Killar-12
The Corporate Raiders Top Men.
3239
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Posted - 2014.08.30 19:56:00 -
[1] - Quote
CCP Rattati wrote: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.
Sidearms Flaylock +.5 Blast Radius and 300% Efficency v Light vehicles 200% v HAVs Bolt 10-15% Damage Increase even if a ROF nerf (remove auto repeat) comes with it Ion Lower heat per shot Scrambler Slight ROF buff 40-80 extra RPM Nova Kinves Good Magsec Fairly good SMG Double Recoil reduce clip to 60 and 40 for MLT
Snipers +50-75 Dam to Tacticals +100-150 Dam to Standards +150-250 to Charges Range reduction to 300M
PLC Agreed, really not needed but it's good too...
Rifles ScR Remove ****** hit detection with following around walls and ****, if not then RoF nerf AScR If overheat does not occur on a Maxed Amarr Assault after a full clip is fired then slightly increase damage, if if does overheat with the Maxed Amarr assault reduce heat buildup AR/PR +1-2 Damage
AHMGs +1 or 2 Damage across the board and +5-10 to optimal
Forges Sounds fine even though the splash is honestly negligable
Turrets Small Rail... Good
Large Blasters are fine as is...
Small Blaster buffs are good
HAV Inertia, great
Shield Vehicles are fine atm...
Projectile Dam Profile needs to be removed and replaced using the explosive one, it saves time and Effort and gives that +/-20
NPE, all sounds great, getting people into a newbie chat channel and using it would be good, but all of that is a good start too.
Shields Good
Injectors Sounds fine and unessecary
Officer Weapons in the LP store... sounds terrible but okay, I'll buy some...
Member of a Dead Alliance and Dead Corp Coming through, still better than you FOTM corp hopping whores
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