Pages: 1 2 3 [4] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 13 post(s) |
|
CCP Rattati
C C P C C P Alliance
2629
|
Posted - 2014.06.15 08:07:00 -
[91] - Quote
Beren Hurin wrote:What about the proposed pc changes? Did they ever take place?
They will be deployed with Hotfix Bravo, they needed more QA process that I wasn't aware of, than the other changes.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
|
CCP Rattati
C C P C C P Alliance
2629
|
Posted - 2014.06.15 08:08:00 -
[92] - Quote
The dark cloud wrote:CCP Rattati wrote:Dear players,
Thank you for your feedback. We will now remove and store the official feedback threads. Final numbers will be shared and then translated into Patch Notes when development updates have been finished and QA'd.
Hotfix Bravo has a lot of exciting new things, for both old and new players and to keep our process transparent, I will mention and clarify a couple of things that we, changed, needed to delay or cancel.
Changes to Original Proposal Changes - Reduced damage increase of TAR a little based on feedback Changes - Tweaked some of the Shield modules based on feedback Changes - Tweaked RE's for progression and buffed PRO Changes - Stacking Penalty for Repairer Modules didn't work as intended (only works on % based modules) so reduced HP/s directly Changes - PG for Scrambler Rifle only reduced at STD level, due to Amarr slot increase and overall balance Changes - Vehicle Sig profiles can not be tweaked so infantry notices them easier on the minimap
Delays Delay - Increased ISK rewards Delay - Swarm launcher changes - I am not happy with the community consensus and want to keep iterating for a solid compromise. We also found some bugs as well that can have unforeseen consequences when fixed. Lastly, increasing swarm size can affect performance. Delay - WP for mobile CRUS
Interesting new topics Turret Damage Profiles Wrong suit colors
Based on development progress and testing Maybe - Militia Starter Fits with Racial weapons Vehicle Free Ambush (All or only Normal, not OMS) So are small turrets beeing fixed? Small blasters with hit detection and small rails damage profiles. Another thing is are armor dropships fixed so that they take proper damage or will they keep their godmode vs swarms?
Small turret changes are in the document, I explained the Swarm situation very clearly in the OP.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
194
|
Posted - 2014.06.15 08:19:00 -
[93] - Quote
CCP Rattati wrote:Cyrus Grevare wrote:* Do premium weapons get a tweak? weapons such as the LP specialists or officer weapons like the Balac's GAR-21 Assault Rifle. Yes
I'm so mad at myself for buying into the fear after Fanfest that Dust was dying...
Burned through like 20 Balac's GAR in Ambushes... shouldn't have done that. Oh well, I still have like 5.
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
|
|
CCP Rattati
C C P C C P Alliance
2631
|
Posted - 2014.06.15 08:44:00 -
[94] - Quote
Gelhad Thremyr wrote:Godin Thekiller wrote:Gelhad Thremyr wrote:CCP Rattati wrote:Dear players,
Thank you for your feedback. We will now remove and store the official feedback threads. Final numbers will be shared and then translated into Patch Notes when development updates have been finished and QA'd.
Hotfix Bravo has a lot of exciting new things, for both old and new players and to keep our process transparent, I will mention and clarify a couple of things that we, changed, needed to delay or cancel.
Changes to Original Proposal Changes - Reduced damage increase of TAR a little based on feedback Changes - Tweaked some of the Shield modules based on feedback Changes - Tweaked RE's for progression and buffed PRO Changes - Stacking Penalty for Repairer Modules didn't work as intended (only works on % based modules) so reduced HP/s directly Changes - PG for Scrambler Rifle only reduced at STD level, due to Amarr slot increase and overall balance Changes - Vehicle Sig profiles can not be tweaked so infantry notices them easier on the minimap
Delays Delay - Increased ISK rewards Delay - Swarm launcher changes - I am not happy with the community consensus and want to keep iterating for a solid compromise. We also found some bugs as well that can have unforeseen consequences when fixed. Lastly, increasing swarm size can affect performance. Delay - WP for mobile CRUS
Interesting new topics Turret Damage Profiles Wrong suit colors
Based on development progress and testing Maybe - Militia Starter Fits with Racial weapons Vehicle Free Ambush (All or only Normal, not OMS) Is there something in the pipeline for vehicle tripple rep madrugar, its getting a bit stupid that 3 proto minmando with proto swarms cant do anything. Hopefully, the proficiency will make changes to this but now this tank is actually invincible ! Seen it again today multiple times... tripple reps will now be the strength of 2 due to stacking. You're late. Still say that they should be active.......... Asking cause its not listed, what your saying its gonna be a hotfix ?
The list in the OP is not comprehensive, it is a changelist to the original proposals. Reppers have new proposals in the Numbers doc.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2350
|
Posted - 2014.06.15 22:05:00 -
[95] - Quote
My only worry for repper nerf is the sand box, Currently stacking 2 armor hardeners useless, stacking 2 plates just why? it makes you too slow now stacking reps will be pointless so have the same fit 1 Hardener 1 Repairer 1 Plate 1 Fuel injector with little to no fitting diversity just the same fit for all armor tanks.
Tanker/Logi
|
Lynn Beck
NoGameNoLife
1829
|
Posted - 2014.06.16 03:28:00 -
[96] - Quote
Benjamin Ciscko wrote:My only worry for repper nerf is the sand box, Currently stacking 2 armor hardeners useless, stacking 2 plates just why? it makes you too slow now stacking reps will be pointless so have the same fit 1 Hardener 1 Repairer 1 Plate 1 Fuel injector with little to no fitting diversity just the same fit for all armor tanks. Oh no, stacking reps will stil be effective.
Just not the 'yolo i nvr die now bizznitches' business we have now.
Yes your reps are being decreased, but that gives Aver's a chance to kill yo ass before you nitro n burn out.
General John Ripper
Like ALL the things!!!
|
The dark cloud
The Rainbow Effect
3265
|
Posted - 2014.06.16 11:05:00 -
[97] - Quote
CCP Rattati wrote: Small turret changes are in the document, I explained the Swarm situation very clearly in the OP.
I know that there wont be any changes to swarm clip size or amounts of missiles fired etc. But that does not explain the situation vs armor tanked dropships (gorgon, grimsnes and incubus). Maybe you misunderstood the problem so let me be clear:
im in a match, aiming with my proto swarms at a militia gorgon and the little number on the bottom left says that each of my swarm missiles will deal only 55% damage which is vs shield and armor. Now the same situation vs. a viper the same little number says i will do 80% damage against its shields and 120% when it hits armor. I dont want more missiles, i dont want a bigger clip, what i want is that my swarms actually put a dent into a militia dropship. All you have to do is to edit the resistance profile on armor dropships. |
|
CCP Rattati
C C P C C P Alliance
2655
|
Posted - 2014.06.16 11:27:00 -
[98] - Quote
The dark cloud wrote:CCP Rattati wrote: Small turret changes are in the document, I explained the Swarm situation very clearly in the OP.
I know that there wont be any changes to swarm clip size or amounts of missiles fired etc. But that does not explain the situation vs armor tanked dropships (gorgon, grimsnes and incubus). Maybe you misunderstood the problem so let me be clear: im in a match, aiming with my proto swarms at a militia gorgon and the little number on the bottom left says that each of my swarm missiles will deal only 55% damage which is vs shield and armor. Now the same situation vs. a viper the same little number says i will do 80% damage against its shields and 120% when it hits armor. I dont want more missiles, i dont want a bigger clip, what i want is that my swarms actually put a dent into a militia dropship. All you have to do is to edit the resistance profile on armor dropships.
That is the bug I mentioned, as well as proficiency skills not applying properly. The 55% was never intended and will get fixed after being QA'd as I am not treating that as a "balancing" tweak.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
|
Temias Mercurial
Knights Of Ender Proficiency V.
88
|
Posted - 2014.06.16 16:36:00 -
[99] - Quote
The dark cloud wrote:CCP Rattati wrote: Small turret changes are in the document, I explained the Swarm situation very clearly in the OP.
I know that there wont be any changes to swarm clip size or amounts of missiles fired etc. But that does not explain the situation vs armor tanked dropships (gorgon, grimsnes and incubus). Maybe you misunderstood the problem so let me be clear: im in a match, aiming with my proto swarms at a militia gorgon and the little number on the bottom left says that each of my swarm missiles will deal only 55% damage which is vs shield and armor. Now the same situation vs. a viper the same little number says i will do 80% damage against its shields and 120% when it hits armor. I dont want more missiles, i dont want a bigger clip, what i want is that my swarms actually put a dent into a militia dropship. All you have to do is to edit the resistance profile on armor dropships.
By armour tanked, do you simply mean armour based dropships or plating? I understand the issue with the resistance bug, but you really can't tank a dropship... you can get 4200+ armour, but you won't be able to fit a rep or a decent one at least, and you will be pathetically slow, very slow. Don't know too many people that are willing to rep at 25 per second with that much armour. The most that people ever put on is a basic or adv 120mm plate, with a decent rep, and complex pg extender. Never had reason to run hardeners for dropships ever since they were nerfed, as a plate proved more substantial and life saving. |
DeathwindRising
ROGUE RELICS
359
|
Posted - 2014.06.16 18:47:00 -
[100] - Quote
im worried about the AR's range compared to the RR.
AR will be supreme in cqc but i feel it range is far too generous. gallente plasma tech should really be micro scale blaster tech. the same tech theyd use for their ships. but gallente blasterss in eve have the absolute worst possible range. they have crazy firepower to make up for that though.
caldari on the other hand have the worst dps in eve with railguns but the best possible range.
to illustrate my point, a gallente T2 neutron blaster has an optimal range of 1.8km (no skills) this is their longest range blaster
a caldari T2 75mm railgun has an optimal range of 7.2km (no skills) and thats their shortest range railgun. their longest range railgun is 14.4km (no skills)
here in dust though, AR's optimal range will be around 50m while RR's will be around 75m.
isnt the AR's optimal range a little on the high side, considering its dps and ease of use?
would it be possible to increase the optimal range for RR's? ive always thought its optimal range should be around 90% of its max effective range.
RR will be useless because most outpost are too small for it while outside of outposts they dont have enough optimal range.
This is only an issue for caldari as anyone armor tanking can use one and now have more HP and the same range a a caldari suit. its the reason why ive always wanted optimal range bonuses for the caldari assault suit, as all the other racial assault suits have bonuses that enhance their racial weapons performance.
could you please think about changing the redundant caldari reload bonus to an optimal range bonus?
|
|
Bethhy
Ancient Exiles. General Tso's Alliance
1976
|
Posted - 2014.06.16 21:23:00 -
[101] - Quote
CCP Rattati wrote:Snip...
Have you guys tried DUST around the office with Magnetic Tracking disabled? What is the TTK and competition factor like?
It feel's like Dust's basic gameplay and competition has been dumbed down to make up for all the content and character customization thrown at new players with nothing but wall's of text for assistance.
And it has killed the feel of Competency in DUST 514 for anyone that is here longer then a month or two. There is no sense that you get better at actually playing DUST 514 everytime you sit down and play.
And that was the magic and charm in a bottle that made this game so addicting as you mixed that with persistence and continued development.
Something must be done as a big demographic of DUST 514 players seek Competency in their gameplay, and now that the concept of persistence is dead the meaningful moment to moment gameplay that DUST needs to thrive needs more attention then anything. |
matthew swager
RisingSuns Dark Taboo
0
|
Posted - 2014.06.16 23:05:00 -
[102] - Quote
based on missles ROF they are made for close to medium range and the rails should be long range . how is the SR able to shoot further than a rail turret |
wripple
WarRavens Final Resolution.
191
|
Posted - 2014.06.17 03:34:00 -
[103] - Quote
Well, there goes my damage modded Python. Guess I'll have to be like the rest of these ADS scrubs and make myself the Pyrex fit I abandoned months ago. |
wripple
WarRavens Final Resolution.
191
|
Posted - 2014.06.17 03:59:00 -
[104] - Quote
Will we ever see a fix to the bug that causes Shield Hardeners to prevent Large Blasters from breaking the Shield's repair threshold? |
Racro 01 Arifistan
501st Knights of Leanbox
352
|
Posted - 2014.06.17 07:13:00 -
[105] - Quote
looking good
more plasma rifle damge and railgun nerf
Elite Gallenten Soldier
|
The-Errorist
SVER True Blood
769
|
Posted - 2014.06.17 09:23:00 -
[106] - Quote
Ace Mercenary wrote:matthew swager wrote:i understand physics alot better than you not to mention if its that dense they worked out compinsation , but rail tanks are for long range engaugement not close range like blasters. No. Missile tanks are for long range. Rail are for AV. Wrong; large turrets are for AV, blasters or for close range, missiles for medium range, and rails for long range.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
|
Lorhak Gannarsein
Legio DXIV
3586
|
Posted - 2014.06.17 14:11:00 -
[107] - Quote
DeathwindRising wrote:im worried about the AR's range compared to the RR.
AR will be supreme in cqc but i feel it range is far too generous. gallente plasma tech should really be micro scale blaster tech. the same tech theyd use for their ships. but gallente blasterss in eve have the absolute worst possible range. they have crazy firepower to make up for that though.
caldari on the other hand have the worst dps in eve with railguns but the best possible range.
to illustrate my point, a gallente T2 neutron blaster has an optimal range of 1.8km (no skills) this is their longest range blaster
a caldari T2 75mm railgun has an optimal range of 7.2km (no skills) and thats their shortest range railgun. their longest range railgun is 14.4km (no skills)
here in dust though, AR's optimal range will be around 50m while RR's will be around 75m.
isnt the AR's optimal range a little on the high side, considering its dps and ease of use?
would it be possible to increase the optimal range for RR's? ive always thought its optimal range should be around 90% of its max effective range.
RR will be useless because most outpost are too small for it while outside of outposts they dont have enough optimal range.
This is only an issue for caldari as anyone armor tanking can use one and now have more HP and the same range a a caldari suit. its the reason why ive always wanted optimal range bonuses for the caldari assault suit, as all the other racial assault suits have bonuses that enhance their racial weapons performance.
could you please think about changing the redundant caldari reload bonus to an optimal range bonus?
What's the DPS comparison of those two turrets? Does the railgun deal 90% of the blaster's damage at that range? No? Then the situations are clearly not directly comparable.
CCP Rattati Best Dev
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
|
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
247
|
Posted - 2014.06.18 00:05:00 -
[108] - Quote
again, great stuff Rattati
might I suggest DEFINITELY keep vehicles in 50 clone ambush... just so vehicles and AV users aren't completely in a boat without a paddle
My thoughts on Hotfix Alpha: First I noticed a scout running from my AR. Then a heavy. Then a COMBAT RIFLE USER. CCP +1
|
Medical Crash
Paladin Survey Force Amarr Empire
356
|
Posted - 2014.06.18 05:53:00 -
[109] - Quote
Please keep vehicles out of ALL Ambush modes Rattati, they do not belong in this mode. It's bad enough having to fight against q-synced squads by yourself, having ANY vehicles in ambush period just ruins the infantry experience.
I humbly request that all Ambush modes be infantry only, please, most tankers ruin the fun in Ambush(they will abuse the most scrubby tactics, always will), having ALL Ambush modes Infantry only would make DUST very enticing to play again.
As of now, I find it very tiring to have to pull out tanks in Ambush at all. I just want to heal people, and without having to find a squad, an infantry only mode would make DUST very very fun again.
Thank you for your very hard effort Rattati, the few of us still here appreciate your hard work very very much. I'm glad to see some CCP staff finally caring about their product. |
Greiv Rabbah
BATTLE SURVEY GROUP Dark Taboo
5
|
Posted - 2014.06.18 11:37:00 -
[110] - Quote
I'm going to renew my request for a market and remind you that it will put veterans out of newbie zones and allow REAL balancing to start. Also, a lot of players want quests and I'm almost more than 100% sure that could be handled by volunteers like in eve instead of devoting dev man hours to it. Also, people cry min assault is dead until hey find out its a grenadier(which was intentionally killed in 1.2 and killed again even more recently)... I'd like to see med nades and flaylock revived, but I'd like to point out again that until item trade is realized and veterans are pushed out of pubs and into a viable FW to live in low sec(viable FW means player trade) I can't help but wonder why you're wasting time on the same quick fix bandaid "balancing" you've been trying to force feed us for the past year or so? While at the cost of story too?! This is asinine, you aren't addressing the real problems you're just taking advantage of that the average player is an idiot with an attention span too short to realize that no problems in the development pipeline are truly being addressed! |
|
|
|
|
Pages: 1 2 3 [4] :: one page |
First page | Previous page | Next page | Last page |