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Thread Statistics | Show CCP posts - 15 post(s) |
Meee One
Hello Kitty Logistics
1044
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Posted - 2014.08.31 20:36:00 -
[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.
+1 these all sound fantastic.
But now i'm worried injectors seem OP.
But i'll stay mum on that and see how it plays out.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1046
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Posted - 2014.09.01 04:29:00 -
[2] - Quote
Tesfa Alem wrote:Right, tried to not forum rage, but seeing what the CPM and rattati have to say about dropship vs swarms....
Whats the purpose behind reducing the small rail rate of fire? They fire pretty slow already, and only have any decent ROF for thos specced into an incubus (several million SP and half a million isk later) so why the nerf?
Swarms, whats the final end game? We all know the stats about them vs dropships by heart, (175 M lock, 400 m range generally 3 hits and your done for).
The problem with buffing regular dropships and nerfing small rails at the same time makes it harder (i cannot say by how much till we get some numbers) to deal with suicide "pilots". Buffing swarms so that ADS pilots will not be able to get away (i know imagine infantry getting away from a firefight at 100 meters blasphemy) means regular ships will almost certainly never getaway, tank be damned.
There will alway be "debate" between average guys with a 50,000 isk swarm launcher and guys in 400,000 isk plus dropships, because everybody wants the kill, not area denial, and certainly not more warpoints. And nobody is willing to admit that there are players that are better than they. Dropships are so specialist they needed an entire training series (which helped to get judge elected to the CPM).
Pilots having a good KDR in terms of what? if I go 10 to 1 that 1 is worth three games of grind. Any decent vehicle pilot should not have ADV infantry type of KDR because whats the point of using a very expensive asset if you cannot keep it alive. Keeping it alive requires skill, especially since everything you fight has longer range and more DPS.
I offer to take any member of the CPM, dev, or any doubter in the air for a full day of gaming. You pay for the ADS i call one in (so you dont have to invest any SP for a lvl 3 inc) with turret of choice and you tell me how OP dropships are. It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1050
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Posted - 2014.09.02 01:09:00 -
[3] - Quote
Tesfa Alem wrote:Meee One wrote: It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
The suit may be a proto suit but my drop ship isnt at proto level either which i why i mention the price of my ship with only ADV modules, turret included. The proto suit isnt used exclusivley for av its just a fit you have on your proto suit. Also proto could only cost 8K isk and 155 loyalty points. currently what 20 AUR? 1 FW and you're set.1 drop ship loss is 3 matches just to try to break even. flying one out four matches just to not go isk negative, yep balanced. Suits can get away by finding cover. Suits get killed when they're out in the open without cover, exaclty the same as a firefight. You get caught crossing an open area somebody with a rail rifle will take you down. I don't see how this uniquely apllies to dropships. Thats funny because commando suits like the MK.0 are great for swarms and infantyr to point where rattati is about to nerf the **** out of projectile weapons. The only pure disadvantage is if you use a gal/cal/min logi suit as your swarm fit. Sidearms man, or in the case of commandos another light weapon. Also if infantry are wiping you out on the ground before you can even get a good look at a vehicle with swarms your prioritizing the big scary flying thing in the air over hte roving bands or infantry killing your team thats where you are making the worng tactical choice. With missile "spam" we only have 8 shots before reloading. It looks innacurate on the ground because we have to fire using a white crosshair thrgouh the back of a white ship. We litterally cannot see the target we have to fire when the red dot over his head matches up. like you said tow or three missiles hits to kill a suit, generally its about 3 to five rounds if your a good shot. In an endurance battle no way with proto swarms doing around 1.2K damage with a bonus vs armor, even if i survive his third volley i certainly wont survive whatever else is incoming. That why drops ships afterburn away after the first hit because we dont know what else is comming. My main weapon isn't some top secret classified specialized nuke. Its a small turret. Anybody with a LAV can use them. I'm still waiting for people to say LAVs with heavy gunners are so OP. If kill a group of 3 players 3x50 150 WP. You get two salvoes off 2X75 =150 WP. Obviously if i'm in a vehicle the poor old infantry WITHOUT AV are going to have a bad time. 1 forge gunner can do a really good job of terminating a dropship. The forge round hoever doest follow me all over the sky.1 wyrokami with take less time to find a lock than the forger gunner will hurt me pretty badly and get minmimum 75 wp just by looking in my direction. If costs equal possible damage cause then why do tanks with MUCH more HP, large mounted turrets, and higher DPS cost less? Tanks have a vertical advantage,ADS have a horizontal advantage.
HAVs can be trapped,HAVs can be destroyed using REs and proxies,HAVs have to deal with terrain,HAVs can be destroyed using JLAVs.
ADS has to fear 2 weapons:forges and swarms,but are immune to every other vehicle counter.
Large blaster dispersion should have remained nerfed.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1060
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Posted - 2014.09.02 19:26:00 -
[4] - Quote
CCP Rattati wrote: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
"Logistics survival isn't necessary to do their job".
LOLWUT?
Slow speed. Low eHP Bad regen. Insane costs. Low stamina.
And you can think of nothing to rebalance,nothing at all?
Assaults get ++ber slots and crazy insane eHP with 0 speed loss,and logistics gets the shaft? Thanks Rattatai,you're so generous.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1063
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Posted - 2014.09.02 20:23:00 -
[5] - Quote
Heimdallr69 wrote:Meee One wrote:CCP Rattati wrote: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
"Logistics survival isn't necessary to do their job". LOLWUT? Slow speed. Low eHP Bad regen. Insane costs. Low stamina. And you can think of nothing to rebalance,nothing at all? Assaults get ++ber slots and crazy insane eHP with 0 speed loss,and logistics gets the shaft? Thanks Rattatai,you're so generous. A true logi has no issue with this.. It was the logi slayers who ruined your suit not Rattatai he fixed something that wasn't working as intended. "A true logi has no issue with being as frail as a scout and nearly as slow as a heavy and costing 2x as much as the suit that just killed them....it was the FOTM chasers (that moved to scouts) that (ab)used the suit"
Lawl.
Whatever.
I like that there are more assaults TBH,its a nice change from 100% scout/heavy. I was merely stating that with such borderline insane buffs on one specialist,that leaves loads of possible buffs for the other.
Yet,nothing is even being considered? Not even a speed buff? Or stamina?
Logistics must be horrible at everything? Really?
Logistics is just the donkey of Dust 514? Any suit can ferry equipment.
Logistics has no special niche regarding survival to do so. Scouts can do it faster and better hidden with better regeneration. Assaults/commandos can do it with better tank,and in the case of assaults better speed.
Yet the equipment specialists have nothing built in that would aid in survival whilst using said equipment? That sounds horribly broken to me.
Logistics = Hurr i kan cary moar.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1098
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Posted - 2014.09.08 04:09:00 -
[6] - Quote
Bad news CCP,your injector buff already has pubstomping corps preparing.
I've seen multiple squads of like 3 logis and a heavy with an assault,all using injectors (except the heavy obviously). Logis using injectors isn't strange,what stood out was these were logis that refused to run needles,now they have them.
They only chase FOTM CCP,ever.
Just to warn you,pubstomping will be even worse if they never lose a suit.
Possible preventative measures: -Half its effectiveness on armor and apply that half to shields -Kickstart shield regen immediately
LP variety would then do 50-50 instead of 100-100.
Imho,i believe injectors should supplement a team not completely compensate for a bad team mate.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1098
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Posted - 2014.09.08 08:58:00 -
[7] - Quote
Breakin Stuff wrote:Looks like the tryhards figured out what goons did two years ago:
It has always been more efficient to have the assaults carrying the needles and the logi the rep/resupply gear.
It just took a significant buff to a nominally useful tool to figure it out. Sounds like it's working as intended. Slight problem.
Assaults role is "killing folks",not rendering support.
Hives make sense for ammo refills,not injectors for revives.
Unless the assault is a WP *****.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1103
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Posted - 2014.09.09 02:34:00 -
[8] - Quote
emm kay wrote:I swear to ******* god, make my ads weaker, ccp and i will make alts and murder battle academy players for 30 days straight. Faster swarms with worse turning.
Longer cooldown on after burners,but it works longer too.
Can't you read?
It's being designed this way to punish hovering and reward actual skill.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1122
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Posted - 2014.09.10 20:34:00 -
[9] - Quote
Vrain Matari wrote:Just re-reading this tread and feel strongly that the nanite injector buff should belong only to logis - with bravo and charlie they're gradually having their role eroded. Also feel that any logi should use any piece of equipment better than any other suit, irrespective of race or skill levels.
I would like it to be logistics exclusive because i know scouts and assaults will horribly abuse it.
A squad of 6 assault/scouts carrying injectors and hives,who needs a slower easily killed logi?
I'm definitely feeling my importance slip,scouts can survive better with a rep tool than i can and that's exceedingly depressing.
501st Headstrong wrote:I agree Vrain. When Logis and Commandos get fully looked at, I'd like for all Logis to have buffs to all equipment, and then a larger buff to their respective one. Haven't you read?
There will be no "fully looked at". From the minmatar eHP sticky:
CCP Rattati wrote:MINA Longstrike wrote:I take it all logistics will be looked at separately eventually (When is that by the way? Wasn't it slated for delta alongside commandos?)
Aside from that it looks pretty okay. 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
Slot based PG/CPU updates isn't "fully looked at".
Being slow as a commando and nearly as frail as a scout is apparently "working as intended",all that because logistics has a single weapon.
And lolmandos are in the same boat,just to attract FOTM chasers to assaults.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1122
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Posted - 2014.09.10 21:06:00 -
[10] - Quote
Since i'm here...
Rattatai,would it be possible to have rep tools replenish shields too? For the six kin it would be something like 88 for armor,45 for shields.(This one)
I'm trying to keep logistics vaild here. But not be so OP i ask for 88 armor, and 88 shields.
Even 44 armor,44 shields would be nice. Its rep amount wouldn't be lowered just shifted around.
I would prefer the first one though.
After all,now rep tools have to compete with 80%-100% health needles.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1122
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Posted - 2014.09.11 03:11:00 -
[11] - Quote
emm kay wrote:Meee One wrote:emm kay wrote:I swear to ******* god, make my ads weaker, ccp and i will make alts and murder battle academy players for 30 days straight. Faster swarms with worse turning. Longer cooldown on after burners,but it works longer too. Can't you read? It's being designed this way to punish hovering and reward actual skill. Oh yes, you land lubbers have strafing to avoid bullets. Guess what we have? We call it the afterburner. Oh, wait... Guess what? Reality check. Turning speed is a horrible nerf. The missiles have 0 inertia. Missiles keep tracking you. They're increasing damage Increasing range. Increasing speed. NOT increasing price of swarms is the real crime here. You want my head of my python? Good. Grow a pair and spend isk. Acceleration,not range.
You'll still be able to snipe infantry from outside their firing range with small rails. Fly bys will save your ADS,but arrogantly hovering like you own the world will get it destroyed.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1134
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Posted - 2014.09.11 23:51:00 -
[12] - Quote
How about beam progression for rep tools? Basic-1 ADV-2 Pro-3
This way you don't feel like you aren't contributing if you must downgrade because of costs. It would also allow newer logis to contribute more to their team.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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