deadpool lifetone
D3ATH CARD
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Posted - 2014.09.05 10:03:00 -
[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.
I have to admit. It's quite impressive how the game has turned around big time since i've started playing , so thanks a lot for your hard progressive work . Now to feed back
1: side arm's ( please don't tweak them to much ) they all seem to be in a good place as they are now to be honest ) i haven't heard any real complaints about a sub/magsec/pistol being O.P lol
2: adding side arm's/ HMG militia gear etc ( awesome ! Lol more better for isk grinding)
3: snipers situation ( i agree to a degree . Only the tar should be able to have a good advantage since its a salvage weapon only. Charge , tactical etc need to be able to be counter hit asap and close enough to be noticed at least ! Cause getting killed by a militia S.Rifle at 400m is hmmm wtf moment. Im sure y'all figure it out
4: plasma canons ( speed buff great )
5: swarms ( nerf afterburners for Pete's sweet christ sake! And maybe a very small slight lock increase)
6: scrambler r. ( well its about time them fully automatic instant hearty heavy killers get a nerf. Increase heat built up per round shot ) but yes it's O.P because the lack of heat built up.
7: Burst HMG ( honestly , thats my boy! Lol but yes the six kin way way o.p and needs a nerfing)
8: minmatar suits ehp ( including scouts? )
Everything else i read seems to be in the maybe list of things to get done . So those are my opinions. Hope feed back helped. 07 |