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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Ryme Intrinseca
The Rainbow Effect
1330
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Posted - 2014.06.09 14:47:00 -
[61] - Quote
CCP Rattati wrote:Dear players,
We are currently in the midst of writing the Narrative of Hotfix Bravo.
Please give us your feedback in the [Feedback] stickies and in this thread.
The major themes we have identified, internally and with the CPM are:
1) Additional Militia weapons and increased exposure to new players 2) Rifle Variant balance, range and dps 3) Vehicle to Vehicle TTK and Large Turret/Small Turret roles 4) Swarms and Dropships 5) Shield Extenders, Regulators and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear 7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles.
Again, any, none or all of these might end up in Bravo, all depending on how quickly we can turn them around.
Sincerely, CCP Rattati 1-2 and 4-7 sound good. Please do all of them.
3 sounds problematic. I guess you mean INCREASE vehicle-vehicle TTK? You realize that is essentially a buff to vehicles and a nerf to infantry? At present the only realistic counters to high SP tanks and ADSes are burst damage (e.g. railgun tank with damage mods). If you remove these counters by increasing TTK, high SP vehicle users will be in full time infantry farming mode. |
Happy Violentime
OMFGZOMBIESRUN
666
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Posted - 2014.06.09 14:58:00 -
[62] - Quote
Om Anko wrote:CCP Rattati wrote: 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
Removing Vehecles from Anbush ,not Ambush OMS mode. See how it works.
From a vehicle abusers point of view the only difference between ambush and ambush OMS is that in OMS they have more kills to farm.
Maybe, just maybe, limit ambush game mode to miilitia tanks/drop ships and Lav's??? |
Goto Yu
D3M3NT3D M1NDZ
1
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Posted - 2014.06.09 15:36:00 -
[63] - Quote
hotfix brovo is looking like most of the stuff that needs a fix is geting done and i hope its as good as hotfix alpha and the shield fix might be a bit fun for the shield base toons out thare i cant wait |
Maximus Stryker
Who Are Those Guys
996
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Posted - 2014.06.09 16:12:00 -
[64] - Quote
Jadd Hatchen wrote: 6 - Your game modes suck because they are all the same. Bring back the original Skirmish from beta where there were objectives that meant something and the maps were more dynamic. You are already doing that by making Ambush a smaller part of the Skirmish maps... Now go the next step, make an Ambush map with one objective like in Domination... Now when the attacking team holds that one point for 3 minutes, it opens the next two sections of the skirmish map by rolling back the defender's redline and adds in two more objectives (one in each new section). Now the attackers have to hold two of the three objectives for 5 minutes to reveal the final objective which they have to hold for 5 minutes to win the scenario. The whole while, the defenders don't have an MCC, but the attackers do and the attacker's MCC is taking damage from the defender's set of null cannons that are only controlled by the final objective.
Yes, yess and yesss
Also, I like my idea as well:
Maximus Stryker wrote: In response to #6, Game Modes...
How easy or difficult is it to combine Domination and Skirmish?
By combine, I mean this, have a Skirmish map that rotates 1 single active letter at a time. Both sides fight over a single letter like the Domination game mode but every 4 - 6 minutes the location (or active letter) switches.
Ex: A Skirmish would start with both sides going for Delta than in 4 minutes the active letter switches to Bravo than in 5 minutes the letter switches to Alpha than in 6 minutes it goes back to Brave than in 5 minutes it switches to Charlie.
Thoughts/Comments/Concerns?
Best Idea For Legion
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Nothing Certain
Bioshock Rejects
805
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Posted - 2014.06.09 16:16:00 -
[65] - Quote
Good list, I don't like greater ISK payouts, it doesn't factor enough as it is. I would add increasing HP of installations and reducing or eliminating WP from vehicles inflicting damage on other vehicles.
Because, that's why.
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MUNSON MANCHILD
Random Gunz RISE of LEGION
10
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Posted - 2014.06.09 16:40:00 -
[66] - Quote
Can we please get all suits in the LP store such as the Caldari Pro Scout? |
Theresa Rohk
The Cuddlefish Ethereal Dawn
49
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Posted - 2014.06.09 16:48:00 -
[67] - Quote
CCP Rattati wrote:Dear players,
We are currently in the midst of writing the Narrative of Hotfix Bravo.
Please give us your feedback in the [Feedback] stickies and in this thread.
The major themes we have identified, internally and with the CPM are:
5) Shield Extenders, Regulators and Rechargers - Making proper shield tanking viable instead of hybrid tanking. Again, any, none or all of these might end up in Bravo, all depending on how quickly we can turn them around.
Sincerely, CCP Rattati
Hybrid tanking will never stop until you introduce low slot modules that are worth taking the risk away from Armor plates. Shield regulators simply aren't going to do it. With armor tanking you have a decent number of true options to weigh, for Hybrid or Shield tanking, there are really no good options for low slot modules for many/most play styles. Sure there are the occasional odd ball fits that use hackers, but it is rare that it out-benefits the extra 100+ HP that an armor plate gives you for so very little costs. |
Doyle Reese
OSG Planetary Operations Covert Intervention
474
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Posted - 2014.06.09 17:47:00 -
[68] - Quote
the problem with REs isn't the fact that they can be thrown, it's that they can be armed so quickly after you throw them |
Jadd Hatchen
The Phoenix Federation
567
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Posted - 2014.06.09 17:56:00 -
[69] - Quote
Theresa Rohk wrote:Hybrid tanking will never stop until you introduce low slot modules that are worth taking the risk away from Armor plates. Shield regulators simply aren't going to do it. With armor tanking you have a decent number of true options to weigh, for Hybrid or Shield tanking, there are really no good options for low slot modules for many/most play styles. Sure there are the occasional odd ball fits that use hackers, but it is rare that it out-benefits the extra 100+ HP that an armor plate gives you for so very little costs.
Actually, you hit on something there. In EVE online the increased damage mods are all in the LOW slots not the HIGH slots of the ships. This means you have to balance armor tanking with doing more damage... glass cannon or brick tank as it were.
But for some stupid reason, they lost their minds and decided to make weapon damage mods a high slot item? WTF? The whole hybrid tanking issue would never be an issue if you just make damage items fit in the low slots. Done.
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Jadd Hatchen
The Phoenix Federation
567
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Posted - 2014.06.09 17:57:00 -
[70] - Quote
Doyle Reese wrote:the problem with REs isn't the fact that they can be thrown, it's that they can be armed so quickly after you throw them
Good point, so they need two changes then. 3 seconds before they can be armed, AND stop throwing the damned things!
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Doyle Reese
OSG Planetary Operations Covert Intervention
474
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Posted - 2014.06.09 18:27:00 -
[71] - Quote
Jadd Hatchen wrote:Doyle Reese wrote:the problem with REs isn't the fact that they can be thrown, it's that they can be armed so quickly after you throw them Good point, so they need two changes then. 3 seconds before they can be armed, AND stop throwing the damned things! After all if you want to "throw explosives" we have grenades, mass drivers, plasma cannons, and swarm launchers each with a different way to propel explosives over a distance. Demolition charges have the advantage of a delay and thus should not have a way to be projected or else you rob the mass driver and grenade people of a lot of their thunder.
but I love them being able to be thrown, it allows REs to be placed in inventive places |
Jadd Hatchen
The Phoenix Federation
567
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Posted - 2014.06.09 18:50:00 -
[72] - Quote
Doyle Reese wrote:Jadd Hatchen wrote:Doyle Reese wrote:the problem with REs isn't the fact that they can be thrown, it's that they can be armed so quickly after you throw them Good point, so they need two changes then. 3 seconds before they can be armed, AND stop throwing the damned things! After all if you want to "throw explosives" we have grenades, mass drivers, plasma cannons, and swarm launchers each with a different way to propel explosives over a distance. Demolition charges have the advantage of a delay and thus should not have a way to be projected or else you rob the mass driver and grenade people of a lot of their thunder. but I love them being able to be thrown, it allows REs to be placed in inventive places
I makes them TOO powerful! Right now someone with an RE can throw them into a "bunker" and then detonate it before anyone has a chance to react to them without every exposing themselves to ANY risk and still do enough damage to kill anything including the most heavily tanked heavy dropsuits many times over (as in if two or more are in the area they all die, not just one of them). Honestly this is the role of the grenade or mass driver. The RE or "demo charge" is supposed to be used to control access, not assault a position. It's supposed to be able to defend a position, not break into one. This is why you see people using RE's like they are super 'nades instead of using grenades. They are just more powerful and thus better at the job than any grenade will ever be. Similarly for the Mass Driver. So why skill up for grenades or mass drivers when you can just toss around RE's and do ten times better with them?
I'm all for creative and inventive ways to use stuff. I've been playing EVE online for over 10 years now. But tossed and bouncing RE's that take out an entire squad or tank is just stupid. Now if someone puts down an RE and waits for a squad or tank to stand over it, then hell yeah it should kill them. But the craziness of how they work now is retardedly stupid and only ruins gameplay for the grenade and mass driver users.
As stated before, there needs to be two changes to the RE's. First make them so that they are set, not thrown. Second have a 3 second arming duration where they cannot blow up (as in not just by the remote control, but also by flux grenades, or shooting at them etc.) Because if you just increase the time needed for the remote control to set off an RE, but a flux nade still set them off early, then you can believe that RE users will just carry both RE's and flux nades and throw in the RE followed by throwing in a flux nade to get it to set off immediately again.
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Izlare Lenix
Last VenDetta. Dark Taboo
684
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Posted - 2014.06.09 19:18:00 -
[73] - Quote
Cat Merc wrote:Assault should be top priority at this point IMHO.
Agreed.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Mahal Daj
Mahal Tactical Enterprises
62
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Posted - 2014.06.09 19:59:00 -
[74] - Quote
Looks ok in general.
I am against an increase in ISK payouts in general, (edit: I agree that longer games should equate to larger payouts, as Cenex states previously) because the choices made on that front are one of the things dust does that no (?) other game accomplishes. If you want to accomplish something along the line of helping new players, you could look at reducing the cost of FW gear to make it easier to access the adv/Proto gear of their chosen race.
Of note regarding the damage of AV versus dropships... I get destroyed by forge guns, however I'm more likely to crash from the knock back of the swarm than its damage. (primarily use dropships to pilot for others on the guns)
Edit: I support the addition of new game modes!
Daj
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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Snake Sellors
Hellstorm Inc League of Infamy
93
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Posted - 2014.06.09 20:34:00 -
[75] - Quote
Absolutely shields need to be fixed in hotfix bravo if that is the only thing achieved i'll be happy,
that said:
2. swarm launchers being balanced. 3.missing racial heavy weapons 4. hit detection being fixed with all weapons but particularly the sniper rifles 5. it won't happen here but I'd like to see a reduction in dropsuit command sp requirements especially at the top end. it takes almost two million in sp to get level 5 in some skills.. 6.sniper damage being fixed
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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
958
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Posted - 2014.06.09 22:10:00 -
[76] - Quote
please remove vehicles from Ambush and reduce map size.
Not really bothered about isk payouts.
Public Relations - tick tick BOOM.
PSN: CallOfTheDark
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Alpha 443-6732
BurgezzE.T.F
496
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Posted - 2014.06.09 23:21:00 -
[77] - Quote
Would just like to point anyone who is interested to a compilation of the major small turret issues:
https://forums.dust514.com/default.aspx?g=posts&m=2201999 |
bogeyman m
Krusual Covert Operators Minmatar Republic
243
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Posted - 2014.06.10 06:25:00 -
[78] - Quote
Vehicle stuff: - make scan profile higher/visible on tacnet - add animation delay for exit/entry of vehicles - fix armour repping issue
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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bogeyman m
Krusual Covert Operators Minmatar Republic
243
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Posted - 2014.06.10 06:37:00 -
[79] - Quote
Logo stuff: - make filling equipment slots mandatory (Slayer-Logi problem fixed) - make racial equipment 100% efficient on matching Logi suits - make racial equip 80% on non-matching Logi suits - make all Logi-type equip run at 60% on non-Logi suits - fix phantom revive marker issue - only show revive marker when 'request help' selected - add quick-tap swap function between rep tool and weapon - fix clunky rep tool lock-on (it should lock on players before supply depots, for example) - reduce scan profile by 5db
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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bogeyman m
Krusual Covert Operators Minmatar Republic
243
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Posted - 2014.06.10 06:44:00 -
[80] - Quote
War Point stuff:
WPs from OBs - should only count as Assists (don't care how they count toward K/D ratio)... One well placed OB should not get you half way to the next OB
WPs for kills - infantry vs infantry = no change - vehicle vs vehicle = no change - infantry kills vehicle = no change (damage rewards already accounted for) - vehicle kills infantry = 40 (instead of 50) because it is such an advantage for the vehicle
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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Godin Thekiller
shadows of 514
2560
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Posted - 2014.06.10 06:58:00 -
[81] - Quote
bogeyman m wrote:War Point stuff:
WPs from OBs - should only count as Assists (don't care how they count toward K/D ratio)... One well placed OB should not get you half way to the next OB
WPs for kills - infantry vs infantry = no change - vehicle vs vehicle = no change - infantry kills vehicle = no change (damage rewards already accounted for) - vehicle kills infantry = 40 (instead of 50) because it is such an advantage for the vehicle
All three of your posts are painfully bad.............
click me
Blup Blub Bloop. Translation: Die -_-
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Kevall Longstride
DUST University Ivy League
1395
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Posted - 2014.06.10 10:23:00 -
[82] - Quote
6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
While I'm in favour of this in principle I do think that some safeguards should be put in place.
For example, running around in a full proto gear fit should reward you same amout of ISK for killing a standard fit as another full proto fit. And for killing a free fit, you should frankly get nothing at all (unless your in a free fit too)
Conversely of course killing another standard fit while running one yourself shouldn't be as rewarding as when you manage to take out a proto fit.
I would also say that WP awarded for a Kill should also be done in such a way
You would get 25 for standard fit, 50 for advanced, 75 for a proto
Thoughts?
CPM1 Candidate
CEO of DUST University
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Godin Thekiller
shadows of 514
2560
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Posted - 2014.06.10 10:27:00 -
[83] - Quote
Kevall Longstride wrote:6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
While I'm in favour of this in principle I do think that some safeguards should be put in place.
For example, running around in a full proto gear fit should reward you same amout of ISK for killing a standard fit as another full proto fit. And for killing a free fit, you should frankly get nothing at all (unless your in a free fit too)
Conversely of course killing another standard fit while running one yourself shouldn't be as rewarding as when you manage to take out a proto fit.
I would also say that WP awarded for a Kill should also be done in such a way
You would get 25 for standard fit, 50 for advanced, 75 for a proto
Thoughts?
Don't see the point of the last bit, nor do I see the point of removing vehicles from ambush
click me
Blup Blub Bloop. Translation: Die -_-
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Yoma Carrim
Last VenDetta. Dark Taboo
568
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Posted - 2014.06.10 11:30:00 -
[84] - Quote
Why in the new tweaks dose the caldari heavy have the second highest PG but the least CPU?
We're shield tankers aren't we supposed to be PG striped not CPU striped?
Oh Heck
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Alldin Kan
Imperfects Negative-Feedback
1097
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Posted - 2014.06.10 14:26:00 -
[85] - Quote
Please add correct color squemes for the following dropsuits:
Several Commando (except Amarr) Basic Light Frame CK.0 Several Basic Heavy Frames Balac's Modified Assault CK.0
Alldin Kan has joined the battle!
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Talon Paetznick II
Gallente Federation Resistance
10
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Posted - 2014.06.10 15:03:00 -
[86] - Quote
Malkai Inos wrote:duster 35000 wrote:Malkai Inos wrote:Is 5) Shield repairers refering to a piece of equipment analogous to armor rep tools? Shield rechargers and energizer. Those two are unambiguous, however, there's also "Repairers" in the OP and i'm not sure that's supposed to mean regulators (makes sense in context) or a possible new equipment. Settled. Edit because none of the feedback threads seems to focus on ISK payouts: Not sure about 6), namely the increase ISK payout part. If focused on the lower end as described here then, yeah, this might be worth doing to improve NPE. I do not, however, think that just increasing overall payouts to let even below average players field ADV/PRO frames consistently has much merit. It only ups the baseline gear and SP threshold for competitive performance, facilitating gear obsolescence (go PRO or go home) and making things worse for the few new players this game still manages to accrue. The problem is that suit power, especially eHP, scales way too high over the tiers combined with large groups of players not having to care about ISK anymore. Buffing payouts will do nothing to lessen the scaling and only makes the group to whom the resource "ISK" does simply not matter anymore, because they always have enough, larger. The result is a less newbie friendly game (to the extent that that's even possible) and fewer viable options for everyone.
maybe an option in matchfinder below match types that allows us to check uncheck gear tiers allowed in match similar to how we check uncheck ambush, skirmish, and domination allowing new players to get experience with basic/militia gear
dust math:
getting killed by ion pistol = dropping the soap,useful item= nerfhammer,
protostomp= WHY GOD!!!
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bogeyman m
Krusual Covert Operators Minmatar Republic
250
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Posted - 2014.06.10 18:50:00 -
[87] - Quote
Talon Paetznick II wrote:Malkai Inos wrote:duster 35000 wrote:Malkai Inos wrote:Is 5) Shield repairers refering to a piece of equipment analogous to armor rep tools? Shield rechargers and energizer. Those two are unambiguous, however, there's also "Repairers" in the OP and i'm not sure that's supposed to mean regulators (makes sense in context) or a possible new equipment. Settled. Edit because none of the feedback threads seems to focus on ISK payouts: Not sure about 6), namely the increase ISK payout part. If focused on the lower end as described here then, yeah, this might be worth doing to improve NPE. I do not, however, think that just increasing overall payouts to let even below average players field ADV/PRO frames consistently has much merit. It only ups the baseline gear and SP threshold for competitive performance, facilitating gear obsolescence (go PRO or go home) and making things worse for the few new players this game still manages to accrue. The problem is that suit power, especially eHP, scales way too high over the tiers combined with large groups of players not having to care about ISK anymore. Buffing payouts will do nothing to lessen the scaling and only makes the group to whom the resource "ISK" does simply not matter anymore, because they always have enough, larger. The result is a less newbie friendly game (to the extent that that's even possible) and fewer viable options for everyone. maybe an option in matchfinder below match types that allows us to check uncheck gear tiers allowed in match similar to how we check uncheck ambush, skirmish, and domination allowing new players to get experience with basic/militia gear
I think restricting proto suits (not equipment) and limiting squads to 4 for public matches (only) would help balance the NPE.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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Disturbingly Bored
Forum Warfare
2282
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Posted - 2014.06.11 00:52:00 -
[88] - Quote
MAJOR REQUEST. SHOULD BE SIMPLE TO EXECUTE.
If you're adding Militia variants for weapons, can you please, please, please add FW versions of all racial dropsuits as well?
Amarr is the only race with a near-complete racial lineup of dropsuits right now. The rest as left in the "DUST."
We don't need fancy skins or anything. Just copy the AUR versions and make them cost LP instead, please.
I used to own the FAT GAT until this --> [ASCII Art removed - draconian forum overlord CCP Logibro]
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Auris Lionesse
Kang Lo Directorate Gallente Federation
902
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Posted - 2014.06.11 02:02:00 -
[89] - Quote
a dedicated shield fit should rep passively. caldari assault needs a 7.5% bonus to current regs at the least and it needs the logi 5-4 layout. buff regs accordingly or add the proper bonus to the caldari assault.
shields should go 40-60-80
energizers and rechargers are more or less decent iirc
edit: also add shield repair tool for min and caldari like eve, then make armor repair go to amarr and gallente like it should have been from the get go.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
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The-Errorist
SVER True Blood
743
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Posted - 2014.06.11 04:30:00 -
[90] - Quote
CCP Rattati wrote:Dear players,
We are currently in the midst of writing the Narrative of Hotfix Bravo.
Please give us your feedback in the [Feedback] stickies and in this thread.
The major themes we have identified, internally and with the CPM are:
1) Additional Militia weapons and increased exposure to new players 2) Rifle Variant balance, range and dps 3) Vehicle to Vehicle TTK and Large Turret/Small Turret roles 4) Swarms and Dropships 5) Shield Extenders, Regulators and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear 7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles.
Again, any, none or all of these might end up in Bravo, all depending on how quickly we can turn them around.
Sincerely, CCP Rattati 1) Add the missing stuff to the LP store. 6) Only remove vehicles from regular ambush and keep them in OMS. Also increase the team quota to 3 for OMS. 7) OMG, WP for mobile CRUs would be amazing, the community has been asking for that since beta.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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