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Thread Statistics | Show CCP posts - 15 post(s) |
Kevall Longstride
DUST University Ivy League
1620
|
Posted - 2014.08.31 16:32:00 -
[271] - Quote
Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points.
A.
The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into.
That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Boot Booter
Pure Evil.
880
|
Posted - 2014.08.31 16:32:00 -
[272] - Quote
Jack 3enimble wrote:Is my Cal assault still stuck with its "unique" and useless bonus, this goes btw for the Gal too.
Hey I'm just gonna post this here. I put this in another thread a while back.
"What about...
Gallente Assault - 5% increased reload speed for blaster weaponry and 5% decrease in dispersion for blaster weaponry
Caldari Assault - 5% increased reload speed for rail weaponry and 5% decrease in kick for rail weaponry
I think this works nice and is equally awesome as min and amarr bonus"
Not sure if Rattati is even considering changing the assault bonuses though
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
765
|
Posted - 2014.08.31 16:32:00 -
[273] - Quote
everything here looks good, good ideas. im going to comment only on the changes reguarding th swarmlauchers.
if you decide to change them do not make all of these changes only pick one or maby two and lets go from those changes to see wha can be done from that point, making all of these changes will proably result in renderig it an op weapon once again.
my suggestion would be to incease the speed of the missles and lock on range on specalist variants of the swarmlaunchers, maby also to decrease the lock time and increase the missle speed of assault swarms. |
bogeyman m
Minmatar Republic
383
|
Posted - 2014.08.31 16:34:00 -
[274] - Quote
CCP Rattati wrote: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
Has the been any further discussion on adding to vehicle enter/exit times (to eliminate instant teleporting into and out of a vehicle)?
Someone else (sorry, don't remember who) suggested borrowing a weapon reload animation as a placeholder.
Thoughts?
Duct tape 2.0 ... Have WD-40; will travel.
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Boot Booter
Pure Evil.
880
|
Posted - 2014.08.31 16:35:00 -
[275] - Quote
Kevall Longstride wrote:Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points. A. The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into. That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits.
I like B.
Yes you should still have the option to do what you want but this is kinda like handing out free stuff and it makes your opening choices more meaningful from a rpg perspective.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
|
bogeyman m
Minmatar Republic
384
|
Posted - 2014.08.31 16:40:00 -
[276] - Quote
Speaking of delays...
Has there been any further discussion regarding (slightly) increasing the delay from cloak to first shot?
Has the been any discussion at all about hard coding a delay between shots on CRs and ScRs (so modded mice can't turn a burst rifle onto a fully automatic)?
Duct tape 2.0 ... Have WD-40; will travel.
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Kevall Longstride
DUST University Ivy League
1621
|
Posted - 2014.08.31 16:42:00 -
[277] - Quote
bogeyman m wrote:CCP Rattati wrote: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
Has the been any further discussion on adding to vehicle enter/exit times (to eliminate instant teleporting into and out of a vehicle)? Someone else (sorry, don't remember who) suggested borrowing a weapon reload animation as a placeholder. Thoughts?
This is something that we have raised in our discussions with CCP and it's something that all members of the CPM want to happen.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Kevall Longstride
DUST University Ivy League
1621
|
Posted - 2014.08.31 16:46:00 -
[278] - Quote
Boot Booter wrote:Kevall Longstride wrote:Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points. A. The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into. That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits. I like B. Yes you should still have the option to do what you want but this is kinda like handing out free stuff and it makes your opening choices more meaningful from a rpg perspective.
B would be great but without significant changes to the NPE, beyond the scope of Hotfixes alone, A is the best compromise for the time being. It also has the potential side effect of increasing player retention even further.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Teeee Bone
C0M8AT V3T3RANS
112
|
Posted - 2014.08.31 16:47:00 -
[279] - 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.
For sidearm rebalance, make sure the standard BPO scrambler pistols are the same PG/CPU as standard non-BPO sidearms. We've been asking for this since the scrambler pistol BPO first came out. Which is before beta ended.
I love the smell of orbital support in the morning!!!
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
182
|
Posted - 2014.08.31 17:10:00 -
[280] - Quote
iKILLu osborne wrote:BlazeXYZ wrote:CCP Rattati wrote: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. Rattati any ideas for the assault bonuses? considering they expend more ammo due to increased range, i would suggest increasing clip/drum size, reload speed and total reserve ammo or are you referring to assault suits?
Lol I was referring to the assault suits.
The Blazing Intellect Machine
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lee corwood
Knights Of Ender RISE of LEGION
1033
|
Posted - 2014.08.31 17:12:00 -
[281] - Quote
CCP Rattati wrote: ...reducing ion seize
...Snipers - There cannot be a risk free way of playing the game, for each role there must be a counter.
Plasma Cannon - increased projectile speed
Minmatar dropsuits - small ehp buff across the board
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
It's like xmas
Knights of Ender Director
Logi 4 Life | Youtube Vids
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
182
|
Posted - 2014.08.31 17:15:00 -
[282] - Quote
I mentioned this before and there was a thread about it too so can we have a specific notification icon that appears on screen just like getting mail when someone invites you. It would be a huge improvement to the game.
The Blazing Intellect Machine
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Regis Blackbird
DUST University Ivy League
391
|
Posted - 2014.08.31 18:06:00 -
[283] - Quote
Kevall Longstride wrote:Boot Booter wrote:Kevall Longstride wrote:Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points. A. The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into. That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits. I like B. Yes you should still have the option to do what you want but this is kinda like handing out free stuff and it makes your opening choices more meaningful from a rpg perspective. B would be great but without significant changes to the NPE, beyond the scope of Hotfixes alone, A is the best compromise for the time being. It also has the potential side effect of increasing player retention even further.
That is what I was afraid of Thanks for clarifying this.
I still sceptical giving all new players skill points in the same thing. As stated before, if everybody have level X in a skill, it removes the point of having that skill to begin with (IMHO)
As you stated yourself, the beauty of this game is that the choices are yours when you create your Merc. Well, basically you will remove player choice and declare all players should have armour 1. While it may be good for them, I don't believe it increases retention. It might actually do the opposite.
I download and start a RPGMMOFPS and create a character, and discover I have already Armour and Shields to level 1. I naturally will think these are distributed based on my decisions (as they are in most other RPGs). Curious or unhappy with the selection, I make a second and third character to see what "their" bonuses are, only to discover they are exactly the same.
None on my bloodline selections make a difference at all, and on top of that the game makes decisions for me (which I can't change). I think this goes against the spirit of the RPG aspect and "your choices matter", and might put off some people rather than bringing them in.
Unlocks are fine as it does not force anybody to spend skill points into them, and just saves the ISK for the skill book. I also fully agree with the other proposed changes to the NPE
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Gabriella Grey
Onslaught Inc RISE of LEGION
138
|
Posted - 2014.08.31 18:08:00 -
[284] - Quote
medomai grey wrote:CCP Rattati wrote: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. I've been using heavy shield extenders on my python to achieve a EHP of 4204. To put that into perspective, a un-fitted gunnlogi has 4150 EHP, the madrugar 5200 EHP. With the use of heavy vehicle mods, I've effectively turned my python into a mobile, flying tank. It's no wonder swarm launcher users have such a difficult time downing my python. Solution: Make it harder to fit heavy modules on non-HAVs. Increase the CPU/PG cost of heavy vehicle mods and increase HAV CPU/PG accordingly. Give a small buff to non-heavy vehicle survivability mods to encourage more usage over heavy ones.
If that was the case every dropship would be shot down when they are seen the first time. The best fitting with shield extenders of a python is 1 heavy complex shield extender, 1 light complex shield extender, and an afterburner on the high slots. Python players use heavy shields to be able to take damage and engage vehicles and ground forces. If you are pulling off this fit you have roughly 3100 shield extenders, and something around 900 armor. This still goes back that arial vehicles need their own modules, turrets, and rework on the PG/CPU numbers spent. I would like to also remind you that HAV's have more slot fitting available compared to a dropship, so they can fit hardeners, repairers, and shield boosters. CCP should just set dropships aside for another hotfix, if dust even makes it that far, but Legion will need these fixes for sure. There will always be issues with dropships and any other arial vehicle in dust if these type of vehicles are not given the same type of customization as HAV's have with Large Turrets, and the modules they can only fit.
Always Grey Skies
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Stefan Stahl
Seituoda Taskforce Command
713
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Posted - 2014.08.31 18:11:00 -
[285] - Quote
CCP Rattati wrote: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? Would some minuscule hipfire spread for the FG help in those unintended FG-sniping situations?
At distances where FG sniping is an issue the target dropsuit is often merely a few pixels big while an HAV is still a sizable target. Some minor spreading of the FG shells wouldn't hurt in the AV usecase but would severely impede the FG-sniping. This is assuming that direct hits on infantry at more than 200 meters aren't actually intended behavior, but splash damage on infantry at those ranges is.
I'm just concerned because to me the hybrid AV-AI capability of the FG is very important. At ranges more than 50 meter I can defend myself using the splash, at smaller ranges the MagSec takes over. If this capability is reduced I'd be inclined to just stop using the FG and switch to a Commando with Swarm Launchers. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2213
|
Posted - 2014.08.31 18:11:00 -
[286] - Quote
Looks great Rattati!!
Solid compilation so far!
A few things i want to be addressed though--Militia HMG--What will be the drawbacks? The clip size of the HMG is one of the things that it can afford to give up (same as the scrambler), which will make the MLT HMG outperform other MLT weaponry. Perhaps a greater heat build-up?
Also, after playing HMG heavy for some time now, I think the way the aHMG should work is by giving it the old dispersion as well as slightly increased range so that it works very well as a ranged weapon, but the burst and standard outperform it up close
Combat rifle looks like an awesome change!! Though I'm predicting that the ACR will become useless following it, having the lowest DPS of all LW's...though the lack of spam will be very nice.
Flaylock pistol is one of those weapons that seems so cool and awesome, until you start using it. The current damage is fine, perhaps, in need of a slight buff, but the damage APPLICATION is whats really the problem. It has 3 shots in a clip and a blast radius the size of my pinky nail, which is the real problem. I personally suggest a 2.5m blast radius at standard going up .25 per level, as well as a direct hit damage buff
Ion Pistol needs GREATLY reduced overheat, and it will really really shine, as its almost a perfect CQC pistol now, if it weren't for overheat
Be careful about buffing the AR too much...one of the main reasons its underperforming right now is the non-viability of shield suits to armor suits, especially in the hands of newer players. All the AR and ScR need is for shield suits to be more common and viable, and you will see a resurgence of them.
The aScR on the other hand...*pukes in mouth*, really needs a buff. Im gonna say give it less bullet rise while ADS and perhaps increase RoF a little bit
Don't hit the ScR too hard with a nerf..the only thing it needs is TAR-like hip fire and a more reasonable (400-520) RoF
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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CeeJ Mantis
Mantodea MC
34
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Posted - 2014.08.31 18:19:00 -
[287] - Quote
Here are my thoughts on this update. I like much of where it's going, but still havee reservations on a few things.
Forge guns and Railguns: Having recently speced more into Forge Guns, I can say that I have only gotten 1 double kill in the last week with a single shot. Using the forge gun on infantry is not about using the splash, but about hitting them directly. The splash radius and damage is not enough to kill most suits, and to hit them directly you just wait until it turns red and let go, and once you get the travel time for the round down, you can hit moving infantry with ease. I think removing the splash when all it does is kill scouts and militia frames is unnecessary. It's like trying to kill suits with the splash from the PLC. You can do it, but only to the weak ones, and not very well. Direct body hits are needed to kill most suits. occasionally getting a multikill (and it only does happen rarely) is a fun surprise, not a winning tactic.
Shield Tank HP: I am a bit weary on giving shield based HAVs too much more HP as the 2 fitting extention modules are on low slots, which allows them to tank effectively on high slots. The most fearsome of tanks I've seen in this game are the 5000shield 3000 armor gunlogis as my allotec flux and allotec plasma cannon don't seem to do much before they can escape. Even teamwork isn't easy against them as they just have too much HP and 8000 damage is a lot to have to do in only a matter of 5-10 seconds.
Scrambler Rifle:I think the weapon preforms comparably to others unless you use an input device that allows them to reach their maximum fire rate. It's versatility (charge), precision, and ammo efficency are the reasons I chose, and stuck with it for the last year. I want it to be balanced in a way that doesn't take away from this gun feeling like the expert's choice. Too many weapons just send dozens of bullets down range, and being able to (and encouraged by) this weapon to take aim and really try to go for those headshots is what makes it feel so awesome.
Plasma rifle: Something, whatever it is, needs to be done for this gun. Trying to use one lately has been quite the exercise in frustration as I can't even get close enough to people to be within optimal range to start shooting, and with the popularity of RRs, I find that many of my deaths happen from assailants that are beyond the 50m optimal of the Burst AR. Many of them are beyond the 78m effective range too. The best feeling rifles are the Krin's and Baloc's as the have a 50m optimal and 85m effective. Giving plasma rifles similar numbers (higher optimal range, higher effective range. and a longer range over which their damage drops) might be a solution. They still do their damage at close quarters, but they aren't so ineffective at a range that I can actually kill people when aiming for the head. Too much trepidation over the old Tac rifle dominance of yore is holding back the drastic change needed to make this weapon a desired asset on the battlefield.
Scrambler Pistol: While many say the ScP needs a RoF increase, they are wrong. It is already insanely powerful. It's headshot bonus is arguably too high, and the ScP operation skill is too good. More rounds than an ion pistol, and a +450% headshot modifier means that it has the largest magazine size of any handgun, and does the most damage per shot, even beyond it's effective range (headshots still do over 100% damage al 70m). Heck if it had an optic, you'd see A LOT more ScP users on the battlefield. All having RoF did to the ScP in the past was make it a trigger mashing headshot death machine. Now you have to aim, or trigger mash with less efficiency. Sounds fair to me. In properly skilled hands it is the deadliest sidearm in the game. It's just not so easy as the SMG's point and hold the trigger to win. As a tactical weapon it should feel rewarding to use precision over volume of rounds, and mechanics should enforce that style.
Nanite injector: I have mixed feelings on this. Lower quality needles will be so much bettert. And it encourages more shield tankers and injector use. I see high end needles being really scary, and perhaps broken, but hopefully that encourages their use.
Everything else seems fair to me. We'll see if it breathes some life into this game.
Longest plasma cannon kill: 236.45m
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Hawkings Greenback
Red Star. EoN.
223
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Posted - 2014.08.31 18:42:00 -
[288] - Quote
Rattati are there any plans for logi changes for Delta ?
Are they being held back or are they part of a seperate discussion ?
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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Cavani1EE7
Murphys-Law
210
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Posted - 2014.08.31 18:42:00 -
[289] - 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.
...
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
...
Please don't tweak the AR too much, I find it fine as it is (although I would really appreciate a slight buff on range)
EDIT: By tweaking I mean buffing it too much making it the new CR - DON'T DO EEET
EDIT x2: Nerf the ScR as much as you want tho :3
They call themselves "MAG vets"
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Boot Booter
Pure Evil.
882
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Posted - 2014.08.31 18:46:00 -
[290] - Quote
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.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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The dark cloud
The Rainbow Effect
4019
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Posted - 2014.08.31 18:52:00 -
[291] - Quote
I dont really care if you change the damage profiles on combat rifles and HMG's to be the opposite from scramblers. I still want my shield healing reptool. So we can finally fill the logi gap which has beeing there for ages. And changing the caldari logistic bonus from nanohives to shield tools (similar like minmatarr with reptools) would make it viable. Cause at the moment you get laughed at for speccing into it just so that your nanohives are better.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Kevall Longstride
DUST University Ivy League
1624
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Posted - 2014.08.31 19:16:00 -
[292] - Quote
To answer the earlier concern about the new Militia HMG, the numbers for it are still under discussion but we are very aware that it has the potential to be a super cheap noob tube. Care will be taken to make sure that doesn't happen.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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The Eristic
Dust 90210
642
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Posted - 2014.08.31 19:17:00 -
[293] - Quote
Regis Blackbird wrote:As stated before, if everybody have level X in a skill, it removes the point of having that skill to begin with (IMHO)
Absolutely agree. The bloodlines within each race might be too much in the short term (especially considering we don't have bloodline-specific gear in Dust), but bare minimum, each race should have different starting skills. Having a few skills at 1 should be enough to point players in a racial direction without meaningfully restricting them in any way. Creating more diversity at the beginning is a VERY good thing for a game in an MMO universe; done thoughtfully, in conjunction with the Militia sidearms and other changes being discussed, it should give the so critical starter fits even more of the racial "flavor" we've been building.
Reality is the original Rorschach.
Verily! So much for all that.
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Doc DDD
TeamPlayers Negative-Feedback
278
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Posted - 2014.08.31 19:31:00 -
[294] - Quote
Sniper rifles: reduce range by 50% to bring in line with large rail turret nerf.
would be fine with a lower reduction if rail turret range was increased comparatively.
can't believe I don't have to argue with cat merc about snipers. |
Kevall Longstride
DUST University Ivy League
1624
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Posted - 2014.08.31 19:34:00 -
[295] - Quote
To quote Rattati's mantra of low hanging fruit, it's easier to give all new players the same injected skills.
It also gives a baseline comparison to see if it's having the desired effect of helping new players. If that is the case, then a refinement of the concept is something that we in the CPM will be keen to pursue. Getting new players into the game and being more comfortable in the NPE is a massive help in building up the momentum for further changes later.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Spectre-M
The Generals Anime Empire.
767
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Posted - 2014.08.31 19:39:00 -
[296] - Quote
One thing I'd like to point out is that without racial version of the current gear, it will be more difficult to achieve better balance in most aspects.
Not having either shield heavy weapons makes balancing any AV almost impossible as shield vehicles will always remain more resistant. Not to mention the lack of Amarr and Minnmitar vehicles. Most of what we are trying to balance is due to missing counters.
Having a full line up would have fuelled a different direction for this game. Just feels half finished and we are trying to compensate for missing content.
Such a shame. If I were to have submitted a half completed project in college or work, I would have failed. Ratatti and the elected CPM1 have their work cut out for them. I hope that the last few months are proof of the ineptitude of CPM0 and the constant shuffling of personnel to band aid fix other projects.
May you're battle be swift and bloodless.
Minnmitar in Amarr armor.
A Wolf in Sheeps clothing.
May the Empress live till she graces my sights.
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137H4RGIC
Bloodline Rebellion Public.Disorder.
242
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Posted - 2014.08.31 19:44:00 -
[297] - Quote
CCP Rattati wrote: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. My mistake. I'm so used to seeing the nerf hammer for the heavies, I made an ass out of myself and assumed.
EVE players? Good at Dust?! Let the indiscriminate slaughter of PC huggers begin >:)
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6888
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Posted - 2014.08.31 20:10:00 -
[298] - Quote
Interesting to note: The Projectile Profile changes will affect the HMG.
This means that the 3x shield CK.0 Sentinel will have 874 shields, but with resist in effect it will have 1048 HP vs HMG's.
We can assume 75% accuracy with the Boundless HMG and the CK.0 will only take around 475 damage to it's shields per second (Factored in resist). Granted, it can't rep under fire, but this means that the Cal Sentinel will be able to flat out tank around 2s of HMG fire before shields break.
His HMG on the other hand will be dealing 801 DPS (75% accuracy with profile and Proficiency in effect).
Food for thought.
Sources for math: HMG shoots 40 bullets a second, I factored in only 30 of these bullets hitting for 75% accuracy. Base damage is 19.8. Against shields, this drops to 15.84. Against armor, Prof and Profile pushes it to 26.73. It's simple multiplication after that.
Please note though that the GK.O and AK.0 both resist projectile. Amarr almost completly negates it, and Gallente resists half of it.
Still, that projectile will shred armor, and shields will be much easier to run. Minmatar and Caldari sentinels will be more common I believe.
I got kicked out of the State War Academy for jury-rigging a contact nade launcher to my Rail Rifle
WINMATAR!
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Booby Tuesdays
Tuesdays With Boobies
805
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Posted - 2014.08.31 20:12:00 -
[299] - Quote
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?
Melee Weapon of Choice: Nokia-3310 Prof. V
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zzZaXxx
D3ATH CARD
457
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Posted - 2014.08.31 20:13:00 -
[300] - Quote
Some great changes here! Dust is edging towards exquisite balance! But what about iteration on logis and commandos? Can we at least know if that's on the docket for Hotfix Echo?
Here's my feedback:
"Plasma Cannon - increased projectile speed" - Yes finally! This has to be tried at least. Hopefully it will work and plasma cannon will become viable AV (even against low flying ADS????) and, for commandos, might become useful against infantry.
"Assault HMG buffed, burst HMG needs a slight tune down" - Yes thank you! The Assault HMG is currently worthless. There are so many situations when it should be my go-to but I know its dispersion nullifies its range advantage so I never use it. And of course the burst HMG is instapopping everyone too fast so thank you for addressing that right away.
"Small Rail ROF reduced" - Thank you. These have been tearing up infantry a bit too easily.
"Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers" - This is great. I might even go a bit further and add some PG to them
"Nanite Injectors - heal same amount of shields as armor" - Hell yeah! Awesome! This makes perfect sense because not everyone is armor tanked so no longer will shield tankers get screwed when trying to run to safety after being revived. This also improves the value of State Kalaakiota Nanite Injectors.
"Add new Officer Light Weapons as well as key missing FW items to the LP Store" - Sweeeet! Please let this include reactive plates! I hope this is a sign of things to come!
"Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design" - This makes a lot of sense and is a great move. On one hand I think -5%/+5% makes the most sense since a) it's Minmatar, b) that's not such a drastic change from current stats, c) that fills a niche among the damage profiles.
On the other hand, armor doesn't have the same hard counter that shields does right now. Shields are getting melted by scrambler rifles and lasers. At -15%/+15%, projectiles could provide a hard counter to stacked armor that currently doesn't really exist (except for maybe mass drivers).
-15%/+15% would also make Caldari HMG sentinals much more competitive when facing off with Gallente or Amarr HMG sentinals, though I think Caldari sentinals still would need some kind of resistance to flux grenades to be able to handle the pressure.
"HAV inertia increased" - Yes, this is needed. Tanks need more realistic limitations to their mobility. Sitting somewhere and blasting away needs to be a bigger commitment for them, knowing they can't just reverse out of there without getting harmed when things start getting sticky. |
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