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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Symbioticforks
Pure Evil.
753
|
Posted - 2014.09.01 09:07:00 -
[361] - Quote
As if sniping wasn't a niche role already.
Off the top of my head..
Scale increased damage percentage to reduced range percentage.
(i.e. reduce the range to 450m 25% reduction, for an increased 25% damage)
This might be okay, if you INSIST on nerfing the range.
Sniping Dust 514 (video series)
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Monkey MAC
Rough Riders..
3390
|
Posted - 2014.09.01 09:13:00 -
[362] - Quote
Simply Improving Damage on the Breach, Burst and Tactical Assault Rifles isn't going to be enough, you need to do a range rebalance, especially on the breach. If you keep that range the only way the breach will be relevant is if its DPS is identical to the AR.
Personally I don't think the AR needs a damage buff, but the other weapons a minor damage nerf. 1 dmg from burst combat rifles 2 dmg from breach rail rifles
I also don't think the AScR needs a damage buff either, it has the same base DPS as the ACR, but a few meters more range. Buffing the AScR will cause the ACR to start under performing especially when the ACR is finally given a balanced damage profile.
When it comes to the side arms, there is a lot of work in my opinion. Bolt Pistols need a faster ROF, achieve this by reducing the concurrent shot delay, by way of removing the charge. Like a slow firing rail rifle, you only need to charge once.
The Ion Pistol seize duration isn't the problem, the weapons -1 effective range, unruly dispersion and lack of charge shot power is. I would suggest younbuff the effective ramge to 30m, reduce dispersion by 30% and increase the base charge shot damage to 450 eHP
Scrambler Pistols don't need a ROF buff (except for the Burst and Assault variants) but a little extra damage wouldn't go amiss.
The flaylock needs a blast radius of about 2m
All in all the sidearm should be capable of achieving DPS values similar to mthe standard SMG
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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CommanderBolt
Osmon Surveillance Caldari State
1449
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Posted - 2014.09.01 09:36:00 -
[363] - Quote
Symbioticforks wrote:As if sniping wasn't a niche role already.
Off the top of my head..
Scale increased damage percentage to reduced range percentage.
(i.e. reduce the range to 450m 25% reduction, for an increased 25% damage)
This might be okay, if you INSIST on nerfing the range.
You know full well that the only reason range is being nerfed is because its the easy fix for CCP. This is not about game balance or anything of that nature, its the easy way to gloss over bad map design (and by that I mean specifically the red line / starting areas for each team in a battle usually)
I guess its also an easy way to try to address rending issues.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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bamboo x
Eternal Beings Proficiency V.
1105
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Posted - 2014.09.01 09:36:00 -
[364] - Quote
Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear"
I feel your pain but it's CCP we're talking about here.
Cutting corners and giving the idiotic masses of sheep what they want. "LOL I HAT RED LIN SNIPOR"
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2466
|
Posted - 2014.09.01 10:15:00 -
[365] - Quote
Symbioticforks wrote:As if sniping wasn't a niche role already.
Off the top of my head..
Scale increased damage percentage to reduced range percentage.
(i.e. reduce the range to 450m 25% reduction, for an increased 25% damage)
This might be okay, if you INSIST on nerfing the range.
Reduce it to 300m. That way the weapon is within reach of other infantry weapons. Increase base damage. But it doesnt need to be an iwin butan that always does 1200 damage per headshot.
Being able to drop 800 (at proto)damage on a headshot would be incredibly good without being a guaranteed OHK alpha shot |
Keeriam Miray
R 0 N 1 N
330
|
Posted - 2014.09.01 10:20:00 -
[366] - Quote
Breakin Stuff wrote:Reduce it to 300m. That way the weapon is within reach of other infantry weapons. Increase base damage. But it doesnt need to be an iwin butan that always does 1200 damage per headshot.
Being able to drop 800 (at proto)damage on a headshot would be incredibly good without being a guaranteed OHK alpha shot
It's already 800+dmg per headshot... & it takes 2-3 headshots to kill heavy or assault suit
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Ydubbs81 RND
Ahrendee Mercenaries
3360
|
Posted - 2014.09.01 10:49:00 -
[367] - Quote
CCP Rattati..you can't buff swarms so that they can be effective vs ADS AND buff ADS as at the same time.
You have to take in account how difficult it is to destroy an ADS and how easy it is for them to stay alive. Couple that with being practical when thinking of trying to win matches.
They destroy you before you could lock on your swarms. You bring out a tank and they fly over your back and destroy you. There is no counter. You have to wait and hope for them to be careless and you have to hit hem twice. Because one hit and they activate their burners and they are out of there.
> Check RND out here
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Senator Snipe
Onikanabo Brigade Caldari State
183
|
Posted - 2014.09.01 11:09:00 -
[368] - 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.
want to nerf the forge gun yet again? unbelievable. This is the worst attempt yet. CCP this is not a bullet out of a rifle. its a Freakin cannon. YES it should have splash damage. >.>
My forge skills are unmatchable.
It's not that i lose battles, its just that sometimes i don't feel like winning them.
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Monkey MAC
Rough Riders..
3391
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Posted - 2014.09.01 11:14:00 -
[369] - Quote
Ydubbs81 RND wrote:CCP Rattati..you can't buff swarms so that they can be effective vs ADS AND buff ADS as at the same time.
You have to take in account how difficult it is to destroy an ADS and how easy it is for them to stay alive. Couple that with being practical when thinking of trying to win matches.
They destroy you before you could lock on your swarms. You bring out a tank and they fly over your back and destroy you. There is no counter. You have to wait and hope for them to be careless and you have to hit hem twice. Because one hit and they activate their burners and they are out of there.
He's not buffing ADS's he's buffing basic/transport dropships.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Keeriam Miray
R 0 N 1 N
330
|
Posted - 2014.09.01 11:20:00 -
[370] - Quote
Breakin Stuff wrote:Reduce it to 300m.
300m is in range of forge gun, that's easy kill for heavy in LAV. With forge gun you don't need to crouch, there is no sway, you can dodge gun fire\sniper fire & shoot with 100% accuray whatever you do.
Also CCP not changing (fixing) maps with SR range nerf, you need at least 2-3 vantage points on each side & stay mobile (terrain is awful for relocation even for scouts with 80% of map open space, making you stuck, slide & jump at same time every fkn centimeter). There isn't such places for snipers and even more, alot of sniping places & ways where removed or blocked, new maps pretty much has "king of the hill" desing, making them useless for sniping.
Add to that "visual scan" that shows up everything on radar or around crosshair, enemies that not even on your screen or behind cover, building.
Scouts in cloack visible & killable at 500+m, with that stupid blueish effect that makes you glow in dark places or dark background. Everyone can see you, tanks, dropships, infantry at any range. Making it usefull pretty much only for camping by standing still & even then you glowing on dark backgrounds...
I'm ok with range nerf, but maps must be viable & balanced for that, and they're not, maps are terrible.
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WeapondigitX V7
The Exemplars
168
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Posted - 2014.09.01 11:23:00 -
[371] - Quote
Please homogenize the blast radius of the flaylock pistol to roughly 1.7 meters across all tiers and increase clip size and increase projectile speed a lot. I want a flaylock with its current projectile speed multiplied by 1.8. Also change the skill bonus to increasing the projectile speed per level in addition to the flat increase of projectile speed across tiers.
Make the breach flaylock pistol have 50% efficacy against infantry and 200% efficacy against vehicles.
Make the ion pistol not overheat until it has fired 1 charged shot and roughly 3 uncharged shots in a short space of time. (change overheat mechanics to heat produced per shot for ion pistol and scrambler rifles)
Reduce the ROF of the scrambler rifle to roughly 620 RPM. This should be done to reduce the advantage players have with modded controllers.
Also follow either of these alternatives to make the SCR have less short comings where it is very weak:
1: Reduce heat cost of each uncharged shot of the scrambler rifles. (this will make it easier for SCRs to kill fully armor tanked heavy suits without overheating in amarr assault suits, I only want 2 extra shots I guess)
Or: 2: Increase the heat produced by uncharged SCR shots but decrease the heat produced by charged SCR shots, reduce ROF further to roughly 590 RPM. Make the SCR become increasingly more heat efficient as the SCR user builds more charge. Decrease the charge time of the SCR. This makes the SCR be more beneficial when firing partially charged or fully charged shots with slightly higher DPS and be more heat efficient thus having higher damage per overheat/clip, compared to firing many uncharged shots until you overheat. This is offset by having a greater risk of losing more DPS is you miss a few shots. You are penalized more harshly for missing but are rewarded more while using charged shots if you are accurate.
I would love a plasma cannon projectile speed increase.
Increase the projectile speed of assault swarm launchers by a large amount. I would love a increase to swarm damage efficacy against dropships.
Increase the clipsize of the scrambler pistol and increase its ROF and lower its damage per shot so its DPS remains the same for body shots. Overall that increases the damage per clip and increases it max recoil growth at max DPS. I liked the increased recoil at the start of uprising because I got more headshots back then because of more recoil and ROF.
Make the minmatar assault SMG have less damage per clip compared to normal SMG but have much higher DPS. Example: 40 shots per clip but roughly 490 DPS assuming 100% efficacy against shields and armor. If I take in the damage profile it would be much weaker against shields compared to armor.
I would like a +15% efficacy to armor and -15% efficacy to shields for projectile weapons. Most suits can equip sidearms and fluxes to help them take out shield suits.
Please increase the scan radius of assault suits to roughly 15 meters. (excluding the skill bonuses).
Please decrease the ISK cost of standard medium frames and light frames and heavy frames to help newbies out. Improve NPE.
EDIT:
Please increase headshot damage modifier for all sniper rifles except the charge and thales to roughly 400%. That is 1000 damage for 1 headshot from a 250 damage bullet.
Please increase the headshot damage multiplier for charge and thales snipers to roughly 310%. that is roughly 1085 damage headshot from a 350 damage bullet. |
Keeriam Miray
R 0 N 1 N
330
|
Posted - 2014.09.01 11:27:00 -
[372] - Quote
WeapondigitX V7 wrote:Make the breach flaylock pistol have 50% efficacy against infantry and 200% efficacy against vehicles.
AV rocket pistol lol
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medomai grey
WarRavens Capital Punishment.
945
|
Posted - 2014.09.01 11:28:00 -
[373] - Quote
Gabriella Grey wrote: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. My 4204EHP Python/Flying Tank Fit: 1*basic heavy shield extender 1*enhanced heavy shield extender 1*afterburner 1*complex power grid upgrade 1*XT-1 missile launcher
As for your argument, " 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." Take note that I used the word "un-fitted" as a adjective for gunnlogi in my original post; why would I do that?
You can't keep putting off a task forever or it never gets done.
@ CCP Rattati: A increase to swarm speed is fine so long as you reduce the swarm missile's tracking ability such that skilled pilots can evade or cause them to crash into environment objects such as buildings. The current swarm missile tracking ability combined with a speed buff would make them virtually impossible to avoid.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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BL4CKST4R
La Muerte Eterna Dark Taboo
2980
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Posted - 2014.09.01 11:32:00 -
[374] - Quote
One question CCP on sniper rifles, how will you balance the risk v. Reward of sniper rifles I.e isk risked vs isk destroyed. For example an prototype ewar scout, which can cost over 150k and have less than 400 hp getting one shotted vs a militia sniper suit. This should be taken into account.
Depending on how you buff sniper rifles you might also increase the prevelance of brick tanks and dual tanks.
supercalifragilisticexpialidocious
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shaman oga
Nexus Balusa Horizon
2766
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Posted - 2014.09.01 11:46:00 -
[375] - Quote
I'm looking for a proper thread for sniper rifle there are not enough info here to help me to give a quality feedback on it. Same for sidearms.
Regarding damage profile of projectiles i would like a soft change something like -5% +5%, to keep it in line from what we have now, change it too much is not a good choice, because it will change the purpose of the weapon, imo projectiles are meant to damage both, to be really original i would give 0/0%.
Forge gun nerf is not needed imo, i've never seen breach forger actively sniping infantry, simply because charge time is too long and you can't move, it's not pratical, just like a cloak on non-scout suit, you can use it, but it's not very effective.
The rest seems good, but as always i wait for more specific threads.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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wripple
WarRavens Capital Punishment.
202
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Posted - 2014.09.01 11:49:00 -
[376] - Quote
Why not drop the Racial ADS skill bonus to 5% per level and add a 5% per level bonus to the Dropship Operation skill? This way Pythons and Incubuses can still keep their 50% RoF bonus while standard Dropships get a little love for their gunners.
And on another note, would it be a fair request to change the Hand to Hand Combat skill to +20% damage per level to melee attack? The current skill is practically pointless as the only build that can make any real use of myofibrils is a 200 hp min. scout, and even then it's not a practical build for combat. If not this, why not remove myofibrils altogether and give kin. cats a bonus to melee, they are a muscle stimulant after all.
TLDR: A little tweak of the skill tree can make standard dropship gunning more practical, and I want to see more boxing on the battlefield. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2466
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Posted - 2014.09.01 11:55:00 -
[377] - Quote
Why the hell are you projectile bandwagoners insistent that the projectile should not be dropped back vs. Shields?
Is it because you object to using any other rifles and you just want omni-efficiency?
Seriously. -15/+15 or -20/+20 puts a weapon profile that can efficiently chop up the armor tank hp buffer.
Because so many people utilize the CR over any other weapons shields have no advantage over any damage profile. Period.
Its not a nerf. Its not a buff. Its a neutral change. |
wripple
WarRavens Capital Punishment.
202
|
Posted - 2014.09.01 12:00:00 -
[378] - Quote
BL4CKST4R wrote:One question CCP on sniper rifles, how will you balance the risk v. Reward of sniper rifles I.e isk risked vs isk destroyed. For example an prototype ewar scout, which can cost over 150k and have less than 400 hp getting one shotted vs a militia sniper suit. This should be taken into account.
Depending on how you buff sniper rifles you might also increase the prevelance of brick tanks and dual tanks. What if we proposed falloff damage at a specific range for the sniper rifle? We're all tired of seeing the Thale's sniper going 30 / 0 in a match because he spent more time in his safe zone than his MCC, why reward cowardly behavior?
While completely theoretical, it may be interesting to see armor plates and shield extenders increase a suit's scan profile. They are after all bulky metal plates and energy fields. This would punish brick tanking on both scouts (cough cough, 1000 hp Gk.0 scout) as well as mediums as even heavies may be able to detect a brick house assault trying to be sneaky. This would also give ewar modules more significance on the battlefield for both scouts and mediums alike, rewarding tactical builds and punishing easy hp fits. |
wripple
WarRavens Capital Punishment.
202
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Posted - 2014.09.01 12:05:00 -
[379] - Quote
Breakin Stuff wrote:Why the hell are you projectile bandwagoners insistent that the projectile should not be dropped back vs. Shields?
Is it because you object to using any other rifles and you just want omni-efficiency?
Seriously. -15/+15 or -20/+20 puts a weapon profile that can efficiently chop up the armor tank hp buffer.
Because so many people utilize the CR over any other weapons shields have no advantage over any damage profile. Period.
Its not a nerf. Its not a buff. Its a neutral change. It is a Minmatar weapon, by design it should be balanced to damage armor above all else. Otherwise what else will we have to combat those armor bricked imperials? |
Apothecary Za'ki
Biomass Positive
711
|
Posted - 2014.09.01 12:17:00 -
[380] - 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. use SMG as the control and buff other sidearms accordingly to be up to scratch with smg as i feel smg is the best balanced sidearm sofar
snipers finally ccp speaks and it speaks volumes that snipers were OP and my QQ was warrented.
PLC took your time! :P but good change
Swarms try increaseing the speed of which the missiles travel before nerfing ADS.. as i find the travel time is the major factor in beign able to counter ADS.
rifles this has been needed for a long time
Forge gun i disagree as forgegun snipeing will still continue because they/we do nto skill with splash we kill with the main projectile thus the OHK which many people QQ about
HAV can you try fix it so when trying to do a 0 point turn we do not end up just wobbleing backward and forward which gets us killed alot of the time.
damage profiles the ScR at 140% vs shields is a bit much and just makes people want to shield tank even less.. for projectiles i would say maybe -10% shield +15% armor. and test that profile for a while.
shield moduals the cpu reduction is a god send! but also please look into increaseing extender amounts further as with flux nades and lazor weaponry they just go not compair in the slightest to armor which gets like 900+ hp where shields barely hit low 600s (on assault suits) forceing shield tankers to DUAL TANK.
nanite injectors this is a great buff.. will the WP tweaks be in delta aswell?
[[LogiBro in Training]]
Level 1 Forum Pariah
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RendonaSix
IMPERIAL SPECIAL FORCES GROUP
245
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Posted - 2014.09.01 12:40:00 -
[381] - Quote
Please be careful with the scr as i have tried it at std and without damage mods and its not that great vs armour but with damage mods and proto, its a beast.
Please be careful as proto scr and damage mods are blurring lines i believe.
Use any weapon in the game with 3 complex damage mods and prof 3+, it will own even vs its efficacy weakness.
I am Techs Amarr other half of his shattered consciousness.
Yes, I did just refer to myself in the third person.
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WeapondigitX V7
The Exemplars
168
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Posted - 2014.09.01 13:32:00 -
[382] - Quote
RendonaSix wrote:Please be careful with the scr as i have tried it at std and without damage mods and its not that great vs armour but with damage mods and proto, its a beast.
Please be careful as proto scr and damage mods are blurring lines i believe.
Use any weapon in the game with 3 complex damage mods and prof 3+, it will own even vs its efficacy weakness.
Keep in mind that damage mods are meant to make a weapon a beast. Although tanking mods are better AND more reliable (you sometimes miss with bullets but more hp does not have that problem, higher shields and armor are not player skill dependant.
Damage mods are only better when you are trying to surprise the enemy.
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Hakyou Brutor
Pure Evil.
1183
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Posted - 2014.09.01 13:58:00 -
[383] - Quote
Adipem Nothi wrote:Everything here looks great :-)
Two quick questions ...
1) In light of shotgun overperformance statistics, if we came up with an "easy" fix for the fire-from-cloak problem, might we be able to squeeze it into Delta?
2) If the V/AV changes outlined above are implemented, might we hold off on yanking vehicles from OMS until we've had opportunity to reevaluate?
@ CPM1 :: High Five :: LOL! Is it too hard for you to look at the 300 eHP scout and instakill him with your HMG or Rifle? |
Shamarskii Simon
1.U.P
0
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Posted - 2014.09.01 14:01:00 -
[384] - Quote
Well, here's my feedback narrative.
Combat rifles have the weirdest damage profil(-5/+10). Since eve lore should kinda be in effect... It should simply be -5 + 5 (slightly more effective against armor than shield) and weakened in strength (Not too weak; maybe -- 2 points of damage?). Just want to say whoever says -20/+20 is terrible, please look at the laser rifle. Armor has more hp (as one may see from armor plates v shield extenders) thus lasers will take long to kill at range. Plus with a 105m effective range and the function for damage (17*([1.20+prof || 0.8 ]+ damage mod )+ 0.8* number of rounds exhausted in a continuous mannor) it isn't for the feint of heart.
*Simply means a -20% does not render a weapon useless.
Swarm now are in a very tricky place. We need to be extremely careful with swarms right now. I understand an ads can fly away instantly but swarms will hit unless of the following:
-the dropship is near full speed traversing the battlefield without any stops. - the pilot has managed to extend the flight distance to 400m in a series of maneuvers.
These 2 things are the only hope a dropship will have. If one wishes to eradicate the dropship please do the following:
-wait until the dropship has stopped moving and is low to the ground. -forge gun friends to give the dropship in question a stun-like effect (the sharp change in direction whilst in motion)
*simply the swarms has the potential of leaving the safe zone and entering the zone of free dropship warpoints / once locked, shall perish. Swarms have lost its predictive nature (all swarms fire 4 missiles) and will only cause fear to dropships, both standard and assault, everywhere. The speed increase will render swarms flirting with overpowered to some dropship builds. One who uses an incubus is aware a wyr breach has the potential to be a 1 hit kill when the dropship is bereft of shields (implying one is using base armor hp.) and that denies 300 m of airspace. The swarm increase may have the same effect on standard dropships and potentially -- the assault variant as well. Please be careful with swarms. The advanced swarm already does a fair bit of damage.
The ion pistol is a lovely weapon plagued with problems. The seize time is outrageous and the potential of seizure at a half charge is saddening. Simply put, the ion pistol needs shorter seize time and efficiency outside its effective range like the bolt pistol.
Yes the plasma cannon does need a speed increase; however, with that speed increase the parabolic flight of the plasma may need a slight incline. Too much and it will be the same time to fire while having a severe targeting issue. Again, take heed.
Scrambler rifles only need a rate of fire cap. That will solve the rate of fire problems.
Thank you for reading. |
Milvum
Edimmu Warfighters Gallente Federation
7
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Posted - 2014.09.01 14:32:00 -
[385] - Quote
1. Heavy Machine Gun: - increase recoil (dont fiel any appreciable resistence during fiering). - reduce fire speed for burst HMG to 4200 spm. (its fire like a shotgun with range up to 30 meters) and increase cd time between bursts. - increase damage for assault HMG. otherwise its usless. 2. Other notification: - Remote Explosive: need start time delay. For now its controlible granade with fatal damage. - Greatly increase bullets spread during fire while "streif" movement. (DUST514 is NOT Counter Strike)
usus magister est optimus (lat. "-+-Ç-¦-¦-é-+-¦-¦ - -+-¦-+-+-â-ç-ê-+-¦ -â-ç-+-é-¦-+-î")
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bogeyman m
Minmatar Republic
386
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Posted - 2014.09.01 15:00:00 -
[386] - Quote
CCP Rattati wrote:CommanderBolt wrote:-snip-
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? I saw that done in a movie once... It must be true.
(The hero, obvious Minmatar, killed eleventeen bad guys with one bullet - I'm pretty sure they were all Amarrian.)
Duct tape 2.0 ... Have WD-40; will travel.
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Jack Boost
Zarena Family
455
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Posted - 2014.09.01 15:20:00 -
[387] - Quote
ABOUT CALDARI SENTINELS AND SHIELD TANKING:
In Charli CCP was planning to change slot layout to 3 high and 2 low, but aperently they drop this idea, so caldari sentinel is mirror for gelante sentinel (4h, 1l at proto).
ONE problem.
Galente can fit all armor tanking modules in low slots.
Can we 'Shield Regulators' modules put in high slot? This is only one thing that is broken here.
Not much time left...
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1699
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Posted - 2014.09.01 15:33:00 -
[388] - Quote
I like what I'm seeing in this thread a lot. Feel the game is going in a good direction under Rattati - am actually buying boosters again, which I thought I'd never do. Amazing what a balance tweak here or there can do. Still I have two main concerns:
1. ADS. Really they are so overwhelming powerful at present. I doubt the mooted swarm changes will make much difference. ADS can hover 200m away and use small rails to pick off infantry with total impunity. How will making swarms faster make any difference whatsoever if the ADS never even enters swarm range? I realize you mention a light rail RoF reduction, but it will still allow risk free dominance over AV simply by outranging it. Swarm range needs to at least match small rail range. That can be achieved either by buffing swarm range, nerfing small rail range, or both. I don't have any SP into swarms and never use them, but the present range differential is a pretty glaring imbalance.
2. Snipers. I have to say, as run and gun infantry, there is nothing more infuriating than getting a 500HP scout suit one-shotted from 400m+ while I'm still in the deployment zone and running to home point, as happened at the start of a game the other day. This must be exactly the sort of thing that makes veterans AFK and new players drop the game in a flash (and it will happen to them much more). However, it seems that snipers are not too happy about the suggestion of reducing range in exchange for increased damage, and would this really be better for the typical FPS player? At least at present most sniper shots are not OHKs on anything except the flimsiest scout, so you usually have the chance to move and find cover. If snipers have shorter range but do more damage, the proportion of hits that are OHKs will increase dramatically, so maybe the 'why do I even bother?' factor would increase for run-and-gunners (especially new players). Meanwhile, snipers themselves may feel aggrieved because they've been forced into a closer range, less snipery role. Thus, while I agree that the current low risk sniper mechanics are far from ideal, maybe we should just accept that at this point any changes are likely to turn either snipers or non-snipers (or both) away from the game. |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1699
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Posted - 2014.09.01 15:40:00 -
[389] - Quote
Also, I should add that as this patch should cover most of the outstanding balance issues, it would be great if there could be a longer delay before the next one. To this point most of the changes have helped with balance. But once we have balance, changes for their own sake are a bad thing. Let players enjoy the game finally being in a pretty good place and find new things to do with the tools they've been given. Of course this does not preclude the odd fix where something is obviously broken, but no more systematic changes for a while. |
iliel
0uter.Heaven
147
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Posted - 2014.09.01 15:41:00 -
[390] - Quote
Symbioticforks wrote:CCP Rattati . . .
While I disagree that snipers cannot one shot suits (I've been one shot killed to the body plenty of times by Thales), I agree with the gist of this. In a nutshell, the problem isn't the current sniper mechanic (i.e., its range) but rather the redline mechanic.
I mean, you could also remove the back part of allied redlines so that people are stuck toward the front of it. Then, one could run in and kill a sniper. |
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