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Thread Statistics | Show CCP posts - 19 post(s) |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5719
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Posted - 2014.05.23 11:34:00 -
[1] - Quote
CCP Rattati wrote:Zaria Min Deir wrote:Ryme Intrinseca wrote:
2. Don't understand the reasoning about not buffing swarms because that would affect dropships. That would be a good thing! You do realize an ADS can basically ignore swarms at present? What is the point in having specialized roles that are so much worse at their 'speciality' than non-specialized roles are at it (e.g. tanks, which threaten infantry and vehicles alike)? Note, I have no axe to grind here, I don't have a single SP into swarms.
3. This is a minor issue, but why nerf AV nade restock at nanohive? Is this really a problem at present? If infantry have time to restock multiple grenades (which is the only time the change would make any difference) then the tanker has put themselves in an awfully vulnerable position, probably getting greedy for infantry kills rolling into a tight space where they don't belong.
Yes. This. Swarms (yes, MULTIPLE swarmers working together) are just laughed off by ADS pilots. They are pretty much entirely unkillable by swarms except in the case of terribad pilot or getting extremely unlucky. So why worry about a minor swarm buff affecting dropships? When that's exactly what we need, for swarms to have at least some effect on ADSs? And I really don't see a need for the increased nanite count on AV nades. I already deplete a proto hive after throwing 2 nades as it is. In all fairness, we are discussing completely eliminating the restocking of all grenades by nanohives, this is the moderated proposal. (We would keep them for supply depots)
Kind of extreme but it'd give some reason to grenades being as powerful as they are. Spammability was always a problem but not because of the sheer amount, but because Core Locus Grenades did 600 damage. They're the only grenade that will actively -kill- infantry and they do so incredibly well. I've always figured that anti-infantry grenades worked more on the aspect of shrapnel rather than high-explosives, something that dropsuits would be able to shrug off more easily.
You're talking about something that does enough damage to kill most medium frames that aren't brick tanked over a radius of 7.2 meters. Just the other day I got -eight kills- with a single grenade being tossed into a building in an ambush match. That's a lot of power to have in something that is more easily fit than most light weaponry.
As far as the contact grenades' damage being reduced, I don't think enough people use them anymore for them to be a problem. Could leave their damage their damage the same and the 1 grenade limitation carries most of the weight of discouragement.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5721
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Posted - 2014.05.23 14:23:00 -
[2] - Quote
CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:Dear CCP Rattati
I very much appreciate you sharing this information with the Dust 514 community through the forums, and thank you for posting these numbers on the Googledocument. Speaking of the Google document, the entry on the third to last reads "Adding Amarr Dropsuit Slots", yet does not say what type of Amarr dropsuit the slot changes are considered for; do you mean the Amarr light and scout? Amarr medium and assault? Amarr logistics? or perhaps the Amarr heavy and sentinel? Please, specify which Amarr dropsuit you are talking about. It is important for us to know what dropsuit you are referring for us to be able to give feedback on that specific item from the Hotfix Alpha Google document. I have inquired about this particular subject twice already in this thread, but you did not reply despite the fact that you have been reading and commenting on this thread; I will assume you are not ignoring my comments as some intentional insult to me, but instead you just missed my comments. I look forward to your reply.
Thank you for reading, sincerely KAGEHOSHI. Yes, I was a bit vague, because I haven't had time to look into it properly. I didn't even know until now that the Amarr Assault dropsuit has fewer slots than its counterparts. In the not so distant future, you can consider slots getting equalized across all comparable racial tiers. That is, when we slot those changes into the hotfix pipeline, and I can't promise that it will be in Hotfix Alpha.
Cool. Taking the Eve Online approach, I like it.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5721
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Posted - 2014.05.23 14:42:00 -
[3] - Quote
CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix
What about the Plasma Rifles variants >:
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5722
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Posted - 2014.05.23 14:49:00 -
[4] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >: Fixed or Dodo, I am leaning towards the second
Dodo? Like, extinct? Or Todo list o.o?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5722
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Posted - 2014.05.23 14:55:00 -
[5] - Quote
Cody Sietz wrote:CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:Cody Sietz wrote:Can we make assault swarms have longer range with less dmg?
And bump up the normal swarm dmg but leave the range as is. Assault swarms are on the top of my list of "useless" variants to fix What about the Plasma Rifles variants >: Fixed or Dodo, I am leaning towards the second The TAR isn't so bad, but dat burst and breach... Maybe a slightly larger mag on the breach?
IMO, Tar needs more damage for it's low mag count/range/rate of fire. Anything the TAR does the Scrambler does dramatically better.
Before overheating you can fire more rounds with the scrambler rifle downrange, faster, than the TAR has in it's mag, at a longer range and with more damage to shields, with higher damage in general -AS WELL AS- the ability to charge it up.
TAR definitely needs to be more viable when compared to the Scrambler Rifle. Just my personal thoughts though.
Breach -definitely- needs some work, especially with the change to Gal Assault focusing on dispersion since it already has a great hipfire dispersion; just makes it laser accurate. Burst needs to be able to contend with the Combat Rifle in terms of performance without increasing it's rate of fire, so probably more damage.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5722
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Posted - 2014.05.23 14:56:00 -
[6] - Quote
Bethhy wrote:How the hell are we addressing Armor In DUST 514 before we have Even made Shields Competitive except in very situational instances..
Shield Energizers and Rechargers = Low slot?
Generally the common factor of every bad point release was when they buffed one thing and then nerfed the thing that counters it. It'd be senseless to nerf armor and then subsequently buff shields without even looking at the effects caused by the nerf to armor.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5724
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Posted - 2014.05.23 15:17:00 -
[7] - Quote
Appia Vibbia wrote:Cyrius Li-Moody wrote: It's like nobody ran scout prior to 1.8. It's like nobody remembers how terrible it is to get scanned constantly. The tacnet system is the most OP mechanic in this game and you're making the stealth class in this game not stealthy at all. Do you guys even acknowledge the fact that the tacnet is ridiculously OP? Why even have a scout class if it can be countered by 1 person?
Just to hone in on this point, I think Zatara Rought made the best case example of why non-scouts (people that never ran scout before 1.8 buff was confirmed) get pissy if they don't have their unbeatable scanners.
Until gameplay mechanics change (presumable in Legion) than there will always be this sided argument where one side says that there should be a way to be scanned, and the other side says there should be a way to never be scanned. It will always be the case with current mechanics.
I do like the proposal for Precision falloff over range, the longer the distance the less chance of actually finding the target. Can't have that in Dust 514 though, so CCP is going to have to pick which side gets the bacon: Profile or Precision. I honestly don't care which one because I'm sure someone's going to lament either way.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5732
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Posted - 2014.05.23 21:56:00 -
[8] - Quote
Given the constant bickering about scouts/dampening/cloaking, I can't help but laugh because this is the toned down version of what CCP wanted to do in the first place (shoot while cloaked).
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5741
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Posted - 2014.05.24 12:53:00 -
[9] - Quote
@CCP Rattati
Any consideration toward changing the reactive armor plates' bonus to 1/2/3 instead of 1/1/2 since it doesn't receive the increased repair rate from Armor Repair Systems skill?
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5882
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Posted - 2014.05.30 05:45:00 -
[10] - Quote
CCP Rattati wrote:Cat Merc wrote:Personally I believe a proto HMG should kill a militia LAV given 3/4th of a clip. it should definitely hurt
The CPM Candidates have so many ideas for Hotfix Beta. When are you planning to open up feedback threads?
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Aeon Amadi for CPM1
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