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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Adipem Nothi
Nos Nothi
4801
|
Posted - 2014.09.05 19:37:00 -
[541] - Quote
Dustbunny Durrr wrote: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
We've already tried less threatening swarms. How would this be any different?
Shoot scout with yes.
- Ripley Riley
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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
100
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Posted - 2014.09.05 22:18:00 -
[542] - Quote
Breakin Stuff wrote: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. Counterpoint one: The good ones use both. Direct hit is obviously more effective, but splash means you don't have to be perfect every time.
Counterpoint Two: The only suit that can operate it is a heavy suit. It should be far and away better than the others. Swarms can chase DS's away better since they shoot faster and require much less skill (plus they have the knockback crap). Plasma cannons are niche, but it has splash and shoots faster, with about the same damage per shot. Its only real downside vs forge is usable range.
Counterpoint three: Why the hell not buff AV weapon damage? It would make MLT vehicles paper again, like they should be. FG and PLC already one hit everything so a direct hit damage buff wouldn't change the dynamic between them and other infantry. Swarms of course don't hit infantry, so no issue there. Put these extra slot vehicles in, buff AV, collect a few weeks data, make minor adjustments.
Youtube channel
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2565
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Posted - 2014.09.05 22:29:00 -
[543] - Quote
Here, copying this over for the terminally uncomprehending of just what a marauder does to the game balance and meta with the current iteration of AV.
I posted this... Here.
You would have to de-nerf AV entirely to cope with marauders. They ran 7k HP sagaris tank on average. 8000-9000 on the Surya.
They were considered largely OP and could not be shot down in a single mag of any weapon even when assault forges had a base charge time of 2.5 seconds. The forge guns also hit harder, had full benefit of proficiency against armor AND shields, and had 10% damage mods.
I was able to solo them but it was usually a 6/1 suit loss/kill of a full prototype fat fit with three damage mods racked in the high slots.
In the current AV environment re-introducing marauders as they were in chromosome would require the systematic reversal of every single AV nerf since then.
As marauders were in the current AV meta they would be utterly unstoppable. I disagree they were OP but they were incredibly difficult (read: rewarding) to solo and difficult to two-man focus fire. A single AV gunner had no chance of killing any marauder with a single magazine. It was a five-shot dead minimum to kill a sagaris crapfit with an Ishukone Assault Forge. Six for a good one. Six for a crapfit Surya, eight for a good one.
Adding marauders and enforcers would require the systematic reversal of all AV nerfs in order to make them tacklable. They wpuld be toxic to the current meta and be nerfed within a month or removed for rebalance. |
DEMONWOLF4891
Bahdo faal dovah
0
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Posted - 2014.09.05 23:04:00 -
[544] - Quote
Sounds good to me but all races should have a sidearm on the lodgis and the races should get there type set back like armor, shield, and sprint speed. im sure u get the point. |
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
100
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Posted - 2014.09.05 23:45:00 -
[545] - Quote
I believe buff AV is what I've been saying. If proto tanks would be game breaking, what does that say about MLT and STD tanks? Like I said, STD and MLT vehicles should have the same amount of relative combat effectiveness as STD and MLT suits, compared to ADV/PRO. Fine, pull a slot off of each of the tanks we have now, and make a tier/slot progression based on that (+1 slot per tier, distributed based on racial setup). Then AV wouldn't need much of a buff (not that buffing AV weapons affects other infantry much, if at all), PRO tanks would be effective, but not god mode, and we would have proto tanks. Win for everyone. Make them expensive and while they'll be hard to take down, it will be rewarding every time it happens.
Youtube channel
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Dustbunny Durrr
ReD or DeaD
271
|
Posted - 2014.09.06 00:20:00 -
[546] - Quote
Adipem Nothi wrote:Dustbunny Durrr wrote: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 We've already tried less threatening swarms. How would this be any different?
As far as I recall it was tanks that were the problem back then. I don't exactly remember seeing swarms of Assault Dropships everywhere.
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Rusty Shallows
Caldari State
2100
|
Posted - 2014.09.06 03:59:00 -
[547] - Quote
SirManBoy wrote:Mobius Kaethis wrote:CCP Rattati wrote: Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Is this going to be paired with WP rewards related to the tier of injector used? I know this was talked about by the Devs a while ago but we haven't heard specifics about this idea for a long time. I really loved the tiered WP rewards idea for injectors and badly wanted it to deploy with Charlie but a design roadblock prevents it from being something that can be hotfixed. Like me, you clearly recognize the complimentary nature of these two proposals; they would have been absolutely beautiful together. Unfortunately, the injector buff will have to act as a consolation rather than a compliment to tiered WP. If only one is possible then we lucked out. The value of ress-ing a downed comrade and not having him as easily gunned down again is far greater than simply giving more rewards to the Logi who is already being partially compensated.
Extra war points wasn't going to make me sacrifice a Shield Extender, ADV Rep Tool, or Nanohives for a better needle.
Likes are my candy and in these forums every day is Halloween. XD
Sweets for everyone!
Forums > Game
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roblox098
Capital Acquisitions LLC General Tso's Alliance
8
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Posted - 2014.09.06 13:11:00 -
[548] - 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.
what about the python buff and reduced ads price
My corp : 4th best
Dream corp : NS
Best Corp : NS
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Atiim
11881
|
Posted - 2014.09.06 14:38:00 -
[549] - Quote
Fizzer XCIV wrote:That is going to be outdated pretty soon here. I wouldn't recommend it for future use. I'm sure they'll update the image come Hotfix Delta.
DUST 514's 1st Matari Commando
-HAND
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bogeyman m
Minmatar Republic
393
|
Posted - 2014.09.06 14:44:00 -
[550] - Quote
Breakin Stuff 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 200m is too short for a sniper rifle. WAAAAAY too short. Agreed. But 500m+ is WAAAAAY too far also.
I still like the idea of buffing sniper damage slightly, but also introducing an inherent range modifier that reduces damage per bullet by 1% for each 10m past 200m (i.e. at 300m damage would be 90%, etc) this gives snipers a buff and encourages the to get closer to the action to benefit from that buff. Risk vs reward = players choice.
Duct tape 2.0 ... Have WD-40; will travel.
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RKKR
The Southern Legion Final Resolution.
1016
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Posted - 2014.09.06 14:50:00 -
[551] - Quote
Argetlam Thorson wrote:PLC already one hit everything. You must have some special PLC as I see DSes survive up to TWO allotek PLC shots (in a gallente commando suit with damage mods) and that is when the damage registers (which is doesn't half of the time, hell even infantry are surviving shot nowadays). |
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
102
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Posted - 2014.09.06 16:00:00 -
[552] - Quote
RKKR wrote:Argetlam Thorson wrote:PLC already one hit everything. You must have some special PLC as I see DSes survive up to TWO allotek PLC shots (in a gallente commando suit with damage mods) and that is when the damage registers (which is doesn't half of the time, hell even infantry are surviving shot nowadays). This was in reference to direct hits on other infantry. PLC and forge damage per shot is pretty equivalent, that was my point.
Youtube channel
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
236
|
Posted - 2014.09.06 16:31:00 -
[553] - Quote
Atiim wrote:Fizzer XCIV wrote:That is going to be outdated pretty soon here. I wouldn't recommend it for future use. I'm sure they'll update the image come Hotfix Delta. If they don't, I will personally make a new one. Hold me to this Atiim! |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2611
|
Posted - 2014.09.06 21:06:00 -
[554] - Quote
Fizzer XCIV wrote:Atiim wrote:Fizzer XCIV wrote:That is going to be outdated pretty soon here. I wouldn't recommend it for future use. I'm sure they'll update the image come Hotfix Delta. If they don't, I will personally make a new one. Hold me to this Atiim!
And I will assist you by making empty promises, drinking all your beer and sleeping on your couch! |
Kin Cat
Another Clone in the Wall
47
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Posted - 2014.09.06 22:08:00 -
[555] - Quote
Quote:Add new Officer Light Weapons as well as key missing FW items to the LP Store
Wait what? You're giving THEM their officer weapons and NOT HEAVIES? |
Atiim
11902
|
Posted - 2014.09.06 22:09:00 -
[556] - Quote
Fizzer XCIV wrote:Atiim wrote:Fizzer XCIV wrote:That is going to be outdated pretty soon here. I wouldn't recommend it for future use. I'm sure they'll update the image come Hotfix Delta. If they don't, I will personally make a new one. Hold me to this Atiim! Will Do.
DUST 514's 1st Matari Commando
-HAND
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2625
|
Posted - 2014.09.07 10:02:00 -
[557] - Quote
Kin Cat wrote:Quote:Add new Officer Light Weapons as well as key missing FW items to the LP Store Wait what? You're giving THEM their officer weapons and NOT HEAVIES?
One thing at a time. I'm fat and slow, which means that my weapons are likely to be fat and slow as well. Light weapons naturally arrive faster. |
Haerr
Legio DXIV
1345
|
Posted - 2014.09.07 11:08:00 -
[558] - Quote
CCP Rattati wrote:Add new Officer Light Weapons as well as key missing FW items to the LP Store Hmm, Officer Weapons in the LP stores? That is one way of increasing interest in FW I guess...
Super Cow Powers.
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CommanderBolt
Osmon Surveillance Caldari State
1481
|
Posted - 2014.09.07 12:27:00 -
[559] - Quote
Haerr wrote:CCP Rattati wrote:Add new Officer Light Weapons as well as key missing FW items to the LP Store Hmm, Officer Weapons in the LP stores? That is one way of increasing interest in FW I guess...
I just think he means adding those lovely new officer weapons to the game / loot drop tables, seperate from FW items in the FW store.
I would be very surprised if we could buy officer gear.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Maken Tosch
DUST University Ivy League
9267
|
Posted - 2014.09.08 01:32:00 -
[560] - Quote
CommanderBolt wrote:Haerr wrote:CCP Rattati wrote:Add new Officer Light Weapons as well as key missing FW items to the LP Store Hmm, Officer Weapons in the LP stores? That is one way of increasing interest in FW I guess... I just think he means adding those lovely new officer weapons to the game / loot drop tables, seperate from FW items in the FW store. I would be very surprised if we could buy officer gear.
Good God, NO! I don't ever want to see that. Do you have any idea how powerful those officer weapons are?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Meee One
Hello Kitty Logistics
1098
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Posted - 2014.09.08 04:09:00 -
[561] - Quote
Bad news CCP,your injector buff already has pubstomping corps preparing.
I've seen multiple squads of like 3 logis and a heavy with an assault,all using injectors (except the heavy obviously). Logis using injectors isn't strange,what stood out was these were logis that refused to run needles,now they have them.
They only chase FOTM CCP,ever.
Just to warn you,pubstomping will be even worse if they never lose a suit.
Possible preventative measures: -Half its effectiveness on armor and apply that half to shields -Kickstart shield regen immediately
LP variety would then do 50-50 instead of 100-100.
Imho,i believe injectors should supplement a team not completely compensate for a bad team mate.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2647
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Posted - 2014.09.08 07:54:00 -
[562] - Quote
Looks like the tryhards figured out what goons did two years ago:
It has always been more efficient to have the assaults carrying the needles and the logi the rep/resupply gear.
It just took a significant buff to a nominally useful tool to figure it out. Sounds like it's working as intended. |
Meee One
Hello Kitty Logistics
1098
|
Posted - 2014.09.08 08:58:00 -
[563] - Quote
Breakin Stuff wrote:Looks like the tryhards figured out what goons did two years ago:
It has always been more efficient to have the assaults carrying the needles and the logi the rep/resupply gear.
It just took a significant buff to a nominally useful tool to figure it out. Sounds like it's working as intended. Slight problem.
Assaults role is "killing folks",not rendering support.
Hives make sense for ammo refills,not injectors for revives.
Unless the assault is a WP *****.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2651
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Posted - 2014.09.08 09:47:00 -
[564] - Quote
Incorrect. When I run squads logis hack, repair, resupply and drop links. Fatties (me) do not hack anything unless everyone is dead. He is attached to the logi like a parasitic twin playing bodyguard.
Assaults are responsible for battle revives while the logi focuses on repairs, resupply, hacking and providing a pair of backup eyes.
Its not a WP ***** thing. Its like every infantryman in the military is trained with just enough first aid to keep someone alive through nonlethal injury long enough for a medic to arrive once the battle lulls a bit.
Asaukts fight, when enemy falls, assaults revive comrades (often the logi) and the logi gets to topping everyone off. Assaults and heavy provide overwatch. One assault often carries a rep tool to repair the logi. |
emm kay
G0DS AM0NG MEN General Tso's Alliance
189
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Posted - 2014.09.09 01:56:00 -
[565] - Quote
I swear to ******* god, make my ads weaker, ccp and i will make alts and murder battle academy players for 30 days straight.
--
You called, sir?
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Meee One
Hello Kitty Logistics
1103
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Posted - 2014.09.09 02:34:00 -
[566] - Quote
emm kay wrote:I swear to ******* god, make my ads weaker, ccp and i will make alts and murder battle academy players for 30 days straight. Faster swarms with worse turning.
Longer cooldown on after burners,but it works longer too.
Can't you read?
It's being designed this way to punish hovering and reward actual skill.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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manboar thunder fist
Dead Man's Game
120
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Posted - 2014.09.09 06:47:00 -
[567] - Quote
They deal too much damage to hover All this is doing is making sure ads has even smaller attack window on swarmers
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Ava Rayn
MAFIA III E-R-A
0
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Posted - 2014.09.09 11:08:00 -
[568] - Quote
I like most of these ideas. I think the combat rifle damage profile should be -20%/+20%. The down side to this is there is a already a damage type with this profile. Explosives currently have that profile. I think that the damage profile of explosives should be changed to -0%/+0%. This would make sense since all the races use explosives. This would also help swarm launchers because Gallente vehicles are at a massive disadvantage for being armor based and take far more damage than Caldari vehicles.
Second, if sniper rifle range is being reduced shouldn't the scope sway be reduced as well. Currently it is difficult to use sniper rifles in the heat of battle because by the time you stop the sway, you were probably already killed before you even fired once.
Lastly, I find the magsec smg difficult to use. It has too much recoil which makes it difficult to use at it's maximum ranged. More importantly the excessive muzzle flash makes it difficult to aim as well. In fact this is a more important than the actual recoil. Once firing, it is difficult to see your target. |
Teeee Bone
C0M8AT V3T3RANS
116
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Posted - 2014.09.09 11:17:00 -
[569] - Quote
Teeee Bone wrote: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. now the dren swarm launcher and we're square. :-) thanks CCP.
I love the smell of orbital support in the morning!!!
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CCP Rattati
C C P C C P Alliance
6795
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Posted - 2014.09.09 12:56:00 -
[570] - Quote
Maken Tosch wrote:CommanderBolt wrote:Haerr wrote:CCP Rattati wrote:Add new Officer Light Weapons as well as key missing FW items to the LP Store Hmm, Officer Weapons in the LP stores? That is one way of increasing interest in FW I guess... I just think he means adding those lovely new officer weapons to the game / loot drop tables, seperate from FW items in the FW store. I would be very surprised if we could buy officer gear. Good God, NO! I don't ever want to see that. Do you have any idea how powerful those officer weapons are?
That sentence needed an Oxford comma.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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