Pages: 1 2 3 4 5 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 7 post(s) |
|
CCP Rattati
C C P C C P Alliance
2230
|
Posted - 2014.06.09 06:14:00 -
[1] - Quote
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, Repairers and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) 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
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Boot Booter
Sinq Laison Gendarmes Gallente Federation
548
|
Posted - 2014.06.09 06:22:00 -
[2] - Quote
That covers all the top issues on my list with the exception of an assault class fix (I know that's a tricky one though). Alpha was a huge success, looking forward to bravo.
SMG Specialist
|
Jacques Cayton II
Capital Acquisitions LLC General Tso's Alliance
825
|
Posted - 2014.06.09 06:29:00 -
[3] - 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, Repairers and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) 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
Shield fixes O_o does this mean.... I can run my Caldari heavy even better when bravo hits? Edit: My Caldari senses are tingling
We fight for the future of the State not our
personal goals
|
Evolution-7
The Rainbow Effect
570
|
Posted - 2014.06.09 06:36:00 -
[4] - 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, Repairers and Rechargers - Making proper shield tanking viable instead of hybrid tanking. 6) 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
Progression along spawn time for mobile CRU,
10 at STD 7 at ADV 5 at PRO
RIP DUST. You died prematurely: December 2011 to 2nd May 2014
|
DeathwindRising
ROGUE RELICS
316
|
Posted - 2014.06.09 06:40:00 -
[5] - Quote
theres nothing wrong with shield tanking other than the modules not scaling correctly. |
Jacques Cayton II
Capital Acquisitions LLC General Tso's Alliance
825
|
Posted - 2014.06.09 06:41:00 -
[6] - Quote
DeathwindRising wrote:theres nothing wrong with shield tanking other than the modules not scaling correctly. Shield extenders and regulators need a slight buff kinda like the armor got.
We fight for the future of the State not our
personal goals
|
Mobius Kaethis
Molon Labe. General Tso's Alliance
1468
|
Posted - 2014.06.09 06:53:00 -
[7] - Quote
Jacques Cayton II wrote:DeathwindRising wrote:theres nothing wrong with shield tanking other than the modules not scaling correctly. Shield extenders and regulators need a slight buff kinda like the armor got.
Don't forget re-chargers. Right now I feel like there really is little benefit in using regulators or rechargers to say nothing of lower tier extenders which the community has understood are useless for a very long time now.
Fun > Realism
|
X7 lion
Inner.Hell
208
|
Posted - 2014.06.09 06:53:00 -
[8] - Quote
please do some thing with optimization and the option to lower the graphics and have higher frame rate
Hey look a distraction!
|
Om Anko
Royal Uhlans Amarr Empire
1
|
Posted - 2014.06.09 07:08:00 -
[9] - Quote
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 OMS,not Ambush mode. See how it works. |
RedPencil
DUST University Ivy League
7
|
Posted - 2014.06.09 07:35:00 -
[10] - 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, Repairers 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
How long are you going to leave Amarr Ass suffer? All sutes have 1 lest slot than other. If anyone think we have 30hp armor more than other, you can take it back and give us a slot |
|
Meee One
BATTLE SURVEY GROUP Dark Taboo
819
|
Posted - 2014.06.09 07:38:00 -
[11] - 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, Repairers 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 I'm going to have to ask you to keep your pants on.
The problem with shields is that it takes far too long for them to be recharged.
Decrease extender delay on all levels,and increase the effectiveness of regulators.
|
duster 35000
Algintal Core Gallente Federation
10
|
Posted - 2014.06.09 07:43:00 -
[12] - 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, Repairers 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 The assault dropships need a slight hp buff as av is almost fixed and forges wreck dropships, the incubus needs a pg buff, so it can properly use heavy reps without staying with 2.3k armor, as light reps should be for lavs. Just my opinion.
Shields Slight hp buff, as like eve caldari have same shield as caldari have armor, or close to it, as armor has shields over armor, or just, reduce base shield delay for caldari and minmatar suits, then buff shield regs by at least 70%, reduce cpu cost of energizers and rechargers, buff bonus to shield regen slightly, buff cal assault regen rate to be higher then cal heavy.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
|
Malkai Inos
Any Given Day
1354
|
Posted - 2014.06.09 07:48:00 -
[13] - Quote
Is 5) Shield repairers refering to a piece of equipment analogous to armor rep tools?
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
|
duster 35000
Algintal Core Gallente Federation
10
|
Posted - 2014.06.09 07:48:00 -
[14] - Quote
Malkai Inos wrote:Is 5) Shield repairers refering to a piece of equipment analogous to armor rep tools? Shield rechargers and energizer.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
|
Malkai Inos
Any Given Day
1354
|
Posted - 2014.06.09 07:51:00 -
[15] - Quote
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.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
|
duster 35000
Algintal Core Gallente Federation
10
|
Posted - 2014.06.09 07:53:00 -
[16] - 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. Anything shield related for infantry modules. I know what he meant.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
|
|
CCP Rattati
C C P C C P Alliance
2246
|
Posted - 2014.06.09 08:27:00 -
[17] - Quote
fixed in OP
5) Shield Extenders, Regulators and Rechargers
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Malkai Inos
Any Given Day
1354
|
Posted - 2014.06.09 08:29:00 -
[18] - Quote
CCP Rattati wrote:fixed in OP
5) Shield Extenders, Regulators and Rechargers Alright, thanks.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
|
DeathwindRising
ROGUE RELICS
316
|
Posted - 2014.06.09 08:38:00 -
[19] - Quote
Mobius Kaethis wrote:Jacques Cayton II wrote:DeathwindRising wrote:theres nothing wrong with shield tanking other than the modules not scaling correctly. Shield extenders and regulators need a slight buff kinda like the armor got. Don't forget re-chargers. Right now I feel like there really is little benefit in using regulators or rechargers to say nothing of lower tier extenders which the community has understood are useless for a very long time now.
enhanced shield extenders need a buff because they dont scale correctly. two basic extenders are better than one enhanced extender, but two enhanced extenders are not better than one complex extender
basic extenders could be buffed i guess
the regulators arent actually as bad off as people think. its mainly that the complex regulators cost too much cpu for their bonus. and people feel that because of the cpu cost, the bonus should be higher. 30% is about as high i think you could go without making them too strong.
shield rechargers people like to complain about because they cost insane cpu. the thing is though, that all suits meant to use them have a spare low slot to fit the necessary cpu upgrade (mainly the caldari assault suits)
|
The dark cloud
The Rainbow Effect
3209
|
Posted - 2014.06.09 08:45:00 -
[20] - Quote
In my opinion a complex shield extender should give more HP then a basic armor plate. Maybe something like 90 shields or some similar number. |
|
Judge Rhadamanthus
Amarr Templar One
2172
|
Posted - 2014.06.09 08:45:00 -
[21] - Quote
Can I politly ask that you are very careful when using the term 'Vehicle' many people read it as tank. So please make sure that LAV and Dropship and Tank issues are correctly labeled as to avoid confusion.
Judge For CPM 1 youtube
Twitter @Judge_EVELegion
|
duster 35000
Algintal Core Gallente Federation
10
|
Posted - 2014.06.09 08:47:00 -
[22] - Quote
DeathwindRising wrote:Mobius Kaethis wrote:Jacques Cayton II wrote:DeathwindRising wrote:theres nothing wrong with shield tanking other than the modules not scaling correctly. Shield extenders and regulators need a slight buff kinda like the armor got. Don't forget re-chargers. Right now I feel like there really is little benefit in using regulators or rechargers to say nothing of lower tier extenders which the community has understood are useless for a very long time now. enhanced shield extenders need a buff because they dont scale correctly. two basic extenders are better than one enhanced extender, but two enhanced extenders are not better than one complex extender basic extenders could be buffed i guess the regulators arent actually as bad off as people think. its mainly that the complex regulators cost too much cpu for their bonus. and people feel that because of the cpu cost, the bonus should be higher. 30% is about as high i think you could go without making them too strong. shield rechargers people like to complain about because they cost insane cpu. the thing is though, that all suits meant to use them have a spare low slot to fit the necessary cpu upgrade (mainly the caldari and minmatar suits) Sorry, can't and won't sacrifice a low slot, I don't use grenades, or sidearms, or equipment on assault suit I shouldn't need a cpu upgrade.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
|
deezy dabest
Sacred Initiative of Combat Killers
596
|
Posted - 2014.06.09 09:10:00 -
[23] - Quote
1) Additional Militia weapons and increased exposure to new players
YES YES AND YES. I will not use them but I would love to see people able to try out new things without all the investment. I have always felt like this was one of the things that really hurt NPE.
6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
Remove vehicles from Ambush but NOT Ambush OMS. If it is only in OMS I would even be a fan of bumping the quota up to 3.
Supply depots hold much more tactical significance when vehicles are involved.
Without tanks to pop them most of the blueberries will spend half the match sitting in one of the turrets.
Off Map Support really does not even make sense if it does not include RDVs.
Laser focused in a room full of mirrors. Everything you ever wanted coming SoonGäó just keep buying boosters.
|
Haerr
Legio DXIV
782
|
Posted - 2014.06.09 09:24:00 -
[24] - Quote
1b) Additional Officer weapons and increased droprate to all players
slowdown on hit...
|
shaman oga
Nexus Balusa Horizon
2239
|
Posted - 2014.06.09 09:28:00 -
[25] - Quote
One request: can you put the hotfix bravo threads in sticky?
PSN: ogamega
Never f* with a Galdari.
|
Baal Omniscient
L.O.T.I.S.
1596
|
Posted - 2014.06.09 10:25:00 -
[26] - Quote
RE progression would be fantastic. 3 1500 damage RE's is nice for taking out militia tanks, but for anything stronger you need more damage. It's not like RE's aren't pretty much a guaranteed OHK on infantry anyway, might as well jack the damage up on higher tiered RE's to give people a reason to run them. Anyone other than tankers opposed to 1500/2000/2500?
PSN ID: AlbelNox2569
Cross Atu for CPM1
|
deezy dabest
Sacred Initiative of Combat Killers
597
|
Posted - 2014.06.09 10:30:00 -
[27] - Quote
Baal Omniscient wrote:RE progression would be fantastic. 3 1500 damage RE's is nice for taking out militia tanks, but for anything stronger you need more damage. It's not like RE's aren't pretty much a guaranteed OHK on infantry anyway, might as well jack the damage up on higher tiered RE's to give people a reason to run them. Anyone other than tankers opposed to 1500/2000/2500?
The only way I will be a fan of anything with REs is if it is accompanied by a reduction to splash radius.
All other "AV" is viable against infantry but takes some decent skill. REs on the other hand are 10x better against infantry than vehicles.
Laser focused in a room full of mirrors. Everything you ever wanted coming SoonGäó just keep buying boosters.
|
Brokerib
Lone Wolves Club
1337
|
Posted - 2014.06.09 10:34:00 -
[28] - Quote
If we could re-introduce ISK rewards to factional warfare, it would be mucho appreciarrrdo! Lack of rewards is killing competition.
Knowledge is power
|
Draxus Prime
BurgezzE.T.F General Tso's Alliance
3746
|
Posted - 2014.06.09 10:51:00 -
[29] - Quote
ADD BACK LOGI VEHICLES AND REMOTE REPS PLLLLZZZZZZ. that is all
a++ püñ GùòGùò a++püñGive Legion a++ püñ GùòGùò a++püñGive Legion a++ püñ Gùò_Gùò a++püñGive Legion plz
|
LionTurtle91
KILL-EM-QUICK RISE of LEGION
213
|
Posted - 2014.06.09 10:58:00 -
[30] - Quote
Assault Suits.
|
|
Zatara Rought
General Tso's Alliance
3360
|
Posted - 2014.06.09 10:59:00 -
[31] - Quote
LionTurtle91 wrote:Assault Suits.
PLEASE PLEASE PLEASE CCP! ^^^
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
The dark cloud
The Rainbow Effect
3215
|
Posted - 2014.06.09 11:04:00 -
[32] - Quote
The thing that bugs me about remotes is that i cant carry the same amount of remotes that i actually can place down. Most noticably it is on proto where i need a nanohive to put down 2 more. Simple sayd: max active=max carried. |
MINA Longstrike
845
|
Posted - 2014.06.09 11:08:00 -
[33] - Quote
Can we take a look at cardiac regulators / myofibral stim modules? They are currently prettymuch worthless.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
Skybladev2
LUX AETERNA INT RUST415
116
|
Posted - 2014.06.09 11:14:00 -
[34] - Quote
CCP Rattati wrote: 7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles.
What is RE progression?
WP for mobile CRUs - holy yeah! And please fix a bug when some one can spawn at dropship mCRU, and some not. mCRU variants can be useful too: cheap with low skills/PG/CPU -> long spawn time expensive with higher skills/PG/SPU -> short spawn time
<[^_^]>
|
Dj grammer
Red Star. EoN.
243
|
Posted - 2014.06.09 11:18:00 -
[35] - Quote
Shield tanking Minmatar Logistics is coming back?! Well time to dust off some old modules and put them back to use.
|
Dj grammer
Red Star. EoN.
243
|
Posted - 2014.06.09 11:19:00 -
[36] - Quote
Draxus Prime wrote:ADD BACK LOGI VEHICLES AND REMOTE REPS PLLLLZZZZZZ. that is all We would need to balance out tanks and AV before we can bring back the murder taxis
|
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
28
|
Posted - 2014.06.09 11:20:00 -
[37] - Quote
6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
Can we get an estimate or detailed chart showing how much extra isk you get based how expensive your suit is. Also, can we balance matchmaking. I've seen countless battles where we either dominate the whole map or we're being dominated. Please fix this.
"I don't even know anymore"
|
BL4CKST4R
warravens Final Resolution.
2760
|
Posted - 2014.06.09 11:28:00 -
[38] - 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) Additional Militia weapons and increased exposure to new players + more militia suits + basic suit balance.
2) Rifle Variant balance, range and dps + Automatic AR and its variants, it still aren't where they should be.
Spread sheet data on weapons + suggestions on balancing AR's
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.
Can make a spreadsheet based on a post I wrote on this subject along time ago...
What about armor suits, if you make it so shield suits do not hybrid tank, what will you do to make it so armor suits do not hybrid tank also. Currently my Gallente suit works fairly well, but only because most of my tank comes from shields. Without shields it would be next to useless but at the same time my suit would have more HP than a shield suit only because I am hybrid tanking.
6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
OH GOD YES MOAR ISK FOR MOAR PROTOSTOMP (Might want to think about reducing SP costs of suits and weapons and making non role specific suits not be so garbage)
7) Smaller tweaks such as RE progression, Basic PG/CPU, WP for mobile CRUs and increased sig profile of vehicles.
Vehicles should be visible like 100% of the time...
supercalifragilisticexpialidocious
|
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
491
|
Posted - 2014.06.09 11:30:00 -
[39] - Quote
Can you please allow equipment to be restocked at supply depots? I don't want to do an exploit just to get my Commando's compact hive restored when I reach a depot. It's not like it adds to the equipment spam thing, considering that equipment is still limited by type.
Is there really any reason to prevent direct restocking of equipment at supply depots? |
Beren Hurin
Onslaught Inc RISE of LEGION
2404
|
Posted - 2014.06.09 12:00:00 -
[40] - Quote
Nothing on medium suits? |
|
Cavani1EE7
The Rainbow Effect
76
|
Posted - 2014.06.09 12:15:00 -
[41] - Quote
Make dust MAGger.
1337
|
Cat Merc
Onslaught Inc RISE of LEGION
10233
|
Posted - 2014.06.09 12:27:00 -
[42] - Quote
Assault should be top priority at this point IMHO.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Onslaught Inc RISE of LEGION
10233
|
Posted - 2014.06.09 12:29:00 -
[43] - Quote
Do not touch prototype shield extenders (Maybe with PG), everything else needs to be looked at.
Feline overlord of all humans - CAT MERC
|
Heinrich Jagerblitzen
Onslaught Inc RISE of LEGION
1823
|
Posted - 2014.06.09 12:35:00 -
[44] - Quote
CCP Rattati wrote: 6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
I think this might warrant closer examination of the current environment in the wake of the large blaster changes, these were a significant source of the power imbalance in Ambush, and with their effectiveness noticeably reduced against infantry it might be a bit early to continue to call this a major problem. I'm not saying its not worth considering, only pointing out that the issue has been mitigated somewhat by hotfix alpha and its worth gathering more feedback before making a final decision. Would love for other players to chime in on this with the recent changes in mind....
Isk rewards are particularly important, especially since these now play a larger role in enabling corps to participate in Planetary Conquest. With the elimination of passive income, corporations will need to rely on taxation to fund things like clone packs or expensive vehicles fielded on behalf of the corp. This goes not only for corps already involved in Planetary Conquest but those that wish to save tax money for clone packs to have a shot at entry.
I agree with those that disagree that one needs to be able to sustain themselves in advanced or proto gear without a high degree of skill. However - especially for lesser-skilled players, affording much beyond free suits can still be a significant challenge, and I feel this creates an unnecessary discouragement from playing the game. Players WANT to field more than free suits, without feeling like they need to go full proto (and use that gear to maintain a high KDR). Right now I see a lot of polarization - those that protostomp, and those in free gear. Adding isk really won't buff the protostompers (who are mainly bleeding PC isk anyways), but it could create more variety amongst lower-skilled players in what they're able to field. This is especially important since many weapons require advanced models to obtain the unique variants. |
CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
632
|
Posted - 2014.06.09 12:47:00 -
[45] - Quote
I thought you guys at CCP said you would look at the assault dropsuits in hotfix brovo seeing as how severely underpower they are compared to the other dropsuits.
The clever combatant imposes his will on the enemy, but does not allow the enemy"s will to be imposed upon him. Sun Tzu
|
Grimmiers
580
|
Posted - 2014.06.09 12:51:00 -
[46] - 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.
What if it was lavs only excluding assault dropships. If they can fix small turrets lav chases would be pretty fun in ambush I think.
|
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
737
|
Posted - 2014.06.09 12:57:00 -
[47] - Quote
6) Game Modes - Removing Vehicles from Ambush AND increasing ISK rewards to allow players to use more expensive gear
As far as I stand this should be priority number 1.
- Having an ambush with no vehicles means players can actually have a solo mode to play in and have fun when they don't feel like being in a squad. Having a game mode for infantry with vehicles means teams can go at it and the players that don't want to deal with that vehicle mess won't bother playing. Vehicle people can have at it against each other. (My guess is that not a single infantry player would ever join these matches, strengthening my stance that vehicles are a horrible addition to a shooter game if they don't die just as fast as infantry. You can increase the payouts in these game modes with vehicles to get players to join... doubt it would work though. I choose sanity over greed.
- For the second part of this, which I've been complaining about and crying about for months is the ISK reward. The time invested in a game mode should reflect the payment (roughly). If I spend 5-8 minutes in a match (ambush) then I should be paid less than if I were in a match for 10-12 minutes (Domination), and much less than if I were in a match for 13-18 minutes (Skirmish). I know the entire community can agree to this.
My thoughts of payouts would be around these numbers (plus/minus, obviously...) 200k - Ambush, 400k Domination, 600k Skirmish. Going off of what I wrote below, the clone cost for ambush should be around 64k (50 clone ambush) and 40k (80 clone ambush), for domination around 45k (150 clone), And for skirmish around 65k (150 clones).
If I run 3 ambush matches I can make the same as I make in one skirmish, and the time invested should total to be roughly the same. And payout should NEVER be based on what's killed. It should be based on the amount of deaths (clone kills) and the value of those clones that were killed. The distribution of payout should be based on war points. For example, if each clone is worth 75k (just giving an example) and 100 clones are killed, then that leaves a pool of ISK totaling around 7.5 million ISK. Now, you rank each player by war points and divide the ISK among the players by the amount of war points they earned. The top player will always get paid the most.
To help out the slayers (because they will obviously be less than the logistics here), there needs to be an increase in war points. Such as slayer war points, killing 5 guys in a row, killing 10 guys in a row, etc. BONUS to being good at killing. This increase in war points for slayers should balance out the payment ensuring that good players reap the rewards.
Anyway, that should tackle my problem of being broke after going (on average) 27/3... My payout being 200k ISK, and I lost 315k ISK... ugh.
[edit] This is sloppy, I don't have the patience to revise my post right now lol
Newb
|
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
737
|
Posted - 2014.06.09 12:59:00 -
[48] - Quote
Grimmiers wrote: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. What if it was lavs only excluding assault dropships. If they can fix small turrets lav chases would be pretty fun in ambush I think.
LAV's should still be included in no vehicle matches... You can KILL the infantry on the gunner seat so it's not an OP weapon. And yes, they are fun to chase someone around.
Newb
|
Sum1ne Else
G0DS AM0NG MEN General Tso's Alliance
1182
|
Posted - 2014.06.09 13:03:00 -
[49] - 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.
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
Sincerely, CCP Rattati
These 2 points right here...
The reason I specced out of Caldari and went Gallente because Shield tanking is just not an option nowadays! And when it does become an option it is overpowered for the community and gets nerfed into the ground. I want to go Caldari Sentinal but the way of Gallente pips it in every which way. I have Logi/Scout/Commando and now this just makes my next, and last suit really undecided.
NO VEHICLES IN AMBOOSH! YES- I have been advocating this since ..forever! Good Job.
|
Zatara Rought
General Tso's Alliance
3366
|
Posted - 2014.06.09 13:03:00 -
[50] - Quote
Cenex Langly wrote: LAV's should still be included in no vehicle matches... You can KILL the infantry on the gunner seat so it's not an OP weapon. And yes, they are fun to chase someone around.
I disagree.
there's actually a growing amount of players using lav's in skirmish matches camping a point way far away with rail turrets.
the mobility and alpha is much lower, and the capacity fro killing is really high. They simply increase the distance and if they notice AV you can hop out if there's no path to escape or drive away and setup on a new perimeter away from the AV.
No LAV exceptions in no vehicle matches.
Lav's still retain the problems posed by tanks and ads's on ambush matches, albeit on a lower scale.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
|
Zatara Rought
General Tso's Alliance
3367
|
Posted - 2014.06.09 13:11:00 -
[51] - Quote
Cenex Langly wrote:
My thoughts of payouts would be around these numbers (plus/minus, obviously...) 200k - Ambush, 400k Domination, 600k Skirmish. Going off of what I wrote below, the clone cost for ambush should be around 64k (50 clone ambush) and 40k (80 clone ambush), for domination around 45k (150 clone), And for skirmish around 65k (150 clones).
If I run 3 ambush matches I can make the same as I make in one skirmish, and the time invested should total to be roughly the same. And payout should NEVER be based on what's killed. It should be based on the amount of deaths (clone kills) and the value of those clones that were killed. The distribution of payout should be based on war points. For example, if each clone is worth 75k (just giving an example) and 100 clones are killed, then that leaves a pool of ISK totaling around 7.5 million ISK. Now, you rank each player by war points and divide the ISK among the players by the amount of war points they earned. The top player will always get paid the most.
To help out the slayers (because they will obviously be less than the logistics here), there needs to be an increase in war points. Such as slayer war points, killing 5 guys in a row, killing 10 guys in a row, etc. BONUS to being good at killing. This increase in war points for slayers should balance out the payment ensuring that good players reap the rewards. [/list]
Anyway, that should tackle my problem of being broke after going (on average) 27/3... My payout being 200k ISK, and I lost 315k ISK... ugh.
[edit] This is sloppy, I don't have the patience to revise my post right now lol
What?
I'm on the fence about this. If we got data that showed that increasing WP gains by other things besides equipment could compete with those WP gains made by equip logi's then i'd be down with this. Currently tank can accumulate a **** ton of WP's if there are vehicles on the opposite team. But i dislike the idea of someone going into a match calling out a tank and killing all the installations, popping a few tanks, and then dying and chilling in the MCC the remaining duration and still getting top 5, if not number 1 WP's.
Just some thoughts.
CEO of FA, Candidate for CPM1
Follow me on twitter Skype Zatara.Rought
|
Maximus Stryker
Who Are Those Guys
996
|
Posted - 2014.06.09 13:40:00 -
[52] - 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 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
|
Kevall Longstride
DUST University Ivy League
1394
|
Posted - 2014.06.09 13:42:00 -
[53] - Quote
I'd be completely in favour of ambush going vehicle free. It would be a good way to ease new players without having to worry about fitting for AV.
Besides I think a straight on infantry v infantry mode would be a fun and tactically rewarding game. Just as long as we use the smaller maps guys.
CPM1 Candidate
CEO of DUST University
|
Kam Elto
KILL-EM-QUICK RISE of LEGION
316
|
Posted - 2014.06.09 14:11:00 -
[54] - Quote
deezy dabest wrote:Baal Omniscient wrote:RE progression would be fantastic. 3 1500 damage RE's is nice for taking out militia tanks, but for anything stronger you need more damage. It's not like RE's aren't pretty much a guaranteed OHK on infantry anyway, might as well jack the damage up on higher tiered RE's to give people a reason to run them. Anyone other than tankers opposed to 1500/2000/2500? The only way I will be a fan of anything with REs is if it is accompanied by a reduction to splash radius. All other "AV" is viable against infantry but takes some decent skill. REs on the other hand are 10x better against infantry than vehicles. REs also need their deployment range reduced. Maybe 1.5 meters. You shouldn't be able to toss them like grenades.
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
164
|
Posted - 2014.06.09 14:13:00 -
[55] - Quote
7) Smaller tweaks such as RE progression
Oh my God. CCP Rattati I will love you forever if you lower the basic and advanced RE damage so they aren't insanely unfair to heavies.
I sincerely hope this is what you mean by a "tweak" because anything less than a damage nerf is NOT going to cut it.
Think about it. That "explosive resistance" on Sentinels isn't even working against RE's.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
|
Izlare Lenix
Last VenDetta. Dark Taboo
683
|
Posted - 2014.06.09 14:20:00 -
[56] - Quote
The ScR is the least used of the four rifles. This is probably because it has such a reduction in damage to armor.
It would be nice if the heat buildup of the ScR was slightly reduced so a few more shoots could be fired before overheat. Nothing else needs to change, just slightly reduced heat buildup.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
|
Jadd Hatchen
The Phoenix Federation
566
|
Posted - 2014.06.09 14:24:00 -
[57] - Quote
CCP Rattati wrote: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. Sincerely, CCP Rattati
Ok, I'm gonna stick to these things first as there are many more things that need more fixing than this...
1 - YES!!! I've been asking for this since you guys finished the racial equivalents of the assault rifles. Each starting player needs to have a free (unlimited) weapon that matches the suit and race they started off as, instead of everyone having the free assault rifle. What's better is if there was some way to retro-actively give players the choice to switch their assault rifle for one of the new ones too. How exactly do you guys play to implement this stuff? Will it only be for new players and thus screw over your existing player base yet again?
2 - I will say it again. Trying to balance before finishing the core set of stuff (racial parity in all suits, weapons, vehicles turrets, etc.) is stupidly insane and self-defeating and will only result in players becoming more and more confused as you go one way one month and reverse it the next. Every time you add in a new weapon, equipment, suit, vehicle, or other feature, this causes gameplay to shift and as a result all pre-existing weapon balance will need to be revisited each time. You are creating more work for yourselves by doing it in this order.
3 - Honestly I won't input here because I don't use them. You want to know why? BECAUSE THERE ARE NO MINMATAR ONES YET! Parity and verisimilitude first, balance second!
4 - Ok there is a very easy fix for this. Unfortunately the way you guys have coded damage vs. target type may have stuck you in a corner and thus made this unavailable, so I'll propose the optimal solution first and the sub-optimal one second. - Optimal solution - All swarm launchers become inherently "smart" enough to recognize when they are locking onto an HAV versus a dropship etc. So when locking onto an HAV, the missiles re-designate a portion of the propellant fuel to be used to augment the explosive damage instead. This means slower missiles with a larger "bang." In the case of locking onto a dropship, the swarm launchers would re-designate a portion of the explosive warhead to be used as fuel instead and thus result in a much faster missile, but with less bang. However I kinda doubt your coding will allow for such "on the fly" changes in behavior for one weapon in the game... So now for the sub-optimal solution. - Sub-optimal solution - You create two new variants of the Swarm Launcher for each tier of the weapon. I'll call one a "stinger" swarm and the other the "hellfire" swarm. The Hellfire variant swarms would be designed specifically to hunt after HAVs and other ground targets (HAV, LAV, Turrets, CRU's, and supply depots, etc.). It would have a very high damage potential when it hits, but it would also have a shorter range and the missiles would fly much slower. The Stinger variant swarms would be designed specifically to go after dropships and other fast moving air vehicles. They would fly very fast to hit the targets, but do much less damage and have a longer range. In both of these concepts, there would be nothing to stop someone from using a Hellfire against a dropship or a Stinger against an HAV, they would just be less effective in those roles is all.
5 - Unfortunately without using the same, much more complex 4 damage type system that EVE uses, I have no easy solution for this one. Honestly, unless you build in a specific drawback that says if you combine armor with shields, then they interfere with each other, then you won't stop people from hybrid tanking.
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.
I agree rewards need to be increased by like 10% overall or by creating monetary objectives in the matches such as bounties on specific players or bounties on equipment destruction etc.
Removing vehicles from Ambush is fine.
7 - RE's!!!! You guys ****** these up so bad! Ok, one simple and easy fix that will make them sane again. Make them so that they cannot be THROWN!!!! What freaking insane person throw explosives packs around like frisbees!!!! You PLACE charges, you do NOT throw them! I'm ok with the damage they do, hell they could do more for all I care. I like how they can stick to anything including vehicles and that should be maintained. But throwing them is what is making them so God Damned overpowered right now.
continued on next post... |
Jadd Hatchen
The Phoenix Federation
566
|
Posted - 2014.06.09 14:25:00 -
[58] - Quote
Continued from previous.
8 - You need to remove one of the equipment slots from all the Scout suits. Why do scouts get TWO? They should have to choose between being able to cloak and being able to do other things. Right now they are better than Assault suits AND they can still do all the LOGI stuff too!!! This blurs the roles between scout and logi and makes them more powerful than assaults. You need to remove the second equipment slot!
9 - On logi's... When using a repair tool there is a 1 to 2 second delay (I don't know the exact time) between when you stop repairing someone and when you can do ANYTHING else. This means if I'm reping someone and I get shot from behind (because you made us logi-s this ******* bright ass yellow color that cries out to everyone to shoot me), then I cannot respond and I'm immediately dead because waiting 2 seconds for the repair tool to stop repairing and then equiping a weapon is too long. I cannot even run away, because you made it so that logi's cannot repair while running, so again I have to wait 2 seconds before I can even run around a corner for cover or anything like that. This time needs to be cut in half! It gimps the logi-suits more than stun-locking. |
pdiddy anfama
KILL-EM-QUICK RISE of LEGION
123
|
Posted - 2014.06.09 14:34:00 -
[59] - Quote
Please take a look at the Caldari Assault. It's a said day in America when I can kill more people with a 'Dren' scout g/1 series and combat rifle than I can kill with my proto Caldari Assault and combat rifle.
CCP fix PC your core game mode
Blah blah blah about locking districts as long as there is frame rate drops
|
Ripley Riley
Incorruptibles
2123
|
Posted - 2014.06.09 14:35:00 -
[60] - Quote
- Additional Militia weapons
- Shield tanking balancing
- Balancing swarms
- Balancing the assault dropsuits
Listed in order of my interest.
He imposes order on the chaos of organic evolution...
|
|
Ryme Intrinseca
The Rainbow Effect
1330
|
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
|
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
|
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
|
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
|
Nothing Certain
Bioshock Rejects
805
|
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.
|
MUNSON MANCHILD
Random Gunz RISE of LEGION
10
|
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
|
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
|
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
|
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.
|
Jadd Hatchen
The Phoenix Federation
567
|
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!
|
|
Doyle Reese
OSG Planetary Operations Covert Intervention
474
|
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
|
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.
|
Izlare Lenix
Last VenDetta. Dark Taboo
684
|
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.
|
Mahal Daj
Mahal Tactical Enterprises
62
|
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
|
Snake Sellors
Hellstorm Inc League of Infamy
93
|
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
|
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
958
|
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
|
Alpha 443-6732
BurgezzE.T.F
496
|
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
|
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
|
bogeyman m
Krusual Covert Operators Minmatar Republic
243
|
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
|
bogeyman m
Krusual Covert Operators Minmatar Republic
243
|
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
|
|
Godin Thekiller
shadows of 514
2560
|
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 -_-
|
Kevall Longstride
DUST University Ivy League
1395
|
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
|
Godin Thekiller
shadows of 514
2560
|
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 -_-
|
Yoma Carrim
Last VenDetta. Dark Taboo
568
|
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
|
Alldin Kan
Imperfects Negative-Feedback
1097
|
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!
|
Talon Paetznick II
Gallente Federation Resistance
10
|
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!!!
|
bogeyman m
Krusual Covert Operators Minmatar Republic
250
|
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
|
Disturbingly Bored
Forum Warfare
2282
|
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]
|
Auris Lionesse
Kang Lo Directorate Gallente Federation
902
|
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!!!
|
The-Errorist
SVER True Blood
743
|
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
|
|
The Eristic
Dust 90210
465
|
Posted - 2014.06.11 04:35:00 -
[91] - Quote
Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+¬tre now. Easy tweak to make/undo, too.
Reality is the original Rorschach.
Verily! So much for all that.
|
|
CCP Rattati
C C P C C P Alliance
2455
|
Posted - 2014.06.11 06:08:00 -
[92] - Quote
Added 1 low slot to Amarr Medium and Basic dropsuits, no change in PG/CPU for now.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
DeathwindRising
ROGUE RELICS
335
|
Posted - 2014.06.11 06:47:00 -
[93] - Quote
The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+¬tre now. Easy tweak to make/undo, too.
The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both |
The Eristic
Dust 90210
465
|
Posted - 2014.06.11 06:48:00 -
[94] - Quote
That's a good start. Please consider 2-5 for proto Amarr Assault, rather than 3-4, though. Need to be able to slam that armor and/or still have room for a rep. Much like the issue with Gal vs Amarr Scout, having the same slot layout as proto Gal Assault puts the Gal at advantage for bricking, trading only a minimal loss in HP for higher base speed + built-in reps.
Also, the Amarr Starter/Mil fit doesn't need two highs!
Reality is the original Rorschach.
Verily! So much for all that.
|
The Eristic
Dust 90210
465
|
Posted - 2014.06.11 06:59:00 -
[95] - Quote
DeathwindRising wrote:The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+¬tre now. Easy tweak to make/undo, too. The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both
I thought about that, but were we to go that route, do we want Rails and Scramblers to be able to make up for the weaknesses in their damage profiles? That would make them both too homogenous and probably OP. Could make them only enhance the weapon's favored damage type, but that's the same problem as Proficiency AND heavily, heavily favors armor weapons. Considering the current flat damage mods offer next to nothing worthwhile for their cost, I can't see how small buffs would be a problem. All we have now is dual tanking.
Reality is the original Rorschach.
Verily! So much for all that.
|
|
CCP Rattati
C C P C C P Alliance
2463
|
Posted - 2014.06.11 07:02:00 -
[96] - Quote
Added some base buffs for the Small Blaster, right now it has half the ROF of the HMG, while keeping the current damage, making up for a hefty boost in damage against infantry. We will also be changing the reticule to match the HMG reticule as well as increasing the dispersion as done for the Large Blaster.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
2463
|
Posted - 2014.06.11 07:02:00 -
[97] - Quote
double post
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Strker Remorse
OSG Planetary Operations Covert Intervention
16
|
Posted - 2014.06.11 08:15:00 -
[98] - 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
I know that everyone hates snipers including CCP, and it is apparently verboten to actually do any investigation or fixes to sniper rifles, but I'm going to say it anyway.
It's time to buff sniper rifles. (The Thales is just fine)
More range better long range resolution more dps move back to 1 shot 1 kill fix the hitbox better scope magnification
any discussion of redline snipers doesn't belong here. that is a different game mechanic.
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
|
DeathwindRising
ROGUE RELICS
335
|
Posted - 2014.06.11 08:56:00 -
[99] - Quote
The Eristic wrote:DeathwindRising wrote:The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+¬tre now. Easy tweak to make/undo, too. The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both I thought about that, but were we to go that route, do we want Rails and Scramblers to be able to make up for the weaknesses in their damage profiles? That would make them both too homogenous and probably OP. Could make them only enhance the weapon's favored damage type, but that's the same problem as Proficiency AND heavily, heavily favors armor weapons. Considering the current flat damage mods offer next to nothing worthwhile for their cost, I can't see how small buffs would be a problem. All we have now is dual tanking.
im sorry. i didnt make it very clear at all. i meant to have them boost a weapons favored damage type.
but keep the current damage mods as well.
|
michal freelander
DUST University Ivy League
1
|
Posted - 2014.06.11 09:51:00 -
[100] - Quote
Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! |
|
BL4CKST4R
warravens Final Resolution.
2770
|
Posted - 2014.06.11 11:37:00 -
[101] - Quote
Strker Remorse wrote: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 I know that everyone hates snipers including CCP, and it is apparently verboten to actually do any investigation or fixes to sniper rifles, but I'm going to say it anyway. It's time to buff sniper rifles. (The Thales is just fine) More range better long range resolution more dps move back to 1 shot 1 kill fix the hitbox better scope magnification any discussion of redline snipers doesn't belong here. that is a different game mechanic.
Easy mode can't get any easier... how about you get all of this! BUT we reduce your range to 100-150M so if you wan't to snipe you are just as vulnerable as your targets. I.e ladders and ****.
supercalifragilisticexpialidocious
|
|
CCP Rattati
C C P C C P Alliance
2491
|
Posted - 2014.06.11 12:39:00 -
[102] - Quote
michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank!
It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Lucifalic
Seykal Expeditionary Group Minmatar Republic
456
|
Posted - 2014.06.11 13:38:00 -
[103] - Quote
I'm an re user. The ability to throw the re, as very much exaggerated by re haters here, is absolutely necessary for av purposes. As it stands it takes 3 re plus flux to take a tank out.. Even militia.. And I have also had tank survive this. To get 3 re's on a tank one must have time to do so and the hope that the tank will not zoom off at warp speed ( in my opinion the real problem with tanks). They have 3 chances to hear the beep meaning if they don't they suck or playing with no volume which is not my fault. If I have to place the re as suggested here then it will become a useless av weapon as they WILL see me with their magical 3rd person onmi view.
This must be considered in this discussion. If they are to be placed to have a 1m range then. 3rd person view must be taken away from tanks
Here since Closed beta. Scout for life.
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
186
|
Posted - 2014.06.11 13:51:00 -
[104] - Quote
So I am to assume that Scanning & Tweaks on Scouts will be in Hotfix Charlie or Delta?
What I'm hearing from Appia Vibbia is some seriously cool stuff, and if I know when it'll be coming I could make a better decision on how to start training myself to skill into the Minmatar Scout.
I'm SO close to becoming a Logi, Heavy AND Scout... all that's left is Scout... but it's going to be a hell of a grind. Most of my skills are NOT geared toward it in the slightest.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
186
|
Posted - 2014.06.11 13:53:00 -
[105] - Quote
CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment.
Awesome, man. You'd think this would be on the "little things" list. I'm seriously impressed with what I am hearing.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
|
Apothecary Za'ki
Biomass Positive
39
|
Posted - 2014.06.11 14:47:00 -
[106] - 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
only issue i have is #6 yes to no vehicles in ambush is good(except maybe LAVs). dont give increased isk, its supposed to be risk vs reward since proto suits are massively OP vs even advanced suits
ps. give caldari standard commando +1 Lowslot
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
|
Fox Gaden
Immortal Guides
3677
|
Posted - 2014.06.11 15:41:00 -
[107] - Quote
CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment. Would it be possible to give suits a second passive scan radius with triple the range, double the precision value (less perceptive), and not shared over the TacNet? This would allow all suits to see vehicles sneaking up on them. It would probably allow some Scouts to see Sentinels from half way across the map, but I am fine with that.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
650
|
Posted - 2014.06.11 15:48:00 -
[108] - Quote
if u remve vehicles for ambush can we get an expanded map version of ambush oms with vehicles? |
D legendary hero
warravens Final Resolution.
1897
|
Posted - 2014.06.11 16:12:00 -
[109] - 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
this one hot fix will probably fix 90% of the problems dust has had from 1.0. you sir. are a hero.
the only thing i think is missing, perhaps is a rebalance of minmatar shield stats, and recharrge rate.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
|
D legendary hero
warravens Final Resolution.
1897
|
Posted - 2014.06.11 16:16:00 -
[110] - Quote
Lucifalic wrote:Hello my name is Lucifalic and I'm an re user.
With regards to re's being throw, something that is much exaggerated by re haters, it is absolutely essential for anti tank purposes. As it stands it generally takes 3 re's plus a flux to kill a tank at full hp. Sometimes they even survive this. To do this it take time and luck. The tanker has 3 chances to hear the beep and when they do they zoom off at warp speed ( IMHO the biggest problem with tanks is Their ridiculous speed). If I had to place the re, as suggested, it will be impossible as the tank will most certainly see me with their magical 3rd person omni view. This has to be strongly considered in this thread. Re will then only be useful vs tank in a jihad jeep situation.
If the ability to throw the re the minuscule 2 meters it has now is reduced then tanks should have their 3 rd person view removed. And how about a bit less speed. Perhaps their current speed is the speed when using pro fuel injectors and have their base speed reduced by... 30%??
this^^
OR give RE a greater throw distance, but delay the time to detonation by 4-5 seconds.
Sou o Defendeiro dos derrubados_Pronto saberá justiça
|
|
D legendary hero
warravens Final Resolution.
1897
|
Posted - 2014.06.11 16:17:00 -
[111] - Quote
Apothecary Za'ki wrote: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 only issue i have is #6 yes to no vehicles in ambush is good(except maybe LAVs). dont give increased isk, its supposed to be risk vs reward since proto suits are massively OP vs even advanced suits ps. give caldari standard commando +1 Lowslot
ADV and proto are virtually the same thing. Give more ISK. so new players can run adv, and stand a chance againt proto scrubs
Sou o Defendeiro dos derrubados_Pronto saberá justiça
|
|
CCP Rattati
C C P C C P Alliance
2501
|
Posted - 2014.06.11 17:08:00 -
[112] - Quote
Fox Gaden wrote:CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment. Would it be possible to give suits a second passive scan radius with triple the range, double the precision value (less perceptive), and not shared over the TacNet? This would allow all suits to see vehicles sneaking up on them. It would probably allow some Scouts to see Sentinels from half way across the map, but I am fine with that.
I would love looking at passive being not shared, a module that allows passive sharing, and a much wider radius with precision falloff.
But it's not christmas.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
bogeyman m
Krusual Covert Operators Minmatar Republic
258
|
Posted - 2014.06.11 17:50:00 -
[113] - Quote
The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+¬tre now. Easy tweak to make/undo, too. 3-5-7 sounds about right.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
bogeyman m
Krusual Covert Operators Minmatar Republic
258
|
Posted - 2014.06.11 17:54:00 -
[114] - Quote
DeathwindRising wrote:The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+¬tre now. Easy tweak to make/undo, too. The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both
Armour only and shield only damage mods sound interesting... You could whichever was needed to balance/correct the damage profile of your weapon of choice without it automatically becoming OP.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
bogeyman m
Krusual Covert Operators Minmatar Republic
258
|
Posted - 2014.06.11 18:01:00 -
[115] - Quote
The Eristic wrote:DeathwindRising wrote:The Eristic wrote:Not something brought up in the OP, but damage mods are almost completely pointless at the moment, especially complex vs enhanced per isk. What about 3-5-7/8 or 3-4/4.5-6/7? After the Proficiency changes and outright damage nerfs, can't see them being OP with a reasonable buff, and they do need a better raison d'+¬tre now. Easy tweak to make/undo, too. The problem was that they're a straight up buff to weapon damage. We wanted to increase TTK. I think a variant of damage mod would serve better. More damage than regular damage mods but only to either shields or armor. Not both I thought about that, but were we to go that route, do we want Rails and Scramblers to be able to make up for the weaknesses in their damage profiles? That would make them both too homogenous and probably OP. Could make them only enhance the weapon's favored damage type, but that's the same problem as Proficiency AND heavily, heavily favors armor weapons. Considering the current flat damage mods offer next to nothing worthwhile for their cost, I can't see how small buffs would be a problem. All we have now is dual tanking.
To compensate for a weapon's inadequacy by adding an armour-only and/or shield-only damage mod, the player would use a high-slot (or two) that might have previously gone to something else. I like this idea because it forces more either-or choices and, as such, adds more variety to the game.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
bogeyman m
Krusual Covert Operators Minmatar Republic
258
|
Posted - 2014.06.11 18:03:00 -
[116] - Quote
michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! THIS^
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
bogeyman m
Krusual Covert Operators Minmatar Republic
260
|
Posted - 2014.06.11 18:10:00 -
[117] - Quote
CCP Rattati wrote:Fox Gaden wrote:CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment. Would it be possible to give suits a second passive scan radius with triple the range, double the precision value (less perceptive), and not shared over the TacNet? This would allow all suits to see vehicles sneaking up on them. It would probably allow some Scouts to see Sentinels from half way across the map, but I am fine with that. I would love looking at passive being not shared, a module that allows passive sharing, and a much wider radius with precision falloff. But it's not christmas.
Winter is coming.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
The-Errorist
SVER True Blood
749
|
Posted - 2014.06.11 18:14:00 -
[118] - Quote
Rebalance vehicle armor plate movement penalties because right now 60mm compared to 120mm armor plates speed penalties don't make sense.
Also Rebalance 60mm armor plate HP, so that it has a consistent HP increase like they do for 120mm plates and infantry armor plates.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
|
Dauth Jenkins
Ultramarine Corp Covert Intervention
545
|
Posted - 2014.06.11 18:43:00 -
[119] - Quote
duster 35000 wrote: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, Repairers 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 The assault dropships need a slight hp buff as av is almost fixed and forges wreck dropships, the incubus needs a pg buff, so it can properly use heavy reps without staying with 2.3k armor, as light reps should be for lavs. Just my opinion. Shields Slight hp buff, as like eve caldari have same shield as caldari have armor, or close to it, as armor has shields over armor, or just, reduce base shield delay for caldari and minmatar suits, then buff shield regs by at least 70%, reduce cpu cost of energizers and rechargers, buff bonus to shield regen slightly, buff cal assault regen rate to be higher then cal heavy.
What! Incubus also already get in innate reduction to swarm damage! With a heavy rep swarms barely shake it.
-Sincerely
--The Dual Swarm Commando
|
Jadd Hatchen
The Phoenix Federation
570
|
Posted - 2014.06.11 18:52:00 -
[120] - Quote
Lucifalic wrote:Hello my name is Lucifalic and I'm an re user.
With regards to re's being throw, something that is much exaggerated by re haters, it is absolutely essential for anti tank purposes. As it stands it generally takes 3 re's plus a flux to kill a tank at full hp. Sometimes they even survive this. To do this it take time and luck. The tanker has 3 chances to hear the beep and when they do they zoom off at warp speed ( IMHO the biggest problem with tanks is Their ridiculous speed). If I had to place the re, as suggested, it will be impossible as the tank will most certainly see me with their magical 3rd person omni view. This has to be strongly considered in this thread. Re will then only be useful vs tank in a jihad jeep situation.
If the ability to throw the re the minuscule 2 meters it has now is reduced then tanks should have their 3 rd person view removed. And how about a bit less speed. Perhaps their current speed is the speed when using pro fuel injectors and have their base speed reduced by... 30%??
NO and HELL NO!
Look your inability to PREDICT that a multi-ton tank HAS to go through a pass to reach a target is YOUR problem. Use that brain of yours to predict where the tank driver will have to drive their tank and then setup a TRAP of RE's etc there. That is how they are meant to be used. You lay the RE's then you have to wait. It's like a sniper that sets up in a sniping roost. They get set and have to wait for the targets to come by their spot. You don't see snipers saying that they should be able to shoot around corners do you?
You need to learn how to use the RE's properly and the fact that you don't see this is why they are so broken at the moment. And it if was only 2 meters, I wouldn't be decrying this so harshly, but as the saying goes, give them an inch and they will take a mile. In this case a 2 meter toss means I can use the terrain, other toons, vehicles, walls, stairs, etc to bounce the damned things off of and have them slide and additional 20 meters.
Oh and as for needing so many RE's to kill a tank, I agree that they don't have enough "bang" and could use a boost in damage, but not until they stop being throwable. |
|
Jadd Hatchen
The Phoenix Federation
570
|
Posted - 2014.06.11 18:58:00 -
[121] - Quote
Fox Gaden wrote:CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment. Would it be possible to give suits a second passive scan radius with triple the range, double the precision value (less perceptive), and not shared over the TacNet? This would allow all suits to see vehicles sneaking up on them. It would probably allow some Scouts to see Sentinels from half way across the map, but I am fine with that.
How about an easier fix... All vehicles (save for LAVs) show up on tacnet! DONE and fixed. After all if I'm on the map and I zoom in enough I can visually see them all moving around on the map ANYWAYS! So why can't a future tech computer do the same? WTF stupid mechanic. Hell I can spot running troops on the map when I zoom in enough, so a freaking tanks should not be "cloaked" on the tacnet ever!
|
Fox Gaden
Immortal Guides
3678
|
Posted - 2014.06.11 19:03:00 -
[122] - Quote
Lucifalic wrote:Hello my name is Lucifalic and I'm an re user.
With regards to re's being throw, something that is much exaggerated by re haters, it is absolutely essential for anti tank purposes. As it stands it generally takes 3 re's plus a flux to kill a tank at full hp. Sometimes they even survive this. To do this it take time and luck. The tanker has 3 chances to hear the beep and when they do they zoom off at warp speed ( IMHO the biggest problem with tanks is Their ridiculous speed). If I had to place the re, as suggested, it will be impossible as the tank will most certainly see me with their magical 3rd person omni view. This has to be strongly considered in this thread. Re will then only be useful vs tank in a jihad jeep situation.
If the ability to throw the re the minuscule 2 meters it has now is reduced then tanks should have their 3 rd person view removed. And how about a bit less speed. Perhaps their current speed is the speed when using pro fuel injectors and have their base speed reduced by... 30%?? I thought the whole GÇ£Frisbee RemotesGÇ¥ was an exaggeration as I had never seen a remote thrown more than a few metres unless thrown from an elevated position. But then I saw a scout throw a remote close to 20 to 25m. I think he sprinted and jumped, releasing the remote at the top of his jump to give it maximum height and velocity. This seems to be a very skill based manoeuver though, so I donGÇÖt really have a problem with it.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Adipem Nothi
Nos Nothi
1684
|
Posted - 2014.06.11 19:27:00 -
[123] - Quote
Fox Gaden wrote: I thought the whole GÇ£Frisbee RemotesGÇ¥ was an exaggeration as I had never seen a remote thrown more than a few metres unless thrown from an elevated position. But then I saw a scout throw a remote close to 20 to 25m. I think he sprinted and jumped, releasing the remote at the top of his jump to give it maximum height and velocity. This seems to be a very skill based manoeuver though, so I donGÇÖt really have a problem with it.
20-25m? Did he leap from a rooftop to toss that?
I've seen some impressive 5m tosses on the same plane, but seldom anything much longer. I'd remember seeing anything over 10m; that's 2x the shotgun's optimal range. 25m is silly.
Shoot scout with yes...
- Ripley Riley
|
843 Epidemic
BurgezzE.T.F General Tso's Alliance
1413
|
Posted - 2014.06.11 20:17:00 -
[124] - Quote
Would this be a Client side thing? https://forums.dust514.com/default.aspx?g=posts&m=2205303#post2205303
Brb, sister needs the TV
|
Strker Remorse
OSG Planetary Operations Covert Intervention
16
|
Posted - 2014.06.11 21:08:00 -
[125] - Quote
BL4CKST4R wrote:Strker Remorse wrote: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 I know that everyone hates snipers including CCP, and it is apparently verboten to actually do any investigation or fixes to sniper rifles, but I'm going to say it anyway. It's time to buff sniper rifles. (The Thales is just fine) More range better long range resolution more dps move back to 1 shot 1 kill fix the hitbox better scope magnification any discussion of redline snipers doesn't belong here. that is a different game mechanic. Easy mode can't get any easier... how about you get all of this! BUT we reduce your range to 100-150M so if you wan't to snipe you are just as vulnerable as your targets. I.e ladders and ****.
Sigh
Asked for a buff on range, typical grunt I guess all those big words I used were hard to read and you got confused.
"That bastards been sitting up in the rocks all morning just waiting for two idiots to line up in his sights."
|
B-F M
Ghosts of Dawn General Tso's Alliance
6
|
Posted - 2014.06.11 21:56:00 -
[126] - 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
Solid plan. Can we add correct dropsuit textures to the list (i.e. Min commando!) please? |
bogeyman m
Krusual Covert Operators Minmatar Republic
263
|
Posted - 2014.06.11 22:09:00 -
[127] - Quote
Jadd Hatchen wrote:Fox Gaden wrote:CCP Rattati wrote:michal freelander wrote:Please for the love of all things Dust, make Tanks and Dropships show up on the tacnet more! Nothing frustrates me more than sneaking around in a scout suit only to be snuck up on by a multi Ton tank! It was on my list, but the problem isn't the vehicle sig profile, it's the passive scan radius. So there is nothing I can do except say use active scanners for the moment. Would it be possible to give suits a second passive scan radius with triple the range, double the precision value (less perceptive), and not shared over the TacNet? This would allow all suits to see vehicles sneaking up on them. It would probably allow some Scouts to see Sentinels from half way across the map, but I am fine with that. How about an easier fix... All vehicles (save for LAVs) show up on tacnet! DONE and fixed. After all if I'm on the map and I zoom in enough I can visually see them all moving around on the map ANYWAYS! So why can't a future tech computer do the same? WTF stupid mechanic. Hell I can spot running troops on the map when I zoom in enough, so a freaking tanks should not be "cloaked" on the tacnet ever!
Logic. FTW.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
Jadd Hatchen
The Phoenix Federation
573
|
Posted - 2014.06.11 22:09:00 -
[128] - Quote
Adipem Nothi wrote:Fox Gaden wrote: I thought the whole GÇ£Frisbee RemotesGÇ¥ was an exaggeration as I had never seen a remote thrown more than a few metres unless thrown from an elevated position. But then I saw a scout throw a remote close to 20 to 25m. I think he sprinted and jumped, releasing the remote at the top of his jump to give it maximum height and velocity. This seems to be a very skill based manoeuver though, so I donGÇÖt really have a problem with it.
20-25m? Did he leap from a rooftop to toss that? I've seen some impressive 5m tosses on the same plane, but seldom anything much longer. I'd remember seeing anything over 10m; that's 2x the shotgun's optimal range. 25m is silly.
Skill based or not and height or not... It's the exact OPPOSITE behavior that a remote charge should have. If you are being chased and want to blow up the people chasing you, you wouldn't want the RE's to go flying in front of you! You would want them to drop right were you are and then stay put so that later when the guys chasing you cross the same spot you click the remote and boom!
Instead we now have the RE's flying out in front of you and then you run over them again and blow yourself up? WTF?
This is as bad as the drones in EVE killing your gang members first instead of the people shooting at you issue that was in EVE.
|
bogeyman m
Krusual Covert Operators Minmatar Republic
263
|
Posted - 2014.06.11 22:13:00 -
[129] - Quote
Adipem Nothi wrote:Fox Gaden wrote: I thought the whole GÇ£Frisbee RemotesGÇ¥ was an exaggeration as I had never seen a remote thrown more than a few metres unless thrown from an elevated position. But then I saw a scout throw a remote close to 20 to 25m. I think he sprinted and jumped, releasing the remote at the top of his jump to give it maximum height and velocity. This seems to be a very skill based manoeuver though, so I donGÇÖt really have a problem with it.
20-25m? Did he leap from a rooftop to toss that? I've seen some impressive 5m tosses on the same plane, but seldom anything much longer. I'd remember seeing anything over 10m; that's 2x the shotgun's optimal range. 25m is silly.
Dude was wearing the Michael Jordan Signature Edition(tm) scout suit... Has a much better hang time.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
|
Dunce Masterson
Savage Bullet
116
|
Posted - 2014.06.12 02:13:00 -
[130] - Quote
What the hell is wrong with you medium and specialized drop suits are in need of module slot PG/CPU balancing has the Amarr medium and Assault suits are they are underpowered and their module layout is wrong.
I don't even know why I bother.
|
|
Auris Lionesse
Kang Lo Directorate Gallente Federation
909
|
Posted - 2014.06.12 03:19:00 -
[131] - Quote
would it be client side to make jeeps not randomly blow up when bumped by a tank so you can actually put a railgun or missile launcher on one and orbit the tank with a gunner on the turret to kill the tank?
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
|
Auris Lionesse
Kang Lo Directorate Gallente Federation
909
|
Posted - 2014.06.12 03:21:00 -
[132] - Quote
Jadd Hatchen wrote:Adipem Nothi wrote:Fox Gaden wrote: I thought the whole GÇ£Frisbee RemotesGÇ¥ was an exaggeration as I had never seen a remote thrown more than a few metres unless thrown from an elevated position. But then I saw a scout throw a remote close to 20 to 25m. I think he sprinted and jumped, releasing the remote at the top of his jump to give it maximum height and velocity. This seems to be a very skill based manoeuver though, so I donGÇÖt really have a problem with it.
20-25m? Did he leap from a rooftop to toss that? I've seen some impressive 5m tosses on the same plane, but seldom anything much longer. I'd remember seeing anything over 10m; that's 2x the shotgun's optimal range. 25m is silly. Skill based or not and height or not... It's the exact OPPOSITE behavior that a remote charge should have. If you are being chased and want to blow up the people chasing you, you wouldn't want the RE's to go flying in front of you! You would want them to drop right were you are and then stay put so that later when the guys chasing you cross the same spot you click the remote and boom! Instead we now have the RE's flying out in front of you and then you run over them again and blow yourself up? WTF? This is as bad as the drones in EVE killing your gang members first instead of the people shooting at you issue that was in EVE.
res arent designed to be used while your being chased. its just a tactic now because the only thing the minmatar suits are good at is running away.
Gallente Heavy Ninja Turtles! Gallente Heavy Ninja Turtles!
Heroes in a half Gank!
TURTLE POWER!!!
|
|
|
|
Pages: 1 2 3 4 5 :: [one page] |