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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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CCP Rattati
C C P C C P Alliance
6277
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Posted - 2014.08.31 02:01:00 -
[2] - Quote
Cat Merc wrote:Hey Rattati, what tweaks do you intend to give to the rifles? Will you finally change the damage from 33.99 to 34?
https://www.youtube.com/watch?v=JkC--5AVk1Y
not sure, some buff
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6299
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Posted - 2014.08.31 13:13:00 -
[3] - Quote
manboar thunder fist wrote:Seriously? more changes to swarms? are you not aware that 3 swarm volleys can knock down any proto incubus/python guaranteed?
is it not enough that you send us scurrying away with our heads between our legs every time we see those fiery yellow balls?
You dont even render half the time... can lock on from 175 m.... and can deal huge amounts of damage by simply pointing at us for 1.4 seconds... that's ridiculous... there is no skill at all involved in that... try flying for a change... it's hard enough for new players as it is.
I dont know why swarms can't be content to be a heavy damage area denial weapon... why do they feel they should kill a high skill pilot in a 500k dropship every time he shows his face... these steps have been in the wrong direction and i fear ads's will be nerfed beyond help at this rate.
If 2 swarm launcher volley hits me, an ishukone assault forge can 1 shot me... 2 volleys tend to connect most of the time... that means i either have to dodge that forge gun or dodge the swarms... as the forge gun is a higher skill player aimed weapon i dont have a problem with forgers beating the hell out of me... but a dude who just points at me and kills me in 5 seconds? i cant have that unless you reduce the price of ads, its bad enough losing this much isk as it is
I would rather not go into this bitter dispute, but let's make something absolutely clear. An ADS pilot, can, with afterburners literally always avoid death. A solo swarm can not destroy an ADS, much less in 5 seconds and certainly not "every time he shows his face". The good pilots all know and admit this and are running crazy KDR's, especially if two proto swarmers and one proto forger are what is necessary to down an ADS, then one must admit it is in a good place. We are however, willing to make the ADS cheaper to fly so more people can skill into and enjoy them, and make swarm turn radius less drastic so skilled pilots can do combat maneuvers around buildings and terrain to avoid them.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6299
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Posted - 2014.08.31 13:17:00 -
[4] - Quote
CommanderBolt wrote:CCP Rattati wrote:Dear players
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. Errm excuse me? Holding a charge with a splash makes sniping redundant? That sentence does not even make sense.... CCP Rattati wrote: Turrets Small Rail ROF reduced
This is good and a welcome change as long as you dont nerf it TOO far. CCP Rattati wrote: 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
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
This all seems good, I quite like the injector changes.
There are certainly known objectives where a single forger can hold down the fort at sniper range, and kill multiple hackers in one shot. Why would you snipe in that case?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6300
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Posted - 2014.08.31 13:31:00 -
[5] - Quote
Unlocked, probably at level 1. We haven't fully experimented, we just want to have the skillbook bought so the new player sees it unlocked and maybe won't spend ISK and SP on dropsuit command or weaponry when it is surely better to boost your core skills.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6305
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Posted - 2014.08.31 13:58:00 -
[6] - Quote
137H4RGIC wrote:Why are you nerfing the Assault HMG when it isn't even viable, really? It can't compete with Rails, and when it goes to its optimal range, the Burst or Regular HMG still beats it? I haven't met a heavy who says that the Assault HMG can compete with anything else.
I can only say, please read the OP again.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6316
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Posted - 2014.08.31 16:02:00 -
[7] - Quote
CommanderBolt wrote:CCP Rattati wrote:CommanderBolt wrote:CCP Rattati wrote:Dear players
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. Errm excuse me? Holding a charge with a splash makes sniping redundant? That sentence does not even make sense.... CCP Rattati wrote: Turrets Small Rail ROF reduced
This is good and a welcome change as long as you dont nerf it TOO far. CCP Rattati wrote: 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
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
This all seems good, I quite like the injector changes. There are certainly known objectives where a single forger can hold down the fort at sniper range, and kill multiple hackers in one shot. Why would you snipe in that case? The splash damage isn't the thing doing the work then is it? Its the position of the forger (as you said overlooking objectives) and very nature of the forge gun usually being a one hit kill. You use a sniper because its meant to have longer range and it is also a stealth weapon. You say all of this Rattati but you are on about /have nerfed the scope zoom on certain snipers right..... It all doesn't make sense.
can you kill multiple targets in one shot with a sniper?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6355
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Posted - 2014.08.31 23:18:00 -
[8] - Quote
Booby Tuesdays wrote:Boot Booter wrote:Dear Rattati,
Any update on fixing the commando suit color? I know you were looking into it for Charlie but I guess it fell through.
It's been on the back burner for 6 months due to other more pressing "priorities". I would quote Rattati, but I've already been warned for trolling. I understand that balance is more important, but honestly, how long would it take to add color variations to the heavy frames? All I want to know is how hard is it to open the damn color palette and slap some fresh paint on?
We are experimenting with a way to do it without a client change, it's a bit of a risk to do on the live server as we have to manually edit multiple attributes directly on TQ. Everything has a reason.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6376
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Posted - 2014.09.01 02:37:00 -
[9] - Quote
Symbioticforks wrote:CCP Rattati
You're losing my faith.
Make a google docs spreadsheet with your proposals and I guarantee we will look at them.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6456
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Posted - 2014.09.02 08:56:00 -
[10] - Quote
Alena Ventrallis wrote:Of all the things I was hoping to see, where is the logi rebalancing?
CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6457
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Posted - 2014.09.02 09:04:00 -
[11] - Quote
On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6572
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Posted - 2014.09.04 05:26:00 -
[12] - Quote
Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds).
it will overheat quickly, it is not meant to stand up to any Heavy with a STD HMG
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6576
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Posted - 2014.09.04 05:58:00 -
[13] - Quote
Many Must Die wrote:Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds). there is cheap (225 isk, 25 LP) & no skill variant Republic HMG from Minmatar LP shop with better stats & fitting req. than militia HMG will be... so presence of militia HMG doesn't change anything.
Except for new players
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6795
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Posted - 2014.09.09 12:56:00 -
[14] - Quote
Maken Tosch wrote:CommanderBolt wrote:Haerr wrote:CCP Rattati wrote:Add new Officer Light Weapons as well as key missing FW items to the LP Store Hmm, Officer Weapons in the LP stores? That is one way of increasing interest in FW I guess... I just think he means adding those lovely new officer weapons to the game / loot drop tables, seperate from FW items in the FW store. I would be very surprised if we could buy officer gear. Good God, NO! I don't ever want to see that. Do you have any idea how powerful those officer weapons are?
That sentence needed an Oxford comma.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7015
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Posted - 2014.09.13 16:27:00 -
[15] - Quote
Another one bites the dust, thanks for the very good feedback and overall pleasantness.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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