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Aeon Amadi
Edimmu Warfighters Gallente Federation
5849
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Posted - 2014.05.29 09:34:00 -
[31] - Quote
CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote:CCP Rattati wrote:SirManBoy wrote:Opting out of revives? We might as well throw the injector in the garbage completely then.
It's an already under used and under appreciated piece of equipment that puts its users in significant danger. You can't make a change like that without replacing it with a mechanic or reward system that still makes the injector worth using.
Also, what sense does it make for an incapacitated body to have the ability to make any decisions at all? Even having the ability to bleed out is a stretch as it suggests that people can just commit suicide with their mind.
People look at the injector all wrong. Yes, getting revived at an inopportune time can hurt your KDR a bit, but it can also save you a suit. Ultimately, that's far more important. Now I'm no proponent for idiotic logi play and I think bad injector use is poor form on the battlefield, but allowing people to deny a resuscitation seems like the wrong way to address this problem.
I am of the mind that people who don't want revives should suicide immediately and then they can't be revived. Second, I would like to make WP be in proportion to healed HP, it shouldn't pay off to heal with a militia needle and rep, instead of using a proto needle. Something like 25-50-75 or even just WP=HP healed. Same for damage, I don't like getting 25 WP for an assist when I dropped 95% of the damage. There is no suicide option when incapacitated, pressing O doesn't automatically kill you; it just takes you to the map to select your spawn point, and there is a lot of time between pressing O and selecting your next spawn point in which you can get revived when you don't want to be. I know, that's why I want it (we actually had proper suicide once I believe)
S'all we're asking for, really.
Useful Links
Aeon Amadi for CPM1
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shaman oga
Nexus Balusa Horizon
2203
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Posted - 2014.05.29 09:45:00 -
[32] - Quote
Things i would like:
- No death till the clone is eliminated, this would stop complain about unwanted revives
- WP for MCRU spawn (better spawn time with better tier MCRU)
- CRU not working if a vehicle do not have a free seat
- Seat module (a empty little turret, 0/0 pg/cpu)
- ---SUPER REQUEST--- return of the logi vehicles and module (i know they are still there)
And last but not least, the more simple request i've ever made, about one super annoying fact: chat channel change when we enter a match I hate when i'm typing a message with my pad and i have to rewrite it all
PSN: ogamega
I'm here to bla bla bla...
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5850
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Posted - 2014.05.29 10:35:00 -
[33] - Quote
shaman oga wrote:Things i would like:
- No death till the clone is eliminated, this would stop complain about unwanted revives
- WP for MCRU spawn (better spawn time with better tier MCRU)
- CRU not working if a vehicle do not have a free seat
- Seat module (a empty little turret, 0/0 pg/cpu)
- ---SUPER REQUEST--- return of the logi vehicles and module (i know they are still there)
And last but not least, the more simple request i've ever made, about one super annoying fact: chat channel change when we enter a matchI hate when i'm typing a message with my pad and i have to rewrite it all
Maaaaan you don't know how badly I want the extra 5 WP for killing an incapacitated clone
Useful Links
Aeon Amadi for CPM1
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Beren Hurin
Onslaught Inc RISE of LEGION
2379
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Posted - 2014.05.29 13:54:00 -
[34] - Quote
I know I saw that heavies were complaining about lack of proper WP accumulation. I wonder if something that gave WP for damage taken could be balanced? |
Brush Master
HavoK Core RISE of LEGION
1245
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Posted - 2014.05.29 15:20:00 -
[35] - Quote
CCP Rattati wrote: On a very similar note, I feel like mobile crus should be incentivized.
I have been pushing this for years, especially with the 514th Wing pilot group, topic of discussion for so long. I heard that the technically issues behind it were the major reason that nothing ever changed, mCRUs are nothing like uplinks and they have a lot of issues like delayed spawns.
Dust Veteran. June 2012 - ?
My alliance predicted Legion...
@dustreports
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1258
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Posted - 2014.05.29 16:22:00 -
[36] - Quote
Aeon Amadi wrote:Some stuff that was talked about between the CPM 1 candidates. Warpoints for vehicle repair
- This was removed in closed beta due to abuse. Since we gain WP from causing damage to vehicles, is there any way that we could re-evaluate the Axis Repair Tool to both make it more viable as well as give incentive to repairing vehicles? Warpoint scaling with equipment tier (we currently get the same amount of WP for using militia nanite injectors as we do with prototype injectors)
- This was brought up by Cross Atu . Currently, the system incentives the use of all equipment tiers for the same rewards. It's actually more beneficial to use a militia injector and then repair the damage using a lower tiered repair tool, garnishing more WP in the end. Is there any way that we can re-evaluate this and encourage the use of better equipment tiers beyond them being more powerful? Can we encourage specialization? On a personal note, I think this would be a great opportunity to reduce some of the blow to Support Logistics incurred in 1.8 by giving more WP for better gear usage. An option to opt out of being revived
- Brought up by Appia Vibia. This has been needed for a very long time and was the sole reason that injector spamming in Faction Warfare was allowed to be abused. It's currently possible, given a small window, in the spawn screen - but it could use another look. Players should have an option to deny a revive, if possible. What are the possibilities of this happening in Dust 514? Re-evaluating Faction Warfare LP payouts.
- This was a common concern brought up by the community and it hasn't been touched in a while. What are the possibilities for re-evaluating Faction Warfare to give more incentive to play it, and utilize the gear provided more often? EDIT: As brought up by One Eyed King, below, the current system was implemented on the assumption that there would be a player market in play later on. This is no longer the case and it needs to be re-considered. EDIT: Fix the Nanocircuitry Skill
- The Nanocircuitry skill -still- (to my knowledge) doesn't show that it provides a 5% reduction in CPU for Nanohives/Nanite Injectors.
Warpoint scaling for better equipment, yes please. Never understood the logic behind making a Militia Injector and a Proto Injector giving the same WP, one costs way more and helps way more.
The LP payout system, yes, please work on this. If you don't want to scale the payout, then scale the items in the LP store. I understand everything increases in cost as you move up the tiers, but, Modules (all of them) are a complete waste of LP. I'm saving, on average, 52.68 isk per LP spent. Compare that to Suits, where I save more than that on Basic suit (72.86isk per LP spent). Then when you get up to the big boys (Proto suits) each LP is worth 316(.37) isk. That just doesn't scale right. You need to find an isk value that equals 1LP and stick with it. There is too great of an increase in value (this could in-turn increase LP costs, or make them comparably cheaper depending upon the number chosen. If the LP to isk is low (like current modules) then payouts would have to increase).
Also, Nanocircuitry does state that... on the skillbook... the part of the market no one looks in...
So, yes, please re-add that to the description. While you're at it, give each equipment skill (and all access skills for that matter) a passive increase, even if it is tiny.
I think I'm over Dust now...
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zzZaXxx
The Phoenix Federation
413
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Posted - 2014.05.29 16:25:00 -
[37] - Quote
FW = I make enough to get a few aurum mods and worry about getting injector spammed. I'll pass.
MCRU = my dropship gets stolen |
Funkmaster Whale
Whale Farm
2296
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Posted - 2014.05.29 17:20:00 -
[38] - Quote
CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote: There is no suicide option when incapacitated, pressing O doesn't automatically kill you; it just takes you to the map to select your spawn point, and there is a lot of time between pressing O and selecting your next spawn point in which you can get revived when you don't want to be.
I know, that's why I want it (we actually had proper suicide once I believe) I think an easier fix would be to not count a death until the clone has been terminated. I think that's the bigger issue people have with being constantly revived...
Follow me on Twitch.tv!
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RKKR
The Southern Legion Final Resolution.
926
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Posted - 2014.05.29 17:42:00 -
[39] - Quote
CCP Rattati wrote:SirManBoy wrote:Opting out of revives? We might as well throw the injector in the garbage completely then.
It's an already under used and under appreciated piece of equipment that puts its users in significant danger. You can't make a change like that without replacing it with a mechanic or reward system that still makes the injector worth using.
Also, what sense does it make for an incapacitated body to have the ability to make any decisions at all? Even having the ability to bleed out is a stretch as it suggests that people can just commit suicide with their mind.
People look at the injector all wrong. Yes, getting revived at an inopportune time can hurt your KDR a bit, but it can also save you a suit. Ultimately, that's far more important. Now I'm no proponent for idiotic logi play and I think bad injector use is poor form on the battlefield, but allowing people to deny a resuscitation seems like the wrong way to address this problem.
I am of the mind that people who don't want revives should suicide immediately and then they can't be revived. Second, I would like to make WP be in proportion to healed HP, it shouldn't pay off to heal with a militia needle and rep, instead of using a proto needle. Something like 25-50-75 or even just WP=HP healed. Same for damage, I don't like getting 25 WP for an assist when I dropped 95% of the damage.
Ask yourself why people don't want to be revived? it's because of - idiots* using the injector the wrong way making the revive useless. - people want to use a different suit. - people have no patience, but still whine if they get revived and shot immediatly
A immediatly-suicide option is not in favor the good logibros, better options were discussed in the past...shame on you.
*Not aware of their surrounding when reviving, no back-up after revives (ammo/reptool), thinking they can do the same job as a PROTO injector user with back-up with just a MLT injector, just to make WPs,....
Since we are talking about improvements, can CCP state why they changed the spawning system in ambush in beta and show us how it has actually improved with hard data or maybe I'm in the wrong matches half of the time were one side only gets a handfull of kills due to easy spawnkilling mechanics. Yeah... I don't like giving a few hundred WPs to exploiting HAV-players for one kill...yeah talk about WP imbalances. |
Nothing Certain
Bioshock Rejects
773
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Posted - 2014.05.29 18:08:00 -
[40] - Quote
Bradric Banewolf wrote:[quote=Aeon Amadi]Some stuff that was talked about between the CPM 1 candidates.
Warpoints for vehicle repair
- This was removed in closed beta due to abuse. Since we gain WP from causing damage to vehicles, is there any way that we could re-evaluate the Axis Repair Tool to both make it more viable as well as give incentive to repairing vehicles?
This is one i am interested in simply to see if you guys can fix it to where it isn't abused. If some guy is able, and brave enough, to rep a tank in battle why not give him some points? After all some rep tools in-game are still built for vehicle repair.
You ever tried to rep a tank? It is pointless, your feeble attempts are not noticed or needed. Other vehicles and installation you should rep because you want them around, no WP needed. What should be removed is vehicles getting WP for damaging vehicles.
WP for repping should be reduced. I can get hundreds of WP for doing nothing more than watching a heavy kill people while I hide behind him and rep him. I make more than he does for killing them. That is not a good model for rewarding a person's impact.
Because, that's why.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1064
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Posted - 2014.05.29 18:33:00 -
[41] - Quote
@ CCP Rattati, quick recommendation that builds off of the Hotfix Alpha grenade adjustments...
Can you consider placing a proportionally increased nanite consumption numbers on RE's as you did with grenades? Also, if you eventually do remove the resupply option for grenades I would propose you eliminate the resupply option for REs simultaneously.
The RE has become what folks used to gripe about with the Core Locus grenade. Some very inventive and skilled ways to use them and you can also chuck those things pretty far with a little practice. RE spam can be more devastating than nade spam in several situations.
Let me be clear...i'm not a fan of removing resupply capability for nades or explosives at all. My point is that in current game play they generate many of the same concerns and should have similar constraints. I'm a big fan of grenade and RE usage and I don't want to curb usage but you need to balance them inconjunction with each other based on how they can be employed in battle.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Nothing Certain
Bioshock Rejects
773
|
Posted - 2014.05.29 20:28:00 -
[42] - Quote
Funkmaster Whale wrote:CCP Rattati wrote:KAGEHOSHI Horned Wolf wrote: There is no suicide option when incapacitated, pressing O doesn't automatically kill you; it just takes you to the map to select your spawn point, and there is a lot of time between pressing O and selecting your next spawn point in which you can get revived when you don't want to be.
I know, that's why I want it (we actually had proper suicide once I believe) I think an easier fix would be to not count a death until the clone has been terminated. I think that's the bigger issue people have with being constantly revived...
Screw them. Getting yourself killed should have some consequence and killing someone should have some consequence. Reviving is a separate issue. I think it is mostly fine as is, someone should be able to suicide easier but it should count as a death. 8/10 times it is better for the team to save a clone than it is for you to die and get a new suit and relocate, so I'll pick you up and ignore the whining about your kdr. You can always kill yourself if it is that important.
Because, that's why.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5869
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Posted - 2014.05.29 20:44:00 -
[43] - Quote
Nothing Certain wrote:Bradric Banewolf wrote:[quote=Aeon Amadi]Some stuff that was talked about between the CPM 1 candidates.
Warpoints for vehicle repair
- This was removed in closed beta due to abuse. Since we gain WP from causing damage to vehicles, is there any way that we could re-evaluate the Axis Repair Tool to both make it more viable as well as give incentive to repairing vehicles?
This is one i am interested in simply to see if you guys can fix it to where it isn't abused. If some guy is able, and brave enough, to rep a tank in battle why not give him some points? After all some rep tools in-game are still built for vehicle repair. You ever tried to rep a tank? It is pointless, your feeble attempts are not noticed or needed. Other vehicles and installation you should rep because you want them around, no WP needed. What should be removed is vehicles getting WP for damaging vehicles. WP for repping should be reduced. I can get hundreds of WP for doing nothing more than watching a heavy kill people while I hide behind him and rep him. I make more than he does for killing them. That is not a good model for rewarding a person's impact.
Absolutely agree, nerf the ever living hell-fire out of team work. Team work is totally OP.
/sarcasm
Useful Links
Aeon Amadi for CPM1
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SponkSponkSponk
The Southern Legion Final Resolution.
846
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Posted - 2014.05.29 22:32:00 -
[44] - Quote
Aeon Amadi wrote:Maaaaan you don't know how badly I want the extra 5 WP for killing an incapacitated clone
It's drop it to 2 points - it's bad enough trying to find a friendly to inject without massive incentives (10% extra war points) for double tapping them.
Dust/Eve transfers
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CCP Rattati
C C P C C P Alliance
1956
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Posted - 2014.05.29 23:44:00 -
[45] - Quote
Jaysyn Larrisen wrote:@ CCP Rattati, quick recommendation that builds off of the Hotfix Alpha grenade adjustments...
Can you consider placing a proportionally increased nanite consumption numbers on RE's as you did with grenades? Also, if you eventually do remove the resupply option for grenades I would propose you eliminate the resupply option for REs simultaneously.
The RE has become what folks used to gripe about with the Core Locus grenade. Some very inventive and skilled ways to use them and you can also chuck those things pretty far with a little practice. RE spam can be more devastating than nade spam in several situations.
Let me be clear...i'm not a fan of removing resupply capability for nades or explosives at all. My point is that in current game play they generate many of the same concerns and should have similar constraints. I'm a big fan of grenade and RE usage and I don't want to curb usage but you need to balance them inconjunction with each other based on how they can be employed in battle.
We will take a look, even though I 100% respect the skill it takes, I don't like being frisbee RE'd at all, but I like people throwing them at tanks. What a dilemma.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Garth Mandra
The Southern Legion Final Resolution.
402
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Posted - 2014.05.30 00:34:00 -
[46] - Quote
CCP Rattati wrote:Jaysyn Larrisen wrote:@ CCP Rattati, quick recommendation that builds off of the Hotfix Alpha grenade adjustments...
Can you consider placing a proportionally increased nanite consumption numbers on RE's as you did with grenades? Also, if you eventually do remove the resupply option for grenades I would propose you eliminate the resupply option for REs simultaneously.
The RE has become what folks used to gripe about with the Core Locus grenade. Some very inventive and skilled ways to use them and you can also chuck those things pretty far with a little practice. RE spam can be more devastating than nade spam in several situations.
Let me be clear...i'm not a fan of removing resupply capability for nades or explosives at all. My point is that in current game play they generate many of the same concerns and should have similar constraints. I'm a big fan of grenade and RE usage and I don't want to curb usage but you need to balance them inconjunction with each other based on how they can be employed in battle. We will take a look, even though I 100% respect the skill it takes, I don't like being frisbee RE'd at all, but I like people throwing them at tanks. What a dilemma.
What if REs were very slightly magnetic like AV nades? That way it'd be easier to get them on tanks so you could make their mass higher so they can't be thrown as far. |
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8387
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Posted - 2014.05.30 01:10:00 -
[47] - Quote
CCP Rattati wrote:Jaysyn Larrisen wrote:@ CCP Rattati, quick recommendation that builds off of the Hotfix Alpha grenade adjustments...
Can you consider placing a proportionally increased nanite consumption numbers on RE's as you did with grenades? Also, if you eventually do remove the resupply option for grenades I would propose you eliminate the resupply option for REs simultaneously.
The RE has become what folks used to gripe about with the Core Locus grenade. Some very inventive and skilled ways to use them and you can also chuck those things pretty far with a little practice. RE spam can be more devastating than nade spam in several situations.
Let me be clear...i'm not a fan of removing resupply capability for nades or explosives at all. My point is that in current game play they generate many of the same concerns and should have similar constraints. I'm a big fan of grenade and RE usage and I don't want to curb usage but you need to balance them inconjunction with each other based on how they can be employed in battle. We will take a look, even though I 100% respect the skill it takes, I don't like being frisbee RE'd at all, but I like people throwing them at tanks. What a dilemma. A good tweak for RE's would be increasing the time it takes from when you place it to when you can detonate it. In the case of people who frisbee the RE's or stick them onto an HAV this will be barely noticeable, but not so much for the people who try to run into a group of enemies, quickly toss done an RE, and then try to detonate before getting killed it which is the real problem IMO.
Amarr are the good guys.
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Grimmiers
571
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Posted - 2014.05.30 01:28:00 -
[48] - Quote
CCP Rattati wrote:Jaysyn Larrisen wrote:@ CCP Rattati, quick recommendation that builds off of the Hotfix Alpha grenade adjustments...
Can you consider placing a proportionally increased nanite consumption numbers on RE's as you did with grenades? Also, if you eventually do remove the resupply option for grenades I would propose you eliminate the resupply option for REs simultaneously.
The RE has become what folks used to gripe about with the Core Locus grenade. Some very inventive and skilled ways to use them and you can also chuck those things pretty far with a little practice. RE spam can be more devastating than nade spam in several situations.
Let me be clear...i'm not a fan of removing resupply capability for nades or explosives at all. My point is that in current game play they generate many of the same concerns and should have similar constraints. I'm a big fan of grenade and RE usage and I don't want to curb usage but you need to balance them inconjunction with each other based on how they can be employed in battle. We will take a look, even though I 100% respect the skill it takes, I don't like being frisbee RE'd at all, but I like people throwing them at tanks. What a dilemma.
If you could throw them faster and have it so they only arm a second after sticking to a surface it would be easier to avoid as infantry and place on vehicles. They also could use a high pitch beeping sound when they are ready to blow.
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Adipem Nothi
Nos Nothi
1162
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Posted - 2014.05.30 01:53:00 -
[49] - Quote
Grimmiers wrote:If you could throw them faster and have it so they only arm a second after sticking to a surface it would be easier to avoid as infantry and place on vehicles. They also could use a high pitch beeping sound when they are ready to blow.
First part seems reasonable. The second part (high pitched beeping) not so much.
An audible queue would penalize folks who use REs as traps (like baiting a pursuer around a corner or placing defensive rigging on objectives). It'd also alert a tanker as to an otherwise "surprise" threat; pilots who aren't eating chips can hear much of the goings-on around them.
Shoot scout with yes...
- Ripley Riley
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
477
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Posted - 2014.05.30 13:59:00 -
[50] - Quote
CCP Rattati wrote:Jaysyn Larrisen wrote:@ CCP Rattati, quick recommendation that builds off of the Hotfix Alpha grenade adjustments...
Can you consider placing a proportionally increased nanite consumption numbers on RE's as you did with grenades? Also, if you eventually do remove the resupply option for grenades I would propose you eliminate the resupply option for REs simultaneously.
The RE has become what folks used to gripe about with the Core Locus grenade. Some very inventive and skilled ways to use them and you can also chuck those things pretty far with a little practice. RE spam can be more devastating than nade spam in several situations.
Let me be clear...i'm not a fan of removing resupply capability for nades or explosives at all. My point is that in current game play they generate many of the same concerns and should have similar constraints. I'm a big fan of grenade and RE usage and I don't want to curb usage but you need to balance them inconjunction with each other based on how they can be employed in battle. We will take a look, even though I 100% respect the skill it takes, I don't like being frisbee RE'd at all, but I like people throwing them at tanks. What a dilemma. By the way, is there a chance of allowing equipment to resupply at supply depots? It doesn't exactly add equipment spam, considering that there's a hard limit per specific equipment type. And I'd like my compact nanohive to actually restock when I finally get back to homebase after playing Commando and murdering people. I don't see why I should change my suit and then change back to get a restock - It's just an annoying mechanic. |
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