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.
WeaponsSidearms - 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. Increase speed I've seen Pilots that should be dead to rights only a volley needed to kill them but the just AB away from the 3 PRO swarms chasing them. Keep in mind they have the ability to escape SL lockon range. An increase to the AB cool down time and maybe fitting would be appreciated.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
They both need some tweaking I await their proposed changes
Assault HMG buffed, burst HMG needs a slight tune down required Course
Replace main variant with Burst rename current HMG to assault HMG, Buff current assault HMG DMG and lower it's RoF rename it breach HMG. This follows along with the current rifles for example minmatar main rifle variant is burst and fixes some name discrepancy's as far as assault meaning different things.
Dropsuits
Minmatar dropsuits - small ehp buff across the board
Yay
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
I shield tank and currently all anyone does is stack two shield hardeners and a shield booster making 1v1 tank battles a bore as you have to shoot 3 rounds sit and wait to not over heat shoot more wait repeat until target is destroyed if I recall correctly it takes 6-8 shots and if you miss or overheat they regen shields as you reload/cooldown. Don't get me wrong I'm all for a shield buff it will help greatly when facing AV and ADS's but it will absolutely ruin what boring tank PVP is still left.
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 -20/+20 it makes sense as the RR and AR have inverse damage profiles that the SCR an CR should too, though -15/+15 seems very attractive
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
Can their be a bigger gap between ADV and PRO as I have level 3 energizers and they are barely worse then PRO and their is not much incentive for me to skill them to 5 and drain so much more CPU for 1 second faster full shield recovery. I appreciate the reduction though as they are insanely CPU consuming
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
That's a great start but can you also add a terminate clone feature in the kill screen so can't be picked up under fire against my will
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store
[b]Yes and YesMost 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.