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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
medomai grey
warravens Capital Punishment.
955
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Posted - 2014.09.04 06:38:00 -
[511] - Quote
If you can't introduce the mlt HMG with the same down sides as other mlt weapons, higher CPU/PG cost and smaller clip size, because you fear it will be OP, that speaks volumes about the weapon.
Also keep in mind that an SP gate does not prevent an item from being OP. An OP item is OP regardless of how much SP it took to unlock it.
Not saying the HMG is OP, just pointing out some odd concepts I don't agree with that are preventing the mlt HMG from happening.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2526
|
Posted - 2014.09.04 07:16:00 -
[512] - Quote
CCP Rattati wrote:Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds). it will overheat quickly, it is not meant to stand up to any Heavy with a STD HMG
If I may suggest:
+1-2 heat per second. -100 ammunition per drum Same damage. Same dispersion. -5 optimal range
The last is primarily to drive home that it is a CQC weapon, promote good habits, and because reducing optimal will make most veteran players treat it like it's slathered with a heady mix of acid and ebola.
I made an alt and was out of the academy in a single match. The above changes will not neuter the weapon for new players, but it won't be a viable alternative to the standard heavy machinegun without being worthless. |
Symbioticforks
Pure Evil.
795
|
Posted - 2014.09.04 14:12:00 -
[513] - Quote
BUNCHA NOOBS.
Sniping Dust 514 (video series)
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Snake Sellors
Hellstorm Inc General Tso's Alliance
405
|
Posted - 2014.09.04 14:35:00 -
[514] - Quote
Temias Mercurial wrote:S-PANZA wrote:BL4CKST4R wrote:S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear. A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards. The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model.
Fallacy. 1.mcc snipers are highly exposed. the reason that you see them before you can hit them is because they are standing on an invisible shield. so all you need to do is widen your angle, keep a close eye on your target stats.. don't shoot until you see the name of a dropsuit and 175%.
the mcc is one of the few places that a player can't headglitch because you get a reading if your pointing at the mcc instead of the sniper, you don't get that luxary with mountains.
2.snipers are supposed to be stealthy and hard to find, they are not invisible they are just good at hiding or you are poor at sniping.. finding a counter sniper is normally harder than finding a sniper. aggressive snipers only use a handful of places, counters can come from anywhere.
3, you say that a proto calmando, with an officer variant in a pub match is high reward for low risk... your having a laugh pal, what would you say that the reward should be then for taking the highest cost suit for sniping with the only irreplaceable sniper rifle to a pub match should be? also don't forget that player can't use their thales in a pc match because nobody wwants a sniper on their team in pc- we almost all lose that option when we decide to play a sniper, and skill doesn't matter btw.
and another point... don't blame snipers for using the calmando suit, it's not our fault that ccp decided it would be a good idea to force snipers into the calmando suit to give us a higher profile and bigger hit box... now we get called scrubs because we use the fit that we were shoved into using.. the calmando suit even with level 5 was a nerf compared to when we could choose our fits.
and to ccp, if you folk dare to give a light frame a bonus to sniping or change the calmando bonuses to make it less effective now because of these people you can expect a constant stream of support tickets until i get a respec. not a threat but a promise. |
Snake Sellors
Hellstorm Inc General Tso's Alliance
405
|
Posted - 2014.09.04 14:46:00 -
[515] - Quote
Gabriella Grey wrote:Breakin Stuff wrote:Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead? apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle... And if you only allow scouts to have sniper rifles... Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus Caldari commando has best of bost worlds, it has the rail rifle, and it has the swarm launcher. That is the unique 2 light arm weapons CCP has bestowed on it. You can kill a vehicle one moment while mowing down infranty, if that is your choice to solely play as an Caldari only commando. for Amarr it's Lasers and Scramblers, for Gallente its Assault Rifles, Shotguns, and Plasma cannons, Minmitar, Combat Rifles, and Mass Drivers. I mean seriously, what more can you ask for other then perhaps the introduction of new light weapons, but giving a sniper rifle to any type of Heavy suit or medium suit breaks the game function. This is simple logic in my eyes to grasp, Something well armored should not be able to shoot across the field given how many factors stack within it's favor.
Erm...
1.caldari commando gets a bonus to rail tech. i.e rail rifles and sniper rifles. 2.sniper don't Choose the calmando fit...we were forced to get it 3. the method of applying said force was a damage nerf that was so severe that my new caldari commando sniper DOES NOT even match the damage capabilities of my 1.7 sniper loadout which was a meduim frame!!
4.the caldari commando has a large hit box and a large scan profile. do you really think that a sniper would chose those over a low profile and a cloaking ability? 5th do you really want invisible red line snipers that only uncloak to take a single shot after they are balanced?
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bogeyman m
Minmatar Republic
390
|
Posted - 2014.09.04 14:48:00 -
[516] - Quote
Snake Sellors wrote:Temias Mercurial wrote:S-PANZA wrote:BL4CKST4R wrote:S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear. A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards. The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model. Fallacy. 1.mcc snipers are highly exposed. the reason that you see them before you can hit them is because they are standing on an invisible shield. so all you need to do is widen your angle, keep a close eye on your target stats.. don't shoot until you see the name of a dropsuit and 175%. the mcc is one of the few places that a player can't headglitch because you get a reading if your pointing at the mcc instead of the sniper, you don't get that luxary with mountains. 2.snipers are supposed to be stealthy and hard to find, they are not invisible they are just good at hiding or you are poor at sniping.. finding a counter sniper is normally harder than finding a sniper. aggressive snipers only use a handful of places, counters can come from anywhere. 3, you say that a proto calmando, with an officer variant in a pub match is high reward for low risk... your having a laugh pal, what would you say that the reward should be then for taking the highest cost suit for sniping with the only irreplaceable sniper rifle to a pub match should be? also don't forget that player can't use their thales in a pc match because nobody wwants a sniper on their team in pc- we almost all lose that option when we decide to play a sniper, and skill doesn't matter btw. and another point... don't blame snipers for using the calmando suit, it's not our fault that ccp decided it would be a good idea to force snipers into the calmando suit to give us a higher profile and bigger hit box... now we get called scrubs because we use the fit that we were shoved into using.. the calmando suit even with level 5 was a nerf compared to when we could choose our fits. and to ccp, if you folk dare to give a light frame a bonus to sniping or change the calmando bonuses to make it less effective now because of these people you can expect a constant stream of support tickets until i get a respec. not a threat but a promise. I agree with your points 1 & 2, but I have an issue with ANY proto suit running proto/officer gear in public matches and farming blueberries - I don't believe that's good for the game.
Duct tape 2.0 ... Have WD-40; will travel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2530
|
Posted - 2014.09.04 15:37:00 -
[517] - Quote
Caldari commandos unfortunately suffer from having only two weapons their damage bonus applies to (bolt pistol doesn't count).
In my opinion they make lackluster (traditional) sniper platforms, but excellent counter-sniper and infantry support platforms. They work better when you push slightly behind an advance, providing fire support as needed. Try not to get into CQC. You will generally lose. |
The-Errorist
SVER True Blood
817
|
Posted - 2014.09.04 17:17:00 -
[518] - Quote
Remember the sidearm that has worse stats than it's militia tier version, the Recruit SMG? It still needs to be fixed.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
25
|
Posted - 2014.09.04 17:59:00 -
[519] - Quote
CCP Rattati wrote: [...] 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 [...]
I strongly believe a -5/+5 is a better choice here. Projectile weapon users seek adaptability. This brings down the damage a bit without taking away it's 'jack of all trades' nature. It also makes the weapon proficiencies more desirable. |
Atiim
11834
|
Posted - 2014.09.04 18:04:00 -
[520] - Quote
The-Errorist wrote:Remember the sidearm that has worse stats than it's militia tier version, the Recruit SMG? It still needs to be fixed. Wasn't that fixed awhile ago?
DUST 514's 1st Matari Commando
-HAND
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The-Errorist
SVER True Blood
818
|
Posted - 2014.09.04 19:53:00 -
[521] - Quote
Atiim wrote:The-Errorist wrote:Remember the sidearm that has worse stats than it's militia tier version, the Recruit SMG? It still needs to be fixed. Wasn't that fixed awhile ago? After doing some digging, It looks was fixed sometime this year, but I can't find a dev post about it.
Does anyone know when was it fixed and if there was a post about it?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Dustbunny Durrr
ReD or DeaD
265
|
Posted - 2014.09.04 20:06:00 -
[522] - Quote
Rattati: For the true problem (and solution) to the ADS/Swarm debate, continue reading:
The issue with swarms against ADS, at the moment is, swarms are a temporary area denial weapon, rather than a weapon that can really kill an ADS.
Many are recommending buffing the damage or speed of swarms (sometimes with an accompanying nerf in swarm agility).
These will not solve the greater problem between swarms and ADS however. The problem isn't that swarms don't do enough damage, or fly fast enough. The problem with swarms is that they don't get kills. The ADS ALWAYS fly away.
Why does an ADS ALWAYS afterburn away? Here we can find the solution to the problem: Because they have NO OTHER OPTION.
So how do we fix this? Let's take a look at the tank (HAV), to understand. Why don't tanks run at the first sign of trouble? (Oh sure, some might immediately turn on their OD, and get out of there at the first sign of trouble, but for a vast majority, it's not the same feeling as an ADS who is getting swarmed).
The answer is simple: they think they can stay, fight and win. If they are right, they get their kill, the swarmer is dead, and the tank continues on, happy on his merry way. If they are overconfident in their abilities, their tank dies, and the swarmer is happy.
So why doesn't a similar situation exist in the ADS/Swarm launcher. Two reasons: Knockback and lack of EHP (yes, you read that right, TOO MUCH swarm damage is causing swarms to NOT get kills). Follow me on this.
If an ADS pilot knows the swarmer can kill him in 3 hits (before having to reload) and he DOESN'T THINK he has a decent chance to kill the swarmer before he gets his 3rd shot off, his ONLY OPTION is to RUN. Swarm knockback further complicates issues as the ADS pilot now can't even shoot/fly straight.
Requiring 4 hits (3 + reload time + 1) to kill a decently-tanked ADS, and reducing or removing knockback, will get many ADS pilots to stay, fight, and maybe lose their dropship, similar to the tank vs swarmer aspect we have now.
Yes, it sounds ludicrous. Yes, there will be a backlash from people not understanding the issue, and not understanding why ADS pilots run. But most importantly, yes, it will work. Test it out, and you will see.
-Durrr |
Snake Sellors
Hellstorm Inc General Tso's Alliance
407
|
Posted - 2014.09.04 21:01:00 -
[523] - Quote
bogeyman m wrote:
Fallacy. 1.mcc snipers are highly exposed. the reason that you see them before you can hit them is because they are standing on an invisible shield. so all you need to do is widen your angle, keep a close eye on your target stats.. don't shoot until you see the name of a dropsuit and 175%.
the mcc is one of the few places that a player can't headglitch because you get a reading if your pointing at the mcc instead of the sniper, you don't get that luxary with mountains.
2.snipers are supposed to be stealthy and hard to find, they are not invisible they are just good at hiding or you are poor at sniping.. finding a counter sniper is normally harder than finding a sniper. aggressive snipers only use a handful of places, counters can come from anywhere.
3, you say that a proto calmando, with an officer variant in a pub match is high reward for low risk... your having a laugh pal, what would you say that the reward should be then for taking the highest cost suit for sniping with the only irreplaceable sniper rifle to a pub match should be? also don't forget that player can't use their thales in a pc match because nobody wwants a sniper on their team in pc- we almost all lose that option when we decide to play a sniper, and skill doesn't matter btw.
and another point... don't blame snipers for using the calmando suit, it's not our fault that ccp decided it would be a good idea to force snipers into the calmando suit to give us a higher profile and bigger hit box... now we get called scrubs because we use the fit that we were shoved into using.. the calmando suit even with level 5 was a nerf compared to when we could choose our fits.
and to ccp, if you folk dare to give a light frame a bonus to sniping or change the calmando bonuses to make it less effective now because of these people you can expect a constant stream of support tickets until i get a respec. not a threat but a promise.
I agree with your points 1 & 2, but I have an issue with ANY proto suit running proto/officer gear in public matches and farming blueberries - I don't believe that's good for the game. [/quote]
As it happens you agree with me, it's just a little indirectly.
I don't believe that snipers should be taking proto and officer gear into pub matches, (or anybody else for that matter) the point i was actually making was that snipers have been forced into running their absolute best fit out for public matches and have been refused an opportunity to save them for or even take part in pc matches, through both both lack of tactical application and lack of power.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
407
|
Posted - 2014.09.04 21:06:00 -
[524] - Quote
Kaeru Nayiri wrote:CCP Rattati wrote: [...] 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 [...]
I strongly believe a -5/+5 is a better choice here. Projectile weapon users seek adaptability. This brings down the damage a bit without taking away it's 'jack of all trades' nature. It also makes the weapon proficiencies more desirable.
I completely disagree with you, the whole point to get rid of these jack of all trade weapons. besides the problem is that these projectile weapons are in fact master of all trade and jack of none!
combat rifle, hmg, submachine gun.. all in the above fix.
I'm guessing you don't run a shield heavy.... |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1691
|
Posted - 2014.09.05 00:14:00 -
[525] - Quote
All I will say is this. A CR with a -15/+15 profile and a flux will be whined about so much the forums might shut down from an overload of complaints.
Shoot Scout with yes.
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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
97
|
Posted - 2014.09.05 03:10:00 -
[526] - Quote
If you decide to nerf/remove splash damage from the forge, it needs a significant buff to its AV capabilities. As it is, it is a hybrid AV/AI weapon, depending on user location, skill, scenario, etc. If you remove it's anti-infantry capabilities (and with no splash, there would be very, very few who could use it in that respect), then it is only an AV weapon. I'm not saying this isn't a possible change for the forge, but you have to realize it will change its role fairly dramatically. If my AV weapon (becomes pretty much AV only and still) requires a heavy suit, then I should be able to scare the ever-living snot out of vehicles.
I feel the best change for sniper rifles would be to remove WP and kills from the redline. Then, in the spirit of New Eden, if you want to be a rude jerk and snipe in the redline, you can. You just shouldn't be rewarded for doing so. You'll still retain the relatively little risk that there currently is, you just won't be going 15/0. (No, suicide runs into the redline are not a viable counter. Do they work? Sometimes. Should I have to commit suicide to kill you? Hell no.)That said, I think SP and ISK rewards at the end of battle should be based a little bit more on contribution and less on time in battle as well.
Youtube channel
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2545
|
Posted - 2014.09.05 07:01:00 -
[527] - Quote
Until marauders and enforcers are introduced, no buffs to forge fun capability at AV should be contemplated.
I say this as a habitual forge gunner. They kill vehicles just fine. |
deadpool lifetone
D3ATH CARD
5
|
Posted - 2014.09.05 10:03:00 -
[528] - 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 |
SupDex
Kameira Lodge Amarr Empire
0
|
Posted - 2014.09.05 11:00:00 -
[529] - Quote
Hello. Recently fixed a pistols. And significantly reduce the rate of fire the gun Carthum. Now with it has become almost impossible to shoot. Maybe in the new patch slightly increase Carthum rate? |
Haerr
Legio DXIV
1333
|
Posted - 2014.09.05 11:23:00 -
[530] - Quote
Hotfix Delta looks neat, when do we get to play it? ;)
Super Cow Powers.
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HYENAKILLER X
WILL FIGHT ANYONE
823
|
Posted - 2014.09.05 11:47:00 -
[531] - Quote
Please buff ar range and assault scrambler rifle damage. Combat rifle change posted sounds great. Ive said this 1000 times: the scrambler rifle requires to myc skill to nerf.
Please dont nerf the scrambler rifle.
Snipers dont concern me. Nova knife addition sounds cool. Hopefully its range increase.
CCP <3. My only complaint was vehicles.
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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
100
|
Posted - 2014.09.05 12:20:00 -
[532] - Quote
Breakin Stuff wrote:Until marauders and enforcers are introduced, no buffs to forge fun capability at AV should be contemplated.
I say this as a habitual forge gunner. They kill vehicles just fine. Yes, but if they are a heavy-only weapon that has next to no AI abilities (especially for the vast majority of players) they shouldn't kill vehicles "just fine". They should be the best AV weapon on the field by far. Swarms are easy to use and plasma cannons are both AV/AI. Both fit on non heavy suits. If the forge gun is restricted to only heavy suits and becomes only AI, it should be far and away the scariest AV weapon, when in the hands of a capable user. That's all I'm saying.
Also, you want proto tanks? Hey, CCP,duplicate the current tanks, add slots, increase CPU/PG respectively, ramp up the price and BOOM! Proto tanks. Now all that's left is naming them.
Youtube channel
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xAckie
Ghost. Mob
448
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Posted - 2014.09.05 12:59:00 -
[533] - Quote
can someone explain to me why the CR profile should be 15/15 or 20/20?
I dont mind it if it changes but I dont understand the logic. (or consistency)
I thought Minmitar did shield and tank? If I look at their assault layouts for example its 4/4 - balanced.
So why wouldnt it be 5/5 - closer to parity?
Yes to the breach buff but it also needs a slight buff to its Rof as well
for echo you need to review EWAR. scouts are still better than assaults because of this. EHP is meaningless when you can be invisible to and see 90% of the field (Plus that second equipment slot) |
Snake Sellors
Hellstorm Inc General Tso's Alliance
421
|
Posted - 2014.09.05 14:25:00 -
[534] - Quote
xAckie wrote:can someone explain to me why the CR profile should be 15/15 or 20/20?
I dont mind it if it changes but I dont understand the logic. (or consistency)
I thought Minmitar did shield and tank? If I look at their assault layouts for example its 4/4 - balanced.
So why wouldnt it be 5/5 - closer to parity?
Yes to the breach buff but it also needs a slight buff to its Rof as well
for echo you need to review EWAR. scouts are still better than assaults because of this. EHP is meaningless when you can be invisible to and see 90% of the field (Plus that second equipment slot)
I'm confused... 15/15 is less balanced than 5/5?
Maybe my maths is off... As a fraction. 15//15 is 1 5/5 is 1 OK then as a sum then... -15,+15 = 0 -5,+5 = 0.
ERM... |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2550
|
Posted - 2014.09.05 14:33:00 -
[535] - Quote
Swarms are getting a buff. Test the changes before we start talking more buffs to AV. |
xAckie
Ghost. Mob
448
|
Posted - 2014.09.05 14:40:00 -
[536] - Quote
Snake Sellors wrote:xAckie wrote:can someone explain to me why the CR profile should be 15/15 or 20/20?
I dont mind it if it changes but I dont understand the logic. (or consistency)
I thought Minmitar did shield and tank? If I look at their assault layouts for example its 4/4 - balanced.
So why wouldnt it be 5/5 - closer to parity?
Yes to the breach buff but it also needs a slight buff to its Rof as well
for echo you need to review EWAR. scouts are still better than assaults because of this. EHP is meaningless when you can be invisible to and see 90% of the field (Plus that second equipment slot) I'm confused... 15/15 is less balanced than 5/5? Maybe my maths is off... As a fraction. 15//15 is 1 5/5 is 1 OK then as a sum then... -15,+15 = 0 -5,+5 = 0. ERM... N.b sot sure I understand your issues on this one anyway, the majority of heavies are armour tankers, after 1 flux in r if you find them with no shield then you get +15 or 20% vs armour.
As i said I dont care if its + 15/20
I am asking about it being more balanced/ less difference against both shields and armour
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2551
|
Posted - 2014.09.05 15:43:00 -
[537] - Quote
No. The closer you get to even margin the less downsides a weapon has. Omni weapons are inherently superior to specialized weapons. Your proposal would only insure everyone would find projectiles the most efficient and thus most used weapons. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2552
|
Posted - 2014.09.05 15:59:00 -
[538] - Quote
Argetlam Thorson wrote:Breakin Stuff wrote:Until marauders and enforcers are introduced, no buffs to forge fun capability at AV should be contemplated.
I say this as a habitual forge gunner. They kill vehicles just fine. Yes, but if they are a heavy-only weapon that has next to no AI abilities (especially for the vast majority of players) they shouldn't kill vehicles "just fine". They should be the best AV weapon on the field by far. Swarms are easy to use and plasma cannons are both AV/AI. Both fit on non heavy suits. If the forge gun is restricted to only heavy suits and becomes only AI, it should be far and away the scariest AV weapon, when in the hands of a capable user. That's all I'm saying. Also, you want proto tanks? Hey, CCP,duplicate the current tanks, add slots, increase CPU/PG respectively, ramp up the price and BOOM! Proto tanks. Now all that's left is naming them.
Point one: Most forge gunners don't kill via splash. 90% of forge kills are body shots. Removing splash from the standard forges just makes things easier from a balance standpoint.
Point two: Forge gun IS the best AV weapon, hands down.
Point three: You cannot introduce marauders and enforcers (proto tanks) without reverting all of the AV nerfs since chromosome, PERIOD and reverting vehicles back to chromosome stats. |
xAckie
Ghost. Mob
448
|
Posted - 2014.09.05 16:18:00 -
[539] - Quote
Breakin Stuff wrote:No. The closer you get to even margin the less downsides a weapon has. Omni weapons are inherently superior to specialized weapons. Your proposal would only insure everyone would find projectiles the most efficient and thus most used weapons.
Wouldnt dps/ rof resolve that issue? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2552
|
Posted - 2014.09.05 16:35:00 -
[540] - Quote
xAckie wrote:Breakin Stuff wrote:No. The closer you get to even margin the less downsides a weapon has. Omni weapons are inherently superior to specialized weapons. Your proposal would only insure everyone would find projectiles the most efficient and thus most used weapons. Wouldnt dps/ rof resolve that issue?
not even slightly. When a weapon performs identically vs. shields and armor without any significant variance it becomes the preferred fit. You don't have to worry about enemy tank types because your weapon will cut through them all without worry. It becomes the omni weapon, with no disadvantages to use UNLESS it is set up so it is worthless to begin with.
But take rails and plasma. each has a 20% variance between armor and shield damage profiles. The design intent per CCP is that hybrids be the most balanced weapons between shield and armor tanking.
Right now the projectiles violate that rule with their measly 5% reduction on shields and 10% bonus to armor (15% variance). By contrast rails get -10 shields, +10 armor (20% variance). Someone figured this out and it's why Combat Rifles are the most common weapon in the meta right now. Scrams suffer greatly Vs. armor dropsuits. if you lower the profile to 5% shield/armor then tha variance between tank types is 10%. You can not only overcome that with damage mods, you can post a net gain with damage mods, doing over 100% vs your weak penetration profile. Other gun types have to work harder for that.
Most of the objection to the -15/+15 or -20/+20 is the idea that this is a nerf to armor. Well, bluntly projectiles don't even slow down on shields and the Rail variance isn't enough to notice a marked slowdown. So at what point is the damage profile setup going to make shields and armor even?
Explosives don't do it, because shields (even with the 20% deduction) still don't have the EHP to take several mass driver or flaylock hits, but the two weapons have been nerfed to marginal utility vs. armor tanked suits (unless on a minmando) and virtually worthless when utilized on a sentinel. The only explosive weapon that fully works and is destructive against all comers are remote explosives and proximity mines. |
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