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Thread Statistics | Show CCP posts - 15 post(s) |
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CCP Rattati
C C P C C P Alliance
6231
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Posted - 2014.08.30 15:40:00 -
[1] - Quote
Dear players
we are ready to share our narrative for Hotfix Delta. As usual, some, all or none of these changes may end up being deployed when the Hotfix is ready. I also want to share that we are very happy with the new CPM and that we are starting to gel as a team that wants only the best for DUST 514. Lots of positive interaction and discussions in the last few weeks.
These are the high level gameplay features we want to look at for Delta.
Weapons Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas)
Add all Miltia Sidearms and Miltia HMG to Market
Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter.
Plasma Cannon - increased projectile speed
Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
Assault HMG buffed, burst HMG needs a slight tune down
Dropsuits Minmatar dropsuits - small ehp buff across the board
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
Turrets Small Rail ROF reduced
Large Blaster splash reduced
Small Blaster splash increased, maybe range increase
Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Most of these issues have been mentioned and discussed on the forums, discovered through data or raised by the CPM.
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
174
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Posted - 2014.08.30 15:44:00 -
[2] - Quote
1st |
DarthJT5
12th Shadow Legion
106
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Posted - 2014.08.30 15:49:00 -
[3] - Quote
Any word on vehicle variation coming back rat? Please?
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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ratamaq doc
Onslaught Inc RISE of LEGION
798
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Posted - 2014.08.30 15:55:00 -
[4] - Quote
Please keep the SCR RoF above 500. Below 600 is fine, but please stay out of the 4XX range. I'll explain why later.
YouTube
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Thor Odinson42
Molon Labe. General Tso's Alliance
4561
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Posted - 2014.08.30 15:58:00 -
[5] - Quote
[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565.
Level 4 Forum Warrior Very, very bitter vet
PSN: wbrom42
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Thor Odinson42
Molon Labe. General Tso's Alliance
4561
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Posted - 2014.08.30 15:59:00 -
[6] - Quote
Holy Shiite batman, that nanite injector buff is amazing
Level 4 Forum Warrior Very, very bitter vet
PSN: wbrom42
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Zindorak
1.U.P
733
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Posted - 2014.08.30 16:00:00 -
[7] - Quote
Yes thank you for fixing the scrubby redline campers. But i will ask why nerf ScR Rof? In CQC i try to spam the trigger to shred my enemies will this be possible anymore? And As a little cherry on top can i haz little bit of prenerf ScP performance back pwease?
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Adipem Nothi
Nos Nothi
4611
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Posted - 2014.08.30 16:05:00 -
[8] - Quote
Everything here looks great :-)
If we came up with an "easy" fix for the sneak-attack scout problem (shotgun over-performance), might we be able to get it into Delta as well?
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
4611
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Posted - 2014.08.30 16:12:00 -
[9] - Quote
Thor Odinson42 wrote:[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%,+10%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565.
Just in case you're serious :-)
CR and ACR currently do -5% damage to shields and +10% damage to armor. This damage profile is lopsided; he's suggesting we equalize the percentages, such that projectile weapon damage profile performs on par with other damage profiles.
Shoot scout with yes.
- Ripley Riley
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Gelhad Thremyr
Never 2 Late
331
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Posted - 2014.08.30 16:14:00 -
[10] - Quote
Is there a way to put in a fix to the shotgun, the militia two shot like a proto, think of something, scouts have still the slayer spot in the game because of the tacnet orientation of enemies as well as invisibility and radar advantage, scouts are still too prevalent as slayers which clearly indicate the buff to assault was not on target ! Could you raise the moment sligthly between declaok and weapon change ? |
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JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
79
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Posted - 2014.08.30 16:15:00 -
[11] - Quote
Adipem Nothi wrote:Everything here looks great :-)
If we came up with an "easy" fix for the sneak-attack scout problem (shotgun over-performance), might we be able to get it into Delta as well? That would be nice. I don't understand why people feel the need to "troll" all the time. REs on the uplink? Hardy har har.
Looks good though. As far as SCR goes, heat per shot instead of per sec. I would like to see a hipfire nerf across the board too. This is the only game that punishes you for aiming down sight. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3372
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Posted - 2014.08.30 16:16:00 -
[12] - Quote
Personally I'd rather the -20/+20, just because it's the opposite of the laser profile (I know explosives are already, but still)
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Adipem Nothi
Nos Nothi
4611
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Posted - 2014.08.30 16:18:00 -
[13] - Quote
JUDASisMYhomeboy wrote:Adipem Nothi wrote:Everything here looks great :-)
If we came up with an "easy" fix for the sneak-attack scout problem (shotgun over-performance), might we be able to get it into Delta as well? That would be nice. I don't understand why people feel the need to "troll" all the time. REs on the uplink? Hardy har har. Looks good though. As far as SCR goes, heat per shot instead of per sec. I would like to see a hipfire nerf across the board too. This is the only game that punishes you for aiming down sight.
I'll clarify my post. Was thinking more in terms of fire-from-cloak delay.
Shoot scout with yes.
- Ripley Riley
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Heimdallr69
Nyain San General Tso's Alliance
3394
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Posted - 2014.08.30 16:21:00 -
[14] - Quote
Spademan wrote:Personally I'd rather the -20/+20, just because it's the opposite of the laser profile (I know explosives are already, but still) That'd be to big of a change I mean look at the ASCR... Let's not make the CBR useless.
Removed inappropriate content - CCP Logibro
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Cody Sietz
Evzones Public.Disorder.
3922
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Posted - 2014.08.30 16:28:00 -
[15] - Quote
Minmatar getting a ehp increase? I hope they lose some speed for that.
Also, ni mention of Gallente sentinel getting a slight repair bonus for losing it's low slot? Just a 1-2 point buff would make up for it.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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sabre prime
Crux Special Tasks Group Gallente Federation
383
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Posted - 2014.08.30 16:29:00 -
[16] - Quote
CCP Rattati wrote: Add all Miltia Sidearms and Miltia HMG to Market Finally, excellent.
Plasma Cannon - increased projectile speed Great. Just a small increase, nothing crazy.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma) Increase damage slightly on the assault scrambler rifle. Again, small and incremental.
Assault HMG buffed, burst HMG needs a slight tune down Yep. This is needed for the burst especially. Back to pre Charlie stats please.
Dropsuits Minmatar dropsuits - small ehp buff across the board Excellent. How about a further (small) increase to minimatar scout PG?
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV. No. Please keep the splash damage on all forgeguns. There is nothing wrong with their current usage.
Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design. How about -10%/+10%?
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K Like this a lot.
Nanite Injectors - heal same amount of shields as armor, yes quite a buff Interesting idea. Let's see how it plays out.
Nova Knife optimization skill added You mean fitting optimisation?
Add new Officer Light Weapons as well as key missing FW items to the LP Store Cool.
Let's have a courteous and constructive dialogue... Agreed.
Desperate attempt to get BPOs
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Cass Caul
995
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Posted - 2014.08.30 16:30:00 -
[17] - Quote
CCP Rattati wrote: Weapons Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas)
Please watch out when changing the Flaylock. The people that have worked on balance before really screwed up bast radius and splash damage
Quote:Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter. This is probably the worst idea you've ever posted. Please do not give in to the whining. If the Sniper Rifle had the capacity to kill another Sniper then this problem wouldn't exist in the first place because they would all be killed. Instead you can run a Caldari Commando or Caldari Sentinel and take 2 shots from a Thale's to the head and survive. This coupled with people's ability to swap suits quickly at a supply depot mean they have no risk to losing higher end gear.
Please at the very least try increase the damage such that a STD Sniper Rifle actually has the capacity to kill a prototype dropsuit. Without the the ability to ignore a counter-sniper those people will quickly stop playing in that fashion.
Quote: Plasma Cannon - increased projectile speed
Can we get an increase to drop speed to maintain it's arc? Otherwise it's going to be insignificant and might as well fly straight.
Quote:Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
Dude, it's not the splash damage that makes it good against infantry, it's that it has 300m range and kills in one hit and the only counter is an ADS.
Quote: Nova Knife optimization skill added
Can the Optimization skill be changed to that (A) It actually provides a reduction of 1PG per level and (B) reduced skill multiplier to make optimization worth the SP you put into it.
I blame her for nova knife kills on tanks
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Adipem Nothi
Nos Nothi
4612
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Posted - 2014.08.30 16:39:00 -
[18] - Quote
Cass Caul wrote: [Nova Knives] Can the Optimization skill be changed to that (A) It actually provides a reduction of 1PG per level and (B) reduced skill multiplier to make optimization worth the SP you put into it.
That'd translate to ... 7PG --> 2PG for proto knives 4PG --> [-1PG] for advanced 2PG --> [-3PG] for basic
Shoot scout with yes.
- Ripley Riley
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3373
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Posted - 2014.08.30 16:43:00 -
[19] - Quote
Heimdallr69 wrote:Spademan wrote:Personally I'd rather the -20/+20, just because it's the opposite of the laser profile (I know explosives are already, but still) That'd be to big of a change I mean look at the ASCR... Let's not make the CBR useless. That's not what made it useless. The heat increase just seems to have been too much. Following your logic, the normal Scrambler rifle, the scrambler pistol, mass driver, schwarma launcher, laser rifle and flaylock pistol are all useless too. (Granted, the flaylock and schwarma probably are)
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Cody Sietz
Evzones Public.Disorder.
3922
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Posted - 2014.08.30 16:46:00 -
[20] - Quote
Please don't buff the RoF on the ScP, it's already a really good weapon and I don't wanna see it become OP again.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Kevall Longstride
DUST University Ivy League
1607
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Posted - 2014.08.30 16:53:00 -
[21] - Quote
It's been a busy few weeks for us newbies on the CPM but I'd like to echo what Rattati said and say that it has been a wonderfully collaborative period between the CPM members and CCP.
I'd like pass on special thanks to CCP Logibro who has made the transition period pain free and allowed us to hit the ground running and for answering our questions about Delta as quickly as possible.
As a Gallante user I'm particularly looking forward to your imput on the Ion Pistol, AR and Plasma Cannon tweaks and I'm also very happy with the proposed changes to the NPE.
The Hotfix process has been so far a big boost to the game and Delta will hopefully give it more momentum to build on.
Keep your feedback coming.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Crashy Mc Boom-bewm
The United Socialist Liberation Front
49
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Posted - 2014.08.30 17:05:00 -
[22] - Quote
Please dont nerf the ROF on the Scr, the issue is the heat build up over time. Make it so each bullet adds a certain amount of heat so people with modded controlers can fire the same amount of bullets a person with a regular controler can.
If at first it doesn't work, beat it with a brick.
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
154
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Posted - 2014.08.30 17:14:00 -
[23] - Quote
Projectile damage profile would make more sense at -5% shields and +5% armor. The combat rifles already seem to struggle against shields. Sure it fires fast but those bullets must count or else. The proficiency of the weapon is to be considered and the armor reduction is necessary.
DO NOT UNDER ANY CIRCUMSTANCE HAVE -20 shields and +20 armor. That profile is already used by explosives and makes more sense in that tier.
Buff flay lock pistol with a projectile speed increase and higher direct damage, This would be skill shot weapon. I would want it akin to a magnum but it uses rocket ammunition. Keep current splash damage but buff splash radius for all tiers to 2.0-2.5. We don't want a handheld mass driver but still somewhat effective if you can't get a direct shot (i.e a scout) I actually would prefer the proficiency to increase the projectile speed not splash.
Minmatar ehp bonus.... I am happy with this. I exclusively run minmatar assault in commando and the commando needs it in spades. I sure scouts will be happy to. Don't effect speed please. We will still have the overall lowest ehp than any suit. But nice to have so we aren't obliterated the moment we are sneezed at.
Nerf scrambler rifle RoF i haven't had issues with the assault scrambler givin it lower damage but the primary variant should not be able to fire as fast with over 72 base damage not even considering damage mods. Emphasize long range and charge shot ability Lower hip fire on it as well slightly.
Yes get those snipers out of the redline. Why you guys want to have that easy street? I want to be able to find you and kill you like everybody else that puts in work
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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Mobius Wyvern
Onslaught Inc RISE of LEGION
5312
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Posted - 2014.08.30 17:14:00 -
[24] - Quote
Fizzer XCIV wrote:1st
Alright. Feedback time.
Good call on the Sniper Changes. Not ideal, but it will definitely improve the game all the same.
Do what is right for the sidearms. Make them good, fun weapons, not backup weapons.
The ScR could use a Nerf, but don't Nerf it in a way that cripples the hardcore users. (Don't listen to Monkey MAC, basically.) The Projectile weapon damage profile change will be interesting, and I approve of leveling it out. May I suggest a -5/+5 profile. A lot of people use the Combat rifle because it works somewhat well against both armor and shields compared to other profiles. ARs need love. Not too much though. Just a little peck on the cheek.
I'm not hugely knowledgable on turrets, but dangerous small blasters sounds fun.
Not sure if Swarms vs ADS was a problem. Guess we will see how that turns out... I forsee a lot of ADSer QQ.
Nova knife optimization. Minjas will love that. I approve of buffing high skill playstyles.
Nanite Injectors. OK. No real opinion here. Go for it.
Please leave the Plasma Cannon as is. Its fine. Fix its bugs. I have to disagree on the Plasma Cannon. The extremely slow moving projectile has rendered the weapon worthless as an AV option since day one. Of all the weapons in this game, for AV it has the highest skill requirement and least reward for said skill.
The Plasma Cannon needs to be a true contender. Speed increase is a must.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Cat Merc
Onslaught Inc RISE of LEGION
11883
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Posted - 2014.08.30 17:18:00 -
[25] - Quote
Just remember when you buff Minmatar HP that they have a huge stamina recharge advantage, which is quite handy since they can practically sprint non stop.
Their speed isn't the only thing making their mobility great.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11883
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Posted - 2014.08.30 17:19:00 -
[26] - Quote
Why aren't you changing the Assault bonuses?
Do you honestly, truly think that an extra 500-600 damage per clip = 25% less dispersion on an already fairly accurate rifle, and 25% reload reduction on the longest range rifle in the game?
Look at it this way, if they miss a few shots, then they lost their extra damage, no biggie. If they do hit everything, then they get an extra 500-600 damage per clip.
With the dispersion, you aren't adding any extra damage, you only make existing damage apply better, but what would it matter if you have increased damage per clip to compensate for a few bullets missing?
Feline overlord of all humans - CAT MERC
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Heimdallr69
Nyain San General Tso's Alliance
3394
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Posted - 2014.08.30 17:23:00 -
[27] - Quote
Spademan wrote:Heimdallr69 wrote:Spademan wrote:Personally I'd rather the -20/+20, just because it's the opposite of the laser profile (I know explosives are already, but still) That'd be to big of a change I mean look at the ASCR... Let's not make the CBR useless. That's not what made it useless. The heat increase just seems to have been too much. Following your logic, the normal Scrambler rifle, the scrambler pistol, mass driver, schwarma launcher, laser rifle and flaylock pistol are all useless too. (Granted, the flaylock and schwarma probably are) That's umm yeah let's compare with those weapons lmao. If you go 20/20 we will be expecting a respec I did not max out my min assault and CBR for it to be useless. Go use the ASCR in a PC then give me your thoughts. Also this was the case before the heat build up nerf.
Removed inappropriate content - CCP Logibro
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
174
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Posted - 2014.08.30 17:24:00 -
[28] - Quote
CCP Rattati wrote: Dropsuits Minmatar dropsuits - small ehp buff across the board
Finally some love given to the minmatar sentinal. Overall great changes and love the fact your buffing the PLC. Also, what about assault bonuses?
The Blazing Intellect Machine
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Right-wing Extremist
Nos Nothi
892
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Posted - 2014.08.30 17:31:00 -
[29] - Quote
CCP Rattati wrote:Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter.
There's an important point to think about here, Rattati: If the sniper can hit you, you can hit him/her.
Think about that.
I run the Minmatar scout, I live and die by my knives. But there're maps where that's suicidal at best and patently stupid at worst. (Yes, I'm implying that being stupid is worse than being suicidal, you read that correctly.) So on those maps, I will often snipe. I have some uncommon spots picked out and I know the common spots from when I was a newbro sniper, so I do fairly well at sniping in general and above average at counter-sniping.
I have killed that guy 300-400m back inside the redline with my Charge. I have removed the Thale's sniper from the top of the MCC with my Charge. I've ferreted out the location of a good sniper in an uncommon position by having my squadmates tell me where they were when the sniper popped them, and what the sniper's distance was from that spot.
While sniping, I have been killed by 80GJ railguns mounted on tanks. I have been countersniped by militia sniper rifles. I have been forge gunned from 250+ meters (note that it takes me several shots with my Charge SR to kill a forge gunner, but even if I'm sniping in my ck.0 commando suit, it only takes him one shot to kill me).
I have been counter-sniped after having an enemy dropship buzz my general area with his scanner running, illuminating my position for his squadmate, who then must have spent a minute or two moving to a vantage he could safely attack me from without me locating and counter-countersniping him before he could finish me off. I have been counter-countersniped and had to move pretty far myself to kill an enemy sniper (in those instances, I often consider the duel lost if he killed me more times than I killed him, even if the last kill is mine - usually, they stop after I get them once, especially Thale's snipers).
What I'm saying, Rattati, is that the SR doesn't need a nerf of any kind - hell, you already nerfed it at long range with the change of the reticule. The dot made lining up a headshot much simpler - if you couldn't see the head, you were right on target. Now, the head will be inside the circle and the Target Intel will read 175% and you miss completely or score a body shot, allowing the target to run behind cover before your rifle's come out of the recoil animation. The circle also makes leading a target more difficult. Shooting at a cloaked scout running at 11m/sec wasn't this difficult, before. Now I miss those shots 3 out of 5 times.
What the SR actually needs is an increase to the headshot damage multiplier and a slight upward adjustment of damage at the STD and ADV tiers, similar to what you did with the NK. I would agree with a downshift in range from 600m to 500m for the Charge, but the Tactical variants and the Thale's rifle need to keep their range right where it's at.
Snipers have plenty of effective counters, Rattati. Outside the red zone, everything counters us. Inside the red zone, other snipers counter us, forge gunners counter us, tanks counter us, ADS (which we never even see on tacnet) counter us, militia dropships with door gunners (which we also never see on tacnet) counter us, LAV mounted rails and missiles counter us, and anyone determined enough to come into the red zone to kill us, knowing they won't make it out alive (I've run into the red zone to stab snipers dozens of times, even got hatemail from a ck.0 Assault with a Thale's for doing that very thing).
Red line snipers are inconvenient, but they are in NO way "risk free". People just need to put more thought into hunting them.
For the record, MOST of my spots aren't in the red zone - I only snipe from the red zone when your map design has given me no other decent vantage point to choose.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
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S-PANZA
Expert Intervention Caldari State
34
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Posted - 2014.08.30 17:32:00 -
[30] - Quote
Ive noticed that these feedback posts usually cater to a handfull that dedicate themselves to be forum warriors and lobby for changes to benefit their play styles. The different classes of drop suits implies different play styles, some like offensive oriented slayer type of play while others enjoy defensive and each choose a class accordingly. Devs should be unbiased when making changes and not buckle to the popular forum rants. Consider the forum posters are a minority in the playing community, the majority of players dont post.
This brings me to the Snipers. Seems like snipers are always hated and thats part of a snipers draw. All I ever hear from haters is how ineffective snipers are, how theyre not helping the team because they arent on the battle front slaying. Described by most an inconvenience rather than a threat . Well snipers arent slayers , they are specialists. A slayer feels satisfaction with his ability to scurry around with his gunplay, a sniper gets satisfaction by head shooting a cloaked scout running across an open area at 10 mps at 500 m. Different accomplishments with different skills.
Considering a range reduction to snipers is ridiculous,by definition a sniper is someone that shoots from a concealed distant position. The argument that there is no counter has been brought up before and has been responded by many saying every thing from counter sniper to Kamikaze DS with militia heavy fits dropping on snipers.
If anything snipers need a buff to damage , better zoom and hit detection . While were talking about changes , the reticle should be changed back to a dot for better accuracy. To nerf the sniper in any way will alienate a group of players from the game . Will reduce the diversity even further by forcing a mid range / CQC slayer only type of game. |
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