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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Scheneighnay McBob
Cult of Gasai
5895
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Posted - 2014.08.30 22:01:00 -
[121] - Quote
The nanite injector buff is a stealth nerf to FW awoxers. I like.
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Gelan Corbaine
Gladiators Vanguard
481
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Posted - 2014.08.30 22:02:00 -
[122] - Quote
Logi Bro wrote:[
I don't think you understand the concept of hit and run. Your objective isn't to make a kill every time you run into a room, then trollololol your way out 50 WP richer. The fact that you think that is how it works is just proof of how brokenly powerful the projectile damage profile is.
The Minmatar philosophy is not to be tanky, it's to be out the door before they even have to tank in the first place, but if they do take a hit, they want their downtime to be low. An eHP buff is unnecessary, but a regen buff fits them perfectly.
" I'm still alive.... but so is he on the point in the middle of rep hives and a logi healing back up to full and is now watching the door I just ran through so I can't exactly go back even if I regen up ........what exactly did I accomplish here ?"
Make no mistake I am not asking for mins to be full on brawlers .... that has never been our style. All I'm saying that if you really want to bring the CR in line then they should at least be able to take a few hits before having to disengage .
It's not about having to run away .... but about being effective before we have to .
No job is worth doing if you don't get paid in the end .
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SirManBoy
Molon Labe. General Tso's Alliance
639
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Posted - 2014.08.30 22:03:00 -
[123] - Quote
CCP Rattati wrote: Nanite Injectors - heal same amount of shields as armor, yes quite a buff
I hope you guys really enjoy this change. While a design limitation prevented the injector WP scaling fix from becoming a reality in Charlie, this injector buff should go a long way towards encouraging more injector use, especially those of the advanced and proto variety. Also, it's wonderful that the injector will now become a battlefield asset that is equally effective for both shield and armor tankers alike. How's that for fair and balanced? |
The dark cloud
The Rainbow Effect
4011
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Posted - 2014.08.30 22:06:00 -
[124] - Quote
Man Bear Pig wrote:CCP Rattati wrote: Nanite Injectors - heal same amount of shields as armor, yes quite a buff
I hope you guys really enjoy this change. While a design limitation prevented the injector WP scaling fix from becoming a reality in Charlie, this injector buff should go a long way towards encouraging more injector use, especially those of the advanced and proto variety. Also, it's wonderful that the injector will now become a battlefield asset that is equally effective for both shield and armor tankers alike. How's that for fair and balanced? As nice as this sounds i still want shield healing reptools. Im fed up that shields on heavys is just second choice for the makority of times.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
3034
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Posted - 2014.08.30 22:06:00 -
[125] - Quote
Mauren NOON wrote:emm kay wrote:nobody's going to mention the forge gun?
I hate to say it, but the forge gun needs a nerf. Lol@you sir. No. If tanks don't get nerfed, neither do forge guns. lolwhat Tanks have been nerfed in pretty much every way. -DMG mods nerfed -Range nerfed -Railgun heat build up nerfed -Hardeners nerfed -Repair modules nerfed -Blasters laughably nerfed -Fuel injectors getting nerfed -The ability to quickly get away (Changing direction) getting nerfed
Tanker/Logi/Assault
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Vini Requiem
Jade-Knight
0
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Posted - 2014.08.30 22:07:00 -
[126] - Quote
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)
although seems to have written so in this remarkpÇÇThere are interested in concrete
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2433
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Posted - 2014.08.30 22:12:00 -
[127] - Quote
Benjamin Ciscko wrote:Mauren NOON wrote:emm kay wrote:nobody's going to mention the forge gun?
I hate to say it, but the forge gun needs a nerf. Lol@you sir. No. If tanks don't get nerfed, neither do forge guns. lolwhat Tanks have been nerfed in pretty much every way. -DMG mods nerfed -Range nerfed -Railgun heat build up nerfed -Hardeners nerfed -Repair modules nerfed -Blasters laughably nerfed -Fuel injectors getting nerfed -The ability to quickly get away (Changing direction) getting nerfed
Forge guns:
Damage mods nerfed Base damage nerfed Range reduced. Charge times extended Charge indicator shifted to crappy location reticle shakes like an epileptic, making aiming harder.
The forge gun needs no further nerfing.
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Heimdallr69
Nyain San General Tso's Alliance
3395
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Posted - 2014.08.30 22:23:00 -
[128] - Quote
Breakin Stuff wrote:Benjamin Ciscko wrote:Mauren NOON wrote:emm kay wrote:nobody's going to mention the forge gun?
I hate to say it, but the forge gun needs a nerf. Lol@you sir. No. If tanks don't get nerfed, neither do forge guns. lolwhat Tanks have been nerfed in pretty much every way. -DMG mods nerfed -Range nerfed -Railgun heat build up nerfed -Hardeners nerfed -Repair modules nerfed -Blasters laughably nerfed -Fuel injectors getting nerfed -The ability to quickly get away (Changing direction) getting nerfed Forge guns: Damage mods nerfed Base damage nerfed Range reduced. Charge times extended Charge indicator shifted to crappy location reticle shakes like an epileptic, making aiming harder. The forge gun needs no further nerfing. Nor do tanks.
Removed inappropriate content - CCP Logibro
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13ear
231
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Posted - 2014.08.30 22:23:00 -
[129] - Quote
There's no mention of a buff to regulators or any changes to the assault suit bonuses; Are neither of these being considered for HF Delta?
EDIT:
I'd love to finally see an officer SG, CR & RR.
One original thought is worth a thousand mindless quotings - Diogenes
Winner of EU Squad Cup
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2434
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Posted - 2014.08.30 22:25:00 -
[130] - Quote
Heimdallr69 wrote: Nor do tanks.
Did you not see the gunnlogi is getting an EHP buff?
God only knows why. they're actually harder to blow up than madrugars.
Oh and rattati is getting rid of forge splash on all but the assault.
I'm surprisingly cool with that one. go figure. |
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
3035
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Posted - 2014.08.30 22:39:00 -
[131] - 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. WeaponsSidearms - 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. Increase speed I've seen Pilots that should be dead to rights only a volley needed to kill them but the just AB away from the 3 PRO swarms chasing them. Keep in mind they have the ability to escape SL lockon range. An increase to the AB cool down time and maybe fitting would be appreciated.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma) They both need some tweaking I await their proposed changes
Assault HMG buffed, burst HMG needs a slight tune down required Course Replace main variant with Burst rename current HMG to assault HMG, Buff current assault HMG DMG and lower it's RoF rename it breach HMG. This follows along with the current rifles for example minmatar main rifle variant is burst and fixes some name discrepancy's as far as assault meaning different things.
Dropsuits Minmatar dropsuits - small ehp buff across the board Yay
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 I shield tank and currently all anyone does is stack two shield hardeners and a shield booster making 1v1 tank battles a bore as you have to shoot 3 rounds sit and wait to not over heat shoot more wait repeat until target is destroyed if I recall correctly it takes 6-8 shots and if you miss or overheat they regen shields as you reload/cooldown. Don't get me wrong I'm all for a shield buff it will help greatly when facing AV and ADS's but it will absolutely ruin what boring tank PVP is still left.
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 -20/+20 it makes sense as the RR and AR have inverse damage profiles that the SCR an CR should too, though -15/+15 seems very attractive
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 Can their be a bigger gap between ADV and PRO as I have level 3 energizers and they are barely worse then PRO and their is not much incentive for me to skill them to 5 and drain so much more CPU for 1 second faster full shield recovery. I appreciate the reduction though as they are insanely CPU consuming
Nanite Injectors - heal same amount of shields as armor, yes quite a buff That's a great start but can you also add a terminate clone feature in the kill screen so can't be picked up under fire against my will
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store [b]Yes and YesMost 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.
Tanker/Logi/Assault
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Rusty Shallows
Caldari State
2060
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Posted - 2014.08.30 22:42:00 -
[132] - Quote
Breakin Stuff wrote:Heimdallr69 wrote: Nor do tanks.
Did you not see the gunnlogi is getting an EHP buff? God only knows why. they're actually harder to blow up than madrugars. Oh and rattati is getting rid of forge splash on all but the assault. I'm surprisingly cool with that one. go figure. If the Devs wanted to do something really bold they could have just removed splash from all Hybrid-Rail weapons. Although that still wouldn't address the muzzle velocity and RoF disparities.
I have a lot of respect for Classic Logis. New Eden could use more Healers.
Forums > Game: Biggest understatement ever
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Zindorak
1.U.P
744
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Posted - 2014.08.30 22:44:00 -
[133] - Quote
Ratatti do you mean the new Destructive Data Mining Officer weapons? And can you give us an idea on the AScR and AR new performance. I like both those weapons and i want to play with them more often but it isn't really possible right now cuz everything is stomped by other weapons
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Gabriel Ceja
Knights of Eternal Darkness League of Infamy
48
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Posted - 2014.08.30 22:48:00 -
[134] - Quote
Very nice these possible changes look pretty good. I'm looking forward to the small blaster changes and gunnlogi hp buff.
If possible can you take a look into slightly increasing large missile turret blast radius. Also if the fuel injectors get a boost decrease can you then increase active time and reduce cool down.
"Throw on the flux capacitor."
activates fuel injector
"WOOOOOO!!!"
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Booby Tuesdays
Tuesdays With Boobies
804
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Posted - 2014.08.30 22:49:00 -
[135] - Quote
CCP Rattati wrote: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
AKA, How you gonna biomass farm now suckers!!!
Nanite Injector fix is fantastic. Sucks we don't get the tiered WP, but this more than makes up for it.
I'm still hoping for a Shield Regulator buff. 25%, 35%, 45% would be nice.
Melee Weapon of Choice: Nokia-3310 Prof. V
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Leovarian L Lavitz
G0DS AM0NG MEN General Tso's Alliance
1145
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Posted - 2014.08.30 22:49:00 -
[136] - Quote
So, -20/+20....skeeeeet Breach scp the shields and brrrrrp the armor away like it was nothing. omg waaaant
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
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Zindorak
1.U.P
744
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Posted - 2014.08.30 22:50:00 -
[137] - Quote
I would rather have nothing change to the CR as its a very useful weapon for logis due to low fitting cost and a finisher after your heavy dies. And scout benefit from the ACR to kill Heavies with ease
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Kalante Schiffer
Pure Evil.
699
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Posted - 2014.08.30 22:51:00 -
[138] - Quote
CR damage profile nerfed to -15 or -20 against shields? i can already feel the uselessness. If the Duvolle does pretty crap against armor at -10 imagine the CR doing -20 on shields. Seriously if the CR gets nerfed i might actually have to quit dust since its the only useful weapon in pc for assaults in terms of gunning and running, i aint using a rail rifle for closed quarters or a lol assault rifle and i am definitely not using the ascr. I am a slayer not a rr ascr camper what i am supposed to do with weak rifles on the ground?
jiffffffffffffffffffffffffffffffffffmxfffffffoiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiifvossssssssssssssssssssssssssssss
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xSir Campsalotx
Pure Evil.
205
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Posted - 2014.08.30 23:03:00 -
[139] - Quote
What about projectile -5/ +5 |
Gabriella Grey
Onslaught Inc RISE of LEGION
134
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Posted - 2014.08.30 23:03:00 -
[140] - Quote
I don't really see what changes the charge scrambler rifle variants are needed. It already has a percentage of +20% to shields and -20% to armor and a feedback damage factor that keeps you from using the weapon for a considerable time if you are not extremely careful. Combat and rail rifles if anything need to be on the level of the remaining light weapons. Even with the assault scramblers I see no issue to buff it. Out of all the weapons that have been balance in previous builds all of the laser weapons have had a much better consistency in general. The heat build up still can be seen in a prototype and advanced amarr suits very easily. I think the issue is programmable controllers etc. This I feal is the real issue. These players do not struggle with the issues of the weapon raising after each shot. This was the same issue that tactical rifles had in the past with a high rate of fire. The assault scrambler rifle doesn't seem to have anything wrong with it to me. I am very confused on how the talk of buffing its damage came up. I use this variant extensively on an amarr commando and amarr assault suit and both types of scrambler rifles work fine without being an easy to use or too difficult weapon to understand. The scrambler pistol has suffered from similar issues based on questionable decisions by CCP. It's rate of fire was destroyed and is now under powered. There has even been talk to make it a miniature charge weapon which I hope never happens. It is a much needed different variant to those who play to accompany it with other laser weapons like the laser rifle.
Always Grey Skies
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Heimdallr69
Nyain San General Tso's Alliance
3396
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Posted - 2014.08.30 23:06:00 -
[141] - Quote
Kalante Schiffer wrote:CR damage profile nerfed to -15 or -20 against shields? i can already feel the uselessness. If the Duvolle does pretty crap against armor at -10 imagine the CR doing -20 on shields. Seriously if the CR gets nerfed i might actually have to quit dust since its the only useful weapon in pc for assaults in terms of gunning and running, i aint using a rail rifle for closed quarters or a lol assault rifle and i am definitely not using the ascr. I am a slayer not a rr ascr camper what i am supposed to do with weak rifles on the ground? Lol someone who actually understands! People say it's okay because they haven't used the ASCR in PC. Otherwise they'd realize how stupid it is.
Removed inappropriate content - CCP Logibro
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Leovarian L Lavitz
G0DS AM0NG MEN General Tso's Alliance
1145
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Posted - 2014.08.30 23:07:00 -
[142] - Quote
Heimdallr69 wrote:Kalante Schiffer wrote:CR damage profile nerfed to -15 or -20 against shields? i can already feel the uselessness. If the Duvolle does pretty crap against armor at -10 imagine the CR doing -20 on shields. Seriously if the CR gets nerfed i might actually have to quit dust since its the only useful weapon in pc for assaults in terms of gunning and running, i aint using a rail rifle for closed quarters or a lol assault rifle and i am definitely not using the ascr. I am a slayer not a rr ascr camper what i am supposed to do with weak rifles on the ground? Lol someone who actually understands! People say it's okay because they haven't used the ASCR in PC. Otherwise they'd realize how stupid it is. This also affects the HMG
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
177
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Posted - 2014.08.30 23:13:00 -
[143] - Quote
Projectile Weapons should be -10,+10. It makes sense compared to ARs.
The Blazing Intellect Machine
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2438
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Posted - 2014.08.30 23:14:00 -
[144] - Quote
Can we get ISK payouts increased in Pubs and added to Facwar? |
Soulja Ghostface
MCDUSTDONALDS Top Men.
2697
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Posted - 2014.08.30 23:16:00 -
[145] - Quote
Breakin Stuff wrote:Can we get ISK payouts increased in Pubs and added to Facwar? Ditto
Roles mastered- HAV/ADS/LDS/Forum Lord/Working on Assault
Pinned down? Let my tank scatter enemies for you v(^_^)v
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Greasepalms
Ahrendee Mercenaries
627
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Posted - 2014.08.30 23:23:00 -
[146] - Quote
any word on updating basic frame slot layout to their assault counterparts? |
P14GU3
Merc-0107
864
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Posted - 2014.08.30 23:24:00 -
[147] - Quote
Heimdallr69 wrote:Kalante Schiffer wrote:CR damage profile nerfed to -15 or -20 against shields? i can already feel the uselessness. If the Duvolle does pretty crap against armor at -10 imagine the CR doing -20 on shields. Seriously if the CR gets nerfed i might actually have to quit dust since its the only useful weapon in pc for assaults in terms of gunning and running, i aint using a rail rifle for closed quarters or a lol assault rifle and i am definitely not using the ascr. I am a slayer not a rr ascr camper what i am supposed to do with weak rifles on the ground? Lol someone who actually understands! People say it's okay because they haven't used the ASCR in PC. Otherwise they'd realize how stupid it is. I dont get it. Everything you guys are complaining about with the changes to the CR, are the pitfalls of the ScR. Yet the ScR is "OP," but the CR will be broken?
No one even used ScR before the scout buff. The ONLY people who are complaining about the ScR now are the people who flocked to the CalScout FotM, and now cant stand being killed by their ONE weakness. Meanwhile people have been complaining about the unfair damage profile of the CR since it was released...
I only play dust514ums now. It was always more fun than the actual game anyways.
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LegacyofTable
34
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Posted - 2014.08.30 23:39:00 -
[148] - Quote
Nerf Afterburner? Yes. It needs to match the Fuel Injector time.
Sniper changes? Depends how much of a range nerf you're talking. You still need to take into account that even outside the redline, some perches/hiding spots are still 300+ meters from an objective in domination.
Nanite injectors also recovering shields? I approve. This might make me think twice about asking for MLT injectors to be removed from MLT medics.
Licensed Thales Hunter
Total Thales taken - 21
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el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
291
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Posted - 2014.08.30 23:43:00 -
[149] - Quote
First and foremost, thank you Rattati and CPM for your continued wherewithal in attempting to improve gameplay and conditions with our input.
I'm looking forward to the complete proposals on these, especially the sidearm balancing elements.
Am I reading this list correctly in that while Minamatar suits will be adjusted the overall Logistics class fix has been postponed?
Pretty please with sugar on top DO NOT further adjust the Plasma Cannon. It is GREAT as is, it was fine before the last buff it received, doing more will just inspire even more FOTM use and the last thing we need on the field is a OHK weapon being spammed on more scout frames. You think the shotgun is bad, wait till that shotgun does 3x the damage with 10+ times the range. Everyone and their grandmother will be flinging those things around.
I love the idea of needle repair being added to shields but am very inclined to consider is a not just a huge buff overall but a huge buff to scouts, since they still possess two equipment slots. That, coupled with this needle buff, will create common scenarios where cloaked slaying squads are able to attack, take losses, then be revived at high shields, to then continue their assaults immediately with no downtime for regen. Hell, if I ran scout, I'd forgo any recharger/regulator and stack those extenders and carry my wyrikomi or kalikiotta pin so as my compatriots drop I can bring them right back in and they (outfitted identically) can do the same for me. Nasty business right there... Slayer scout squads will go from being wolfpacks to piranhas.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Mike De Luca
STOP TRYING TO RECRUIT ME
279
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Posted - 2014.08.30 23:52:00 -
[150] - Quote
LegacyofTable wrote:Sniper changes? Depends how much of a range nerf you're talking. You still need to take into account that even outside the redline, some perches/hiding spots are still 300+ meters from an objective in domination. . This completely, A lot of sniper perches outside the red are still a good distance from any area of engagement, not even factoring in height differences, I HIGHLY suggest doing the research and math on that change before even thinking about what range to change it to, do it wrong and you will entirely kill the role. Though I will be saddened by the removal of my 2nd favorite target(redline/mcc snipers), guess I'll have to kill off more cloaked scouts to keep myself interested.
what i think of when charging fg
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