a definite +1 in my book. |
Cat Merc
Ahrendee Mercenaries
9858
|
Posted - 2014.05.22 05:48:00 -
[39] - Quote
Both reactive and ferroscale plates are incredibly unattractive for more reasons than just "MOAR CPU/PG!?".
Their HP bonuses are pathetic, absolutely pathetic.
Armor plates NEEDS higher HP numbers than extenders, AT LEAST 1/3rd more, because armor plates don't self regenerate, so repairers are a must, an absolute must. And yet reactives give you less than shield extenders at proto. And no, reactives don't give enough HP/s to be comparable.
Ferroscale plates need 1/3rd more HP than extenders of the same level. Reactive plates need the same HP + increase their repair amounts to 2/3/4.
Feline overlord of all humans - CAT MERC
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10864
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Posted - 2014.05.22 05:49:00 -
[40] - Quote
Wolfica wrote: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 I have no sympathy for anyone stacking plated on a Caldari suit, especially if its a scout. Maybe... don't put armor plates? If you want both omniscient x-ray vision and perfect stealth, you have to make sacrifices.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Sargon Akkadi
75
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Posted - 2014.05.22 05:51:00 -
[41] - Quote
KAGEHOSHI Horned Wolf wrote:Oswald Rehnquist wrote: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. Gal scout will still be the hiders, but will rely more on damapeners to maintain their current stealth (meaning less plates) Cal scouts will still be the seekers, 1 low slot at standard, and 2 low slots at advanced to fit dampeners for stealth. Minmatar scouts have 2 low slots at standard. Use those low slots. It only takes 1 complex dampener to match the current cloak dampening bonus. I don't see how this breaks the balance of scouts. Last I checked you don't need 3+ complex dampeners work of profile reduction to be a viable scout. There was never any reason for cloaks to have the dampening bonus to begin with.
The cat and mouse actually does call for 3+ dampeners at the highest levels for countering CalScouts and GalLogis. 4 is not enough for a non-galscout to actually get below top precision without the cloak bonus, since it rounds up. This really kills Cal and Min scout (at least in a scout role) at the highest levels of play. |
Cat Merc
Ahrendee Mercenaries
9860
|
Posted - 2014.05.22 05:51:00 -
[42] - Quote
KAGEHOSHI Horned Wolf wrote:Wolfica wrote: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 I have no sympathy for anyone stacking plates on a Caldari suit, especially if its a scout. Maybe... I don't know, don't put armor plates on your Caldari scout? If you want both omniscient x-ray vision and perfect stealth, you have to make sacrifices. My omniscient stealthy Gal Scout barely scraps together 300HP. With the cloak nerf I'll have to remove my only HP mod to keep myself unscannable.
Feline overlord of all humans - CAT MERC
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Nosid Katona
HavoK Core RISE of LEGION
177
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Posted - 2014.05.22 05:55:00 -
[43] - Quote
I am very pleased with 99% of this list, everything I can think of is good... except for your note about Assaults.
Really the rifle and tanking mod changes will do little for Assaults, who will remain without a place on the battlefield in the current meta. After 1.8 we were told "A change to medium suits didn't make it into the current build, we will take a pass at them in the next update." (So much for that... Really wish I could find a quote and ask a Dev. Would it be considered lying with the whole legion plan? But anyway that is for another discussion.)
So I will continue to wait I suppose, am I a madman for using a GalAss with Ss5-Pro5 AR and an IonP? Perhaps I am but that is what I use and not even being utterly underpowered will stop me! Mwahahahaha!
After this I am cautiously optimistic about you Ratti, don't let me down. +1
Vae Victis
Valor Vet, R.I.P MAG
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JIMvc2
UNREAL WARRIORS
154
|
Posted - 2014.05.22 05:58:00 -
[44] - Quote
Can you guys fix the RDV bug in where the RDV is deploying but the engine animation neer shows. In other words, below the engines, the blue firey thing never shows up.
If you run proto gear, prepare to suffer the consequences. You've been warned.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10866
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Posted - 2014.05.22 05:59:00 -
[45] - Quote
Sargon Akkadi wrote:KAGEHOSHI Horned Wolf wrote:Oswald Rehnquist wrote: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. Gal scout will still be the hiders, but will rely more on damapeners to maintain their current stealth (meaning less plates) Cal scouts will still be the seekers, 1 low slot at standard, and 2 low slots at advanced to fit dampeners for stealth. Minmatar scouts have 2 low slots at standard. Use those low slots. It only takes 1 complex dampener to match the current cloak dampening bonus. I don't see how this breaks the balance of scouts. Last I checked you don't need 3+ complex dampeners work of profile reduction to be a viable scout. There was never any reason for cloaks to have the dampening bonus to begin with. The cat and mouse actually does call for 3+ dampeners at the highest levels for countering CalScouts and GalLogis. 4 is not enough for a non-galscout to actually get below top precision without the cloak bonus, since it rounds up. This really kills Cal and Min scout (at least in a scout role) at the highest levels of play. Not every single scout (mouse) is meant to be the mouse, the stealth oriented scout is the Gallente. The detector (cat) is the Caldari The speed hacker is the Minmatar
I don't see why every single scout need be equally as good when it comes to evading scans, they have different strengths for a reason.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Spectral Clone
Dust2Dust. Top Men.
2852
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Posted - 2014.05.22 06:00:00 -
[46] - Quote
Im happy to see that you want to buff the PLC!
What does increased damage for plasma cannon vs vehicles mean?
A straight buff to direct damage?
This message was brought to you by the PC master race.
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Arkena Wyrnspire
Fatal Absolution
13605
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Posted - 2014.05.22 06:01:00 -
[47] - Quote
Spkr4theDead wrote:Can't nerf pilot intelligence. Bring it on. It doesn't need nerfing.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Cyrius Li-Moody
0uter.Heaven
5388
|
Posted - 2014.05.22 06:01:00 -
[48] - Quote
KAGEHOSHI Horned Wolf wrote:Sargon Akkadi wrote:KAGEHOSHI Horned Wolf wrote:Oswald Rehnquist wrote: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. Gal scout will still be the hiders, but will rely more on damapeners to maintain their current stealth (meaning less plates) Cal scouts will still be the seekers, 1 low slot at standard, and 2 low slots at advanced to fit dampeners for stealth. Minmatar scouts have 2 low slots at standard. Use those low slots. It only takes 1 complex dampener to match the current cloak dampening bonus. I don't see how this breaks the balance of scouts. Last I checked you don't need 3+ complex dampeners work of profile reduction to be a viable scout. There was never any reason for cloaks to have the dampening bonus to begin with. The cat and mouse actually does call for 3+ dampeners at the highest levels for countering CalScouts and GalLogis. 4 is not enough for a non-galscout to actually get below top precision without the cloak bonus, since it rounds up. This really kills Cal and Min scout (at least in a scout role) at the highest levels of play. Not every single scout (mouse) is meant to be the mouse, the stealth oriented scout is the Gallente. The detector (cat) is the Caldari The speed hacker is the Minmatar I don't see why every single scout need be equally as good when it comes to evading scans, they have different strengths for a reason.
Do you even PC? Not to sound like a d-bag but this nerf will make all but one scout viable in a competitive setting. We can see the future of the meta. Trust us on this. This will further bring the gallente out as THE scout suit. Every other scout suit is worthless (sans the Caldari). Even in PC the awesome hackspeed of a minmatar is absolutely worthless because the suit is worthless. The bonus doesn't make up for the suit sucking.
Gallente scout will return to being the only viable scout suit in PC. Calling it.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Cat Merc
Ahrendee Mercenaries
9860
|
Posted - 2014.05.22 06:01:00 -
[49] - Quote
Just FYI, none of these changes will change the meta of assaults being crap. Scouts just do it better, or a minmatar sentinel with a kin cat.
Feline overlord of all humans - CAT MERC
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Xx-VxF-xX
Void of Faction
19
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Posted - 2014.05.22 06:03:00 -
[50] - Quote
give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. |
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Cat Merc
Ahrendee Mercenaries
9860
|
Posted - 2014.05.22 06:04:00 -
[51] - Quote
Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one?
Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout?
Feline overlord of all humans - CAT MERC
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Oswald Rehnquist
1375
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Posted - 2014.05.22 06:06:00 -
[52] - Quote
KAGEHOSHI Horned Wolf wrote: Not every single scout (mouse) is meant to be the mouse, the stealth oriented scout is the Gallente. The detector (cat) is the Caldari The speed hacker is the Minmatar
I don't see why every single scout need be equally as good when it comes to evading scans, they have different strengths for a reason.
And what you are missing is now is the fact that damping on a cal is pointless, cal scouts will now stack armor plates instead which is what the problem was before, the only way range extenders would be useful would be if you are sniping (which is a joke in the game).
This doesn't even go into the fact that cal scouts no longer need as many precision mods since the other scouts can't doge and you can't catch the gal, so now there is more space for stacking shield mods.
I don't think you are grasping the issue here, cal scouts become more slayer focus with this and this hurts my ewar purist goals.
The min scout also is nearly lacks a role with the change which is even a greater issue than the cal scout.
Below 28 dB
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
169
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Posted - 2014.05.22 06:06:00 -
[53] - Quote
I'm looking forward to the assault plasma rifle fix, hoping that an increase to optimal range made it in. The boost to reactive plates is a pleasant surprise. I've been considering them for my planned gal assault setup but haven't heard of anybody using them. I'm keeping an eye on assault suit fix plans though, I would hate to spec now and have it overhauled next hotfix.
AKA - StarVenger
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Oswald Rehnquist
1375
|
Posted - 2014.05.22 06:07:00 -
[54] - Quote
Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout?
Your math is wrong, 2 complex damps your your immune to all detection
Below 28 dB
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Kevall Longstride
DUST University Ivy League
1344
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Posted - 2014.05.22 06:09:00 -
[55] - Quote
Who are you and what have you done with CCP?
A pretty solid list there. Couple of very minor concerns but nothing I'm not prepared to see how they play first before commenting.
A+ for effort guys?
CPM1 Candidate
CEO of DUST University
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Cat Merc
Ahrendee Mercenaries
9861
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Posted - 2014.05.22 06:09:00 -
[56] - Quote
Oswald Rehnquist wrote:Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? Your math is wrong, 2 complex damps your your immune to all detection Yes, with the dampening bonus. He's suggesting replacing it with a cloak duration bonus, which will push it to three damps.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9861
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Posted - 2014.05.22 06:10:00 -
[57] - Quote
Oswald Rehnquist wrote:Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? Your math is wrong, 2 complex damps your your immune to all detection Cal + 4 precision = 14.91 gal 1 c +1 e = 14.64 (but since all values range up you need two complex damps) According to this math the Cal will still detect. They will both be rounded as 15dB.
Feline overlord of all humans - CAT MERC
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Oswald Rehnquist
1375
|
Posted - 2014.05.22 06:10:00 -
[58] - Quote
Cat Merc wrote:Oswald Rehnquist wrote:Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? Your math is wrong, 2 complex damps your your immune to all detection Yes, with the dampening bonus. He's suggesting replacing it with a cloak duration bonus, which will push it to three damps.
oh dam, sorry, I don't know how I missed that
edit:
hence two complexes will bypass it, the value presented is one complex and one enchance
Below 28 dB
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Mrgugernaut
The Phoenix Federation Caps and Mercs
0
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Posted - 2014.05.22 06:11:00 -
[59] - Quote
I hope this hotfix improves the game . Ill be waitingfor it |
I-Shayz-I
I-----I
3435
|
Posted - 2014.05.22 06:15:00 -
[60] - Quote
I see all these posts about certain scouts being better at slaying than other scouts.
My question is...why are scouts slaying in the first place? Why are they better than assaults, or commandos?
Oh wait, it's because CCP can't figure out how to reward players for being stealthy or for recon, so they just made them better at slaying.
Instead of arguing about how your scout needs to be as good as another scout, think instead about how the better scouts should be more in-line with the less effective ones.
If you don't think it's ridiculous that scouts are the main slayers in this game then you're crazy.
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Xx-VxF-xX
Void of Faction
20
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Posted - 2014.05.22 06:15:00 -
[61] - Quote
Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? No I mean nerf the gallente but keep the dampening of cloak. That way the armor tanking inviso gallente scout is forced to use 2 complex dampeners and the other scouts are not effected
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Cat Merc
Ahrendee Mercenaries
9861
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Posted - 2014.05.22 06:16:00 -
[62] - Quote
Xx-VxF-xX wrote:Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? No I mean nerf the gallente but keep the dampening of cloak. That way the armor tanking inviso gallente scout is forced to use 2 complex dampeners and the other scouts are not effected So... Shift the meta to 100% Cal scout instead of the 50/50 divide I'm seeing now?
Feline overlord of all humans - CAT MERC
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1438
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Posted - 2014.05.22 06:19:00 -
[63] - Quote
Cat Merc wrote:Xx-VxF-xX wrote:Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? No I mean nerf the gallente but keep the dampening of cloak. That way the armor tanking inviso gallente scout is forced to use 2 complex dampeners and the other scouts are not effected So... Shift the meta to 100% Cal scout instead of the 50/50 divide I'm seeing now?
I agree with the cat on this one. Xx-VxF-xX's idea would only result in FOTM shifting from one suit to another. The changes Rattani is proposing seem like a more balance approach that will make scouts in general a more balanced factor on the battle field.
Fun > Realism
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Xx-VxF-xX
Void of Faction
20
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Posted - 2014.05.22 06:23:00 -
[64] - Quote
Cat Merc wrote:Oswald Rehnquist wrote:Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? Your math is wrong, 2 complex damps your your immune to all detection Yes, with the dampening bonus. He's suggesting replacing it with a cloak duration bonus, which will push it to three damps. im pushing to keep the dampening of cloak and changing the gallente dampening bonus. making things for cal, min, and amar as they are but forcing gallente scouts to require 2 complex dampeners to beat all scanners.
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Oswald Rehnquist
1375
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Posted - 2014.05.22 06:26:00 -
[65] - Quote
I-Shayz-I wrote:I see all these posts about certain scouts being better at slaying than other scouts.
My question is...why are scouts slaying in the first place? Why are they better than assaults, or commandos?
Oh wait, it's because CCP can't figure out how to reward players for being stealthy or for recon, so they just made them better at slaying.
Instead of arguing about how your scout needs to be as good as another scout, think instead about how the better scouts should be more in-line with the less effective ones.
If you don't think it's ridiculous that scouts are the main slayers in this game then you're crazy.
so... downgrade the light weapon slot / decrease their ehp if that is the goal, I'd be in heaven if there was a debuffing / status effect role, but there isn't. Considering that slaying is thy only thing beyond buffing/support equipment, scouts do have to be able to kill things, regardless nerfing ewar isn't going to push scouts into ewar.
Below 28 dB
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1438
|
Posted - 2014.05.22 06:26:00 -
[66] - 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.
I totally disagree. If we fit full proto gear on a proto suit than there would be no compromises and thus a lower diversity of fittings. By having to make compromises players tend to specialize more in a certain play style, armor HP vs damage for instance or cloak vs passive scans, rather than simply doing it all.
Fun > Realism
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Cat Merc
Ahrendee Mercenaries
9862
|
Posted - 2014.05.22 06:29:00 -
[67] - Quote
Xx-VxF-xX wrote:Cat Merc wrote:Oswald Rehnquist wrote:Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? Your math is wrong, 2 complex damps your your immune to all detection Yes, with the dampening bonus. He's suggesting replacing it with a cloak duration bonus, which will push it to three damps. im pushing to keep the dampening of cloak and changing the gallente dampening bonus. making things for cal, min, and amar as they are but forcing gallente scouts to require 2 complex dampeners to beat all scanners. Which would, as I said before, push the meta towards Cal scout. They would be just as detectable as every other scout but have the omniscient vision.
They won't even choose Cal scout sacrificing the dampening of the Gallente, now it's just choose cal scout because other options are ****.
Feline overlord of all humans - CAT MERC
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Kevall Longstride
DUST University Ivy League
1344
|
Posted - 2014.05.22 06:29:00 -
[68] - Quote
I-Shayz-I wrote:I see all these posts about certain scouts being better at slaying than other scouts.
My question is...why are scouts slaying in the first place? Why are they better than assaults, or commandos?
Oh wait, it's because CCP can't figure out how to reward players for being stealthy or for recon, so they just made them better at slaying.
Instead of arguing about how your scout needs to be as good as another scout, think instead about how the better scouts should be more in-line with the less effective ones.
If you don't think it's ridiculous that scouts are the main slayers in this game then you're crazy.
Sidearms only for scouts. Problem solved?
Just an idea.
CPM1 Candidate
CEO of DUST University
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Xx-VxF-xX
Void of Faction
21
|
Posted - 2014.05.22 06:30:00 -
[69] - Quote
Mobius Kaethis wrote:Cat Merc wrote:Xx-VxF-xX wrote:Cat Merc wrote:Xx-VxF-xX wrote:give gallente scout a cloak duration buff in place of the dampening bonus. then they still have to sacrifice a slot to remain invisible from tac-net. im sad for non-gallente scouts but hey i have run gallente scout since open beta so all good for me. I will now have to use two profile dampeners to remain invisible from the tac net thanks to the cloak changes. And now a third one? Do you people even realize that the current meta is very heavily Cal scout, just as much as it's Gal scout? No I mean nerf the gallente but keep the dampening of cloak. That way the armor tanking inviso gallente scout is forced to use 2 complex dampeners and the other scouts are not effected So... Shift the meta to 100% Cal scout instead of the 50/50 divide I'm seeing now? I agree with the cat on this one. Xx-VxF-xX's idea would only result in FOTM shifting from one suit to another. The changes Rattani is proposing seem like a more balance approach that will make scouts in general a more balanced factor on the battle field. I have both proto gal and cal. removing the damping on cloak only hurts my cal does nothing to hurt my gal
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Balamob
Sver true blood Dirt Nap Squad.
30
|
Posted - 2014.05.22 06:35:00 -
[70] - Quote
This are good news, finally some news about the game.
Shame there wasnt any tweks on assaults ( amarr still missing that low slot).
About the cloack dampening removal is harsh on all the non gallente scounts, i will be nulified by a gallente logi even with me wearing a proto dampener on my cal scout , with my profile dampening at lvl 5 and wearing a proto dampener on, my db will be 24.5 and a proto gallente logi with "any" proto scanner will find any 21 db or higher, this is gonna get ugly for all the non-gallente scouts on PC.
But still, the fact that this can be tweaked if necesary on future hotfixes now that the community has some attention, i dont get that frustated, good job.
Being a Templar is a vow for life.
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EDIN GRACIC
ACME SPECIAL FORCES RISE of LEGION
6
|
Posted - 2014.05.22 06:38:00 -
[71] - Quote
Damn you all CCP. STOP always fu**ING this game up just leave it alone for crying out loud. Every time you all "fix something " you message up 5 other things. JUST STOP OK. The last 1.8 hot fix of yours has made a light suit now the best the heavy is so so. And the logo or the assault are basically useless For the most part. IDK I feel as if you all don't give it much thought or maybe you guys just don't have the right people up there to come up with this what's good or not. Anyways good luck.. I can give you more info I just don't feel like typing it all. HEY HERE IS AN IDEA. WHY DON'T YOU POPE THAT ARE MA KING THIS GAME "better" LOG IN AND PLAY IT WITH US SIMPLE FOLKS. AND TALK TO US. I'd be more than happy telling you a thing or two about what we think is needed... as you can see im in the ACME so if you like to talk send me a mail I'll make time to talk. Thanks for reading and I truly hope you guys don't mess it up AGAIN. |
SponkSponkSponk
The Southern Legion Final Resolution.
812
|
Posted - 2014.05.22 06:40:00 -
[72] - Quote
Kevall Longstride wrote:Sidearms only for scouts. Problem solved? How about Specialist light weapons as well?
Dust/Eve transfers
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Appia Vibbia
Molon Labe. General Tso's Alliance
2480
|
Posted - 2014.05.22 06:43:00 -
[73] - Quote
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.
I can't stress enough how bad an idea this is. The result will end up pushing more and more scouts towards Gallente as they become the only suit capable of staying undetected. The ability to share enemy location data is far superior that to be able to conceal that information.
You might as well just make all suits visible on screen 100% of the time, there is no balanced to EWar. There is just the Gallente Scout and everything else now.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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JP Acuna
Pendejitos Zero-Day
165
|
Posted - 2014.05.22 06:47:00 -
[74] - Quote
Nice changes. About the speed reduction, it might hurt my assault suit, but maybe with better reps and more speed it will be interesting nonetheless. Thank you so much for taking care of the AR and PLC.
About large blaster turrets... I'm a bit worried, because tanks and large turrets are all part of a food chain. If a blaster tank is no longer a real threat to infantry... What's the point of having any tanks. Well, we'll see how it goes, maybe this will make things a lot prettier for us running on foot :D
AAANNDD, special mention to small railgun buff (?). My Incubus says "thanks".
Thank you CCP Rattati!! |
Cyrius Li-Moody
0uter.Heaven
5391
|
Posted - 2014.05.22 06:50:00 -
[75] - Quote
Appia Vibbia wrote: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. I can't stress enough how bad an idea this is. The result will end up pushing more and more scouts towards Gallente as they become the only suit capable of staying undetected. The ability to share enemy location data is far superior that to be able to conceal that information. You might as well just make all suits visible on screen 100% of the time, there is no balanced to EWar. There is just the Gallente Scout and everything else now.
The idea is so bad you know it's going to go through.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2481
|
Posted - 2014.05.22 06:51:00 -
[76] - Quote
Disappointed there is no mention of Small Missile Turrets and their used as Anti-Infantry weapons.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Zatara Rought
General Tso's Alliance
3070
|
Posted - 2014.05.22 06:53:00 -
[77] - Quote
KAGEHOSHI Horned Wolf wrote: While Cal and Min scouts have less low slots, they still have low slots. Might mean you may have to sacrifice a kinkat.
What is means is that you'll need 4 lows to get under a 3 precision cal scout if you aren't gal. Gal will only need 1 complex and 1 enhanced to get under 4 complex precision.
For the competitive circuit, this is really giving gal an edge. they use 2 slots to do what the amarr needs 4 to do, and the min/cal can't. Cal scouts with 3 complex precision is already standard practice.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Oswald Rehnquist
1379
|
Posted - 2014.05.22 06:53:00 -
[78] - Quote
Spectral Clone wrote:Im happy to see that you want to buff the PLC!
What does increased damage for plasma cannon vs vehicles mean?
A straight buff to direct damage?
I can answer this one, there is a resistance stat for each weapon to prevent weapons like assault rifles from applying their dps to vehicles. Apparently the plc has some resistance on it as well (meaning it doesn't apply 100% of its damage), and it seems they are going to reduce that.
Below 28 dB
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Zatara Rought
General Tso's Alliance
3070
|
Posted - 2014.05.22 06:55:00 -
[79] - Quote
Appia Vibbia wrote: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. I can't stress enough how bad an idea this is. The result will end up pushing more and more scouts towards Gallente as they become the only suit capable of staying undetected. The ability to share enemy location data is far superior that to be able to conceal that information. You might as well just make all suits visible on screen 100% of the time, there is no balanced to EWar. There is just the Gallente Scout and everything else now.
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.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
Zatara Rought
General Tso's Alliance
3070
|
Posted - 2014.05.22 06:56:00 -
[80] - Quote
Kevall Longstride wrote: Sidearms only for scouts. Problem solved?
Just an idea.
No thank you.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
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Spectral Clone
Dust2Dust. Top Men.
2853
|
Posted - 2014.05.22 06:57:00 -
[81] - Quote
Oswald Rehnquist wrote:Spectral Clone wrote:Im happy to see that you want to buff the PLC!
What does increased damage for plasma cannon vs vehicles mean?
A straight buff to direct damage? I can answer this one, there is a resistance stat for each weapon to prevent weapons like assault rifles from applying their dps to vehicles. Apparently the plc has some resistance on it as well (meaning it doesn't apply 100% of its damage), and it seems they are going to reduce that.
Sounds like an excellent trade-off to increase the usability of the weapon without making it OP against infantry!!!!
The worst thing is, knowing this could have been hotfixed 1 year ago. :(
This message was brought to you by the PC master race.
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CCP Rattati
C C P C C P Alliance
1379
|
Posted - 2014.05.22 06:57:00 -
[82] - 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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Zatara Rought
General Tso's Alliance
3070
|
Posted - 2014.05.22 06:58:00 -
[83] - Quote
Soraya Xel wrote: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.
Dat ninja edit
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
Spectral Clone
Dust2Dust. Top Men.
2854
|
Posted - 2014.05.22 07:03:00 -
[84] - Quote
snip
This message was brought to you by the PC master race.
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Appia Vibbia
Molon Labe. General Tso's Alliance
2482
|
Posted - 2014.05.22 07:03:00 -
[85] - Quote
Zatara Rought wrote:Appia Vibbia wrote: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. I can't stress enough how bad an idea this is. The result will end up pushing more and more scouts towards Gallente as they become the only suit capable of staying undetected. The ability to share enemy location data is far superior that to be able to conceal that information. You might as well just make all suits visible on screen 100% of the time, there is no balanced to EWar. There is just the Gallente Scout and everything else now. 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.
No Zatara. You do not and should not have an automatic trump against dampening. The purpose of it is to negate tacnet display.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Appia Vibbia
Molon Labe. General Tso's Alliance
2482
|
Posted - 2014.05.22 07:05:00 -
[86] - Quote
There is no point for dampening to exist if there is always a way to overcome it
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
|
Oswald Rehnquist
1379
|
Posted - 2014.05.22 07:07:00 -
[87] - Quote
Zatara Rought wrote:Appia Vibbia wrote: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. I can't stress enough how bad an idea this is. The result will end up pushing more and more scouts towards Gallente as they become the only suit capable of staying undetected. The ability to share enemy location data is far superior that to be able to conceal that information. You might as well just make all suits visible on screen 100% of the time, there is no balanced to EWar. There is just the Gallente Scout and everything else now. 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.
Below 28 dB
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THUNDERGROOVE
The Last of DusT. General Tso's Alliance
782
|
Posted - 2014.05.22 07:15:00 -
[88] - Quote
KAGEHOSHI Horned Wolf wrote: I don't see why every single scout need be equally as good when it comes to evading scans, they have different strengths for a reason.
You have no idea how difficult it is to deal with someone who has 400 shields, an ACR and can see you as long as they're within 50 meters of you no matter what.
It's imbalanced for the same reason scanners were
TDBS
Fight heavy spam with plasma cannons!
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5690
|
Posted - 2014.05.22 07:19:00 -
[89] - Quote
Tanking Modules Armor
Be very, very careful with how you work with PG/CPU costs on these things. Because the current meta is buffer tanking, a lot of shield tankers hybrid/brick tank and use plates instead of regulators/utility. Cutting costs makes an easier fit for armor tankers, but shields as well. No problems with shield tanking, but it's too easy to hybrid tank for certain suits.
Love the increase in repair modules though, will definitely help those of us who active tank.
Weapons
Personally, I disagree in having the Forge Gun as the strongest AV weapon because of the way damage/range evaluate. I don't think it should do the most damage just because it's a heavy weapon, it's a powerful tool with it's range/magazine capacity alone. The PLC needed a buff, and I'm honestly surprised that it's taken since Uprising 1.1 to actually make changes, but I'm grateful.
Going to have to see the changes on the Plasma Rifle/Combat Rifle before I can comment. Currently the ACR outclasses the Plasma Rifle in all categories (save max ammo efficiency) so if it's just tiny buffs, probably just going to put them on par with one another. In that case, balancing armor modules might negatively impact this balance because it may just give further reason to use the CR and we've accomplished nothing.
Curious as to what you intend to do about the Ion Pistol's hit detection/dispersion issues, though.
Vehicles
Good job on AV grenade thoughts. Although, increasing nanite cost might come as an oddity to some players who are just trying to get ammo for their normal weapons. Be careful that you don't accidentally prevent players from being able to reload just because they used their grenades. HMGs getting a damage increase toward LAVs sort of concerns me because of their sheer power and use in-game with the TTK having been lengthened. Be careful you don't make them too powerful or everyone will just run sentinel, especially with changes to cloaking as it's their hard counter right now.
Commandos
Pro decisions. Looks good.
Sentinels
I personally think that the Uprising 1.7 HMG changes were fine (even had a thread signifying my concerns about 1.8). The changes in their dispersion meant more rounds hit at closer ranges and the increased rate of fire gave them a very healthy DPS boost. However, having not been touched in the TTK changes of 1.8 which effectively nerfed the rifles puts the HMG in a different class. Again, I don't feel that a weapon should be more powerful just because it's a heavy weapon, and I think it suits it's role a little too well at the moment.
This is exactly the case in Ambush matches as it always seems to turn into a horde of sentinels and logistics all piling into a room. Once that happens, your only real option is to use explosives which they're resistant to. Repeating my concerns from earlier, we'll need to see how the cloaking changes play out but it might just cause the meta to shift to Sentinels being the only thing anyone runs due to their power.
Assault
Meh. Gal Commando is just far more useful than the Gal Assault right now. I personally think the Caldari/Gallente Assaults should have had their bonuses switched as to benefit more to their play-styles.
Turrets
Good changes. Ever consider bringing splash damage back to Small Blasters? Worked very well back in 1.5 and I think it'd make them an impression suppression tool for aerial options. Might change up the monotony of just using Small Missiles.
Planetary Conquest
My big concern is how hard it's going to be for new entities to get into PC. You're not going to stop large alliances from using clone packs by increasing the price, they're just too tactically viable when you consider clone attrition rates, district clone capacity, and the loss of defensive forces when deploying clones from said district. The decrease/removal of passive ISK generation might help to discourage blindly throwing clone packs out but, again, you're also making it a lot harder for new entities to break into PC.
Who's really paying to get out there? Why would they want to if they have to not only pay to break into PC, but have to exhaust resources to make use of their newly owned district that no longer has any means of ISK generation?
In essence it seems like it's costing new entities to go out there and fight with a high risk factor (it is a clone pack after all) so that the defending team gets a massive pay bonus at the end of the match and the loser gets nothing. If they win, they get a district that doesn't provide them a way to recover their losses of future battles that can just be repeatedly hit by the defender's neighboring systems.
To me, it seems that you're encouraging an entity to camp in and wait for someone to throw a clone pack at them to make ISK. Seems like a buff to alliances that are already in PC, more than anything.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Appia Vibbia
Molon Labe. General Tso's Alliance
2487
|
Posted - 2014.05.22 07:36:00 -
[90] - Quote
Aeon Amadi wrote: Assault
Meh. Gal Commando is just far more useful than the Gal Assault right now. I personally think the Caldari/Gallente Assaults should have had their bonuses switched as to benefit more to their play-styles.
This.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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Jebus McKing
Legio DXIV
475
|
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
|
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.
This message was brought to you by the PC master race.
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DAN stealYOface
KLEENEX INC.
0
|
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
|
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
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Spectral Clone
Dust2Dust. Top Men.
2854
|
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
|
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
|
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
|
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
|
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.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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Appia Vibbia
Molon Labe. General Tso's Alliance
2501
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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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
|
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
|
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
|
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
|
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
|
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
|
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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anaboop
NECROM0NGERS Caps and Mercs
84
|
Posted - 2014.05.22 12:11:00 -
[121] - Quote
Atiim wrote: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.
I dont see any of his data, I don't see why I should even bother. Considering nothing will be done anyway.
Its laughable that you think I was asking for, even that i was hoping to get a respec. I was stating that hardly anyone thats fully specced In to tanks at the moment will bother speccing back into them if they did. While you just get a militia tank and slap militia gear on and be just as good.
Wipe your nose its a little brown.
Take care there byebye then.
Fully sick Anaboop trading card
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KEROSIINI-TERO
The Rainbow Effect
1058
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Posted - 2014.05.22 12:12:00 -
[122] - Quote
CCP Rattati wrote:Dear players, . . .
Yours, CCP Rattati
That is actually a very good plan. It seems now that there is a thought to the changes, and I'm especially happy to see that it *seems* that the tuning work is not going to be overkill.
Good job so far - eager to see the results.
:-S
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Grimmiers
562
|
Posted - 2014.05.22 12:28:00 -
[123] - Quote
Are you able to add a delay to the burst combat rifle because if you feather the trigger it becomes a stronger assault combat rifle. Also you should think about increasing the breach ar rof to around 500 without increasing the damage.
I do like a lot of these changes though. I can't wait to see the new armor repair mods and changes to the small blaster. |
Lord Tug
C0NFUCIUS
93
|
Posted - 2014.05.22 12:34:00 -
[124] - Quote
Only issue I have with this is the clone packs - 150 clones for 20/25 million isk is all that needs to be done with them . Raising their price will make it even harder to break into PC especially for noobs with only corp tax as revenue .
Other than that , good job all round !!! |
Asb161
G0DS AM0NG MEN General Tso's Alliance
13
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Posted - 2014.05.22 12:35:00 -
[125] - Quote
the Tank VS Tank Battles Suck what ever massive tank you put on your tank still get taken out by rail gun very fast in 2 or 3 shots.... there no time to react |
Zaria Min Deir
Escrow Removal and Acquisition Negative-Feedback
658
|
Posted - 2014.05.22 12:36:00 -
[126] - Quote
CCP Rattati wrote: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. I don't necessarily agree with the fact that you need to be able to fit ALL proto on a proto suit, though sometimes the fitting choices you have to make feel absolutely ridiculous considering how may skillpoints and how much isk that suit costs... However, I do disagree with your "fully fitting optimized" concept, as it doesn't actually happen in reality. After maxing out Core upgrades and engineering, there is no way to squeeze out more PG other than weapon fitting optimization skills, which give you at LVL 5 between 1 and, what, 4 PG, depending on the weapon. At least there are a few more options for shaving off a few CPU off your weapons and grenades. Trust me, being able to fit all proto even on a proto suit isn't often possible even at maxed fitting skills. This is part of the reason why basic armour plates are so popular, they are so very easy to fit in your last one or two slots that you can't fit anything else in after fitting the stuff you actually want on your suit. But I guess we won't even have that once you increase the fitting costs on them.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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KingBabar
MAG was better...
2531
|
Posted - 2014.05.22 12:50:00 -
[127] - Quote
So, nothing on the HMG pushback effect?
Its what I hear the most QQ about when I play....
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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CCP Rattati
C C P C C P Alliance
1415
|
Posted - 2014.05.22 13:03:00 -
[128] - 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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Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1148
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Posted - 2014.05.22 13:08:00 -
[129] - Quote
CCP please look into the Caldari Scout hitbox. The hit detection is sooo off, they can outstrafe anything without being hit. Given that most used weapons have bonus to armour but still this needs testing. Use a militia caldari scout in a dom with no skills and basic combat rifle and get a 5.0 KDR
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Arkena Wyrnspire
Fatal Absolution
13615
|
Posted - 2014.05.22 13:08:00 -
[130] - Quote
CCP Rattati wrote:Actually, the slowdown effect was discussed at length today. We hope to have an update on that pretty soon. Please kill it off entirely. It's the most disgusting mechanic.
You have long since made your choice. What you make now is a mistake.
Cross Atu for CPM1
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Ghost Kaisar
The Last of DusT. General Tso's Alliance
4831
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Posted - 2014.05.22 13:19:00 -
[131] - Quote
This is good.
However, with the removal of the damp bonus to cloaks, Gal Scouts will reign supreme.
Min scouts? Just dump the cloak. Focus on speed rather than avoiding scans. At 10.38 or 11.11m/s, nobody can catch you anyways.
Headed to Destiny, to Hell with CCP
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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Pr0phetzReck0ning
KNIGHTZ OF THE ROUND Lokun Listamenn
230
|
Posted - 2014.05.22 13:20:00 -
[132] - Quote
In Regards to Planetary Conquest Clone Packs:
Give people options with the clone packs. I'm not sure if that was what you were touching upon but create 3 seperate clone packs. Each pack had an increase in clones as well as ISK, which would allow Corps to go all out in hopefully taking a district in one attack as opposed to multiple attacks across multiple days. High risk High reward, if you have the ISK to do it you should be able to.
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Maximus Stryker
Who Are Those Guys
986
|
Posted - 2014.05.22 13:38:00 -
[133] - Quote
Looks great!
Best Idea For Legion
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Meisterjager Jagermeister
Red and Silver Hand Amarr Empire
169
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Posted - 2014.05.22 13:38:00 -
[134] - Quote
What is the ETA for HA?
AKA - StarVenger
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Adipem Nothi
Nos Nothi
883
|
Posted - 2014.05.22 13:44:00 -
[135] - Quote
\o/
Shoot scout with yes...
- Ripley Riley
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Kain Spero
3563
|
Posted - 2014.05.22 13:45:00 -
[136] - Quote
CCP Rattati wrote: Planetary Conquest Overall, these are our objectives to reduce district locking and risk free ISK accumulation GÇóDecrease/remove passive ISK generation GÇóIncrease ISK payouts from battles GÇóIncrease Clone Pack Prices and number of clones in a Clone Pack
The idea here should be that if you want to make ISK, you should fight and consume clones. We also want clone packs to be a viable method of breaking into Planetary Conquest, but not useful for launching every attack you make; using clones you own should be the better option.
A shift to active ISK generation is long overdue. As is a shift from a top down payments to a bottom up approach by utilizing increased biomass payouts. The increase in clone pack price would only need to be relative to the increase in size, so for every 10 clones to the pack you added the price would go up by 3 million ISK. That is unless their needs to be an increase in cost due to an increase in biomass payments. The balance always has to lean towards not allowing corps to self attack with clone packs, destroy the clone pack, and as a result farm isk or lock out their district at a low cost. Also, corporations have been wasting far more ISK on clone packs that have a high probability of failure.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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The dark cloud
The Rainbow Effect
3116
|
Posted - 2014.05.22 13:45:00 -
[137] - Quote
Seriously dont buff the AR damage. Just buff the rate of fire from it up to 800 or more instead. Not sure about the increasd cost for plates yet but on the other hand i could get more reps and the reduction from PG+CPU on specialised plates is needed to make them viable. |
sumhaigai
The Southern Legion Final Resolution.
4
|
Posted - 2014.05.22 14:06:00 -
[138] - Quote
CCP Rattati wrote:
GÇóAdding new weapons and dropsuits with existing functionality, changing weapon damage, dropsuit hp and slots, pg and cpu values, and most of the values needed for balancing items and roles can be changed during server downtime.
CCP Rattati wrote:
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.
would you be able to at least just change the basic heavy cpu and pg because right now its only the basic amarr heavy that has the proper values |
smoking the kind
RestlessSpirits
41
|
Posted - 2014.05.22 14:22:00 -
[139] - Quote
I like all of the proposed changes, it is a good start any way. The one thing I am concerned about would be no grenades from a nano hive. Just what ever you do dont give in to the crying scouts, they need to be afraid in this game because they are scouts, they had there fun being the OP FOTM but it is time to make them scouts again instead of the go to assault class.
Thank you CCP Rattati, we could have used this type of communications with the player base a year ago |
Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1148
|
Posted - 2014.05.22 14:23:00 -
[140] - Quote
^^ What he said.
This coupled with the hit detection of cal scouts, it will be crazy OP
|
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Bradric Banewolf
D3ATH CARD
175
|
Posted - 2014.05.22 14:36:00 -
[141] - Quote
There may be hope yet at some sort of balance! Thank you ccp rattati! I don't want any one fit, rifle, or mod to dominate the entire game ever again?! My contribution to my team shouldn't be silenceD because I'm at a constant disadvantage to an entire class?! I may run assault again now that the scouts won't be beating me in literally every aspect from speed to protection! Awesome stuff I can wait to log in!
"Anybody order chaos?"
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RayRay James
Molon Labe. General Tso's Alliance
154
|
Posted - 2014.05.22 14:39:00 -
[142] - Quote
Has anyone considered looking at the price of ADS recently? 500K seems a little high when a tank goes for 240K |
Chunky Munkey
Amarr Templars Amarr Empire
4714
|
Posted - 2014.05.22 14:43:00 -
[143] - Quote
These would be interesting changes if they weren't being administered to a terminal game.
RIP Stinky Sleeve.
RIP Dust514.
See you on Destiny. PSN: GSDSteVB
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Hoover Damn
H.A.R.V.E.S.T. Lokun Listamenn
118
|
Posted - 2014.05.22 14:44:00 -
[144] - Quote
Quote:We are reducing locus damage and normalizing damage progression to make grenade specialization more worthwhile.
So you're going to nerf flux grenades as well I assume?
"Any job worth doing with a laser is worth doing with many, many lasers." - Unknown
|
RedPencil
DUST University Ivy League
2
|
Posted - 2014.05.22 14:45:00 -
[145] - 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.
I think min scout will suffer even more. Min low tier will have to drop code break to equip 2 damp and lost speed hack ability. |
Strker Remorse
OSG Planetary Operations Covert Intervention
10
|
Posted - 2014.05.22 14:51:00 -
[146] - Quote
CCP Rattati wrote: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.
And still no love for sniper rifles. (and let the antisniper trolling begin)
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
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Mordecai Sanguine
What The French Red Whines.
689
|
Posted - 2014.05.22 15:04:00 -
[147] - Quote
So....Armor plates are nerfed. With bigger speed penality.
And during this time Amarr suits which was based on it (and was already underdog, look your stats Amarr dropsuits are by far the least used) received NOTHING to compensate. And are now even MORE slower ? While gallente received better repair and PG/CPU reduced cost for other plates.
So...Another nerf for Amarr suits ?
Commando Amarr is the less used. And you say the fact Armor Module is nerf will help him to increase his damage ? (So..in fact you did nothing to help it....) Do you realize Amarr Commando was based on Armor plate...so you just nerfed it even MORE ?
Amarr scout, you know he's useless but you don't do nothing. Amarr scrambler rifle, you know it actually suck, but you don't do nothing.
Okay so Amarr which was totally the worst side of Dust 514 is now EVEN WORSE ?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5710
|
Posted - 2014.05.22 15:07:00 -
[148] - Quote
After some debate in Skype and some re-consideration, here's what I have to say about the proposed PC changes:
I say that it shouldn't be completely removed because it takes away the incentive to actually hold territory and making a 100% active-battle based system could potentially encourage PC entities to lock down their districts with blues. People are just going to fight their friends in non-competitive matches to farm biomass, probably with a bunch of BPO gear.
Another consideration is what happens when one alliance wins, owns a bunch of turf and then has no-one left to fight? Are they expected to just give it away free of charge so they can immediately take it all back in order to get ISK?
I'm down for reducing the passive ISK income to pathetic levels as it still gives some incentive to holding territory besides "waiting for someone to come and fight us". Still puts something in the corp wallet and motivates new entities to get out there.
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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headbust
Escrow Removal and Acquisition Negative-Feedback
13
|
Posted - 2014.05.22 15:08:00 -
[149] - Quote
Sargon Akkadi 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. I am split about this, but am leaning to agree with Mr. Rehnquist. The Gal scout definitely benefits comparative to other scouts, as they can still be easily damped down with their bonus. There is also losing the neat bit about profile changing based on actions in game (made even more interesting with a shortened cloak duration). Cal scouts benefit slightly as it buffs the usefulness of their precision, but that does not counter-balance the de-buff on dampening. Maybe the dampening effect of the cloak can simply be reduced so as not to equal a complex damp? Other changes to cloak make sense, and along with the changes to armor tanking can alter the tank-slayer-scout FOTM that pervades. Of course, the Devil is in the details. Thanks for sharing this info with us Ratatatati the gallente scouts role is to be a dampening king the caldari is the scanner i play both roles so i see both sides but in all truthness 90% of gal scouts dont run much dampening modules i almost always have two on but others dont use any so the caldari scout running some complex scanners and 1 dampener will pick up almost everything and still hide from everything but another cal scout if u run a scout like a SCOUT u will be surprised how good it is
a scout = once you turn your back on me you'll never be able to look back
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Castor Crave
Onslaught Inc RISE of LEGION
542
|
Posted - 2014.05.22 15:15:00 -
[150] - Quote
This sounds good so far. Any chance of getting a range fix for the Bolt Pistol in as well?
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Thor Odinson42
Molon Labe. General Tso's Alliance
3945
|
Posted - 2014.05.22 15:32:00 -
[151] - Quote
I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online.
Level 3 Forum Warrior
PSN: wbrom42
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JIMvc2
UNREAL WARRIORS
154
|
Posted - 2014.05.22 15:35:00 -
[152] - 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.
This is good news.because Caldari thinks they are the best. Gallente FTW!!
If you run proto gear, prepare to suffer the consequences. You've been warned.
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John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
3408
|
Posted - 2014.05.22 15:38:00 -
[153] - Quote
This is.... encouraging. Assuming this all actually comes to light (and works), I'll start feeling a little less pessimistic (but not optimistic). Also I want to echo Mordecai's sentiment that the Amarr are getting little out of the deal but I guess I can wait for the next hotfix to reserve judgement on whether or not my prediction of the emergence of the Gallente master race is coming true.
What I really want, though, is a little more in the way of specifics (just a little). I understand the lack of numbers on the changes as they are likely still in flux. However, can we get even a vague timeline?
No dates, necessarily, just an outline like: - Will this all be at once (like a mini-patch) or a series of hotfixes over a few days/weeks?
- Is the plan for this to be implemented more or less than a month from now?
- Do you plan on waiting for fairly comprehensive data on these changes (I would guesstimate that would require at least 4-6 weeks)before the next hotfix or will you collect data in a rolling fashion as you simultaneously move to the next obvious area of need, like medium frames?
Quitting cold turkey was impossible. The forum patch is helping me kick the habit!
See you in Destiny
psn: bobswerski
|
Nothing Certain
Bioshock Rejects
733
|
Posted - 2014.05.22 15:52:00 -
[154] - Quote
I am a forum rat so I know that these issues and solutions were well discussed on the forums, so good job with that. I would give my stamp of approval on most of the changes. The one I have the most issue with is changes to the small rail turret.
One of the biggest problems in the game is how effective HAV is against infantry, making a small turret even more effective against infantry can break this game. You could run a railgun or missile turret to fight vehicles and then have someone on a small rail turret slaughtering infantry, a tank wouldn't have to give up anything and it would be almost invulnerable. The result of this change would be to tilt IAV/vehicle balance even further in the vehicles favor. You make IAV weapons that are only effectuve against vehicles and you force IAV players to make a choice, why don't you make weapobs in vehicles strictly anti-vehicle and force them to make a choice?
Large turret dispersion? It may be a nerf on range but won't it also be like buffing their splash damage and reducing the need to aim?
Passive ISK needs to end because if its effect in all parts of the game. PC should be a zero sum game, ISK for the winners being taken from the losers. The advantage for the holders of the district is they have to contribute less to the pot, 66-34%. Otherwise you are just going to have fake attacks and more farming. In Legion you should design it that way with tiered districts. One district being the most valuable and every other district having different values. This leads to a type of tournament, no one wants to hold many districts, they all want to hold the best one, or the best one they can defend.
I'll address cloaking and scouts in the thread made for it. Overall a good job and the ideas players have asked for.
Because, that's why.
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Rich MO-FO
Heaven's Lost Property
5
|
Posted - 2014.05.22 15:57:00 -
[155] - Quote
Zatara Rought wrote: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! *Hits with Baseball bat* Calm down
My Alts are in Real corps
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Rich MO-FO
Heaven's Lost Property
6
|
Posted - 2014.05.22 16:01:00 -
[156] - Quote
Nothing Certain wrote:I am a forum rat so I know that these issues and solutions were well discussed on the forums, so good job with that. I would give my stamp of approval on most of the changes. The one I have the most issue with is changes to the small rail turret.
One of the biggest problems in the game is how effective HAV is against infantry, making a small turret even more effective against infantry can break this game. You could run a railgun or missile turret to fight vehicles and then have someone on a small rail turret slaughtering infantry, a tank wouldn't have to give up anything and it would be almost invulnerable. The result of this change would be to tilt IAV/vehicle balance even further in the vehicles favor. You make IAV weapons that are only effectuve against vehicles and you force IAV players to make a choice, why don't you make weapobs in vehicles strictly anti-vehicle and force them to make a choice?
I disagree, psychology will win the day here and tankers tend not to use team work/extra turrets
Large turret dispersion? It may be a nerf on range but won't it also be like buffing their splash damage and reducing the need to aim?
It'll be harder to hit things at long range due to decreased accuracy
Passive ISK needs to end because if its effect in all parts of the game. PC should be a zero sum game, ISK for the winners being taken from the losers. The advantage for the holders of the district is they have to contribute less to the pot, 66-34%. Otherwise you are just going to have fake attacks and more farming. In Legion you should design it that way with tiered districts. One district being the most valuable and every other district having different values. This leads to a type of tournament, no one wants to hold many districts, they all want to hold the best one, or the best one they can defend.
I dunno here, honestly the math is the important thing in PC, I want to see numbers before anything
I'll address cloaking and scouts in the thread made for it. Overall a good job and the ideas players have asked for.
My Alts are in Real corps
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Rich MO-FO
Heaven's Lost Property
6
|
Posted - 2014.05.22 16:09:00 -
[157] - Quote
Thor Odinson42 wrote:I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online. High Prices need to be added if payout is increased to prevent locking for profit
My Alts are in Real corps
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Awesome Pantaloons
Lokapalas.
504
|
Posted - 2014.05.22 16:10:00 -
[158] - Quote
I like most of what I see.. I'm a little iffy on lowered CPU/PG for any of the suits and concerned about the Armor Plate tweaks. I can barely fit what I need on my assaults and logis as it is.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
-The Code of Demeanor
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Rich MO-FO
Heaven's Lost Property
8
|
Posted - 2014.05.22 16:11:00 -
[159] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:Actually, the slowdown effect was discussed at length today. We hope to have an update on that pretty soon. Please kill it off entirely. It's the most disgusting mechanic. Or like take it and make webifers with it...
My Alts are in Real corps
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J0hlss0n
Molon Labe. General Tso's Alliance
158
|
Posted - 2014.05.22 16:12:00 -
[160] - Quote
CCP Rattati wrote:
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.
CCP Rattati wrote:
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.
I hope this doesn't mess up my speedy Minmatar Heavy, finally found my favorite heavy and setup, sacrificing hitpoints for speed and a lethal HMG... be gentle with the Min Heavy CCP, its fragile enough compared to other heavies, no need to cripple it with a overnerf of CPU/PG.... |
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Rich MO-FO
Heaven's Lost Property
9
|
Posted - 2014.05.22 16:14:00 -
[161] - Quote
Spkr4theDead wrote:Can't nerf pilot intelligence. Bring it on. Can't nerf something that doesn't exist
My Alts are in Real corps
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MocHolliday
Ancient Exiles. General Tso's Alliance
32
|
Posted - 2014.05.22 16:23:00 -
[162] - Quote
You know that the large blaster out ranges the swarm lock... why would you wait to reduce blaster range...it is ridiculous. |
Orion Sanjeet
The Last of DusT. General Tso's Alliance
79
|
Posted - 2014.05.22 16:31:00 -
[163] - Quote
Please, for the dual target repair tool users, change it so one person is repaired with r1 and the other with l1, at the moment the only ways to de-lock from some are 1) use the environment (keep one person locked while positioning yourself so the person you want to unlock from is hidden from view causing automatic unlocking) 2)releasing r1, and that is so buggy and fought with other problems it isn't even funny, for instance locking on to a person is occasionally so difficult that it is dangerous to release r1 for fear of not getting reps back up in time AND if you are on the front line then that means blue dots are there too meaning they always somehow get in the way when trying to lock. Releasing r1 also requires not sprinting for 1 to 1.5 seconds otherwise you glitch into a stamina eating walk.
So please quit flying the bird at true logis and fix the repair tool. Give us r1 an l1 lock for dual repair tools, and give click to lock AND hold to lock options.
I'm here to drop links and rep bitches, and I'm just about outta links.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
878
|
Posted - 2014.05.22 17:01:00 -
[164] - 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
I agree, the clone pack cost should be going down while the number of clones goes up.
You have to realize it takes multiple clone packs to take a district (even with an increase to say 150 clones) and adding in the cost to cover vehicles etc and you might see a decent sized corp do a PC battle once every two weeks (when trying to flip). Those without a district will be even less likely to participate then they are now.
CCP continues to make the wrong choices, one choice at a time.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
878
|
Posted - 2014.05.22 17:02:00 -
[165] - Quote
CCP Rattati wrote:Actually, the slowdown effect was discussed at length today. We hope to have an update on that pretty soon.
I hate this effect. Please kill it.
CCP continues to make the wrong choices, one choice at a time.
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
631
|
Posted - 2014.05.22 17:06:00 -
[166] - Quote
the cloak changes are unnecessary and by doing so u gimp the other 3 suits that arnt galente |
Joseph Ridgeson
WarRavens Final Resolution.
1887
|
Posted - 2014.05.22 17:11:00 -
[167] - Quote
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.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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bigolenuts
Ancient Exiles.
1148
|
Posted - 2014.05.22 17:18:00 -
[168] - Quote
Quote:Finally, to be as transparent and forthcoming with information as possible
i know you are new, but CCP's ability to use the two words highlighted above has been removed. Seeing as CCP doesn't know the definition of the words, they shouldn't be used by CCP.
"CCP encourages respect, dialog, interaction and cooperation on a deeper level between its employees and customers"
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Thor Odinson42
Molon Labe. General Tso's Alliance
3947
|
Posted - 2014.05.22 17:19:00 -
[169] - Quote
J0hlss0n wrote:CCP Rattati wrote:
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.
CCP Rattati wrote:
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.
I hope this doesn't mess up my speedy Minmatar Heavy, finally found my favorite heavy and setup, sacrificing hitpoints for speed and a lethal HMG... be gentle with the Min Heavy CCP, its fragile enough compared to other heavies, no need to cripple it with a overnerf of CPU/PG....
Agreed,
But it's laughable how easy it is to fit a Gal Heavy. I don't think I've found any combination I've been unable to fit on my alt with L2 Engineering and Electronics.
Level 3 Forum Warrior
PSN: wbrom42
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bigolenuts
Ancient Exiles.
1148
|
Posted - 2014.05.22 17:20:00 -
[170] - Quote
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!
"CCP encourages respect, dialog, interaction and cooperation on a deeper level between its employees and customers"
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Balamob
Sver true blood Dirt Nap Squad.
30
|
Posted - 2014.05.22 17:21:00 -
[171] - Quote
Is it possible to know dates of this hotfix alpha?
Being a Templar is a vow for life.
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Thor Odinson42
Molon Labe. General Tso's Alliance
3947
|
Posted - 2014.05.22 17:24:00 -
[172] - Quote
Rich MO-FO wrote:Thor Odinson42 wrote:I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online. High Prices need to be added if payout is increased to prevent locking for profit
Oh, I understand that part. But wouldn't the lowering of the passive income make locking irrelevant? Cheap clone packs with larger amounts of clones on top of higher payouts for fighting basically makes the territory itself a nonfactor. I don't think we have the participation levels nor a large enough sandbox for a territorial conquest mode. I just want to see team deploy more available for everyone.
Level 3 Forum Warrior
PSN: wbrom42
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Stefan Stahl
Seituoda Taskforce Command
529
|
Posted - 2014.05.22 17:58:00 -
[173] - Quote
I would much prefer grenades to not restock at nanohives at all.
It's just terrible when you put down one of your two valuable nanohives and somebody just completely drains them by restocking grenades, which he then procedes to throw in the general direction of the enemy MCC.
Otherwise I completely love this list of changes. If these changes work out this easily beats 1.8 in terms of how much it helps Dust 514 becoming a better game.
[Edit] Also, keep the cloak changes. Especially the dampening one. |
Master Smurf
Nos Nothi
465
|
Posted - 2014.05.22 17:59:00 -
[174] - Quote
Poor poor Minmatar
"Shine bright like a diamond"
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
631
|
Posted - 2014.05.22 17:59:00 -
[175] - Quote
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 |
bigolenuts
Ancient Exiles.
1148
|
Posted - 2014.05.22 18:18:00 -
[176] - Quote
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
"CCP encourages respect, dialog, interaction and cooperation on a deeper level between its employees and customers"
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Ryme Intrinseca
The Rainbow Effect
1245
|
Posted - 2014.05.22 18:20:00 -
[177] - Quote
What about HMG stunlock? AKA tractor beam of death.
This is the worst thing about the game at present IMO. I use gk.0 sentinel often and have some 50+ kill games with HMG this build. I guess I was benefiting from the stunlock but I didn't feel like I was. You ONLY notice the stunlock when you're on the other end of it, i.e. a light/medium that had line of sight to a heavy for a fraction of a second but got locked in place and unavoidably died. This is the worst thing in any game - something that feels like a cheap death to the guy on the receiving end that isn't even satisfying to the person dealing the damage.
In other words, it is not fun. Remove. |
Kain Spero
3563
|
Posted - 2014.05.22 18:22:00 -
[178] - Quote
Thor Odinson42 wrote:Rich MO-FO wrote:Thor Odinson42 wrote:I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online. High Prices need to be added if payout is increased to prevent locking for profit Oh, I understand that part. But wouldn't the lowering of the passive income make locking irrelevant? Cheap clone packs with larger amounts of clones on top of higher payouts for fighting basically makes the territory itself a nonfactor. I don't think we have the participation levels nor a large enough sandbox for a territorial conquest mode. I just want to see team deploy more available for everyone.
Basically the price per clone in a clone pack will always have to exceed whatever the biomass price is. Right now clones in a clone pack cost 300k each, so the maximum price that biomass could be set to is under 300k. If biomass exceeds price per clone in a clone pack then you could make ISK appear out of thin air by attacking yourself with a clone pack and killing the clones off.
The end result is as biomass payout rises the price per clone in a clone pack has to increase as well.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
878
|
Posted - 2014.05.22 18:29:00 -
[179] - Quote
Kain Spero wrote:Thor Odinson42 wrote:Rich MO-FO wrote:Thor Odinson42 wrote:I love everything but the clone pack thing. I'll never understand why people think those prices being high is a good thing. But I guess we'll just have to see how it plays out.
I really, really wish they'd look at seeing what would happen if they made the battles spin up sooner. ESPECIALLY with the state of the game right now. A corporation might have a bunch of people on for a Friday night. They are all like, HEY LETS ATTACK SOMETHING. Then when the battle is set to occur they have 10 people online. High Prices need to be added if payout is increased to prevent locking for profit Oh, I understand that part. But wouldn't the lowering of the passive income make locking irrelevant? Cheap clone packs with larger amounts of clones on top of higher payouts for fighting basically makes the territory itself a nonfactor. I don't think we have the participation levels nor a large enough sandbox for a territorial conquest mode. I just want to see team deploy more available for everyone. Basically the price per clone in a clone pack will always have to exceed whatever the biomass price is. Right now clones in a clone pack cost 300k each, so the maximum price that biomass could be set to is under 300k. If biomass exceeds price per clone in a clone pack then you could make ISK appear out of thin air by attacking yourself with a clone pack and killing the clones off. The end result is as biomass payout rises the price per clone in a clone pack has to increase as well.
Actually, you could make it so PC battles are a net loss in ISK, don't pay out as much if needed to keep clone packs cheap. Better cheap clone packs for everyone and more fun battles then corps not in PC locked out while we get paid tons for fighting battles.
CCP continues to make the wrong choices, one choice at a time.
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
962
|
Posted - 2014.05.22 18:37:00 -
[180] - Quote
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.
Tanks - Balancing Turrets
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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medomai grey
WarRavens Final Resolution.
772
|
Posted - 2014.05.23 02:55:00 -
[211] - Quote
There are some of you who are complaining about the removal of the cloak dampening bonus. Concerns over having to use profile dampeners and getting picked up by Caldari scouts or Gallente logistics.
The whole point of removing the cloak profile bonus is to force you to choose what you want to be good at. If you still want to be stealthy, you can do that, but now you have to use up slots. If you want to brick tank, you can still do that, but you'll be easier to find. You can't have it all because balance.
But you'll be picked up by Caldari scouts and Gallente logistics you say. To this I reply balance again. These are counters to stealth. If they invested more and sacrificed more in fitting than you to find you, then tough, they're going to find you.
Medium frame EHP is not medium
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Cyrius Li-Moody
0uter.Heaven
5458
|
Posted - 2014.05.23 02:57:00 -
[212] - Quote
I mentioned this in the gallente scout thread but you guys should consider placing a turn cap if it's possible. Currently people are still 360 scanning. I see it all the time.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Tesfa Alem
ACME SPECIAL FORCES RISE of LEGION
127
|
Posted - 2014.05.23 02:59:00 -
[213] - Quote
[quote=CCP Rattati]
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.
[quote=CCP Rattati]
You'll find out instantly because you're are tweaking suits, weapons, vehicles and modules that we (players) already have specced into and (unlike the 1.8 respec) will have no choice on wether or not we will use them. You have to keep this in mind while you playtest and set up every suit and every skill combination instanlty on your internal server, that these skills took people months to earn, unlock and specialize in.
I hope they bring balance to (the force) Dust 514.
Redline for Thee, but no Redline for Me.
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Zatara Rought
General Tso's Alliance
3161
|
Posted - 2014.05.23 03:02:00 -
[214] - Quote
Cyrius Li-Moody wrote:I mentioned this in the gallente scout thread but you guys should consider placing a turn cap if it's possible. Currently people are still 360 scanning. I see it all the time.
the worst of it is from mouse users, or so it seems.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
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Garrett Blacknova
Codex Troopers
5563
|
Posted - 2014.05.23 03:06:00 -
[215] - Quote
medomai grey wrote:There are some of you who are complaining about the removal of the cloak dampening bonus. Concerns over having to use profile dampeners and getting picked up by Caldari scouts or Gallente logistics.
The whole point of removing the cloak profile bonus is to force you to choose what you want to be good at. If you still want to be stealthy, you can do that, but now you have to use up slots. If you want to brick tank, you can still do that, but you'll be easier to find. You can't have it all because balance.
But you'll be picked up by Caldari scouts and Gallente logistics you say. To this I reply balance again. These are counters to stealth. If they invested more and sacrificed more in fitting than you to find you, then tough, they're going to find you. Why are we objecting?
Garrett Blacknova wrote: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. That's why.
I'm not complaining because I care about my "crutch" staying "OP". I don't use cloak, I still have yet to use a cloak in a legitimate non-staged testing match in DUST. I think the cloak is relatively balanced because players using it DON'T HAVE AN UNFAIR ADVANTAGE OVER ME. It doesn't give someone an advantage that I can't negate with my own tools, therefore it's not OP. It's at least relatively balanced, and it works well.
My complaint isn't that the cloak is perfect and doesn't need any attention. I take issue with a MASSIVE step to nerf something that's already frequently and easily countered, when a lot of people have pushed VERY heavily for CCP to focus on making SMALL changes and OBSERVING rather than shoving balance off the opposite side of the cliff to where it was perched previously. |
bogeyman m
Krusual Covert Operators Minmatar Republic
211
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Posted - 2014.05.23 03:50:00 -
[216] - Quote
I like everything I read... Except that Rail Rifles still need a range nerf .
Duct tape 2.0 > Have WD-40; will travel.
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XxGhazbaranxX
The New Age Outlaws Proficiency V.
1359
|
Posted - 2014.05.23 04:02:00 -
[217] - Quote
medomai grey wrote:There are some of you who are complaining about the removal of the cloak dampening bonus....
The whole point of removing the cloak profile bonus is to force you to choose what you want to be good at....
But you'll be picked up by Caldari scouts and Gallente logistics you say. To this I reply balance again. These are counters to stealth. If they invested more and sacrificed more in fitting than you to find you, then tough, they're going to find you.
This Is a very true... You want to be stealthy you have to choose. Gall logi specializes in finding things, Cal scout does also. I would suggest training into a role that specializes in hiding maybe>? Scouts can't have the best of both worlds; they have to choose just like every other suit does.
The game needs balance and These are some one the most level headed set of balances CCP has done. Very Light and not overdone like it usually is. I feel very grateful that they are making sensible adjustment.
CCP SHANGHAI used to use the ner-bat... Be grateful they put it away in the closet.
Plasma Cannon Advocate
Dust 514 Survivor
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Grand Master Kubo
PIanet Express Canis Eliminatus Operatives
72
|
Posted - 2014.05.23 04:28:00 -
[218] - Quote
I think that scouts should go back to the slot layout they had before 1.8. Two equipment slots make scouts too versatile. I think scouts should have to pick whether or not the cloak is worth it because as it stands right now scouts are able to always have a cloak while also sporting another equipment. I also think that the module slot layout should be reduced by one. Three at standard, four at advanced and five at prototype. Three low slots on a standard Gallente scout is a little ridiculous in my opinion. I honestly believe that the 1.8 slot layout of scout suits are a primary reason for their overuse.
Another solution to make the Minmatar and Amarr scouts more appealing could be to keep their slot layout while changing the slot layout of the Gallente and Caldari scouts. |
Sargon Akkadi
80
|
Posted - 2014.05.23 04:39:00 -
[219] - Quote
XxGhazbaranxX wrote:medomai grey wrote:There are some of you who are complaining about the removal of the cloak dampening bonus....
The whole point of removing the cloak profile bonus is to force you to choose what you want to be good at....
But you'll be picked up by Caldari scouts and Gallente logistics you say. To this I reply balance again. These are counters to stealth. If they invested more and sacrificed more in fitting than you to find you, then tough, they're going to find you. This Is a very true... You want to be stealthy you have to choose. Gall logi specializes in finding things, Cal scout does also. I would suggest training into a role that specializes in hiding maybe>? Scouts can't have the best of both worlds; they have to choose just like every other suit does. The game needs balance and These are some one the most level headed set of balances CCP has done. Very Light and not overdone like it usually is. I feel very grateful that they are making sensible adjustment. CCP SHANGHAI used to use the ner-bat... Be grateful they put it away in the closet.
This rationale ignores the fact that scans are shared and damps are not. One cal scout with precision enhancers can inform an entire squad of wtfpwnge, and just like that dampening is no longer viable. This is the nerfbat. Goodbye E-war. |
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CCP Rattati
C C P C C P Alliance
1482
|
Posted - 2014.05.23 06:39:00 -
[220] - 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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bigolenuts
Ancient Exiles.
1153
|
Posted - 2014.05.23 07:01:00 -
[221] - Quote
Alabastor 'TheBlaster' Alcar wrote: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?
LOL, call it what you like kid. I never said they were a problem, tbh, I mow down the scouts. Your structuring is half-ass at best. Keep trying, you may get gud.
"CCP encourages respect, dialog, interaction and cooperation on a deeper level between its employees and customers"
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Magnus Amadeuss
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
1088
|
Posted - 2014.05.23 07:04:00 -
[222] - Quote
Garrett Blacknova wrote:medomai grey wrote:There are some of you who are complaining about the removal of the cloak dampening bonus. Concerns over having to use profile dampeners and getting picked up by Caldari scouts or Gallente logistics.
The whole point of removing the cloak profile bonus is to force you to choose what you want to be good at. If you still want to be stealthy, you can do that, but now you have to use up slots. If you want to brick tank, you can still do that, but you'll be easier to find. You can't have it all because balance.
But you'll be picked up by Caldari scouts and Gallente logistics you say. To this I reply balance again. These are counters to stealth. If they invested more and sacrificed more in fitting than you to find you, then tough, they're going to find you. Why are we objecting? Garrett Blacknova wrote: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. That's why. I'm not complaining because I care about my "crutch" staying "OP". I don't use cloak, I still have yet to use a cloak in a legitimate non-staged testing match in DUST. I think the cloak is relatively balanced because players using it DON'T HAVE AN UNFAIR ADVANTAGE OVER ME. It doesn't give someone an advantage that I can't negate with my own tools, therefore it's not OP. It's at least relatively balanced, and it works well. My complaint isn't that the cloak is perfect and doesn't need any attention. I take issue with a MASSIVE step to nerf something that's already frequently and easily countered, when a lot of people have pushed VERY heavily for CCP to focus on making SMALL changes and OBSERVING rather than shoving balance off the opposite side of the cliff to where it was perched previously. Actually it has been shown, on multiple occasions, by multiple independent sources, in great detail, that the dampening bonus was completely destroying the ewar interplay meta.
The biggest remaining isue here is the sharing of passive vision with the squad. It is much to powerful and should be removed otherwise there really is no point in having a gallente logi or active scanners.
Fixing swarms
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Garrett Blacknova
Codex Troopers
5564
|
Posted - 2014.05.23 07:18:00 -
[223] - Quote
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. |
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CCP Rattati
C C P C C P Alliance
1489
|
Posted - 2014.05.23 07:46:00 -
[224] - 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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jjoemike10 O'Conner
Opus Arcana Covert Intervention
80
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Posted - 2014.05.23 08:53:00 -
[225] - Quote
CCP Rattati wrote: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.
Literally the only things you can fitting optimize on a suit are weapons. And often times even with this optimization you cannot fit everything desired on a suit, even with maxed out skills in both PG/CPU, as well as fitting optimization on desired weapons.
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Minwer
Betamax 2.0
22
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Posted - 2014.05.23 09:33:00 -
[226] - Quote
Great to see CCP putting so much effort into community outreach and balancing.
keep up the good work!
Hello World!
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Garrett Blacknova
Codex Troopers
5565
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Posted - 2014.05.23 09:42:00 -
[227] - Quote
CCP Rattati wrote: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 can definitely agree with that. I'm not saying Swarms needed immediate changes now. I'm just saying I think fixing them should have been more of a priority than making any change to AV Grenades.
Quote: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. ...but this is actually an aspect I hadn't really considered. As a tank user, I've seen a few tankers rush into close quarters with massed infantry and barely get scratched. I've also seen occasions where the infantry had AV Grenades and put significant damage onto the tank, but I agree that damage was less than it really should be for the amout of Grenades used.
As much as I think Swarms are the more important fix, sometimes importance and practicality aren't always the same thing.
I guess I'm withdrawing my objections to that change then. :) Keep up the good work! EDIT: Yeah, what Minwer said while I was typing this post up... |
mr musturd
0uter.Heaven
427
|
Posted - 2014.05.23 09:53:00 -
[228] - Quote
minmitar scout will be screwed with the changes to the cloak as is now a minmitar needs 2 complex damps and the damp from the cloak to hide from a cal scout with 2 precision mods, minmitar is already the weakest scout and you are forcing it to use 3 complex damps therfore using all of its low slots and losing its main advantage of being able to fit a kin cat and go fast. the minmitar already has major PG problems due to shields taking up a massive amount of its pg and the insane pg requirements for kin cats. honestly i'd love to see how a dev would fit a minmitar scout im very curious if any of you actually play the role. |
Mossellia Delt
Militaires Sans Jeux
1461
|
Posted - 2014.05.23 11:25:00 -
[229] - Quote
mr musturd wrote:minmitar scout will be screwed with the changes to the cloak as is now a minmitar needs 2 complex damps and the damp from the cloak to hide from a cal scout with 2 precision mods, minmitar is already the weakest scout and you are forcing it to use 3 complex damps therfore using all of its low slots and losing its main advantage of being able to fit a kin cat and go fast. the minmitar already has major PG problems due to shields taking up a massive amount of its pg and the insane pg requirements for kin cats. honestly i'd love to see how a dev would fit a minmitar scout im very curious if any of you actually play the role.
This a thousand times. CCP seems to have no idea how to balance minmatar suits in general.
Delt for CPM1
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Mossellia Delt
Militaires Sans Jeux
1461
|
Posted - 2014.05.23 11:32:00 -
[230] - Quote
Just an idea....
Turn swarms kinetic - caldari commandos now have av capability
Allow breach mass drivers to do full damage to vehicles, hold 4 rounds and bump the direct damage while removing splash.
Delt for CPM1
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Master Smurf
Nos Nothi
468
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Posted - 2014.05.23 12:21:00 -
[231] - Quote
mr musturd wrote:minmitar scout will be screwed with the changes to the cloak as is now a minmitar needs 2 complex damps and the damp from the cloak to hide from a cal scout with 2 precision mods, minmitar is already the weakest scout and you are forcing it to use 3 complex damps therfore using all of its low slots and losing its main advantage of being able to fit a kin cat and go fast. the minmitar already has major PG problems due to shields taking up a massive amount of its pg and the insane pg requirements for kin cats. honestly i'd love to see how a dev would fit a minmitar scout im very curious if any of you actually play the role.
As I said earlier - Poor Poor Minmatar
GG CCP - the appearance of listening to feedback
"Shine bright like a diamond"
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Firbolg Barun
Dust2Dust. Top Men.
6
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Posted - 2014.05.23 12:24:00 -
[232] - Quote
Mossellia Delt wrote: Allow breach mass drivers to do full damage to vehicles, hold 4 rounds and bump the direct damage while removing splash.
Why not all mass drivers their rounds are approximately equal to swarms. |
Mossellia Delt
Militaires Sans Jeux
1466
|
Posted - 2014.05.23 12:41:00 -
[233] - Quote
Firbolg Barun wrote:Mossellia Delt wrote: Allow breach mass drivers to do full damage to vehicles, hold 4 rounds and bump the direct damage while removing splash.
Why not all mass drivers variants? Their rounds are approximately equal in dmg to swarms.
It allows MD's to be infantry support weapons while giving a variant av capabilities. Allows MD's to not be over powered as both av and infantry killing weapons.
Delt for CPM1
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Thor Odinson42
Molon Labe. General Tso's Alliance
3951
|
Posted - 2014.05.23 12:42:00 -
[234] - Quote
Grand Master Kubo wrote:I think that scouts should go back to the slot layout they had before 1.8. Two equipment slots make scouts too versatile. I think scouts should have to pick whether or not the cloak is worth it because as it stands right now scouts are able to always have a cloak while also sporting another equipment. I also think that the module slot layout should be reduced by one. Three at standard, four at advanced and five at prototype. Three low slots on a standard Gallente scout is a little ridiculous in my opinion. I honestly believe that the 1.8 slot layout of scout suits are a primary reason for their overuse.
Another solution to make the Minmatar and Amarr scouts more appealing could be to keep their slot layout while changing the slot layout of the Gallente and Caldari scouts.
I'd like to see all logis get a bonus for efficacy to equipment. Maybe to bring equipment up to 85% of what they were in 1.7.
There are a LOT of people using scouts as logis. Equipment sucks unless it's one that's bonused by X logi suit, so why not just carry two ****** pieces of equipment on a more mobile/harder to detect platform?
I don't think they have to remove the second scout equipment slot. They need to make logi worthwhile again.
Level 3 Forum Warrior
PSN: wbrom42
|
The dark cloud
The Rainbow Effect
3122
|
Posted - 2014.05.23 13:27:00 -
[235] - Quote
Even if massdrivers would deal full damage vs vehicles they wont be a viable AV weapon cause they shoot to slow and the damage is pitifull. |
End is Near
Isuuaya Tactical Caldari State
59
|
Posted - 2014.05.23 13:35:00 -
[236] - Quote
@ Rattatui, if you REALLY want to FIX dust, try lowering headshot damage..... Just a tid bit. (Temporary) One shotgun to the head should NOT drop a 1900hp heavy. I feel bad for all the eve/noobs being slaughted by the dozens.
As to the 'sentinel nerf', DON'T DO IT! I was 'forced' to skill into ALL the heavies as it is. Was originally Amarr for the armour HP tanking. When that got nerfed, gallente. I had to spec into caldari heavy to run my forge gun. Not even sure why I specced into the minitards. Think I was drunk.....
I see a lot more people leaving over the scout nerf.......LMAO
How about a dropsuit respec? Win/win
Thanks for all the fixes coming!!!!! Rattatui for CEO! |
chairogom
Isuuaya Tactical Caldari State
0
|
Posted - 2014.05.23 13:36:00 -
[237] - Quote
I think the need for weakening of the vehicle module for tank |
Grimmiers
562
|
Posted - 2014.05.23 13:41:00 -
[238] - Quote
The changes to grenades will probably make more people use av over locus which should be good. As for the assault rifle changes, it's a good start, but I'd like to see more changes when we tweak assault suits. |
End is Near
Isuuaya Tactical Caldari State
59
|
Posted - 2014.05.23 13:49:00 -
[239] - Quote
Balamob wrote:Is it possible to know dates of this hotfix alpha? 'SOON' (TM) you know how this works |
Harpyja
Molon Labe. General Tso's Alliance
1754
|
Posted - 2014.05.23 14:05:00 -
[240] - Quote
Looks fine I guess. Wish my Amarr assault would lose a high slot for a low slot. Looking forward to more rep rates though.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
|
Harpyja
Molon Labe. General Tso's Alliance
1754
|
Posted - 2014.05.23 14:06:00 -
[241] - Quote
Tank vs tank is NOT fine.
Please tell me why is it fine that my alt with 0 SP into vehicles can fit a glass cannon Sica and destroy every tank out there regardless of their SP investment? While getting destroyed only sets me back 70k?
Tank vs tank is NOT fine if SP investment doesn't play a role. Proto dropsuits have huge advantages over militia suits, while fully skilled tanks only have marginal benefits, if any at all if you don't consider cooldown times.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
End is Near
Isuuaya Tactical Caldari State
59
|
Posted - 2014.05.23 14:21:00 -
[242] - Quote
Kevall Longstride wrote:I-Shayz-I wrote:I see all these posts about certain scouts being better at slaying than other scouts.
My question is...why are scouts slaying in the first place? Why are they better than assaults, or commandos?
Oh wait, it's because CCP can't figure out how to reward players for being stealthy or for recon, so they just made them better at slaying.
Instead of arguing about how your scout needs to be as good as another scout, think instead about how the better scouts should be more in-line with the less effective ones.
If you don't think it's ridiculous that scouts are the main slayers in this game then you're crazy. Sidearms only for scouts. Problem solved? Just an idea.
YES YES YES!!!!! They are called SCOUTS for a reason. They sneak in, find enemy, relay location to team. Instead they sneak in and kill entire enemy team.... cloaks killed this game. |
End is Near
Isuuaya Tactical Caldari State
59
|
Posted - 2014.05.23 14:35:00 -
[243] - Quote
Talbain Sigmund wrote: This is the kind of communication with the community I've been waiting for so long. Rattati needs a raise. Did you even read his tag? This all SOUNDS good, but........ Just take a look at past 'fixes'...... Talk is cheap. THEN we live with the changes for six months. (Or till july)
|
Baal Omniscient
L.O.T.I.S. D.E.F.I.A.N.C.E
1540
|
Posted - 2014.05.23 15:23:00 -
[244] - Quote
I feel the HMG should have 70% efficacy to LAV's, all light weapons should have 50%, and all sidearms should have 30% (non-weak spot damage). It's a frickin' car. There's no reason a car that looks like it's made of weaker stuff than our dropsuits should receive almost no damage from our weapons.
Dropships and tanks should still be resistant however.
PSN ID: AlbelNox2569
MAG Vet ~ Raven
R.I.P.~ Dust, R.I.P.~ MAG
|
Booby Tuesdays
Ahrendee Mercenaries
512
|
Posted - 2014.05.23 15:41:00 -
[245] - Quote
Still no word on what Militia Plates and BPO's new numbers will be?
I noticed the grenade nanite cost increase. Is this across all grenade types, or just AV?
|
BDiD
HEAVY LOGISTIC OPERATIONS
11
|
Posted - 2014.05.23 16:22:00 -
[246] - Quote
Grenades don't work as it is. Reduce damage and give us 3 back. My core locust don't work like they used to. M1 work bttr right now. Its a joke. |
Tectonic Fusion
1669
|
Posted - 2014.05.23 16:34:00 -
[247] - Quote
Okay. Nothing changed for me :D Sincerely, a Scrambler Rifle Caldari Scout.
|
bigolenuts
Ancient Exiles.
1158
|
Posted - 2014.05.23 17:21:00 -
[248] - Quote
Do us a favor CCP. Just announce the death date so we can start making plans to stop playing.
Better yet, just pull the plug today, no announcement or anything and just let it be a surprise. Oh wait, you did that already at Fan Fest. Thanks again you dimwits!
"CCP encourages respect, dialog, interaction and cooperation on a deeper level between its employees and customers"
|
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2001
|
Posted - 2014.05.23 18:42:00 -
[249] - Quote
CCP Rattati wrote: Planetary Conquest Overall, these are our objectives to reduce district locking and risk free ISK accumulation GÇóDecrease/remove passive ISK generation GÇóIncrease ISK payouts from battles GÇóIncrease Clone Pack Prices and number of clones in a Clone Pack
The idea here should be that if you want to make ISK, you should fight and consume clones. We also want clone packs to be a viable method of breaking into Planetary Conquest, but not useful for launching every attack you make; using clones you own should be the better option.
Please post your feedback in this thread, and keep it civil and constructive. Please also refrain from discussing things that are not planned for Hotfix Alpha; there will another time and thread to discuss those ideas soon after Hotfix Alpha is deployed.
Yours, CCP Rattati
I would like to ask:
Which is it? Decreasing or Removing totally?
Minmatar Weapons Specialist
Explosives Connoisseur
Logi for Hire
|
ANON Cerberus
Tiny Toons
750
|
Posted - 2014.05.23 19:14:00 -
[250] - Quote
CCP Rattati wrote:Dear players, 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.
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.
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.
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 like to see the impact the other three changes make first. GÇóThe Large Blaster dispersion will be increased a little bit to make it less reliable against infantry, without majorly impacting itGÇÿs power against vehicles at closer ranges. Reducing its range a little is on the table, but weGÇÿre looking to see if the dispersion impact brings it back far enough on its own due to reduced accuracy.
Planetary Conquest Overall, these are our objectives to reduce district locking and risk free ISK accumulation GÇóDecrease/remove passive ISK generation GÇóIncrease ISK payouts from battles GÇóIncrease Clone Pack Prices and number of clones in a Clone Pack
# Tanking modules sound great. Look forwards to the future for shields too.
# Weapons changes sound good. Unsure on the locus grenade changes but sure thing lets try it.
# Vehicles - Sounds ok but I was hoping that you were going to do something about HAV acceleration / speed, if only a minor tweak, nothing too much.
# Sentinels - I just urge you to be careful with Caldari Sentinels, the CPU is tight to fit with proto forges and a full shield tank, which I assumed was one of its primary roles... I'm not sure how easy the armour lot have it.
# Turrets sound good as an initial change.
# PC - it might make more of an incentive for others to play, I hope it helps.
Please be careful with Caldari Sentinel! |
|
medomai grey
WarRavens Final Resolution.
776
|
Posted - 2014.05.23 19:54:00 -
[251] - Quote
Harpyja wrote:Tank vs tank is NOT fine.
Please tell me why is it fine that my alt with 0 SP into vehicles can fit a glass cannon Sica and destroy every tank out there regardless of their SP investment? While getting destroyed only sets me back 70k?
Tank vs tank is NOT fine if SP investment doesn't play a role. Proto dropsuits have huge advantages over militia suits, while fully skilled tanks only have marginal benefits, if any at all if you don't consider cooldown times. Because skill >> SP investment. Proto infantry get killed all the time by mlt gear and I don't see any complaints from infantry. For those that do heavily invest in the vehicle related skill trees receive a substantial advantage over those who did not; I'm an ADS pilot, don't BS me. Tank vs. tank is fine.
This may come off as harsh but HTFU(Harden The **** UP) and stop relying on your gear to carry you.
Medium frame EHP is not medium
|
Xx-VxF-xX
Void of Faction
66
|
Posted - 2014.05.23 20:08:00 -
[252] - Quote
Still waiting for the announcement of Gallente Scout dampening bonus will be reduced to -1% per level to force one fully SPECIALIZED in gallente scout and dampening to require 3 x complex profile dampeners to avoid all scans. The rewarding SPECIALIZATION is being thrown around way to much and this would seem to go along with the flow of it. Not to mention the very odd -5% dampening on the proto cloak Forcing Gallente to sacrifice more to be invisible to tac-net and then giving the amarr the innate armor rep which would force gallente to sacrifice 4th low to get back the armor rep |
One Eyed King
Land of the BIind
1629
|
Posted - 2014.05.23 20:55:00 -
[253] - Quote
:(
Minmatar genocide perpetrated by CCP...
Someone should write some lore about this or something.
"I've made a huge mistake."
-G.O.B. Bluth
|
anaboop
NECROM0NGERS Caps and Mercs
87
|
Posted - 2014.05.23 22:27:00 -
[254] - Quote
medomai grey wrote:Harpyja wrote:Tank vs tank is NOT fine.
Please tell me why is it fine that my alt with 0 SP into vehicles can fit a glass cannon Sica and destroy every tank out there regardless of their SP investment? While getting destroyed only sets me back 70k?
Tank vs tank is NOT fine if SP investment doesn't play a role. Proto dropsuits have huge advantages over militia suits, while fully skilled tanks only have marginal benefits, if any at all if you don't consider cooldown times. Because skill >> SP investment. Proto infantry get killed all the time by mlt gear and I don't see any complaints from infantry. For those that do heavily invest in the vehicle related skill trees receive a substantial advantage over those who did not; I'm an ADS pilot, don't BS me. Tank vs. tank is fine. This may come off as harsh but HTFU(Harden The **** UP) and stop relying on your gear to carry you.
I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have.
Fully sick Anaboop trading card
|
Dunce Masterson
Savage Bullet
108
|
Posted - 2014.05.23 23:00:00 -
[255] - Quote
[quote=CCP Rattati]Dear players,
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.
[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.
WTF the speed penalties are fine where they are at on the normal armor plates first buff the other modules before deciding if the speed needs to be nerfed. The speed penalty was reduced for a good reason keep it where its at.
Sentinels
The Rail rifle damage resistance on the Amarr Sentinel needs to be changed from shields to Armor to put them in line with the EVE online Lore. If this game is actually part of the EVE online universe that is.
Weapons
if Hybrid weapons are supposed to be doing almost the same amount of damage against both shields and armor then shouldn't the damage be +5%/-5% or -5%/+5% so then shouldn't the combat rifle do -15%/+15% to shields/armor? and then the laser weapons do +15%/-15%?
Assault suits
so the Amarr are going to have the same amount of module slots has every one else this time around right?
I don't even know why I bother.
|
Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
409
|
Posted - 2014.05.23 23:06:00 -
[256] - Quote
We believe in you Rattati, do not let us down like the other ...
CEO Vacuum Cleaner. LLC Fleen Costell'o
DUALSHOCK 4 -¢-â-ç-ê-¦ -+-¦ -¦-ï-¦-¦-¦-é )
|
Cyrus Militani
Leon Conglomerate
84
|
Posted - 2014.05.23 23:25:00 -
[257] - Quote
Removing the ability to restock nades from hives is the worst idea ever.
Taking away Gallente's Armor rep also makes no sense. Gallente are Armor focused, and every Gallente suit has it. |
Atiim
Heaven's Lost Property
8820
|
Posted - 2014.05.24 00:26:00 -
[258] - Quote
anaboop wrote: I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have.
A MLT Sniper Rifle and MLT Shotgun are both weapons that can 1-3 shot Infantry, and aren't being complained about.
HvLP Spreadsheet Warrior
Why Do Slayers Get All The Credit? :(
-HAND
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
98
|
Posted - 2014.05.24 02:48:00 -
[259] - Quote
I like most of these changes.
But I'll probably have to invest in some fitting optimization skills now... Oh, the agony...
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
|
Garrett Blacknova
Codex Troopers
5566
|
Posted - 2014.05.24 05:05:00 -
[260] - Quote
anaboop wrote:I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have. Several Militia Sniper Rifles I know would beg to differ.
And people ARE complaining about Railguns in tank vs. tank battles without limiting it to purely the Militia version.
So... no, that doesn't counter the argument. Saying Railguns need work is a valid concern. Saying Militia tanks are OP is less so.
Also, those weapons that are two-shotting your high-tier tank can only do so because they're on a full-on glass cannon fitting that will die to SWARMS. And we've already discussed the lack of effectiveness of those for AV in this thread. |
|
jerrmy12 kahoalii
Proficiency V.
1520
|
Posted - 2014.05.24 06:05:00 -
[261] - Quote
Garrett Blacknova wrote:anaboop wrote:I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have. Several Militia Sniper Rifles I know would beg to differ. And people ARE complaining about Railguns in tank vs. tank battles without limiting it to purely the Militia version. So... no, that doesn't counter the argument. Saying Railguns need work is a valid concern. Saying Militia tanks are OP is less so. Also, those weapons that are two-shotting your high-tier tank can only do so because they're on a full-on glass cannon fitting that will die to SWARMS. And we've already discussed the lack of effectiveness of those for AV in this thread. Still gives it 0 right to be super op and 2 shot something Just let me sacrifice all my speed so i can have a 2k mag ar that has 1km range shoots through walls and 1 shot kills and has aimnot
Closed beta vet.
|
GENERAL FCF
Sentinels of New Eden
30
|
Posted - 2014.05.24 08:05:00 -
[262] - Quote
I love everything about this hotfix alpha! But please: check the prototype HMG and standard ones, it almost seems they were switched around the last update. Weird. Nerfing the tank speed but increased torque and maneuverability would be awesome! They shouldn't be able to keep up with LAV 's. They're pretty close to being perfect! ARR & the ACR are really op! Just sayin'. Thx for this hot fix! |
Miokai Zahou
The Southern Legion Final Resolution.
269
|
Posted - 2014.05.24 08:35:00 -
[263] - Quote
GENERAL FCF wrote:I love everything about this hotfix alpha! But please: check the prototype HMG and standard ones, it almost seems they were switched around the last update. Weird. Nerfing the tank speed but increased torque and maneuverability would be awesome! They shouldn't be able to keep up with LAV 's. They're pretty close to being perfect! ARR & the ACR are really op! Just sayin'. Thx for this hot fix!
HMGs are fine and the ARR is fine the ACR/CR are not fine hence the adjustments needed.
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 11:49:00 -
[264] - Quote
Thor Odinson42 wrote:Grand Master Kubo wrote:I think that scouts should go back to the slot layout they had before 1.8. Two equipment slots make scouts too versatile. I think scouts should have to pick whether or not the cloak is worth it because as it stands right now scouts are able to always have a cloak while also sporting another equipment. I also think that the module slot layout should be reduced by one. Three at standard, four at advanced and five at prototype. Three low slots on a standard Gallente scout is a little ridiculous in my opinion. I honestly believe that the 1.8 slot layout of scout suits are a primary reason for their overuse.
Another solution to make the Minmatar and Amarr scouts more appealing could be to keep their slot layout while changing the slot layout of the Gallente and Caldari scouts. I'd like to see all logis get a bonus for efficacy to equipment. Maybe to bring equipment up to 85% of what they were in 1.7. There are a LOT of people using scouts as logis. Equipment sucks unless it's one that's bonused by X logi suit, so why not just carry two ****** pieces of equipment on a more mobile/harder to detect platform? I don't think they have to remove the second scout equipment slot. They need to make logi worthwhile again.
I like this idea... Maybe implement it something like: - logi racial bonus = 100% equipment efficiency - logi non-racial = 80% equipment efficiency - non-logi = 60% equipment efficiency
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 11:50:00 -
[265] - Quote
The dark cloud wrote:Even if massdrivers would deal full damage vs vehicles they wont be a viable AV weapon cause they shoot to slow and the damage is pitifull.
So... There's no reason not to do this?
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 11:57:00 -
[266] - Quote
One Eyed King wrote::(
Minmatar genocide perpetrated by CCP...
Someone should write some lore about this or something.
CCP are obviously Amarrian.
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 11:59:00 -
[267] - Quote
Cyrus Militani wrote:Removing the ability to restock nades from hives is the worst idea ever.
Taking away Gallente's Armor rep also makes no sense. Gallente are Armor focused, and every Gallente suit has it.
So why should Gallente get both shield regenerate and armour repair?
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 12:00:00 -
[268] - Quote
Atiim wrote:anaboop wrote: I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have.
A MLT Sniper Rifle and MLT Shotgun are both weapons that can 1-3 shot Infantry, and aren't being complained about.
I complain all the time... To myself... But I don't listen to that guy - he's nuts.
Duct tape 2.0 > Have WD-40; will travel.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
213
|
Posted - 2014.05.24 12:08:00 -
[269] - Quote
Miokai Zahou wrote:GENERAL FCF wrote:I love everything about this hotfix alpha! But please: check the prototype HMG and standard ones, it almost seems they were switched around the last update. Weird. Nerfing the tank speed but increased torque and maneuverability would be awesome! They shouldn't be able to keep up with LAV 's. They're pretty close to being perfect! ARR & the ACR are really op! Just sayin'. Thx for this hot fix! HMGs are fine and the ARR is fine the ACR/CR are not fine hence the adjustments needed.
Rail Rifles are not fine. Their range is too extreme.
ACRs need a damage profile adjustment to +5%/-5%, that is all. Burst CRs need that damage profile adjustment and a slightly longer delay between bursts. Minor tweaks really.
Duct tape 2.0 > Have WD-40; will travel.
|
anaboop
NECROM0NGERS Caps and Mercs
87
|
Posted - 2014.05.24 12:37:00 -
[270] - Quote
Atiim wrote:anaboop wrote: I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have.
A MLT Sniper Rifle and MLT Shotgun are both weapons that can 1-3 shot Infantry, and aren't being complained about.
Redline snipers, cloaked shotgun users, enough said.
Fully sick Anaboop trading card
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Harpyja
Molon Labe. General Tso's Alliance
1761
|
Posted - 2014.05.24 14:01:00 -
[271] - Quote
Atiim wrote:anaboop wrote: I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have.
A MLT Sniper Rifle and MLT Shotgun are both weapons that can 1-3 shot Infantry, and aren't being complained about. They're not complained because they don't have the killing effectiveness. My shields don't even drop from one low level sniper rifle and I'm an Amarr assault. After the first shot I know something's up and I avoid the rest of the shots. I've been ambushed by a cloaked scout with a militia shotgun many times, all of which I've been able to turn around and drop them with my SMG.
Why? Because militia shotguns typically only go with militia or standard scouts which cannot brick tank like their proto versions. Plus it's easy to jump strafe and avoid some of the shotgun blasts.
If you're in a tank and come across a glass Sica, you cannot jump strafe to avoid the shots. You're a large target to hit and those railgun shots are lethal and takes only a couple seconds to kill you.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Garrett Blacknova
Codex Troopers
5568
|
Posted - 2014.05.24 16:48:00 -
[272] - Quote
jerrmy12 kahoalii wrote:Garrett Blacknova wrote:anaboop wrote:I call BS. Infantry are not all getting 2-3 shoted, from someone in militia gear where tanks are. Except the weapons people are already complaining about.
Sp investment would make a difference in the long run, but 2-3 shots isnt long enough for any kind of difference no matter how much sp u have. Several Militia Sniper Rifles I know would beg to differ. And people ARE complaining about Railguns in tank vs. tank battles without limiting it to purely the Militia version. So... no, that doesn't counter the argument. Saying Railguns need work is a valid concern. Saying Militia tanks are OP is less so. Also, those weapons that are two-shotting your high-tier tank can only do so because they're on a full-on glass cannon fitting that will die to SWARMS. And we've already discussed the lack of effectiveness of those for AV in this thread. Still gives it 0 right to be super op and 2 shot something Just let me sacrifice all my speed so i can have a 2k mag ar that has 1km range shoots through walls and 1 shot kills and has aimnot So what you're saying is that in addition to its high damage, the Large Railgun Turret has the fire rate of a Large Missile Turret and the ammo capacity, overheat stats and reload speed of a Blaster Turret? And you're also telling me they didn't LITERALLY CUT THE RANGE IN HALF in the most recent patch?
Even a Militia Sniper Rifle can one-shot most infantry and two-shot the rest from easily more than double the range of any of the standard Rifle weapons with headshots, and with dual damage mods it's even more powerful. You can also fit it onto a Scout suit and not have to compromise on speed, OR fit one into a Heavy suit and tank yourself out along with it. Is that OP?
Yes? Then where are all the threads complaining that Sniper Rifles are overpowered? They rarely get complained about because THEY HAVE DRAWBACKS AS WELL.
No? Then why is a different weapon with LESS advantages somehow OP when something more powerful for its role isn't? There are issues with Railguns in general, but there are NOT issues with Militia Railguns in particular.
A good player who's aware of their surroundings and knows what they're doing with a tank will NOT get be an easy kill for a Militia tank with a Railgun. It's possible to kill other tanks with that Militia fitting, because a skilled player will outperform a less-skilled player even when using lower-tier gear, and because there is an imbalance with Railguns IN GENERAL, not with the Militia version specifically. |
BLACKEST GUY
WarRavens Final Resolution.
50
|
Posted - 2014.05.24 17:46:00 -
[273] - Quote
I love most of what I see, even the dampening removal, though I think to really compliment that change CCP should have lowered the bonus on both the dampening for Gal Scouts and the scan precision for Cal Scouts to 3% per level. Or 4%. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
100
|
Posted - 2014.05.24 20:02:00 -
[274] - Quote
I think removing dampening from the cloak is OK. I think you should completely remove the dampening bonus from the cloak.
Why? Because this forces Gallente scouts to dampen if they want to be invisible, while not impacting the other scouts too much. I will admit that this is effectively a small nerf to all scouts, but I think the things they were able to do while cloaked and unscannable were OP. For example a Minmatar scout could sneak into a hack panel completely undetected and hack it in less than 2 seconds. Now if they do that they will have to sacrifice more low slots for dampening.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
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Mahal Daj
Mahal Tactical Enterprises
62
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Posted - 2014.05.24 20:07:00 -
[275] - Quote
Seems decent. I'm a little sad about the cloak nerf, but I think it's time I switch back to octo camo anyway.
Otherwise, please note that we would like more awesome rather than less. So balances should buff the weaker elements, rather than reduce the outliers IMHO.
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Scheneighnay McBob
T.R.I.A.D Ushra'Khan
5083
|
Posted - 2014.05.24 21:04:00 -
[276] - Quote
THUNDERGROOVE wrote:Still nothing about my Amarr Scout Oh well. Nice to see a lot of the stuff you guys are interested in changing. Derp looks like it was in the sentinels list. Still biotics on the suit that benefits the least from using them? Cardiac regs are actually insane on amarr scouts, not that they need them. Kin cats are still too costly, though.
What I wanna know is why minmatar commandos needed a speed nerf.
BOOP!
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
104
|
Posted - 2014.05.25 01:05:00 -
[277] - Quote
Scheneighnay McBob wrote:THUNDERGROOVE wrote:Still nothing about my Amarr Scout Oh well. Nice to see a lot of the stuff you guys are interested in changing. Derp looks like it was in the sentinels list. Still biotics on the suit that benefits the least from using them? Cardiac regs are actually insane on amarr scouts, not that they need them. Kin cats are still too costly, though. What I wanna know is why minmatar commandos needed a speed nerf.
You need to read more. They trashed that idea.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
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Godin Thekiller
shadows of 514
2414
|
Posted - 2014.05.25 03:48:00 -
[278] - Quote
HAV v HAV is in a good place? HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Oh **** that was a good one. You guys must have some good **** in the office right now.
click me
Blup Blub Bloop. Translation: Die -_-
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
141
|
Posted - 2014.05.25 05:08:00 -
[279] - Quote
Why no velocity increase for PLC rounds? Or bullet drop reduction?
All this did was possibly solve one of the many problems plaguing the PLC.
Planetside 2
November 20
Join me, Join me now or gtfo
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The dark cloud
The Rainbow Effect
3130
|
Posted - 2014.05.25 05:10:00 -
[280] - Quote
I see armor dropships remain their invincibility status vs swarms. That figures. |
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Balamob
SVER True Blood Dirt Nap Squad.
33
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Posted - 2014.05.25 06:16:00 -
[281] - Quote
when is the hotfix alpha coming out?
Being a Templar is a vow for life.
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Glyd Path
Nec Tributis
69
|
Posted - 2014.05.25 11:08:00 -
[282] - Quote
Harpyja wrote: If you're in a tank and come across a glass Sica, you cannot jump strafe to avoid the shots. You're a large target to hit and those railgun shots are lethal and takes only a couple seconds to kill you.
More like four or five shots to kill you if you have any armor.
If the gun fires at all. If the gun does fires but does no damage. If the gun fires the round, reduces the amount in the clip by one (only) and the round leaves the barrel and actually hits the target. Firing at the feet means we have less splash damage than the overly expensive (in ISK and SP) small turrets.
Given all those possibilities heavies and tanked scouts take more than one large rail gun clip to kill. Considering we need to reload ammo and deal with heat I rarely get a kill with large rail gun turrets. At least 75% of my shots are worthless when shooting infantry of any type.
And a couple times a day (not match) I get a OHK with a rail gun. Turn the weapon, pull the trigger and dead red. It is pure chance as skill has nothing to do with shooting a rail gun. A squad mate just had his neutron blaster stop firing in the middle of a clip. No over heat, no problems except no bullets. A rock solid foundation for project legion.
But none of the turret problems can be solved because we are limited to server side changes.
Nobody at CCP cares because we ain't Legionnaires.
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Glyd Path
Nec Tributis
69
|
Posted - 2014.05.25 11:58:00 -
[283] - Quote
CCP Rattati wrote: 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.
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 like to see the impact the other three changes make first. GÇóThe Large Blaster dispersion will be increased a little bit to make it less reliable against infantry, without majorly impacting itGÇÿs power against vehicles at closer ranges. Reducing its range a little is on the table, but weGÇÿre looking to see if the dispersion impact brings it back far enough on its own due to reduced accuracy.
It is mostly true that Tank v Tank isn't bad. The current problem is double damaged mod Sicas with advanced or prototype rail guns. Personally, not a big problem once they were identified. They pop really easy as they cannot do anything but power their weapon and damage mods. It does generate lots of QQs though and I would recommend not over reacting to the stream of tears. A river, maybe.
You are absolutely wrong on small turrets. The biggest secret OP anti-tank weapon is a three person tank. Either armor or shield. The reason the are few of them is the blues have caused so much trouble in tanks that most drivers don't want them in a tank no matter what. If you could limit gunners to squad members that would eliminate much of their complaints.
However, the larger problem is the totally incomprehensible SP cost for small turrets. They allow dolts into your tank. They do a small fraction of the damage of the large gun but all the small turrets have larger splash radius and damage than the larger weapon. However, they cost exactly the same amount of SP/ISK to skill into. Unless you are a dedicated driver and do nothing else there is no incentive to skill into small turrets. That and two of the turrets require that the tank and turret remain absolutely still or their rounds go in very many directions but not at a target. All of which means adding small turrets makes your tank less functional and must remain stationary too often. The SP/ISK cost means drivers just getting into tanks are forced to use militia or basic small turrets and those will be difficult to fit.
You can look into my skills, you have the database after all, and you will see that I am skilled into small turrets but I also fly ADS and rarely fly or drive with a gunner. Flying assault Derps is fun and dust has little enough fun left in the game that I decided to try them. Which required skills in small missile turrets and small rail guns.
One last thing is blaster dispersion. The QQs on the forums are basically wrong. From inside the tank the large blaster must be advanced or prototype to be of much use. Many of the mercs are using prototype suits and the militia or basic blaster will not even dent them. If that is how it should be then fine. But it has nothing to do with dispersion. Just watching the rounds go everywhere but at the target lets actual gun user know there is plenty of dispersion.
If the mercs are NOT using the stacked armor plates to get 900HP scouts then a standard blaster can hurt them. But if they are ... forget it. Quit wasting the hard to acquire bullets and get away before he goes invisible and blows you up with a remote. If there are tanked scouts then everybody else has to step up as well or just get mowed down by them. OP, why do you ask?
And give me back head shots with my large rail gun! I miss them. A 195% effective rail gun round on an infantry unit meant you had their head targeted. When the round hit they vaporized! It was great.
Nobody at CCP cares because we ain't Legionnaires.
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saxonmish
G0DS AM0NG MEN General Tso's Alliance
117
|
Posted - 2014.05.25 16:00:00 -
[284] - Quote
Nothing to damage mods for vehicles cos' i think they are a bit rediculous, they need stacking penalties and a slight decrease in the % and make tanks atleast a million isk each cos having a tank cost less than my suit is stupid lol. I love the hotfix for small railgun's, but it doesn't register when a dropship is moving, i mean it will show me hitting the guys shields but no damage is done.
4Th in the world for kills.
NOT GONNA STOP SLAYING TILL I'M NO.1.
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Subject 36
The New Age Outlaws Proficiency V.
130
|
Posted - 2014.05.26 00:17:00 -
[285] - Quote
Armor Reppers are getting a buff? I can already tell no bueno.
GÇ£When bad things happen, I know you want to believe they are a joke, but sometimes life is scary and dark." -BMO
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Gh0zT M0D3
PIanet Express Canis Eliminatus Operatives
2
|
Posted - 2014.05.26 05:05:00 -
[286] - Quote
CCP Rattati wrote:Dear players,
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 like to see the impact the other three changes make first. GÇóThe Large Blaster dispersion will be increased a little bit to make it less reliable against infantry, without majorly impacting itGÇÿs power against vehicles at closer ranges. Reducing its range a little is on the table, but weGÇÿre looking to see if the dispersion impact brings it back far enough on its own due to reduced accuracy.
Yours, CCP Rattati
why not Increasing the dispersion radius to the small blaster turrets, just like the HMG???
Maybe you cannot see it, but if you feel it...
it may be there.
¨Warning. Its a scout trying to knife you¨
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
406
|
Posted - 2014.05.26 07:55:00 -
[287] - Quote
Spartan MK420 wrote:Ok...
Lets start off by saying this.
-The codebreaker modules need to be changed to high slot modules. (gives you more of a reason to be a racial min) -The caldari prec change is fine, but the gallantes range extension should be equal to it. 3% per lvl. - The gallante self rep at 3 is fine, with cal reps at 50 p/s, if you nerf one, you should nerf the other. -The gallante base precision should be lowered (to compensate for keeping the range amp bonus, and to help cal scouts out) -The gal scout should need 2 complex dampeners/cloak to evade a cal scout, and like wise for a cal with 2 dampeners/cloak to evade a gall scout with 2 complex precision mods -The ar needs a 4-5% buff, cbr -2% -The amar assault needs it last slot applied. -The proto cloak should be active at least 60s. Theres no way to hack an objective, let alone even run across the fields to get there with the current times.
CCP please reevaluate your proposed changes, and think it through a bit more.
I believe my ideas may be of use :(
Official Unofficial D.A.R.K L.E.G.I.O.N team mascot.
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Deus Ops
Osmon Surveillance Caldari State
2
|
Posted - 2014.05.26 19:47:00 -
[288] - Quote
so end of armor tank merc and start a shield one. Then after some time legion will start and then again armor or shield? Just ,ake your mind finaly for f.. sake |
Obodiah Garro
Tech Guard RISE of LEGION
1170
|
Posted - 2014.05.27 03:56:00 -
[289] - Quote
will hotfix fix the caldari commando skins?
Nemo me impune lacessit
CCP - Announcing games at the same time as killing the ones you love
CCP - No Credibility
|
Schecter 666
Onslaught Inc RISE of LEGION
15
|
Posted - 2014.05.27 10:46:00 -
[290] - Quote
Will these bugs be fixed.
1) not being able to sprint after shooting (not sprinting at all)
2) being stuck in quicksand instead of sprinting, usually after shooting.
3) tank turrets not working, I have to jump out of the tank and get back in for it to work.
4) not being able to revive someone for no apparent reason
5) sticking the needle in and not reviving the player
6) seeing a revive indicator but no person
7) this isn't a bug per se but an HMG being able to slow me down cripples me as I speed-tank, remove this stasis effect.
8) reloading when you're dead
9) repairing armour when you're dead
10) the railgun misfire glitch
11) the railgun ammo miscount glitch
12) the death animation, why is my character frozen in mid-air on my screen?
13) the ragdoll physics glitchs whereby a dead clone rolls about on the floor after he dies
14) LAVs not being called in properly and instead bouncing up and down
15) poor hit detection over ledges allowing the person shooting onto open ground to head-glitch.
16) the spawn timer is at 0 yet I can't spawn and the next uplink resets the timer, if it's at 0, let me spawn! I don't like having to wait 30-45 seconds for 2-3 timers to reset just because somebody is destroying my upliniks.
17) ghost uplinks, uplinks which are un-selectable.
18) the announcer audio glitch, "enemy...mcc....shields....at....50.....percent" instead of it being one full sentence.
if not then what's the point in balancing? what's the point of adding anything or tweaking anything? work on bug fixes this game is riddled with them! |
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The dark cloud
The Rainbow Effect
3152
|
Posted - 2014.05.27 17:21:00 -
[291] - Quote
so when are we going to get this "hotfix"? |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
888
|
Posted - 2014.05.27 17:29:00 -
[292] - Quote
The dark cloud wrote:so when are we going to get this "hotfix"?
Isn't it obvious?! Soon :)
CCP continues to make the wrong choices, one choice at a time.
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DaNizzle4shizle
Pradox One Proficiency V.
837
|
Posted - 2014.05.27 17:34:00 -
[293] - Quote
may god bless you
Desire means never quit.
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Spartan MK420
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
423
|
Posted - 2014.05.27 22:42:00 -
[294] - Quote
Schecter 666 wrote:Will these bugs be fixed.
1) not being able to sprint after shooting (not sprinting at all)
2) being stuck in quicksand instead of sprinting, usually after shooting.
3) tank turrets not working, I have to jump out of the tank and get back in for it to work.
4) not being able to revive someone for no apparent reason
5) sticking the needle in and not reviving the player
6) seeing a revive indicator but no person
7) this isn't a bug per se but an HMG being able to slow me down cripples me as I speed-tank, remove this stasis effect.
8) reloading when you're dead
9) repairing armour when you're dead
10) the railgun misfire glitch
11) the railgun ammo miscount glitch
12) the death animation, why is my character frozen in mid-air on my screen?
13) the ragdoll physics glitchs whereby a dead clone rolls about on the floor after he dies
14) LAVs not being called in properly and instead bouncing up and down
15) poor hit detection over ledges allowing the person shooting onto open ground to head-glitch.
16) the spawn timer is at 0 yet I can't spawn and the next uplink resets the timer, if it's at 0, let me spawn! I don't like having to wait 30-45 seconds for 2-3 timers to reset just because somebody is destroying my upliniks.
17) ghost uplinks, uplinks which are un-selectable.
18) the announcer audio glitch, "enemy...mcc....shields....at....50.....percent" instead of it being one full sentence.
if not then what's the point in balancing? what's the point of adding anything or tweaking anything? work on bug fixes this game is riddled with them! #7 really irks me.1, 2, 4 also makes me want to slam my head against my desk.
Support Balancing scouts
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Godin Thekiller
shadows of 514
2455
|
Posted - 2014.05.28 03:55:00 -
[295] - Quote
Wait, you want to make MORE ways to do gank in a vehicle?
Yup, not taking you serious.
click me
Blup Blub Bloop. Translation: Die -_-
|
Godin Thekiller
shadows of 514
2456
|
Posted - 2014.05.28 04:00:00 -
[296] - Quote
Glyd Path wrote:CCP Rattati wrote: 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.
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 like to see the impact the other three changes make first. GÇóThe Large Blaster dispersion will be increased a little bit to make it less reliable against infantry, without majorly impacting itGÇÿs power against vehicles at closer ranges. Reducing its range a little is on the table, but weGÇÿre looking to see if the dispersion impact brings it back far enough on its own due to reduced accuracy.
It is mostly true that Tank v Tank isn't bad. The current problem is double damaged mod Sicas with advanced or prototype rail guns. Personally, not a big problem once they were identified. They pop really easy as they cannot do anything but power their weapon and damage mods. It does generate lots of QQs though and I would recommend not over reacting to the stream of tears. A river, maybe.
What in the hell are you talking about? It's the worst that it has been ever.
1.6 HAV v HAV was far better.
click me
Blup Blub Bloop. Translation: Die -_-
|
Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
23
|
Posted - 2014.05.28 16:06:00 -
[297] - Quote
I'm still waiting for a normalization of the rail rifle. It's way too OP compared to other weapons, too high DPS, rate of fire, and not enough spread when on continuous fire. |
DJINN Jecture
BurgezzE.T.F General Tso's Alliance
158
|
Posted - 2014.05.28 18:12:00 -
[298] - Quote
Xx-VxF-xX wrote: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. It sounds like a wise idea, although I would like to suggest that if you are going to remove the dampening from the cloak then the shimmer should go too. I can drop as many dampening mods on my suit as I want and still be seen while cloaked. This to me seems like an issue that could be resolved by the dampeners reducing the shimmer as well as the scan profile.
Edit: What I mean to say is that the dampening bonus on the galente scout is not the issue you seem to think it is, rather the shimmer is the issue.
How long til this hits PC?
|
Gelhad Thremyr
Quebec United
293
|
Posted - 2014.05.28 18:25:00 -
[299] - Quote
Will there be a pass on dropship or they are a lost cause in Dust 514 ?
I am mostly interested in fixing shield resistance to collisions on the python. |
Gelhad Thremyr
Quebec United
293
|
Posted - 2014.05.28 18:54:00 -
[300] - 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.
On my gallente proto scout, i run two complex precision and two range amplifier proto and dont see most cal and min scouts, I know its not the speciality of the gallente, but then again i am sacrificing everything to scan the battlefield leaving me with base ehp. I think the cloak reduction is fine, we will see the result, but I would really appreciate being able to see something if i over specialize one of the scout serving that fit's purpose. |
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CRNWLLC
Screwy Rabbit ULC
295
|
Posted - 2014.05.28 19:03:00 -
[301] - Quote
CCP Rattati wrote: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. Man, I love (read: hate) all the 1984-style doublespeak going on. I took the liberty of translating:
Skroogle BS Translator wrote:Once Crappatch AMOG is released, we won't do sh!t for months. Based on a bunch of crap we made up and taking into account some other irrelevant crap, some changes were instantaneous. What changes? Who cares--don't mind that I don't discuss them previously in this post--you should already know what I'm talking about. Some of the things we've done would greatly benefit from AURUM purchases, so we'll hold off on more updates until we've reached our funding goal. And yes, we have a thermometer drawn on a whiteboard that we use to keep track of said goal. |
bogeyman m
Krusual Covert Operators Minmatar Republic
221
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Posted - 2014.05.28 23:58:00 -
[302] - Quote
Chuck Nurris DCLXVI wrote:I'm still waiting for a normalization of the rail rifle. It's way too OP compared to other weapons, too high DPS, rate of fire, and not enough spread when on continuous fire. This.
Duct tape 2.0 - Have WD-40; will travel.
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Cu' Chulainn
A.O.D. VP Gaming Alliance
6
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Posted - 2014.05.29 02:17:00 -
[303] - Quote
Rail rifle is OP... I am shocked that this still continues. Range is ridiculous, damage is ridiculous, accuracy is ridiculous. Combat rifle is getting a second nerf yet the rail remains untouched....hmmm I guess I know which weapon is favored by DEVS. I can use a proto combat rifle with damage mods and full proficiency and have a hard time outgunning a basic rail rifle. I do not understand the thought process here. The best way to NOT engage in a battle is to sit at range and rail your enemies to death..... Sentinals cannot even stand up to Scouts with RR's....
I am happy the AR is getting some love. I am fully proficient in AR, had to leave it behind to compete w RR by skilling into Combat Rifle (I hate the way the RR fires and feels, just a personal quirk)...the 1st Nerf to CR has now left me stuck in the middle with two half-ass weapons that cannot compete with the RR. Now that the CR will get a 2nd Nerf, I can only hope the AR becomes slightly more effective so I might have a chance in a fairly matched battle against a RR. I hate feeling like I "have to" skill into a weapon I do not favor to increase my survival rate.
Swarm Missiles are the most "dumb" weapon I have seen. The lock on is useless, runs into boxes, small terrestrial variations confuse them, etc... We have missiles now that can fly through a window from a mile away....
Sniper rifles are also terrible. Almost not worth skilling into anymore. Zoom has no variation at skill levels or for higher class weapons. When zooming a sniper should be able to slow down time slightly when fully proficient. The human brain works this way.
Gallente Sentinal should have one additional high slot. PG/CPU is grossly mis-calculated. I have too much PG/CPU left over on this suit and that is with all proto fittings. I can actually fit all proto gear on my ADV Gal Sent and still have CPU/PG left over.
Oh yeah and the Rail Rifle is TOO OP!!!
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Gelhad Thremyr
Quebec United
295
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Posted - 2014.05.29 03:47:00 -
[304] - Quote
Cu' Chulainn wrote:Rail rifle is OP... I am shocked that this still continues. Range is ridiculous, damage is ridiculous, accuracy is ridiculous. Combat rifle is getting a second nerf yet the rail remains untouched....hmmm I guess I know which weapon is favored by DEVS. I can use a proto combat rifle with damage mods and full proficiency and have a hard time outgunning a basic rail rifle. I do not understand the thought process here. The best way to NOT engage in a battle is to sit at range and rail your enemies to death..... Sentinals cannot even stand up to Scouts with RR's.... I am happy the AR is getting some love. I am fully proficient in AR, had to leave it behind to compete w RR by skilling into Combat Rifle (I hate the way the RR fires and feels, just a personal quirk)...the 1st Nerf to CR has now left me stuck in the middle with two half-ass weapons that cannot compete with the RR. Now that the CR will get a 2nd Nerf, I can only hope the AR becomes slightly more effective so I might have a chance in a fairly matched battle against a RR. I hate feeling like I "have to" skill into a weapon I do not favor to increase my survival rate. Swarm Missiles are the most "dumb" weapon I have seen. The lock on is useless, runs into boxes, small terrestrial variations confuse them, etc... We have missiles now that can fly through a window from a mile away.... Sniper rifles are also terrible. Almost not worth skilling into anymore. Zoom has no variation at skill levels or for higher class weapons. When zooming a sniper should be able to slow down time slightly when fully proficient. The human brain works this way. Gallente Sentinal should have one additional high slot. PG/CPU is grossly mis-calculated. I have too much PG/CPU left over on this suit and that is with all proto fittings. I can actually fit all proto gear on my ADV Gal Sent and still have CPU/PG left over. Oh yeah and the Rail Rifle is TOO OP!!!
Nerfing 2% is not what i call a nerf bat, get a hold of yourself dude. And at least the rail is only op when people use a mouse instead of ds3. Combat rifle is used with moded controllers and modded mouses... They should have added a maximum fire rate to prevent those things but alas, they did not care which amounts to balance problem. How can you balance a game when people cheat the hardware anyways... |
FroO Bg
SVER True Blood Dirt Nap Squad.
35
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Posted - 2014.05.29 11:12:00 -
[305] - Quote
I believe Assault Dropship's basic price should be reduced to 150K ISK. It's stupid how a proto ADS that costs 500K ISK can be taken out by a Militia Railgun Tank with no skills and that only costs 82K ISK with only two-three shots.
I have tootsie-rolls and pie, want some?
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Chuck Nurris DCLXVI
Enlightened Infantries Special Planetary Emergency Response Group
25
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Posted - 2014.05.29 16:11:00 -
[306] - Quote
FroO Bg wrote:I believe Assault Dropship's basic price should be reduced to 150K ISK. It's stupid how a proto ADS that costs 500K ISK can be taken out by a Militia Railgun Tank with no skills and that only costs 82K ISK with only two-three shots.
The only way a militia rail tank can take out an ADS, is if the pilot is either an idiot, or not paying attention. The ADS accelerates so fast that it can easily be out of harms way so fast that even the second hit is going to be a lucky shot on the tank drivers behalf, and there won't be a third. I've seen this so often that it can't be a coincidence. |
zzZaXxx
The Phoenix Federation
413
|
Posted - 2014.05.29 16:40:00 -
[307] - Quote
Any thoughts on removing stacking penalties on scan mods and maybe tweaking logistics precision so that they can choose to specialize in passive detection? |
zzZaXxx
The Phoenix Federation
413
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Posted - 2014.05.29 16:55:00 -
[308] - Quote
Thoughts for Hotfix beta:
What about Min Scout? His bonus enables him to do the same thing as a Gal scout, just without making that shotgun noise, at the cost of dampening, and hacking bonus seems iffy at best. Any plans on changing his bonus?
A biotic bonus for Amarr Scout would be ideal!
Assaults weapon fitting bonus just makes it easier to fit proto weapons so they can lose more ISK when they get shotgunned in the back. Throw that out please and replace it with something that will really help them make up the difference with scouts, like a general damage bonus. And all medium frames need an HP bump. |
RKKR
The Southern Legion Final Resolution.
926
|
Posted - 2014.05.29 21:00:00 -
[309] - Quote
AV-nades: need to get in range of the HAV.
HAV: Spawnkills you from far far far away. Can drive off to the other side of the map in an eyeblink. Is surrounded by infantry to help him get rid off enemies.
If I manage to restock enough AV nades on a hive near that HAV to kill him,..is that really so powerfull to not allow AV nades to restockn hives? Why are you guys even thinking in that line without first adjusting vehicles? |
Glyd Path
Nec Tributis
94
|
Posted - 2014.05.29 23:02:00 -
[310] - Quote
Cu' Chulainn wrote:Swarm Missiles are the most "dumb" weapon I have seen. The lock on is useless, runs into boxes, small terrestrial variations confuse them, etc... We have missiles now that can fly through a window from a mile away....
Sniper rifles are also terrible. Almost not worth skilling into anymore. Zoom has no variation at skill levels or for higher class weapons. When zooming a sniper should be able to slow down time slightly when fully proficient. The human brain works this way.
I have had swarms pivot 420 degrees chasing me. All around in a circle and then some. The lock on is too aggressive, the developers claimed there were going to tone down the hunting past 180 degrees but no, it got worse. We used to be able to break the target lock but no longer.
Missiles that can fly through a window from a mile away would be significantly over powered in any video game. Unless you are one of the av players that insist on being able to one hit kill anything with their particular av fit. And your twist seems to include at any distance as well. You would user forth a new era of red line av use. What fun.
How would you be able to slow down time for any single player in a multiplayer video game? Because that makes no sense whatsoever.
Nobody at CCP cares because we ain't Legionnaires.
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
108
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Posted - 2014.05.30 13:21:00 -
[311] - Quote
Personally, vehicles in general won't be in a good place until Militia damage mods actually DO LESS DAMAGE THAN PROTO. It is infuriating that with 3 shield hardeners and a ton of skill points spent for it, a bloody Sica can annihilate my tank with little to no effort.
And Rattati,
I'd be careful how much you "balance" sentinel PG/CPU. Though I agree that HMG fits have an excessive amount, Forge Gun fits do NOT have an easy time fitting things. Increasing armor penalty AND decreasing Sentinel PG/CPU will make life harder on Forge Gunners, and could effectively become an AV nerf if you're not CAREFUL.
GûéGûäGûà /Gûî /Gûî /Gûî Gûî GûêGûêGûàGûâGûé
IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
GùÑGèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGû¦GèÖGùñn++
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Godin Thekiller
shadows of 514
2484
|
Posted - 2014.05.31 04:21:00 -
[312] - Quote
Probably should leave this here
Just in case
click me
Blup Blub Bloop. Translation: Die -_-
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Obodiah Garro
Tech Guard RISE of LEGION
1173
|
Posted - 2014.05.31 08:14:00 -
[313] - Quote
Cu' Chulainn wrote:Rail rifle is OP... I am shocked that this still continues. Range is ridiculous, damage is ridiculous, accuracy is ridiculous. Combat rifle is getting a second nerf yet the rail remains untouched....
When you break free of your drug addiction, I recommend you play a game on PS3 called Dust 514...
Anyway, RR OP? You must be trolling, I nearly died at the part you said accuracy is ridiculous because yea it is, shooting down ADS you maybe get 2-3 shots on target at intended range. Damage is lackluster against most armor tanks and the range is probably the only good thing about it compared to the other rifles.
Where as combat rifle still has insane dps, great range (considering its cqc weapon) perfect accuracy and stability.
Oh yea at same meta, it has barely any fitting requirements compared to RR, guess some of you mooks forgot that.
RR got another spool up nerf as well
To balance the CR, CCP should have kept the DPS the same but half its effective range and increased its powergrid requirements, the changes they are doing is bizarre.
Also increasing flat PR dmg? Really? Can I petition CCP Hellmar to come off his throne and fire everybody who has ever worked on Dust until now?
Nemo me impune lacessit
CCP - Announcing games at the same time as killing the ones you love
CCP - No Credibility
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Dylan Meisinger
Y0UTH BRIGADE
3
|
Posted - 2014.05.31 22:47:00 -
[314] - Quote
Its ashame ccp cant make it so the magsec smg has the optical instead of the bolt pistol
Im dylan & i love punk rock ,ska
, skating anime and video games
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Gelhad Thremyr
Quebec United
301
|
Posted - 2014.05.31 23:54:00 -
[315] - Quote
Obodiah Garro wrote:Cu' Chulainn wrote:Rail rifle is OP... I am shocked that this still continues. Range is ridiculous, damage is ridiculous, accuracy is ridiculous. Combat rifle is getting a second nerf yet the rail remains untouched.... When you break free of your drug addiction, I recommend you play a game on PS3 called Dust 514... Anyway, RR OP? You must be trolling, I nearly died at the part you said accuracy is ridiculous because yea it is, shooting down ADS you maybe get 2-3 shots on target at intended range. Damage is lackluster against most armor tanks and the range is probably the only good thing about it compared to the other rifles. Where as combat rifle still has insane dps, great range (considering its cqc weapon) perfect accuracy and stability. Oh yea at same meta, it has barely any fitting requirements compared to RR, guess some of you mooks forgot that. RR got another spool up nerf as well To balance the CR, CCP should have kept the DPS the same but half its effective range and increased its powergrid requirements, the changes they are doing is bizarre. Also increasing flat PR dmg? Really? They already wreck shields they should get an armor dmg buff inline with their current shield prof buff to even them out.
I dunno if its not the cr i get killed tree quarter of the time by scouts using rail rifle at 5 m, go figure ! |
Bone Scratcher
The dyst0pian Corporation Zero-Day
29
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Posted - 2014.06.01 03:11:00 -
[316] - Quote
Woah! Rattati, you have proven now that you actually know what you're doing with the future of this game. However, maybe the Minmitar Commando speed reduction is a bit unnecessary. I don't use it personally, but it seems like the speed is actually rather fair. Small blasters and railguns will actually be useful now, rather than it being all about the missiles. I honestly think that the increase in the amount repaired from armor repairers is nice, as well as the fact that it will now be feasible to use the variants of the armor plates. Even though this is just a hotfix, it's looking like it will be one of the greatest leaps forward this game has ever taken. Well done, CCP.
The Dyst0pian Corporation Flight Commander
Assault/Logistics DS Pilot
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Gelhad Thremyr
Quebec United
305
|
Posted - 2014.06.01 15:37:00 -
[317] - Quote
Bone Scratcher wrote:Woah! Rattati, you have proven now that you actually know what you're doing with the future of this game. However, maybe the Minmitar Commando speed reduction is a bit unnecessary. I don't use it personally, but it seems like the speed is actually rather fair. Small blasters and railguns will actually be useful now, rather than it being all about the missiles. I honestly think that the increase in the amount repaired from armor repairers is nice, as well as the fact that it will now be feasible to use the variants of the armor plates. Even though this is just a hotfix, it's looking like it will be one of the greatest leaps forward this game has ever taken. Well done, CCP.
You are right if there is a speed readuction without streamlining ehp, if i remember my suit has less hp but more speed than other commandos, but not sure. |
medomai grey
WarRavens Final Resolution.
797
|
Posted - 2014.06.02 00:04:00 -
[318] - Quote
Chuck Nurris DCLXVI wrote:FroO Bg wrote:I believe Assault Dropship's basic price should be reduced to 150K ISK. It's stupid how a proto ADS that costs 500K ISK can be taken out by a Militia Railgun Tank with no skills and that only costs 82K ISK with only two-three shots. The only way a militia rail tank can take out an ADS, is if the pilot is either an idiot, or not paying attention. The ADS accelerates so fast that it can easily be out of harms way so fast that even the second hit is going to be a lucky shot on the tank drivers behalf, and there won't be a third. I've seen this so often that it can't be a coincidence. It's possible to down a python with 2 large rail turret slugs and active damage mods.
The delay between firing a large rail turret is so small, most people can't react to doge the second shot. So long as the tank operator has good aim, they're pretty much guaranteed to hit an unaware ADS twice.
Redline rail tanks are especially annoying on maps were the redline is way too close to the objectives, which is most maps.
Not saying ADS shouldn't be destroyed by mlt gear. I just don't completely agree with your experience on the matter of ADS versus rail tank.
Medium frame EHP is not medium
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Glyd Path
Nec Tributis
98
|
Posted - 2014.06.02 03:49:00 -
[319] - Quote
FroO Bg wrote:I believe Assault Dropship's basic price should be reduced to 150K ISK. It's stupid how a proto ADS that costs 500K ISK can be taken out by a Militia Railgun Tank with no skills and that only costs 82K ISK with only two-three shots. They claimed at or directly after fan fest they were going to address that very issue. It would appear that was not the truth.
I am ... not at all surprised considering how little about dust has been true. At least if it came directly from ccp. They are consistently a disappointment in every sense, as a company, as to their abilities, to their commitment and to their honesty. None have approached even the most minimum level.
It would appear they have not skilled into any of them.
Nobody at CCP cares because we ain't Legionnaires.
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Glyd Path
Nec Tributis
105
|
Posted - 2014.06.03 00:30:00 -
[320] - Quote
medomai grey wrote:It's possible to down a python with 2 large rail turret slugs and active damage mods.
The delay between firing a large rail turret is so small, most people can't react to doge the second shot. So long as the tank operator has good aim, they're pretty much guaranteed to hit an unaware ADS twice.
Redline rail tanks are especially annoying on maps were the redline is way too close to the objectives, which is most maps.
Not saying ADS shouldn't be destroyed by mlt gear. I just don't completely agree with your experience on the matter of ADS versus rail tank.
Aim and position is key but @medomai grey is definitely correct. Then there is the situation where you want to run something in the meager high slots that isn't and after burner.
Although as an incubus pilot I tend to survive the militia versions. Its the prototype forge guns and swarms that are most difficult. That and how long it takes to retreat, recharge and re-engage. Wow, who thought this 1.7 change would be so little fun? Me (raises hand).
Nobody at CCP cares because we ain't Legionnaires.
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pedro green
Ormand Green Industries
2
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Posted - 2014.06.03 11:16:00 -
[321] - Quote
awesome work Rattati keep going |
Kira Halycon
Legio DXIV
44
|
Posted - 2014.06.03 13:00:00 -
[322] - Quote
Solid intention behind the changes is good to see, backed by observations to come. Good work. |
xxLONE WOLFxx
Dem Durrty Boyz General Tso's Alliance
3
|
Posted - 2014.06.03 14:47:00 -
[323] - Quote
So your going to give op drop ships more fire power with small rail guns to blow up defenseless 500k tanks nice. Rail tanks should be able to fire accross the map "its a rail gun" at 300 yrds a drop ship is overhead and out of shot. Just make the game more realistic, if you nerf this game any more we will end up throwing toilet rolls at each other |
The dark cloud
The Rainbow Effect
3187
|
Posted - 2014.06.03 16:17:00 -
[324] - Quote
xxLONE WOLFxx wrote:So your going to give op drop ships more fire power with small rail guns to blow up defenseless 500k tanks nice. Rail tanks should be able to fire accross the map "its a rail gun" at 300 yrds a drop ship is overhead and out of shot. Just make the game more realistic, if you nerf this game any more we will end up throwing toilet rolls at each other How about instead of using a scout suit to bail out of your tank when its gonna blow up you use a heavy with a forgegun? when a dropship flys above you jump out and start shoting. See i just fixed your defenseless situation. |
Necalli XIBALBA
Anymous GOD
0
|
Posted - 2014.06.03 17:06:00 -
[325] - Quote
How about reducing the damage and range of shotguns? Also, thanks a lot for reducing the damage of the Combat riffle my only defense against these invisible camping shotgunning scouts. |
Fire of Prometheus
Alpha Response Command
5161
|
Posted - 2014.06.03 23:39:00 -
[326] - Quote
When are you going to fix the colour of my proto commando? He looks like a Michelin man without his black and red colour scheme....
PSN: jcptmo8055
Long live commandos
CCP, at least fix my ck.0 commandos colour scheme...he looks like the Michelin man
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The dark cloud
The Rainbow Effect
3189
|
Posted - 2014.06.04 00:28:00 -
[327] - Quote
Necalli XIBALBA wrote:How about reducing the damage and range of shotguns? Also, thanks a lot for reducing the damage of the Combat riffle my only defense against these invisible camping shotgunning scouts. Excuse me but the shotgun has a optimal range of like 5~8 meters anything further takes allmost no damage at all. Range and damage are fine cause you have to get extremely close to actually deal damage. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
899
|
Posted - 2014.06.04 06:45:00 -
[328] - Quote
The dark cloud wrote:Necalli XIBALBA wrote:How about reducing the damage and range of shotguns? Also, thanks a lot for reducing the damage of the Combat riffle my only defense against these invisible camping shotgunning scouts. Excuse me but the shotgun has a optimal range of like 5~8 meters anything further takes allmost no damage at all. Range and damage are fine cause you have to get extremely close to actually deal damage.
He forgot to mention the heavies need a buff... They're way to weak. *end sarcasm*
Overlord of Broman
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