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Thread Statistics | Show CCP posts - 15 post(s) |
MINA Longstrike
Kirjuun Heiian
1188
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Posted - 2014.08.31 06:00:00 -
[211] - Quote
man- bear pig wrote:A couple post back, the sniper rifle argument brought up an issue that really needs to be addressed. HMG with a logi train behind them, turning them damn near invincible. Sure, there are ways around it, just like there are ways to counter a sniper in the red zone, but the cost to take out this combo is far to high. Because it is so powerful, this is become far to normal occurrence in this game, making a fight in a city with two or three of these combo's pointless to even try. Now I understand that in some situations, a logi train is needed, but something needs to make it easier to stop this setup.
I have two ideas, either add a heat build up to rep tools, nothing major enough that it will overheat in a fire fight, just enough so that they can't keep the trigger pulled the entire match and just run in circles, following their master like dogs. OR, add a stacking penalty to any rep tools applied after the first, like 1/4 less efficiency for every additional rep tool.
Besides that, can you PLEASE fix the smart deploy in ambush. Once the other team has over run your main force, it's over, because every other teammate is spawning into the middle of gun fire, or the middle of the other teams forces with no time to react. Make it so they spawn around any squad leader not currently taking damage or something, anything, just please change it. And the auto tuning to team chat crap.
Everything else sounds great though, even though your messing with my beloved SCR, I'll take it.
They're in the battlefield, they have one person doing nothing but repping and resupplying another they are working *together* to get this powerful synergy and there are more counters to them than simply using their own gun. Any infantry gun can potentially kill them, they have to be wary of remote explosives, damped scouts, nova knives and a ton of other things... This is not the same as a sniper parked 300m back in the redline on a hill in a bricked out suit headglitching on a hill and camping a null cannon in enemy territory.
This is a logical fallacy called a false equivalency. Just because a heavy with logi support can annoying to deal with doesn't mean they are nearly as big of a problem as a sniper that cannot be killed by anything other than his own gun. The person who initially brought this up was trying distract from the initial argument.
Repair tools are fine, balanced and working as intended. If you want to counter them - either kill the logi from range (or sneak up with something like a shotgun) or work together with a friend to kill both of them with things like assault mass drivers.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Jadek Menaheim
Xer Cloud Consortium
3605
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Posted - 2014.08.31 06:09:00 -
[212] - Quote
What to do about melee in the case of a delay? I don't think they can disable a button with a server side update.
Try the new Planetary Conquest Mode!
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LEHON Xeon
Ahrendee Mercenaries
680
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Posted - 2014.08.31 07:07:00 -
[213] - Quote
DeathwindRising wrote:Zindorak wrote:Heimdallr69 wrote:BlazeXYZ wrote:Projectile Weapons should be -10,+10. It makes sense compared to ARs. I agree with this ^, none of that -20/20 bs. yea if keepin -5/+10 isn't possible i would go with this -15/+15 or -10/+10 but then make plasma weapons +5/-5 and rail weapons -5/+5
I just don't like this -20/+20 for CR. I do agree that -5% for shields is low and should be adjusted, but -20% will basically completely negate that weapon against heavily shield based suits at longer ranges. You can have an increase to armor damage all you want for percentage, but if you can't get through the shield reserves to the armor at range on moderate dual tanked assault and heavy suits, it'll make no difference. I would prefer to see it at 10 and 10 though.
Why am I still here yet?
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Xeger's Hammer
Bloodline Rebellion Public.Disorder.
7
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Posted - 2014.08.31 07:22:00 -
[214] - Quote
Hell, They've already nerfed everything I use anyway, it started with the TacAR, then they released the ScR with as much damage and longer range with the ability to charge, but that wasn't good enough, let's bring in a RR that has become notorious for shredding the already nerfed caldari logis, and while we're ******* with the caldari, lets put a delay on his shields, the more shields he has, the longer the delay. Now you want to insult us with a nanite injector that restores shields, how is that even logical? What, the nanites form a barrier against bullets? You're gonna put faery dust in the needles aren't you? I know SciFi is fantasy, but damn, can we have logic on this one?It doesn't make sense. A repair tool that charges shields, that would have been nice; or a portable shield generator that's placeable, like a wirykomi triage nanohive. Have you guys ran out of ideas that fast? Hire me as a creative consultant. Want to know where I would start? Fire the CPM's. Force my workers to play the game a minimum of 3 hours a day vs the real opponent on dust, us. Then shackle them to their drawing boards and make them fix everything that is broken. Starting with the environmen: 1) Smoothing the landscape so we don't glitch out and get hung up, stutter stepping on the side of a hill, or falling through the damn map. 2) Fixing rail turrets that stutter when you try to shoot. Charging up then stopping, then trying to charge to fire shouldn't have a cooldown. I'm not speced into tanks anymore, but I recently jacked a rail tank, and that glitch has been going on forever. (By the way, the guy got his tank back, I didn't drive it into the redline) 3) Don't airplanes have radar for tracking other aircraft? And this is like 2400 ACE? (After Common Era - Trying to be a little sensitive) Did we lose radar technology? Why can't we see other dropships on our radar screens, you could put a sonic detector on a DS, we know they make enough noise. 4)Catwalks and fences: Why do my heavies have to commit suicide cause they can't get off a tower, or drop through the cracks? Can't we fix this? 5)Gravity? Is it uniform? I've played on some massive planets, and some itty bitty ones, I thought I read something in my high school intro to physics that said something like, the more mass an object has the more gravity it produces...something like that. How about some gravitational effects of being on a lunar surface. Talk about strategy, loosen up the physics on the game a little based on the size of the planets. (I am prepared to concede on this given that prims are affected by gravity via their programming during creation, not the surface on which they walk.)
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RKKR
The Southern Legion Final Resolution.
1016
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Posted - 2014.08.31 07:24:00 -
[215] - Quote
Why don't you make the plasmacannon shoot a guided shot just like swarms?
As said before the only problem that needs to get fixed is hitdetection, which is even worse than before due to increase of latentcy issues lately. Increasing speed is not going to improve this, it just takes the fun/skill out of the weapon, those "slow" shots could actually work in your favour but people just want to have the easy way out...
If you really want to increase speed, make an "assault" variant that comes with the quicker speed and keep the old one while adjusting damage for each variant. |
Xeger's Hammer
Bloodline Rebellion Public.Disorder.
7
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Posted - 2014.08.31 07:25:00 -
[216] - Quote
It says 6000 characters, so here's to more of my bitchin'; 6)Market Lag - We all know about it. Waiting on a restock in battle sucks. 7)This has nothing to do with my needs on this rant, but I wish James Doohan was still alive so he could slap the hell out of Scotty the Matchmaking Computer. Kirk would never allow for such screw ups. 8)RE's...don't nerf them, I'm not a scout, I don't use them cause I suck at it, but they're all a poor a scout has to use against a heavy. For a good or bad, they're part of the game. I hate them by the way. 9)I am mad about my vehicle blowing up when they're dropped by the RVD...can we fix this? 10)16 man squad formations...can we get this please, so the sins of 10 idiots don't hamper the efforts of the 6? I'm tired of my squad fighting they're ass off against a good group, while 9 idiots are hiding in the hills playing 'you show me your pee pee and I'll show you mine." Can we get the team builder? Please. You might actually solve one of you problems, noobies getting caught up in a very violent and messy miasma of Nyian San or Outer Heaven. When I first started playing, my first match was against a team of warravens, sver and PRO. I almost didn't start another match. Which brings me to- 11)Rookie Restriction: The kids can't leave the house until they're chores are done. Make is so they have to have atleast 10 million SP before they can fight in a pub match, make it so they always have the academy to fall back on until they get to an x amount of warpoints that reasonable, not 5000...I can get that in two matches...(There's a thousand more that can get it in one.) 12)People complained about Nyian San getting all the isk from the districts they held, using the money to proto stomp and show they're superiority...that was they're right. We all know what happens when you let people cry, but I don't like nyian san, but getting the residual income from owning a district makes the game. yeah, you jacked up the isk, but what did it do? Un nerf it. 13)Clone packs are too expensive. 14)This is a real big beef of mine...when a dropship's hp is reduced to 0, by swarms, or forge gun, or world trade center, it should blow the hell up. Not let the pilot have a nice ride to the scene of the crash, and bail out. That's robbing the poor AV guy. He wants kills too. If a tank can blow up at 0, so can a derp ship. However, bumping in mid air should work like LAV's on the ground vs infantry. The reasons a plane crashes during a mid air collision, is because: a) it lost a wing, b) fuel tank rupture, or c) pilot was knocked off course or unconscious, either way they splat into a farmers field in Iowa. I don't think many of those issues apply here. let's give them some really good damage based on speed and attitude, and let them continue to play bumper cars in the sky. 15)Have any of you ever hit a cow or a deer, notice how they total out a vehicle or knock the driver unconscious allowing him to flip and die? Is there any chance that you guys could start giving a little damage to the driver, and somehow stop his suit from regenerating while in the vehicle? These are jeeps, not AP Vehicles. And these are dropsuits with metal plating and such, not pedestrians. (Maybe create a spiked bumper as a vehicle module? I I don't murder taxi, so you figure it out.) 16)More characters for bitching. 6 Left. |
medomai grey
WarRavens
942
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Posted - 2014.08.31 07:27:00 -
[217] - Quote
CCP Rattati wrote:Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings. I've been using heavy shield extenders on my python to achieve a EHP of 4204. To put that into perspective, a un-fitted gunnlogi has 4150 EHP, the madrugar 5200 EHP. With the use of heavy vehicle mods, I've effectively turned my python into a mobile, flying tank. It's no wonder swarm launcher users have such a difficult time downing my python.
Solution: Make it harder to fit heavy modules on non-HAVs. Increase the CPU/PG cost of heavy vehicle mods and increase HAV CPU/PG accordingly. Give a small buff to non-heavy vehicle survivability mods to encourage more usage over heavy ones.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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bogeyman m
Minmatar Republic
381
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Posted - 2014.08.31 07:35:00 -
[218] - Quote
Cody Sietz wrote:Vrain Matari wrote:Cody Sietz wrote:Minmatar getting a ehp increase? I hope they lose some speed for that.
Also, ni mention of Gallente sentinel getting a slight repair bonus for losing it's low slot? Just a 1-2 point buff would make up for it. We spend two years in severely UP suits and now that we're approaching some kind of parity you're asking for a nerf before the buff even happens. Even with the buff the minnies will still be the squishiest of the suits. Why don't we gather some data on the proposed delta changes before we mutilate the core of their playstyle? The reality is Minmitar has been hard mode all the way through and peeps running Minmitar have had to learn the hard way how to fight/survive. TL:DR It's too soon for pre-buff pre-nerfs to Minmatar. Hehe, extremely UP suits. Then give All other suits the same speed as the Minmatar suits. Then give all other suits inherent armour repair like the Gallente.
Duct tape 2.0 ... Have WD-40; will travel.
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Xeger's Hammer
Bloodline Rebellion Public.Disorder.
9
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Posted - 2014.08.31 07:58:00 -
[219] - Quote
CCP Rattati wrote:
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.
Hey. another gun that's worthless, please nerf this cause my vag hurts. I have a question: If it was risk free, why don't I have still have the 77 Thale's that I reached before officer salvage nerf hit, instead of 3? And no, I don't snipe that often. And on the other hand, I love having a thale out there to hunt, I will spend 500k isk in dropships looking for that gun, find him most of the time, crash my ship, jump out, and give him a shotgun to the face followed up with a tea bag celebration before I die from being in an unauthorized area.
By the way, did your measurements call into the sniper being at the edge of his redline, and 16 brown eyes on the line, like some ravenous, rabid, border patrol officer with the taste of mexican dripping in his mouth? I've been on the maps, and I know the furthest range. The only thing you can hit is people camping the redline. Or Alpha on the smaller maps. And that's 50% luck, or they stood still too long. I've sniped a person from the MCC at 598.75 meters recently( my longest shot ever)...then a few minutes later I got tea bagged by a heavy that flew the long way around, up to the MCC where he raped my scout with his HMG, then lowered his kinetic catalyzers on my mangled chin.
Guess what, people have been crying again, and now they gotta break the game a little more, instead of getting rid of the redline, and smart deploying on every map. |
Kaze Eyrou
Molon Labe. General Tso's Alliance
546
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Posted - 2014.08.31 08:00:00 -
[220] - Quote
Jadek Menaheim wrote:What to do about melee in the case of a delay? I don't think they can disable a button with a server side update. Actually, there is a delay. You missed the days of Myrofib + Card Reg days where melees could be sprint cancelled. Commandos doing a melee + sprint cancel + melee + sprint cancel + melee + sprint cancel + melee and out of stamina.
On the killscreen it showed at least over 1000 damage done via melee. And if you did it right, all within a range of 0.25 to 0.5 seconds.
Closed Beta Vet // Logi Bro // @KazeEyrou
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Dimitri Rascolovitch
The Immortal Knights
216
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Posted - 2014.08.31 08:29:00 -
[221] - Quote
Monty Mole Clone wrote:i cant wait for all the triple damage modded 1000 ehp ak.0s with combat and assault combat rifles. im calling it right now
if youre wearing an AK.0 and using a CBR youre a scrub, and undeserving of the holiness of the Amarrian suit
Burst HMG is OP use it. I do
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BIGRED 4UALL
Molon Labe. General Tso's Alliance
32
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Posted - 2014.08.31 08:57:00 -
[222] - Quote
Whooooooooooaaaaaaaaaaaaaaaa.
STOP STOP STOP.
Wow. I still am not getting this whole hotfix thing. Or maybe your not. Lets make this game fun again.
You are tweaking weapons and this and that. For your Legion game I presume. Yeah thats great and fine and dandy.
CCP. What about the players that have supported you and given your their hard earned money to help you build your game.
Lets get something straight.
The game would be so awesome if you would implement what you promised us from the beginning.
1) Open market. 2) More players on a map, Team Deploy , so on and so forth.
But what am I talking about. Those are pipe dreams that have been smoked and disapated in the atmosphere.
Hot fix Delta. The only thing that interests me is the forge gun. I have extensively used this weapon and found that the splash damage is almost non existant. I know that we as people would like a game as real as it could possibly be but, this is a video game. Thats not going to happen.
If it were real then a forge gun blast considering its potential energy, would create a blast radius and would cause some damage. To me the blast radius is fine the way it is. To remove it or to cut down the damage profile on it would negate what you guys are trying to acheive. A well balanced game that is real but at the same time a video game.
*COMMS OUT* |
Killface Hunt
TO THE DEATH
21
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Posted - 2014.08.31 09:27:00 -
[223] - Quote
Please can we get more saved fitting slots. Pretty please? |
KalOfTheRathi
Nec Tributis
1356
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Posted - 2014.08.31 09:45:00 -
[224] - Quote
What are you thinking about reducing the sniper range to?
The biggest problem with not countering a sniper anywhere is not being able to see them. The draw distance is so short for everything else a sniper that is 50m past your current weapon becomes invisible. Is the plan to pull the snipers in so the shortest draw distance will still show them?
Me thinks you are painting over a pot hole. Might look good on paper but it isn't going to play well.
At least the hot fixes are staying true to the course.
And so it goes.
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Francois Sanchez
What The French Red Whines.
98
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Posted - 2014.08.31 10:44:00 -
[225] - Quote
Still no change to the assault swarm launcher role? |
Dimitri Rascolovitch
The Immortal Knights
217
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Posted - 2014.08.31 10:47:00 -
[226] - Quote
Francois Sanchez wrote:Still no change to the assault swarm launcher role?
theres an assault swarm launcher?
who knew
Burst HMG is OP use it. I do
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Mike De Luca
STOP TRYING TO RECRUIT ME
279
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Posted - 2014.08.31 10:53:00 -
[227] - Quote
Dimitri Rascolovitch wrote:Francois Sanchez wrote:Still no change to the assault swarm launcher role? theres an assault swarm launcher? who knew Pretty sure theguy who named himself Assualt Swarm Launcher
what i think of when charging fg
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manboar thunder fist
Dead Man's Game
83
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Posted - 2014.08.31 10:55:00 -
[228] - Quote
Seriously? more changes to swarms? are you not aware that 3 swarm volleys can knock down any proto incubus/python guaranteed?
is it not enough that you send us scurrying away with our heads between our legs every time we see those fiery yellow balls?
You dont even render half the time... can lock on from 175 m.... and can deal huge amounts of damage by simply pointing at us for 1.4 seconds... that's ridiculous... there is no skill at all involved in that... try flying for a change... it's hard enough for new players as it is.
I dont know why swarms can't be content to be a heavy damage area denial weapon... why do they feel they should kill a high skill pilot in a 500k dropship every time he shows his face... these steps have been in the wrong direction and i fear ads's will be nerfed beyond help at this rate.
If 2 swarm launcher volley hits me, an ishukone assault forge can 1 shot me... 2 volleys tend to connect most of the time... that means i either have to dodge that forge gun or dodge the swarms... as the forge gun is a higher skill player aimed weapon i dont have a problem with forgers beating the hell out of me... but a dude who just points at me and kills me in 5 seconds? i cant have that unless you reduce the price of ads, its bad enough losing this much isk as it is
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Iron Wolf Saber
Den of Swords
16252
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Posted - 2014.08.31 11:08:00 -
[229] - Quote
manboar thunder fist wrote:Seriously? more changes to swarms? are you not aware that 3 swarm volleys can knock down any proto incubus/python guaranteed?
is it not enough that you send us scurrying away with our heads between our legs every time we see those fiery yellow balls?
You dont even render half the time... can lock on from 175 m.... and can deal huge amounts of damage by simply pointing at us for 1.4 seconds... that's ridiculous... there is no skill at all involved in that... try flying for a change... it's hard enough for new players as it is.
I dont know why swarms can't be content to be a heavy damage area denial weapon... why do they feel they should kill a high skill pilot in a 500k dropship every time he shows his face... these steps have been in the wrong direction and i fear ads's will be nerfed beyond help at this rate.
If 2 swarm launcher volley hits me, an ishukone assault forge can 1 shot me... 2 volleys tend to connect most of the time... that means i either have to dodge that forge gun or dodge the swarms... as the forge gun is a higher skill player aimed weapon i dont have a problem with forgers beating the hell out of me... but a dude who just points at me and kills me in 5 seconds? i cant have that unless you reduce the price of ads, its bad enough losing this much isk as it is
Problem is getting the first, then second, then third swarms to land...
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Snake Sellors
Hellstorm Inc General Tso's Alliance
377
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Posted - 2014.08.31 12:29:00 -
[230] - Quote
Ryme Intrinseca wrote:CCP Rattati wrote: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. My concern with this is that tower snipers will be just as hard to counter as they presently are but will radically increase in power. Since they are high up, they get headshots almost by default. So risk/reward might be even more unbalanced by the suggested change.
And so it begins..
You see here is the problem You agreed to nerfed range, and already they move on to our next nerfed... They aren't going to be happy that we aren't in the red line, because now they can start calling snipers on towers scrubs and unfair and please nerf.
I strongly suggest you rethink the ranges, or at the very least go forward extremely carefully. After the changes are done if you go so far as to nerfed them to do less than 400 they will become poor as there are very few low and close vantages.
Oh by the way you could need the range down to 100 meters and you will still get red line snipers, the difference will be minimal they will wait at the less populated edges picking off flankers and strays... And if you think that the likes of me are going to trek across the map just for them you are mistaken. The only real difference will be their main counter is gone.
As a side note. If you go too far with this then you will alienate a lot of dedicated snipers, I for one do not believe that snipers and marksmen are the same, and if I wanted to run and gun I would already be doing it.
But that's what the community has wanted for a long time now. So maybe that's the intention, fingers crossed folks you might just get your sniper free game after all.. Or the quick scopers you were all so fond of in cod. (i fully expect that won't draw complaints)
I will be trying the changes before any rash decisions but just so you know, I really enjoy this game, nerfing snipers instead of fixing them will ruin it for me,and others.
Please tread carefully ccp. |
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Hawkings Greenback
Red Star. EoN.
222
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Posted - 2014.08.31 13:02:00 -
[231] - Quote
Ok, another bunch of stuff. Cannot wait to see some numbers.
Sidearms Being a logi i only have the SMG at lvl 3, BPO pistol and lvl 1 magsec. I suppose it says something that the main racial rifles get QQ'd about more than sidearms, that could be because some sidearms are underated, underused and in some cases underpowered. Going to be an interesting discussion.
Snipers I dont see many good snipers and generally get killed when i am low health, low HP suit, out in the open. Not very often i get headshot. There needs to an incentive/reward for snipers to come out of the redline and onto the field. It seems to me to be the sensible idea to encourage that as oppose to forcing.
PLC Never used it, let those that have used it discuss whats best.
Swarms Seems only newer/daft or pilots that make a mistake will die to swarms. If a pilot has anything about them they will hit the AB and bug out ASAP. Please do 1 thing at a time, for the love of god dont do 2 or 3 things as it tends to unbalance things. Speed of missiles may be good so that the user can apply the DPS quickly. The good pilots can bug out and come back.
Rifles People still underestimate the AR. That being said all other rifles tend to step on the AR's toes. If you are in optimal of an AR you should be getting smashed, it should be the undisputed CQC king. Dont use the assault SR but i do use the SR. I use it on my logi and try and go for the charge shot and a couple of quick follow ups. On an unbonused suit it is ok. If the issue is modded controllers then the solution has been posted on the forums for a while.
HMG Burst needs a little love tap nothing to drastic. Never see many Assault HMG's.
Minmatar Dropsuit How little? I agree it needs a little something but are you on about all suit types or specific ones ?
Forge guns, vehicles and vehicle weapons i'll leave to those that use to comment.
Projectile Weapon damage profile About time. +5 / -5 or +15 / - 15 dont care just pick one. I'll either use a flux or a sidearm to kill shields then use my CR. I will adapt along with others.
N.P.E. Anything that helps a newer player better define and find there role will help. The more the merrier. Also good riddance to people who create and burn characters for isk, **** that get a sugar daddy/mummy.
Shield Modules Again anything to encourage people to look at different ways of tanking will be good and give us a reason to skill lvl 5.
Nanite Injectors Good idea i like, but everyone will be running Caldari FW now
Nova Knife
Look forward to numbers and discussions. Good job so far (from me anyway).
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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CommanderBolt
Osmon Surveillance Caldari State
1439
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Posted - 2014.08.31 13:06:00 -
[232] - Quote
CCP Rattati wrote:Dear players
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.
Errm excuse me? Holding a charge with a splash makes sniping redundant? That sentence does not even make sense....
CCP Rattati wrote: Turrets Small Rail ROF reduced
This is good and a welcome change as long as you dont nerf it TOO far.
CCP Rattati wrote: 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
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
This all seems good, I quite like the injector changes.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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CCP Rattati
C C P C C P Alliance
6299
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Posted - 2014.08.31 13:13:00 -
[233] - Quote
manboar thunder fist wrote:Seriously? more changes to swarms? are you not aware that 3 swarm volleys can knock down any proto incubus/python guaranteed?
is it not enough that you send us scurrying away with our heads between our legs every time we see those fiery yellow balls?
You dont even render half the time... can lock on from 175 m.... and can deal huge amounts of damage by simply pointing at us for 1.4 seconds... that's ridiculous... there is no skill at all involved in that... try flying for a change... it's hard enough for new players as it is.
I dont know why swarms can't be content to be a heavy damage area denial weapon... why do they feel they should kill a high skill pilot in a 500k dropship every time he shows his face... these steps have been in the wrong direction and i fear ads's will be nerfed beyond help at this rate.
If 2 swarm launcher volley hits me, an ishukone assault forge can 1 shot me... 2 volleys tend to connect most of the time... that means i either have to dodge that forge gun or dodge the swarms... as the forge gun is a higher skill player aimed weapon i dont have a problem with forgers beating the hell out of me... but a dude who just points at me and kills me in 5 seconds? i cant have that unless you reduce the price of ads, its bad enough losing this much isk as it is
I would rather not go into this bitter dispute, but let's make something absolutely clear. An ADS pilot, can, with afterburners literally always avoid death. A solo swarm can not destroy an ADS, much less in 5 seconds and certainly not "every time he shows his face". The good pilots all know and admit this and are running crazy KDR's, especially if two proto swarmers and one proto forger are what is necessary to down an ADS, then one must admit it is in a good place. We are however, willing to make the ADS cheaper to fly so more people can skill into and enjoy them, and make swarm turn radius less drastic so skilled pilots can do combat maneuvers around buildings and terrain to avoid them.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Gabriella Grey
Onslaught Inc RISE of LEGION
138
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Posted - 2014.08.31 13:16:00 -
[234] - Quote
Adipem Nothi wrote:Mauren NOON wrote: Well swarms are a little bit too good right now....
I honestly don't understand how anyone can make these claims in good faith. You get hit, then you drive off in your land-tank or you fly away in your sky-tank. How is it that the most ineffective weapon in the game is "a little bit too good"?
With dropships in their current state, swarms are strong enough that they force you to leave. At this point I don't think anything should be done with swarms, but I think PG and CPU along with the way modules work on dropships is a huge issue for them. HAV's have a better chance than dropships. In good faith I can tell you that this weapon along with forge guns, HAV's, and installations has reduced effectiveness of all the variants of dropships. You should play as a dropship pilot and see how hard it is to escape from swarms, and even an HAV as well. That may clear up what you are not seeing from the big picture.
Always Grey Skies
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CCP Rattati
C C P C C P Alliance
6299
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Posted - 2014.08.31 13:17:00 -
[235] - Quote
CommanderBolt wrote:CCP Rattati wrote:Dear players
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. Errm excuse me? Holding a charge with a splash makes sniping redundant? That sentence does not even make sense.... CCP Rattati wrote: Turrets Small Rail ROF reduced
This is good and a welcome change as long as you dont nerf it TOO far. CCP Rattati wrote: 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
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
This all seems good, I quite like the injector changes.
There are certainly known objectives where a single forger can hold down the fort at sniper range, and kill multiple hackers in one shot. Why would you snipe in that case?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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iKILLu osborne
Dead Man's Game
223
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Posted - 2014.08.31 13:23:00 -
[236] - Quote
while your here rattati care to elaborate on the new players being specced in dropsuit upgrades? do you mean already unlocked or already to 5?
just curious cause i'm 27m sp and i haven't fininshed that tree yet level 4 in most of it though.
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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Cody Sietz
Evzones Public.Disorder.
3930
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Posted - 2014.08.31 13:27:00 -
[237] - Quote
Gabriella Grey wrote:Adipem Nothi wrote:Mauren NOON wrote: Well swarms are a little bit too good right now....
I honestly don't understand how anyone can make these claims in good faith. You get hit, then you drive off in your land-tank or you fly away in your sky-tank. How is it that the most ineffective weapon in the game is "a little bit too good"? With dropships in their current state, swarms are strong enough that they force you to leave. At this point I don't think anything should be done with swarms, but I think PG and CPU along with the way modules work on dropships is a huge issue for them. HAV's have a better chance than dropships. In good faith I can tell you that this weapon along with forge guns, HAV's, and installations has reduced effectiveness of all the variants of dropships. You should play as a dropship pilot and see how hard it is to escape from swarms, and even an HAV as well. That may clear up what you are not seeing from the big picture. So they shouldn't force a Dropship to leave?
First people complain when swarms kill their vehicles, now people complain when they scare you off for 10 seconds to heal.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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CCP Rattati
C C P C C P Alliance
6300
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Posted - 2014.08.31 13:31:00 -
[238] - Quote
Unlocked, probably at level 1. We haven't fully experimented, we just want to have the skillbook bought so the new player sees it unlocked and maybe won't spend ISK and SP on dropsuit command or weaponry when it is surely better to boost your core skills.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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137H4RGIC
Bloodline Rebellion Public.Disorder.
242
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Posted - 2014.08.31 13:45:00 -
[239] - Quote
Why are you nerfing the Assault HMG when it isn't even viable, really? It can't compete with Rails, and when it goes to its optimal range, the Burst or Regular HMG still beats it? I haven't met a heavy who says that the Assault HMG can compete with anything else.
EVE players? Good at Dust?! Let the indiscriminate slaughter of PC huggers begin >:)
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CCP Rattati
C C P C C P Alliance
6305
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Posted - 2014.08.31 13:58:00 -
[240] - Quote
137H4RGIC wrote:Why are you nerfing the Assault HMG when it isn't even viable, really? It can't compete with Rails, and when it goes to its optimal range, the Burst or Regular HMG still beats it? I haven't met a heavy who says that the Assault HMG can compete with anything else.
I can only say, please read the OP again.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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