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Thread Statistics | Show CCP posts - 15 post(s) |
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CCP Rattati
C C P C C P Alliance
6231
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Posted - 2014.08.30 15:40:00 -
[1] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
174
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Posted - 2014.08.30 15:44:00 -
[2] - Quote
1st |
DarthJT5
12th Shadow Legion
106
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Posted - 2014.08.30 15:49:00 -
[3] - Quote
Any word on vehicle variation coming back rat? Please?
Dedicated Shield Tanking vet since Open Beta.
Up and coming Python pilot.
The awnser is always XT missiles....
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ratamaq doc
Onslaught Inc RISE of LEGION
798
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Posted - 2014.08.30 15:55:00 -
[4] - Quote
Please keep the SCR RoF above 500. Below 600 is fine, but please stay out of the 4XX range. I'll explain why later.
YouTube
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Thor Odinson42
Molon Labe. General Tso's Alliance
4561
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Posted - 2014.08.30 15:58:00 -
[5] - Quote
[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565.
Level 4 Forum Warrior Very, very bitter vet
PSN: wbrom42
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Thor Odinson42
Molon Labe. General Tso's Alliance
4561
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Posted - 2014.08.30 15:59:00 -
[6] - Quote
Holy Shiite batman, that nanite injector buff is amazing
Level 4 Forum Warrior Very, very bitter vet
PSN: wbrom42
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Zindorak
1.U.P
733
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Posted - 2014.08.30 16:00:00 -
[7] - Quote
Yes thank you for fixing the scrubby redline campers. But i will ask why nerf ScR Rof? In CQC i try to spam the trigger to shred my enemies will this be possible anymore? And As a little cherry on top can i haz little bit of prenerf ScP performance back pwease?
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Adipem Nothi
Nos Nothi
4611
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Posted - 2014.08.30 16:05:00 -
[8] - Quote
Everything here looks great :-)
If we came up with an "easy" fix for the sneak-attack scout problem (shotgun over-performance), might we be able to get it into Delta as well?
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
4611
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Posted - 2014.08.30 16:12:00 -
[9] - Quote
Thor Odinson42 wrote:[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%,+10%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565.
Just in case you're serious :-)
CR and ACR currently do -5% damage to shields and +10% damage to armor. This damage profile is lopsided; he's suggesting we equalize the percentages, such that projectile weapon damage profile performs on par with other damage profiles.
Shoot scout with yes.
- Ripley Riley
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Gelhad Thremyr
Never 2 Late
331
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Posted - 2014.08.30 16:14:00 -
[10] - Quote
Is there a way to put in a fix to the shotgun, the militia two shot like a proto, think of something, scouts have still the slayer spot in the game because of the tacnet orientation of enemies as well as invisibility and radar advantage, scouts are still too prevalent as slayers which clearly indicate the buff to assault was not on target ! Could you raise the moment sligthly between declaok and weapon change ? |
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JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
79
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Posted - 2014.08.30 16:15:00 -
[11] - Quote
Adipem Nothi wrote:Everything here looks great :-)
If we came up with an "easy" fix for the sneak-attack scout problem (shotgun over-performance), might we be able to get it into Delta as well? That would be nice. I don't understand why people feel the need to "troll" all the time. REs on the uplink? Hardy har har.
Looks good though. As far as SCR goes, heat per shot instead of per sec. I would like to see a hipfire nerf across the board too. This is the only game that punishes you for aiming down sight. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3372
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Posted - 2014.08.30 16:16:00 -
[12] - Quote
Personally I'd rather the -20/+20, just because it's the opposite of the laser profile (I know explosives are already, but still)
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Adipem Nothi
Nos Nothi
4611
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Posted - 2014.08.30 16:18:00 -
[13] - Quote
JUDASisMYhomeboy wrote:Adipem Nothi wrote:Everything here looks great :-)
If we came up with an "easy" fix for the sneak-attack scout problem (shotgun over-performance), might we be able to get it into Delta as well? That would be nice. I don't understand why people feel the need to "troll" all the time. REs on the uplink? Hardy har har. Looks good though. As far as SCR goes, heat per shot instead of per sec. I would like to see a hipfire nerf across the board too. This is the only game that punishes you for aiming down sight.
I'll clarify my post. Was thinking more in terms of fire-from-cloak delay.
Shoot scout with yes.
- Ripley Riley
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Heimdallr69
Nyain San General Tso's Alliance
3394
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Posted - 2014.08.30 16:21:00 -
[14] - Quote
Spademan wrote:Personally I'd rather the -20/+20, just because it's the opposite of the laser profile (I know explosives are already, but still) That'd be to big of a change I mean look at the ASCR... Let's not make the CBR useless.
Removed inappropriate content - CCP Logibro
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Cody Sietz
Evzones Public.Disorder.
3922
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Posted - 2014.08.30 16:28:00 -
[15] - Quote
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.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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sabre prime
Crux Special Tasks Group Gallente Federation
383
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Posted - 2014.08.30 16:29:00 -
[16] - Quote
CCP Rattati wrote: Add all Miltia Sidearms and Miltia HMG to Market Finally, excellent.
Plasma Cannon - increased projectile speed Great. Just a small increase, nothing crazy.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma) Increase damage slightly on the assault scrambler rifle. Again, small and incremental.
Assault HMG buffed, burst HMG needs a slight tune down Yep. This is needed for the burst especially. Back to pre Charlie stats please.
Dropsuits Minmatar dropsuits - small ehp buff across the board Excellent. How about a further (small) increase to minimatar scout PG?
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. No. Please keep the splash damage on all forgeguns. There is nothing wrong with their current usage.
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. How about -10%/+10%?
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 Like this a lot.
Nanite Injectors - heal same amount of shields as armor, yes quite a buff Interesting idea. Let's see how it plays out.
Nova Knife optimization skill added You mean fitting optimisation?
Add new Officer Light Weapons as well as key missing FW items to the LP Store Cool.
Let's have a courteous and constructive dialogue... Agreed.
Desperate attempt to get BPOs
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Cass Caul
995
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Posted - 2014.08.30 16:30:00 -
[17] - Quote
CCP Rattati wrote: 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)
Please watch out when changing the Flaylock. The people that have worked on balance before really screwed up bast radius and splash damage
Quote: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. This is probably the worst idea you've ever posted. Please do not give in to the whining. If the Sniper Rifle had the capacity to kill another Sniper then this problem wouldn't exist in the first place because they would all be killed. Instead you can run a Caldari Commando or Caldari Sentinel and take 2 shots from a Thale's to the head and survive. This coupled with people's ability to swap suits quickly at a supply depot mean they have no risk to losing higher end gear.
Please at the very least try increase the damage such that a STD Sniper Rifle actually has the capacity to kill a prototype dropsuit. Without the the ability to ignore a counter-sniper those people will quickly stop playing in that fashion.
Quote: Plasma Cannon - increased projectile speed
Can we get an increase to drop speed to maintain it's arc? Otherwise it's going to be insignificant and might as well fly straight.
Quote: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.
Dude, it's not the splash damage that makes it good against infantry, it's that it has 300m range and kills in one hit and the only counter is an ADS.
Quote: Nova Knife optimization skill added
Can the Optimization skill be changed to that (A) It actually provides a reduction of 1PG per level and (B) reduced skill multiplier to make optimization worth the SP you put into it.
I blame her for nova knife kills on tanks
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Adipem Nothi
Nos Nothi
4612
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Posted - 2014.08.30 16:39:00 -
[18] - Quote
Cass Caul wrote: [Nova Knives] Can the Optimization skill be changed to that (A) It actually provides a reduction of 1PG per level and (B) reduced skill multiplier to make optimization worth the SP you put into it.
That'd translate to ... 7PG --> 2PG for proto knives 4PG --> [-1PG] for advanced 2PG --> [-3PG] for basic
Shoot scout with yes.
- Ripley Riley
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Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
3373
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Posted - 2014.08.30 16:43:00 -
[19] - Quote
Heimdallr69 wrote:Spademan wrote:Personally I'd rather the -20/+20, just because it's the opposite of the laser profile (I know explosives are already, but still) That'd be to big of a change I mean look at the ASCR... Let's not make the CBR useless. That's not what made it useless. The heat increase just seems to have been too much. Following your logic, the normal Scrambler rifle, the scrambler pistol, mass driver, schwarma launcher, laser rifle and flaylock pistol are all useless too. (Granted, the flaylock and schwarma probably are)
I am part shovel, part man, full scout, and a little bit special.
Official Time Lord of the Scout Community
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Cody Sietz
Evzones Public.Disorder.
3922
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Posted - 2014.08.30 16:46:00 -
[20] - Quote
Please don't buff the RoF on the ScP, it's already a really good weapon and I don't wanna see it become OP again.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Kevall Longstride
DUST University Ivy League
1607
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Posted - 2014.08.30 16:53:00 -
[21] - Quote
It's been a busy few weeks for us newbies on the CPM but I'd like to echo what Rattati said and say that it has been a wonderfully collaborative period between the CPM members and CCP.
I'd like pass on special thanks to CCP Logibro who has made the transition period pain free and allowed us to hit the ground running and for answering our questions about Delta as quickly as possible.
As a Gallante user I'm particularly looking forward to your imput on the Ion Pistol, AR and Plasma Cannon tweaks and I'm also very happy with the proposed changes to the NPE.
The Hotfix process has been so far a big boost to the game and Delta will hopefully give it more momentum to build on.
Keep your feedback coming.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Crashy Mc Boom-bewm
The United Socialist Liberation Front
49
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Posted - 2014.08.30 17:05:00 -
[22] - Quote
Please dont nerf the ROF on the Scr, the issue is the heat build up over time. Make it so each bullet adds a certain amount of heat so people with modded controlers can fire the same amount of bullets a person with a regular controler can.
If at first it doesn't work, beat it with a brick.
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Chief-Shotty
WASTELAND JUNK REMOVAL Top Men.
154
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Posted - 2014.08.30 17:14:00 -
[23] - Quote
Projectile damage profile would make more sense at -5% shields and +5% armor. The combat rifles already seem to struggle against shields. Sure it fires fast but those bullets must count or else. The proficiency of the weapon is to be considered and the armor reduction is necessary.
DO NOT UNDER ANY CIRCUMSTANCE HAVE -20 shields and +20 armor. That profile is already used by explosives and makes more sense in that tier.
Buff flay lock pistol with a projectile speed increase and higher direct damage, This would be skill shot weapon. I would want it akin to a magnum but it uses rocket ammunition. Keep current splash damage but buff splash radius for all tiers to 2.0-2.5. We don't want a handheld mass driver but still somewhat effective if you can't get a direct shot (i.e a scout) I actually would prefer the proficiency to increase the projectile speed not splash.
Minmatar ehp bonus.... I am happy with this. I exclusively run minmatar assault in commando and the commando needs it in spades. I sure scouts will be happy to. Don't effect speed please. We will still have the overall lowest ehp than any suit. But nice to have so we aren't obliterated the moment we are sneezed at.
Nerf scrambler rifle RoF i haven't had issues with the assault scrambler givin it lower damage but the primary variant should not be able to fire as fast with over 72 base damage not even considering damage mods. Emphasize long range and charge shot ability Lower hip fire on it as well slightly.
Yes get those snipers out of the redline. Why you guys want to have that easy street? I want to be able to find you and kill you like everybody else that puts in work
8-Time New Eden Mass Driver Champion
Min Commando Combat Rifle and Mass Driver = FUN and Tears
OMG the Tears!! :)
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Mobius Wyvern
Onslaught Inc RISE of LEGION
5312
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Posted - 2014.08.30 17:14:00 -
[24] - Quote
Fizzer XCIV wrote:1st
Alright. Feedback time.
Good call on the Sniper Changes. Not ideal, but it will definitely improve the game all the same.
Do what is right for the sidearms. Make them good, fun weapons, not backup weapons.
The ScR could use a Nerf, but don't Nerf it in a way that cripples the hardcore users. (Don't listen to Monkey MAC, basically.) The Projectile weapon damage profile change will be interesting, and I approve of leveling it out. May I suggest a -5/+5 profile. A lot of people use the Combat rifle because it works somewhat well against both armor and shields compared to other profiles. ARs need love. Not too much though. Just a little peck on the cheek.
I'm not hugely knowledgable on turrets, but dangerous small blasters sounds fun.
Not sure if Swarms vs ADS was a problem. Guess we will see how that turns out... I forsee a lot of ADSer QQ.
Nova knife optimization. Minjas will love that. I approve of buffing high skill playstyles.
Nanite Injectors. OK. No real opinion here. Go for it.
Please leave the Plasma Cannon as is. Its fine. Fix its bugs. I have to disagree on the Plasma Cannon. The extremely slow moving projectile has rendered the weapon worthless as an AV option since day one. Of all the weapons in this game, for AV it has the highest skill requirement and least reward for said skill.
The Plasma Cannon needs to be a true contender. Speed increase is a must.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Cat Merc
Onslaught Inc RISE of LEGION
11883
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Posted - 2014.08.30 17:18:00 -
[25] - Quote
Just remember when you buff Minmatar HP that they have a huge stamina recharge advantage, which is quite handy since they can practically sprint non stop.
Their speed isn't the only thing making their mobility great.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11883
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Posted - 2014.08.30 17:19:00 -
[26] - Quote
Why aren't you changing the Assault bonuses?
Do you honestly, truly think that an extra 500-600 damage per clip = 25% less dispersion on an already fairly accurate rifle, and 25% reload reduction on the longest range rifle in the game?
Look at it this way, if they miss a few shots, then they lost their extra damage, no biggie. If they do hit everything, then they get an extra 500-600 damage per clip.
With the dispersion, you aren't adding any extra damage, you only make existing damage apply better, but what would it matter if you have increased damage per clip to compensate for a few bullets missing?
Feline overlord of all humans - CAT MERC
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Heimdallr69
Nyain San General Tso's Alliance
3394
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Posted - 2014.08.30 17:23:00 -
[27] - Quote
Spademan wrote:Heimdallr69 wrote:Spademan wrote:Personally I'd rather the -20/+20, just because it's the opposite of the laser profile (I know explosives are already, but still) That'd be to big of a change I mean look at the ASCR... Let's not make the CBR useless. That's not what made it useless. The heat increase just seems to have been too much. Following your logic, the normal Scrambler rifle, the scrambler pistol, mass driver, schwarma launcher, laser rifle and flaylock pistol are all useless too. (Granted, the flaylock and schwarma probably are) That's umm yeah let's compare with those weapons lmao. If you go 20/20 we will be expecting a respec I did not max out my min assault and CBR for it to be useless. Go use the ASCR in a PC then give me your thoughts. Also this was the case before the heat build up nerf.
Removed inappropriate content - CCP Logibro
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
174
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Posted - 2014.08.30 17:24:00 -
[28] - Quote
CCP Rattati wrote: Dropsuits Minmatar dropsuits - small ehp buff across the board
Finally some love given to the minmatar sentinal. Overall great changes and love the fact your buffing the PLC. Also, what about assault bonuses?
The Blazing Intellect Machine
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Right-wing Extremist
Nos Nothi
892
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Posted - 2014.08.30 17:31:00 -
[29] - 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.
There's an important point to think about here, Rattati: If the sniper can hit you, you can hit him/her.
Think about that.
I run the Minmatar scout, I live and die by my knives. But there're maps where that's suicidal at best and patently stupid at worst. (Yes, I'm implying that being stupid is worse than being suicidal, you read that correctly.) So on those maps, I will often snipe. I have some uncommon spots picked out and I know the common spots from when I was a newbro sniper, so I do fairly well at sniping in general and above average at counter-sniping.
I have killed that guy 300-400m back inside the redline with my Charge. I have removed the Thale's sniper from the top of the MCC with my Charge. I've ferreted out the location of a good sniper in an uncommon position by having my squadmates tell me where they were when the sniper popped them, and what the sniper's distance was from that spot.
While sniping, I have been killed by 80GJ railguns mounted on tanks. I have been countersniped by militia sniper rifles. I have been forge gunned from 250+ meters (note that it takes me several shots with my Charge SR to kill a forge gunner, but even if I'm sniping in my ck.0 commando suit, it only takes him one shot to kill me).
I have been counter-sniped after having an enemy dropship buzz my general area with his scanner running, illuminating my position for his squadmate, who then must have spent a minute or two moving to a vantage he could safely attack me from without me locating and counter-countersniping him before he could finish me off. I have been counter-countersniped and had to move pretty far myself to kill an enemy sniper (in those instances, I often consider the duel lost if he killed me more times than I killed him, even if the last kill is mine - usually, they stop after I get them once, especially Thale's snipers).
What I'm saying, Rattati, is that the SR doesn't need a nerf of any kind - hell, you already nerfed it at long range with the change of the reticule. The dot made lining up a headshot much simpler - if you couldn't see the head, you were right on target. Now, the head will be inside the circle and the Target Intel will read 175% and you miss completely or score a body shot, allowing the target to run behind cover before your rifle's come out of the recoil animation. The circle also makes leading a target more difficult. Shooting at a cloaked scout running at 11m/sec wasn't this difficult, before. Now I miss those shots 3 out of 5 times.
What the SR actually needs is an increase to the headshot damage multiplier and a slight upward adjustment of damage at the STD and ADV tiers, similar to what you did with the NK. I would agree with a downshift in range from 600m to 500m for the Charge, but the Tactical variants and the Thale's rifle need to keep their range right where it's at.
Snipers have plenty of effective counters, Rattati. Outside the red zone, everything counters us. Inside the red zone, other snipers counter us, forge gunners counter us, tanks counter us, ADS (which we never even see on tacnet) counter us, militia dropships with door gunners (which we also never see on tacnet) counter us, LAV mounted rails and missiles counter us, and anyone determined enough to come into the red zone to kill us, knowing they won't make it out alive (I've run into the red zone to stab snipers dozens of times, even got hatemail from a ck.0 Assault with a Thale's for doing that very thing).
Red line snipers are inconvenient, but they are in NO way "risk free". People just need to put more thought into hunting them.
For the record, MOST of my spots aren't in the red zone - I only snipe from the red zone when your map design has given me no other decent vantage point to choose.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
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S-PANZA
Expert Intervention Caldari State
34
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Posted - 2014.08.30 17:32:00 -
[30] - Quote
Ive noticed that these feedback posts usually cater to a handfull that dedicate themselves to be forum warriors and lobby for changes to benefit their play styles. The different classes of drop suits implies different play styles, some like offensive oriented slayer type of play while others enjoy defensive and each choose a class accordingly. Devs should be unbiased when making changes and not buckle to the popular forum rants. Consider the forum posters are a minority in the playing community, the majority of players dont post.
This brings me to the Snipers. Seems like snipers are always hated and thats part of a snipers draw. All I ever hear from haters is how ineffective snipers are, how theyre not helping the team because they arent on the battle front slaying. Described by most an inconvenience rather than a threat . Well snipers arent slayers , they are specialists. A slayer feels satisfaction with his ability to scurry around with his gunplay, a sniper gets satisfaction by head shooting a cloaked scout running across an open area at 10 mps at 500 m. Different accomplishments with different skills.
Considering a range reduction to snipers is ridiculous,by definition a sniper is someone that shoots from a concealed distant position. The argument that there is no counter has been brought up before and has been responded by many saying every thing from counter sniper to Kamikaze DS with militia heavy fits dropping on snipers.
If anything snipers need a buff to damage , better zoom and hit detection . While were talking about changes , the reticle should be changed back to a dot for better accuracy. To nerf the sniper in any way will alienate a group of players from the game . Will reduce the diversity even further by forcing a mid range / CQC slayer only type of game. |
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Cass Caul
997
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Posted - 2014.08.30 17:39:00 -
[31] - Quote
Sorry, Jaceon, but this is a democracy. Where everyone's opinion counts equally, and more people hate the existence of a sniper rifle in any form than anyone is willing to have it be viable PC weapon- which right now includes every weapon except the Ion Pistol and Sniper Rifle.
I blame her for nova knife kills on tanks
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Right-wing Extremist
Nos Nothi
894
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Posted - 2014.08.30 17:41:00 -
[32] - Quote
S-PANZA wrote:Ive noticed that these feedback posts usually cater to a handfull that dedicate themselves to be forum warriors and lobby for changes to benefit their play styles. The different classes of drop suits implies different play styles, some like offensive oriented slayer type of play while others enjoy defensive and each choose a class accordingly. Devs should be unbiased when making changes and not buckle to the popular forum rants. Consider the forum posters are a minority in the playing community, the majority of players dont post.
This brings me to the Snipers. Seems like snipers are always hated and thats part of a snipers draw. All I ever hear from haters is how ineffective snipers are, how theyre not helping the team because they arent on the battle front slaying. Described by most an inconvenience rather than a threat . Well snipers arent slayers , they are specialists. A slayer feels satisfaction with his ability to scurry around with his gunplay, a sniper gets satisfaction by head shooting a cloaked scout running across an open area at 10 mps at 500 m. Different accomplishments with different skills.
Considering a range reduction to snipers is ridiculous,by definition a sniper is someone that shoots from a concealed distant position. The argument that there is no counter has been brought up before and has been responded by many saying every thing from counter sniper to Kamikaze DS with militia heavy fits dropping on snipers.
If anything snipers need a buff to damage , better zoom and hit detection . While were talking about changes , the reticle should be changed back to a dot for better accuracy. To nerf the sniper in any way will alienate a group of players from the game . Will reduce the diversity even further by forcing a mid range / CQC slayer only type of game. This merc gets it.
If you DO nerf sniping again, Rattati (because changing the reticule WAS a nerf, as it turns out), you'd best offer a respec to suits and light weapons so I can get back the SP we've invested in Caldari Commando and Sniper Rifles. I didn't pay for Omega boosters just for you to take away 50% of my content with a "hotfix".
Cass Caul wrote:Sorry, Jaceon, but this is a democracy. Where everyone's opinion counts equally, and more people hate the existence of a sniper rifle in any form than anyone is willing to have it be viable PC weapon- which right now includes every weapon except the Ion Pistol and Sniper Rifle.
Democracy is shite. I'm moving to Russia.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2420
|
Posted - 2014.08.30 17:41:00 -
[33] - Quote
Combat rifle to -20/+20 please.
Hybrids are supposed to be In the running for even vs both shields and armor. |
Skybladev2
LUX AETERNA INT RUST415
121
|
Posted - 2014.08.30 17:42:00 -
[34] - Quote
You intended to lower Assault dropships cost, will this happen in Delta, according to Swarms, Standard DS and Shield HAVs buff?
<[^_^]>
|
Cat Merc
Onslaught Inc RISE of LEGION
11884
|
Posted - 2014.08.30 17:43:00 -
[35] - Quote
S-PANZA wrote:Ive noticed that these feedback posts usually cater to a handfull that dedicate themselves to be forum warriors and lobby for changes to benefit their play styles. The different classes of drop suits implies different play styles, some like offensive oriented slayer type of play while others enjoy defensive and each choose a class accordingly. Devs should be unbiased when making changes and not buckle to the popular forum rants. Consider the forum posters are a minority in the playing community, the majority of players dont post.
This brings me to the Snipers. Seems like snipers are always hated and thats part of a snipers draw. All I ever hear from haters is how ineffective snipers are, how theyre not helping the team because they arent on the battle front slaying. Described by most an inconvenience rather than a threat . Well snipers arent slayers , they are specialists. A slayer feels satisfaction with his ability to scurry around with his gunplay, a sniper gets satisfaction by head shooting a cloaked scout running across an open area at 10 mps at 500 m. Different accomplishments with different skills.
Considering a range reduction to snipers is ridiculous,by definition a sniper is someone that shoots from a concealed distant position. The argument that there is no counter has been brought up before and has been responded by many saying every thing from counter sniper to Kamikaze DS with militia heavy fits dropping on snipers.
If anything snipers need a buff to damage , better zoom and hit detection . While were talking about changes , the reticle should be changed back to a dot for better accuracy. To nerf the sniper in any way will alienate a group of players from the game . Will reduce the diversity even further by forcing a mid range / CQC slayer only type of game. The game is risk/reward driven, sitting in a concealed position 500m away in the redline is probably one of the lowest risk things you can do.
Hence the reward being the stupidly useless sniper rifle we have now.
If you want buffs, you have to give up range so that you are closer to the action. You can do more damage, but expect for people to be able to retaliate.
Feline overlord of all humans - CAT MERC
|
Dust User
KILL-EM-QUICK RISE of LEGION
521
|
Posted - 2014.08.30 17:47:00 -
[36] - Quote
CCP Rattati wrote: 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.
I'm down with this. True forge gunners only use assault anyways. |
Right-wing Extremist
Nos Nothi
894
|
Posted - 2014.08.30 17:48:00 -
[37] - Quote
Cat Merc wrote:The game is risk/reward driven, sitting in a concealed position 500m away in the redline is probably one of the lowest risk things you can do.
Hence the reward being the stupidly useless sniper rifle we have now.
If you want buffs, you have to give up range so that you are closer to the action. You can do more damage, but expect for people to be able to retaliate. People can retaliate now - see my first post in this thread, #29 for your reference.
Wanna know what I think is the lowest risk thing you can do?
Run a 1500+ eHP suit with a 700+ DPS weapon that never runs out of ammo (equipment spam) and receives constant armor repair (from the three armor repping nanohives that serve for the few seconds every now and then when your logi with the PRO rep tool gets killed - you know the one, that PRO logi with enough HP to tank 2+ rounds from a Charge SR?). I don't know how those guys sleep at night, all that risk, I'd have PTSD if I played like that. It's gotta be so horrible going 50/0 and collecting 500k+ ISK payouts every match!
Boy, those snipers going 15/1, 20/3 and the like, collecting their 180-250k ISK payouts, they sure have so much reward by comparison.
The only time a sniper goes without deaths is when they're not showing up in the killfeed enough to make anyone care about neutralizing them.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
Tech De Ra
Electronic Sports League
587
|
Posted - 2014.08.30 17:51:00 -
[38] - Quote
Cody Sietz wrote:Please don't buff the RoF on the ScP, it's already a really good weapon and I don't wanna see it become OP again.
A tiny RoF buff on the assault and car-9 might be warranted, but definitely nowhere near to what it was pre-nerf
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
|
Cat Merc
Onslaught Inc RISE of LEGION
11886
|
Posted - 2014.08.30 17:51:00 -
[39] - Quote
Right-wing Extremist wrote:Cat Merc wrote:The game is risk/reward driven, sitting in a concealed position 500m away in the redline is probably one of the lowest risk things you can do.
Hence the reward being the stupidly useless sniper rifle we have now.
If you want buffs, you have to give up range so that you are closer to the action. You can do more damage, but expect for people to be able to retaliate. People can retaliate now - see my first post in this thread, #29 for your reference. Wanna know what I think is the lowest risk thing you can do? Run a 1500+ eHP suit with a 700+ DPS weapon that never runs out of ammo (equipment spam) and receives constant armor repair (from the three armor repping nanohives that serve for the few seconds every now and then when your logi with the PRO rep tool gets killed - you know the one, that PRO logi with enough HP to tank 2+ rounds from a Charge SR?). I don't know how those guys sleep at night, all that risk, I'd have PTSD if I played like that. It's gotta be so horrible going 50/0 and collecting 500k+ ISK payouts every match! Boy, those snipers going 15/1, 20/3 and the like, collecting their 180-250k ISK payouts, they sure have so much reward by comparison. The only time a sniper goes without deaths is when they're not showing up in the killfeed enough to make anyone care about neutralizing them. A counter snipe (AKA need itself to counter), a dropship and an orbital.
If you think that's a fair requirement of force to take down a sniper then I have no further comment.
Edit: That Logi and heavy combo can be easily dislodged with a few remotes or concentrated fire or grenades or nova knives or a plasma cannon (soon to be buffed) etc'.
As much as I hate them, they aren't nearly as hard to remove as a sniper.
Feline overlord of all humans - CAT MERC
|
S-PANZA
Expert Intervention Caldari State
36
|
Posted - 2014.08.30 17:53:00 -
[40] - Quote
Right-wing Extremist wrote:Cat Merc wrote:The game is risk/reward driven, sitting in a concealed position 500m away in the redline is probably one of the lowest risk things you can do.
Hence the reward being the stupidly useless sniper rifle we have now.
If you want buffs, you have to give up range so that you are closer to the action. You can do more damage, but expect for people to be able to retaliate. People can retaliate now - see my first post in this thread, #29 for your reference. Wanna know what I think is the lowest risk thing you can do? Run a 1500+ eHP suit with a 700+ DPS weapon that never runs out of ammo (equipment spam) and receives constant armor repair (from the three armor repping nanohives that serve for the few seconds every now and then when your logi with the PRO rep tool gets killed - you know the one, that PRO logi with enough HP to tank 2+ rounds from a Charge SR?). I don't know how those guys sleep at night, all that risk, I'd have PTSD if I played like that. It's gotta be so horrible going 50/0 and collecting 500k+ ISK payouts every match! Boy, those snipers going 15/1, 20/3 and the like, collecting their 180-250k ISK payouts, they sure have so much reward by comparison. The only time a sniper goes without deaths is when they're not showing up in the killfeed enough to make anyone care about neutralizing them.
^ This |
|
Iron Wolf Saber
Den of Swords
16232
|
Posted - 2014.08.30 17:54:00 -
[41] - Quote
Thor Odinson42 wrote:[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565.
Aye laddy we're be smithin the bullet head having ah wee bit of an explosive on the inside and giving the leading edge a very dense cutting edge so when it gets into the armor... Kablewwwie! Doh this chagin don't make in any ah fair against dat magical barrier because it may be goin off ah bit too early to do any real harm.
CPM 0 Secretary, CPM 1 Elect
Omni-Soldier, Forum Warrior
\\= Advanced Minmatar Logistics =// Unlocked
|
Cody Sietz
Evzones Public.Disorder.
3923
|
Posted - 2014.08.30 17:56:00 -
[42] - Quote
Right-wing Extremist wrote:Cat Merc wrote:The game is risk/reward driven, sitting in a concealed position 500m away in the redline is probably one of the lowest risk things you can do.
Hence the reward being the stupidly useless sniper rifle we have now.
If you want buffs, you have to give up range so that you are closer to the action. You can do more damage, but expect for people to be able to retaliate. People can retaliate now - see my first post in this thread, #29 for your reference. Wanna know what I think is the lowest risk thing you can do? Run a 1500+ eHP suit with a 700+ DPS weapon that never runs out of ammo (equipment spam) and receives constant armor repair (from the three armor repping nanohives that serve for the few seconds every now and then when your logi with the PRO rep tool gets killed - you know the one, that PRO logi with enough HP to tank 2+ rounds from a Charge SR?). I don't know how those guys sleep at night, all that risk, I'd have PTSD if I played like that. It's gotta be so horrible going 50/0 and collecting 500k+ ISK payouts every match! Boy, those snipers going 15/1, 20/3 and the like, collecting their 180-250k ISK payouts, they sure have so much reward by comparison. The only time a sniper goes without deaths is when they're not showing up in the killfeed enough to make anyone care about neutralizing them. and their 1 death came from a guy who had to fly into the redline just to kill them. Then he died.
So you think a heavy, running with a Logi, being in a firefight...on the point...is the same as a guy sitting 600 meters...possibly near a supply depot...also possibably in a fat suit...sitting on a mountain...with no danger of losing his suit are the same.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Cat Merc
Onslaught Inc RISE of LEGION
11886
|
Posted - 2014.08.30 17:56:00 -
[43] - Quote
Fizzer XCIV wrote:1st Please leave the Plasma Cannon as is. Its fine. Fix its bugs. It's as fine as a rough stick.
That thing has nothing working for it.
Feline overlord of all humans - CAT MERC
|
Right-wing Extremist
Nos Nothi
896
|
Posted - 2014.08.30 18:01:00 -
[44] - Quote
Cat Merc wrote:A counter snipe (AKA need itself to counter), a dropship and an orbital.
If you think that's a fair requirement of force to take down a sniper then I have no further comment.
Edit: That Logi and heavy combo can be easily dislodged with a few remotes or concentrated fire or grenades or nova knives or a plasma cannon (soon to be buffed) etc'.
As much as I hate them, they aren't nearly as hard to remove as a sniper. Now I know why so many people in the Shop said you're either an idiot or a troll.
I never mentioned orbitals as a counter to snipers, illustrating that you couldn't find within yourself the attention span to read the bloody post. But yes, OB is also an effective counter - but an incredibly stupid and lazy thing to do, wasting an orbital strike on one enemy player. If you got 4 or 5 snipers all clustered in one spot, sure, drop the OB on 'em. Not for one guy who's unlikely to net more than 10-15 kills anyway.
If the heavy/logi combo is smart, when one dies, the other will turn and eliminate the knifer. I haven't ever seen anyone with more than 300 eHP (read: everybody) die to a grenade if they weren't nearly dead already - not even core locus nades in PC. And when a heavy/logi pair is doing well, they're not alone - that remote isn't going to kill both of them PLUS the other one or two heavies (sometimes more) plus the tanked out assaults, plus the handful of redberries in frontline suits feeding that pair warpoints through their nanohives spammed around the hardpoint.
Post a legitimate, thought-out opinion that actually works as a retort to my own post (#29 in this thread) or I'm just not going to be able to take you seriously at all.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
emm kay
G0DS AM0NG MEN General Tso's Alliance
186
|
Posted - 2014.08.30 18:04:00 -
[45] - Quote
nobody's going to mention the forge gun?
I hate to say it, but the forge gun needs a nerf.
--
You called, sir?
|
Heimdallr69
Nyain San General Tso's Alliance
3394
|
Posted - 2014.08.30 18:05:00 -
[46] - Quote
Personally for projectiles I'd say -10/10 and if that's still no good then -15/15, if you want it underperforming like the ASCR then make it -20/20. CCP you know the ASCR was useless before your heat build up nerf so is this the same path you want projectiles to go down? Remember some of us only skilled into min assault for the bonus but if the CBR is useless then the whole suit is useless.
Removed inappropriate content - CCP Logibro
|
Master Smurf
Nos Nothi
595
|
Posted - 2014.08.30 18:06:00 -
[47] - Quote
If you can increase projectile speeds I would say for the Flaylock:
- Increase the speed of the rocket as well as the damage and impact area (leaving spalsh a fair amount lower) - Decrease the RoF so it isnt easily spammable and a player needs to place his shots.
I think a big issue in its heyday was that the shots came out so quickly that there wasnt any time to react. Once multiple persons spammed an area it was like hellfire.
If the RoF was slower, if your first shot landed and did considerable damage then the opponent still has an opportunity to shimmy and hopefully escape, the bare minimum they force you to place the successive shot(s) to finish you off. If multiple persons fire them at you they also would have to aim and time their shots than just spam, quick reload spam.
I think that offers a much better representation of a "skill shot" weapon
Also remember that damage needs to be high enough to do considerable damage as it only has the three shots and being an explosive weapon puts it at a disadvantage breaking through everyone's first layer of protection ie shields.
"Shine bright like a diamond"
|
Beastlina
Ostrakon Agency Gallente Federation
102
|
Posted - 2014.08.30 18:07:00 -
[48] - Quote
I am glad snipers are getting a damage buff even if they have to lose some range. I'd just like to know exactly how much range. Sniping from the red line is obviously something to get rid of but please just keep in mind that they are still meant to have a nice long range. A lot of maps aren't very sniper friendly and forcing snipers(if they continue to snipe after this balancing) into more obvious spots will most likely encourage more brick tanked sniping to avoid being counter sniped after 1-2 kills.
On top of that you are increasing head shot damage which is good and bad for snipers because it means we can kill more suits with less shots, but because snipers are stationary it's going to allow a lot more people to just pick up a regular tac sniper rifle and easily counter snipe then move on because we have to be somewhat close and aren't going to be too hard to find.
Snipers never really had an impact on the outcome of most games. After this re balancing they probably still won't. There are no new places to snipe from and we will be a lot more accessible at closer ranges, the damage buff will be great but i think sniping was also meant to be a stealthy kind of role that rewards 1 hit kills in that it is harder to discern a snipers location. If snipers become easy to kill and people enjoy not having to worry about them at all then so be it. I like to play the field in my scout suits and i would still continue to play. I just feel that if a role that has minimal effect on the outcome of a match and is played mostly for enjoyment is nerfed too hard people are just going to stop sniping all together.
Just to be clear i'm NOT against this change i just want you guys to handle it carefully. I think you should go ahead with the change just be mindful of your maps layouts in terms of sniping. The amount of compensation of the damage buff really depends on exactly how much the range is being reduced. |
Ryme Intrinseca
1680
|
Posted - 2014.08.30 18:09:00 -
[49] - 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. 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.
Quote: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. Sounds sensible.
Quote:Assault HMG buffed, burst HMG needs a slight tune down I use the burst all the time but I admit it is a little OP. Maybe the RoF of the burst could decrease a little. Not a lot or it will be back to marginal usefulness. Also, as was discussed in another thread, the assault HMG needs to be renamed or given a different role. For the rifles, assault means shorter range, not longer range.
Quote:Small Rail ROF reduced God yes! These things are absolutely brutal. A DS can effectively shower infantry with full auto sniper fire from the edge of swarm range with total impunity.
Quote:Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design I agree the previous profile was an anomaly, but if you just change the damage profile and leave the weapons otherwise unchanged that's an across-the-board 5% nerf on projectile weapons. So you should probably do a compensatory increase in the damage stats for projectile weapons. |
Cat Merc
Onslaught Inc RISE of LEGION
11888
|
Posted - 2014.08.30 18:09:00 -
[50] - Quote
Right-wing Extremist wrote:Cat Merc wrote:A counter snipe (AKA need itself to counter), a dropship and an orbital.
If you think that's a fair requirement of force to take down a sniper then I have no further comment.
Edit: That Logi and heavy combo can be easily dislodged with a few remotes or concentrated fire or grenades or nova knives or a plasma cannon (soon to be buffed) etc'.
As much as I hate them, they aren't nearly as hard to remove as a sniper. Now I know why so many people in the Shop said you're either an idiot or a troll. I never mentioned orbitals as a counter to snipers, illustrating that you couldn't find within yourself the attention span to read the bloody post. But yes, OB is also an effective counter - but an incredibly stupid and lazy thing to do, wasting an orbital strike on one enemy player. If you got 4 or 5 snipers all clustered in one spot, sure, drop the OB on 'em. Not for one guy who's unlikely to net more than 10-15 kills anyway. If the heavy/logi combo is smart, when one dies, the other will turn and eliminate the knifer. I haven't ever seen anyone with more than 300 eHP (read: everybody) die to a grenade if they weren't nearly dead already - not even core locus nades in PC. And when a heavy/logi pair is doing well, they're not alone - that remote isn't going to kill both of them PLUS the other one or two heavies (sometimes more) plus the tanked out assaults, plus the handful of redberries in frontline suits feeding that pair warpoints through their nanohives spammed around the hardpoint. Post a legitimate, thought-out opinion that actually works as a retort to my own post (#29 in this thread) or I'm just not going to be able to take you seriously at all. I said orbitals because it's always mentioned eventually.
Now tell me, again, why do you think it's fair that snipers require special attention to dislodge? Why do you need to suicide with a dropship to remove them? Why do you need to bring out a sniper (countering something with itself is always a bad idea in design)?
You can call me an idiot or a troll, but mark my words if snipers become powerful and can still snipe from the safety of the redline, they will get the nerf bat as snipers plague the game.
Feline overlord of all humans - CAT MERC
|
|
Cat Merc
Onslaught Inc RISE of LEGION
11888
|
Posted - 2014.08.30 18:12:00 -
[51] - Quote
Ryme Intrinseca wrote:Quote:Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design I agree the previous profile was an anomaly, but if you just change the damage profile and leave the weapons otherwise unchanged that's an across-the-board 5% nerf on projectile weapons. So you should probably do a compensatory increase in the damage stats for projectile weapons. Heck to the **** to the no. None of the projectile weapons need a buff, they're all best in class bar none.
Feline overlord of all humans - CAT MERC
|
Weznof Nalek
Prima Gallicus
77
|
Posted - 2014.08.30 18:12:00 -
[52] - 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.
Remove the redzone, snipers might be affected. |
Right-wing Extremist
Nos Nothi
897
|
Posted - 2014.08.30 18:16:00 -
[53] - Quote
Cody Sietz wrote:and their 1 death came from a guy who had to fly into the redline just to kill them. Then he died.
So you think a heavy, running with a Logi, being in a firefight...on the point...is the same as a guy sitting 600 meters...possibly near a supply depot...also possibably in a fat suit...sitting on a mountain...with no danger of losing his suit are the same.
I guess #29 was too long for your attention span, as well?
To summarize: There are LOTS of ways to kill snipers. I've used every one of them (except the forge gun). I've been killed by every one of them while sniping, whether inside the red zone or outside of it.
Bro, do you even snipe? If you're anywhere near the supply depots in the red zone, you have no vantage point of anything at all, except on one or two maps you MIGHT have a shot at the roof of a tall tower. Good luck getting 50+ kills and a 500k+ ISK payout sitting there staring at those rooftops hoping someone appears there and stands still for you to get your prime headshot.
Snipers, even those in ak.0 Sentinel suits with complex plates, aren't difficult to kill. What you and the rest of the forum qq'ers are really upset about is having to deal with a threat that doesn't simply run toward you across an open field of fire.
I mean seriously, even "head glitching" isn't the sniper's fault. I've sat in a spot and had enemy sniper bullets ricochet off the dirt right in front of me - I'm sure that sniper probably had 175% displaying, indicating a perfect headshot. I didn't intend for that - it's the way the game renders at range. You know what I do when I encounter that? I move to another position and take that sniper from a different angle where my hit actually registers. Simple.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
Right-wing Extremist
Nos Nothi
897
|
Posted - 2014.08.30 18:18:00 -
[54] - Quote
Weznof Nalek wrote:Remove the redzone, snipers might be affected. I'd be for this, except spawn camping.
Solution: add Smart Deploy to Skirmish/Domination modes... a few patches ago, Smart Deploy was dramatically improved. I'll bet it could be improved just a little bit further and become a better solution than "the red zone" to prevent spawn caming/griefing.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
Master Smurf
Nos Nothi
595
|
Posted - 2014.08.30 18:19:00 -
[55] - Quote
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.
Your bias is always shocking.
They are changing their weapon profile and the reason the Minny are most likely getting the ehp buff is because the speed difference is near pointless. Gallente have more low slots and PG so were already able to run the same speed or faster with more health.
On the projectile damage profile:
was -5, 5 considered or -10, 15 keeping the unbalance but reducing some of their efficiency vs shields.
"Shine bright like a diamond"
|
Master Smurf
Nos Nothi
595
|
Posted - 2014.08.30 18:21:00 -
[56] - Quote
Cat Merc wrote:Ryme Intrinseca wrote:Quote:Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design I agree the previous profile was an anomaly, but if you just change the damage profile and leave the weapons otherwise unchanged that's an across-the-board 5% nerf on projectile weapons. So you should probably do a compensatory increase in the damage stats for projectile weapons. Heck to the **** to the no. None of the projectile weapons need a buff, they're all best in class bar none.
According to Rattati they arent
"Shine bright like a diamond"
|
Cat Merc
Onslaught Inc RISE of LEGION
11889
|
Posted - 2014.08.30 18:22:00 -
[57] - Quote
Right-wing Extremist wrote:Cody Sietz wrote:and their 1 death came from a guy who had to fly into the redline just to kill them. Then he died.
So you think a heavy, running with a Logi, being in a firefight...on the point...is the same as a guy sitting 600 meters...possibly near a supply depot...also possibably in a fat suit...sitting on a mountain...with no danger of losing his suit are the same.
I guess #29 was too long for your attention span, as well? To summarize: There are LOTS of ways to kill snipers. I've used every one of them (except the forge gun). I've been killed by every one of them while sniping, whether inside the red zone or outside of it. Bro, do you even snipe? If you're anywhere near the supply depots in the red zone, you have no vantage point of anything at all, except on one or two maps you MIGHT have a shot at the roof of a tall tower. Good luck getting 50+ kills and a 500k+ ISK payout sitting there staring at those rooftops hoping someone appears there and stands still for you to get your prime headshot. Snipers, even those in ak.0 Sentinel suits with complex plates, aren't difficult to kill. What you and the rest of the forum qq'ers are really upset about is having to deal with a threat that doesn't simply run toward you across an open field of fire. I mean seriously, even "head glitching" isn't the sniper's fault. I've sat in a spot and had enemy sniper bullets ricochet off the dirt right in front of me - I'm sure that sniper probably had 175% displaying, indicating a perfect headshot. I didn't intend for that - it's the way the game renders at range. You know what I do when I encounter that? I move to another position and take that sniper from a different angle where my hit actually registers. Simple. Here's the deal: If a guy can run up to the sniper and nova knife him, I have no problem with snipers. That means they are reachable without using some excessive amounts of force, and that means all suits can retaliate.
Feline overlord of all humans - CAT MERC
|
Logi Bro
Brutor Vanguard Minmatar Republic
3279
|
Posted - 2014.08.30 18:23:00 -
[58] - Quote
As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run.
SP Sinks? Fixed.
|
Right-wing Extremist
Nos Nothi
901
|
Posted - 2014.08.30 18:26:00 -
[59] - Quote
Cat Merc wrote:I said orbitals because it's always mentioned eventually.
Now tell me, again, why do you think it's fair that snipers require special attention to dislodge? Why do you need to suicide with a dropship to remove them? Why do you need to bring out a sniper (countering something with itself is always a bad idea in design)?
You can call me an idiot or a troll, but mark my words if snipers become powerful and can still snipe from the safety of the redline, they will get the nerf bat as snipers plague the game. Everything needs special attention to dislodge. Nothing is casually killed in this game.
Scouts = good eyes or break out the GalLogi OR the Amarr scout Heavy Logi equipment spammed hardpoint = bring your whole squad and have links very close by ADS = skilled pilots go 20+ matches without losing a single ship, racking up 30+ kills per match; the only counter is their own screw ups when under fire Tanks = Other tanks, ADS, 3+ infantry with AV OR brave/suicidal scouts with REs and/or knives. Red Zone Snipers = Snipers, Tanks, ADS, LAV gunners, Orbitals...
Seems fine, to me.
EDIT: I've killed at least 17 red zone snipers with nova knives, and made it back out of the red zone at least 6 of those times. One of the times I died, that was the one where I stabbed the ck.0 assault with the Thale's and got the hatemail. I can forward it to you if you like.
EDIT 2: I wouldn't have stabbed that guy if he hadn't sniped me. He only had like 5-6 kills the whole match up to that point and we were winning. Since I started out as a sniper, I take getting sniped personally. vOv
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
Ld Collins
Molon Labe. General Tso's Alliance
166
|
Posted - 2014.08.30 18:29:00 -
[60] - Quote
Buff the cpu/pg off all tanks please gunnlogis need pg and maddys need cpu. |
|
Right-wing Extremist
Nos Nothi
901
|
Posted - 2014.08.30 18:33:00 -
[61] - Quote
Ld Collins wrote:Buff the cpu/pg off all tanks please gunnlogis need pg and maddys need cpu. No they don't. I'm working on a tanker alt right now, and I get it. You gotta invest a ton of SP into your defensive module support skills (fitting optimization), the weapon fitting optimization and the base weapon skill to reduce your pg/cpu needs of the modules/weapons. People running around with hardeners that never seem to turn off and damage mods that never seem to turn off and Ion/Particle Cannons? Yeah, they've got months invested into just that role to be able to even fit all of that stuff together on the same vehicle.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
357
|
Posted - 2014.08.30 18:37:00 -
[62] - Quote
Add new Officer Light Weapons as well as key missing FW items to the LP Store Can you add FW items to faction packs in the playstation store |
Ryme Intrinseca
1680
|
Posted - 2014.08.30 18:39:00 -
[63] - Quote
Crashy Mc Boom-bewm wrote:Please dont nerf the ROF on the Scr, the issue is the heat build up over time. Make it so each bullet adds a certain amount of heat so people with modded controlers can fire the same amount of bullets a person with a regular controler can. Heat build up over time should be changed to a shot-based system, but that does not begin to address the power differential between ScR and other rifles. Compared to the other semi-auto, the Tac AR, the ScR has 235 extra DPS and far longer range - it's not even close to balanced. As far as I can see, a RoF decrease is the best way to bring the DPS in line with other weapons, since it hurts turbo users more than DS3 users. |
Cat Merc
Onslaught Inc RISE of LEGION
11891
|
Posted - 2014.08.30 18:40:00 -
[64] - Quote
Rattati, could you give us the average KD of snipers?
I think it would be an interesting metric to see. If it's higher than average by a large margin, then you can definitely say that they are safer than others
Feline overlord of all humans - CAT MERC
|
Monty Mole Clone
Shiv M
198
|
Posted - 2014.08.30 18:47:00 -
[65] - Quote
i cant wait for all the triple damage modded 1000 ehp ak.0s with combat and assault combat rifles. im calling it right now
lets just burn this motherfucker down
|
Ryme Intrinseca
1680
|
Posted - 2014.08.30 18:48:00 -
[66] - Quote
Cat Merc wrote:Ryme Intrinseca wrote:Quote:Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design I agree the previous profile was an anomaly, but if you just change the damage profile and leave the weapons otherwise unchanged that's an across-the-board 5% nerf on projectile weapons. So you should probably do a compensatory increase in the damage stats for projectile weapons. Heck to the **** to the no. None of the projectile weapons need a buff, they're all best in class bar none. I didn't say anything about a buff. |
Right-wing Extremist
Nos Nothi
905
|
Posted - 2014.08.30 18:50:00 -
[67] - Quote
Cat Merc wrote:Rattati, could you give us the average KD of snipers? I think it would be an interesting metric to see. If it's higher than average by a large margin, then you can definitely say that they are safer than others Since the whinging is about snipers in the red zone, a more useful metric would be the K/D of redline snipers and the K per match of redline snipers. I doubt CCP has the ability to track this, but they might surprise me.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
Ryme Intrinseca
1680
|
Posted - 2014.08.30 18:51:00 -
[68] - Quote
Cat Merc wrote:Rattati, could you give us the average KD of snipers? I think it would be an interesting metric to see. If it's higher than average by a large margin, then you can definitely say that they are safer than others Or better yet, average deaths per match for snipers. Pretty sure it will be lower than other infantry... |
sabre prime
Crux Special Tasks Group Gallente Federation
384
|
Posted - 2014.08.30 18:51:00 -
[69] - 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
Looks like ISK farming of alts will stop overnight. Again, nice to see.
Desperate attempt to get BPOs
|
S-PANZA
Expert Intervention Caldari State
39
|
Posted - 2014.08.30 18:55:00 -
[70] - Quote
Ryme Intrinseca wrote:Cat Merc wrote:Rattati, could you give us the average KD of snipers? I think it would be an interesting metric to see. If it's higher than average by a large margin, then you can definitely say that they are safer than others Or better yet, average deaths per match for snipers. Pretty sure it will be lower than other infantry...
I thought KD was an insignificant stat in this game. How about average WP gained snipers vs others , that would be more reflective of a risk vs reward system.
|
|
Tech De Ra
Electronic Sports League
588
|
Posted - 2014.08.30 18:58:00 -
[71] - Quote
S-PANZA wrote:Ryme Intrinseca wrote:Cat Merc wrote:Rattati, could you give us the average KD of snipers? I think it would be an interesting metric to see. If it's higher than average by a large margin, then you can definitely say that they are safer than others Or better yet, average deaths per match for snipers. Pretty sure it will be lower than other infantry... I thought KD was an insignificant stat in this game. How about average WP gained snipers vs others , that would be more reflective of a risk vs reward system.
KD is a good indication of risk to the user of said weapon
Prime League champion
SGL Sidearm champion
Fanfest '14 All star champion
|
Cass Caul
1003
|
Posted - 2014.08.30 18:59:00 -
[72] - Quote
IMO, I'd like to see Hybrid Blasters at +5%/-5% Hybrid Rails at -5%/+5%
Projectile at -10%/+10%
Shields/Armor
Hybrid Weapons are supposed to be the closest in damage between shields/armor which projectiles being the second best at tearing through armor (second to explosives).
I blame her for nova knife kills on tanks
|
Adipem Nothi
Nos Nothi
4621
|
Posted - 2014.08.30 19:01:00 -
[73] - Quote
Right-wing Extremist wrote:Now I know why so many people in the Shop said you're either an idiot or a troll.
@ Cat Merc
The above characterization is neither fair nor accurate. To clarify, there was a brief conversation behind closed doors wherein concerns were raised about your occasional, pro-Gallentean leanings. We'd discussed that you were perhaps at times misguided (i.e. "AR-514 is the best 514!"), but we did not conclude that you were an idiot or troll.
As far as the Shop is concerned, your opinions are as valid as those of any other veteran. Please accept my apologies for the above mischaracterization.
Shoot scout with yes.
- Ripley Riley
|
mollerz
5223
|
Posted - 2014.08.30 19:05:00 -
[74] - Quote
Great solution to ISK farming. And good for n00bs too.
Flaylock: I know people liek to take the stance that it should be a skill shot weapon. I would like to go the other route and call it what it really is- AOF weapon. The direct hits are nice, but may as well make it a rocket propelled arrow then.
Also, Can we have a flaylock variant that fires fluxes? How about an AV variant as well?
The minja suit: It is still quite PG deficient. I'd rather have PG than EHP. As far as the nova knife optimization skill... yes. It has to mean more than -2PG after 2mil + SP, though.
Combat rifle: I'd kind of like to play with -20/+20. It would make the weapon a lot more interesting and situational.
On to other things you didn't mention:
Sprint bug: Please, with all that is holy, tell us you've utilized the great footage supplied to you by the community and are nailing down a fix for delta.
Factional Warfare: Can you guys look into enforcing racial variants to play for each race i.e. Minmatar can only use minmatar dropsuits/weapons. Notable exceptions are weapons that aren't racially developed out such as knives and Heavy Weapons.
but hey since I said it- how about knives and heavy weapons for the other races?
Coiled and Ready to Strike
|
Cody Sietz
Evzones Public.Disorder.
3925
|
Posted - 2014.08.30 19:06:00 -
[75] - Quote
Master Smurf 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. Your bias is always shocking. They are changing their weapon profile and the reason the Minny are most likely getting the ehp buff is because the speed difference is near pointless. Gallente have more low slots and PG so were already able to run the same speed or faster with more health. On the projectile damage profile: was -5, 5 considered or -10, 15 keeping the unbalance but reducing some of their efficiency vs shields. And Minmatar have more high slots, so you can make up for this buff to armour dmg with more dmg mods.
You get more speed and stamina but lose a small amount of ehp, now you get more speed/stamina and will have the same ehp.
What's the trade off?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
Glitch116
Carbon 7 Iron Oxide.
138
|
Posted - 2014.08.30 19:07:00 -
[76] - Quote
Right-wing Extremist wrote:Ld Collins wrote:Buff the cpu/pg off all tanks please gunnlogis need pg and maddys need cpu. No they don't. I'm working on a tanker alt right now, and I get it. You gotta invest a ton of SP into your defensive module support skills (fitting optimization), the weapon fitting optimization and the base weapon skill to reduce your pg/cpu needs of the modules/weapons. People running around with hardeners that never seem to turn off and damage mods that never seem to turn off and Ion/Particle Cannons? Yeah, they've got months invested into just that role to be able to even fit all of that stuff together on the same vehicle.
yet despite have all fitting skills for vehicles lvl 5 i stll cant fit small turrets on my maddy without dropping to basic large gun and i still will end up with less tank then a ds
I AM THE KING OF THE BLASTER!!!
deal with it
|
S-PANZA
Expert Intervention Caldari State
39
|
Posted - 2014.08.30 19:08:00 -
[77] - Quote
Tech De Ra wrote:S-PANZA wrote:Ryme Intrinseca wrote:Cat Merc wrote:Rattati, could you give us the average KD of snipers? I think it would be an interesting metric to see. If it's higher than average by a large margin, then you can definitely say that they are safer than others Or better yet, average deaths per match for snipers. Pretty sure it will be lower than other infantry... I thought KD was an insignificant stat in this game. How about average WP gained snipers vs others , that would be more reflective of a risk vs reward system. KD is a good indication of risk to the user of said weapon
May be an indication of the risk but snipers arent highly rewarded and snipers that go 10+ kills in the game are usually full proto , which means theyll probably go negative isk if killed once. |
I-Shayz-I
I----------I
4720
|
Posted - 2014.08.30 19:18:00 -
[78] - Quote
no no no no no no no no no no no no no no
Are you guys ******* insane?!! a -20/20 for projectile weaponry would be absolute bullshit. Combat rifles already do enough damage to armor as it is, we don't need them doing SCRAMBLER levels of DPS to our armor. Have you ever used a prof 5 Viziam Scrambler against a caldari sentinel? 700 Shields disappear before you can even blink. Now imagine that happening against an armor tanked suit.
No thank you.
And please don't forget that the current best sidearm and primary heavy weapon are ALSO projectile weapons. Because most people armor tank you're essentially buffing the HMG, SMG, and CR/ACR all at once.
Please don't make this mistake CCP. I want projectile damage to actually have a hard time hitting against shields, but I don't want it to melt your armor any faster than it already does.
Edit: Damage profile should be either -10/10 or -5/5. I really want it to be -15/10...but please realize that increasing effectiveness against armor more than 10% is going to make these weapons OP as hell.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
|
voidfaction
Nos Nothi
468
|
Posted - 2014.08.30 19:20:00 -
[79] - Quote
Looking forward to the sniper change. Looking forward to see the heavies trying to use it out of the redline, lol I just might use my Cal scout again with the sniper change.
Projectile dmg proflie change is either going to buff or not change my flux/smg combo on heavies. Sure glad std flux does 1200 vs a std locus 300. < sarcasm |
Right-wing Extremist
Nos Nothi
908
|
Posted - 2014.08.30 19:22:00 -
[80] - Quote
Adipem Nothi wrote:Right-wing Extremist wrote:Now I know why so many people in the Shop said you're either an idiot or a troll. @ Cat Merc The above characterization is neither fair nor accurate. To clarify, there was a brief conversation behind closed doors wherein concerns were raised about your occasional, pro-Gallentean leanings. We'd discussed that you were perhaps at times misguided (i.e. "AR-514 is the best 514!"), but we did not conclude that you were an idiot or troll. As far as the Shop is concerned, your opinions are as valid as those of any other veteran. Please accept my apologies for the above mischaracterization. I was referring more to the negative response generated every time he surfaces there. I.E.: every time he posts, people start ragging on him. This, followed by his own responses (droll, at best), colors my starting view of him as a poster.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2425
|
Posted - 2014.08.30 19:32:00 -
[81] - Quote
I-Shayz-I wrote:no no no no no no no no no no no no no no
Are you guys ******* insane?!! a -20/20 for projectile weaponry would be absolute bullshit. Combat rifles already do enough damage to armor as it is, we don't need them doing SCRAMBLER levels of DPS to our armor. Have you ever used a prof 5 Viziam Scrambler against a caldari sentinel? 700 Shields disappear before you can even blink. Now imagine that happening against an armor tanked suit.
No thank you.
And please don't forget that the current best sidearm and primary heavy weapon are ALSO projectile weapons. Because most people armor tank you're essentially buffing the HMG, SMG, and CR/ACR all at once.
Please don't make this mistake CCP. I want projectile damage to actually have a hard time hitting against shields, but I don't want it to melt your armor any faster than it already does.
Edit: Damage profile should be either -10/10 or -5/5. I really want it to be -15/10...but please realize that increasing effectiveness against armor more than 10% is going to make these weapons OP as hell.
This would be hilarious and suddenly the survivability of shield suits would take a sharp uptick. |
Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:33:00 -
[82] - Quote
Ryme Intrinseca wrote:Cat Merc wrote:Ryme Intrinseca wrote:Quote:Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design I agree the previous profile was an anomaly, but if you just change the damage profile and leave the weapons otherwise unchanged that's an across-the-board 5% nerf on projectile weapons. So you should probably do a compensatory increase in the damage stats for projectile weapons. Heck to the **** to the no. None of the projectile weapons need a buff, they're all best in class bar none. I didn't say anything about a buff. "So you should probably do a compensatory increase in the damage stats for projectile weapons."
Feline overlord of all humans - CAT MERC
|
Mauren NOON
The Exemplars
425
|
Posted - 2014.08.30 19:35:00 -
[83] - Quote
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.
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
|
Ace Starburst
is well hung
112
|
Posted - 2014.08.30 19:36:00 -
[84] - Quote
On the topic of sidearms, is there any way we could get the tactical scrambler pistol added to the market? Love that thing.
|
Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:37:00 -
[85] - Quote
Cass Caul wrote:IMO, I'd like to see Hybrid Blasters at +5%/-5% Hybrid Rails at -5%/+5%
Projectile at -10%/+10%
Shields/Armor
Hybrid Weapons are supposed to be the closest in damage between shields/armor which projectiles being the second best at tearing through armor (second to explosives). I dunno, I like my rifle tearing Caldari a new one
Feline overlord of all humans - CAT MERC
|
The dark cloud
The Rainbow Effect
4011
|
Posted - 2014.08.30 19:39:00 -
[86] - Quote
Im still dissapointed that there is no reptool variant that heals shields. Shield tanked heavys (minmatarr+caldari) are still inferior on the team based gameplay. And im sure some assault players could need the help aswell from the logis. So if you can add shield heal given with nanite injectors then im sure you could aswell give certain reptool variants shield healing.
They say when you die you see a white light which then forms the line of:
"GAME OVER! PLEASE INSERT COIN"
|
Ryme Intrinseca
1682
|
Posted - 2014.08.30 19:40:00 -
[87] - Quote
I-Shayz-I wrote:no no no no no no no no no no no no no no
Are you guys ******* insane?!! a -20/20 for projectile weaponry would be absolute bullshit. Combat rifles already do enough damage to armor as it is, we don't need them doing SCRAMBLER levels of DPS to our armor. Have you ever used a prof 5 Viziam Scrambler against a caldari sentinel? 700 Shields disappear before you can even blink. Now imagine that happening against an armor tanked suit. Won't be doing ScR levels of DPS, because ScR DPS is 840, CR DPS is 600. Still, I agree -20/20 is too high, it just doesn't seem logical that a projectile weapon would have the same profile as an explosive. |
Alldin Kan
Imperfects Negative-Feedback
1209
|
Posted - 2014.08.30 19:40:00 -
[88] - Quote
CCP Rattati wrote: 1. Assault HMG buffed
2. 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.
3. Shield based HAV and DS buffed ehp, Gunnlogi and Myron
4. Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
5. Nanite Injectors - heal same amount of shields as armor, yes quite a buff
1. Does this mean that the HMG will become more accurate over long distance and at shorter time than the other HMGs? If so then I'm ok with this.
2. Seeing how the damage inflicted from splash isn't that lethal as some say, I really don't see the point in nerfing them and Assaults recently got an EHP buff.
3. The DS buff I'm ok with, Shield HAV buff no. Infantry AV is mostly anti-armor and Madrugars have slower recovery than Gunloggi (Shield Booster + Hardener).
4. I'm ok with -15%/+15% on projectiles, let explosives keep -20%/+20%.
5. NOOOOOO, this is overkill for anyone using a sturdy heavy suit. Instead of buffing them add an injector variant that recovers shields and small amount of armor HP.
Alldin Kan has joined the battle!
|
Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:40:00 -
[89] - Quote
Right-wing Extremist wrote:Adipem Nothi wrote:Right-wing Extremist wrote:Now I know why so many people in the Shop said you're either an idiot or a troll. @ Cat Merc The above characterization is neither fair nor accurate. To clarify, there was a brief conversation behind closed doors wherein concerns were raised about your occasional, pro-Gallentean leanings. We'd discussed that you were perhaps at times misguided (i.e. "AR-514 is the best 514!"), but we did not conclude that you were an idiot or troll. As far as the Shop is concerned, your opinions are as valid as those of any other veteran. Please accept my apologies for the above mischaracterization. I was referring more to the negative response generated every time he surfaces there. I.E.: every time he posts, people start ragging on him. This, followed by his own responses (droll, at best), colors my starting view of him as a poster. It's rather amusing when you people have pre established ideas of who I am to the point where you reject anything I say.
I have many people from whom I ask to post my ideas in their name, and those tend to be accepted with a massive yes. It's rather amusing to watch happen.
Feline overlord of all humans - CAT MERC
|
Ace Starburst
is well hung
112
|
Posted - 2014.08.30 19:41:00 -
[90] - Quote
Breakin Stuff wrote:I-Shayz-I wrote:no no no no no no no no no no no no no no
Are you guys ******* insane?!! a -20/20 for projectile weaponry would be absolute bullshit. Combat rifles already do enough damage to armor as it is, we don't need them doing SCRAMBLER levels of DPS to our armor. Have you ever used a prof 5 Viziam Scrambler against a caldari sentinel? 700 Shields disappear before you can even blink. Now imagine that happening against an armor tanked suit.
No thank you.
And please don't forget that the current best sidearm and primary heavy weapon are ALSO projectile weapons. Because most people armor tank you're essentially buffing the HMG, SMG, and CR/ACR all at once.
Please don't make this mistake CCP. I want projectile damage to actually have a hard time hitting against shields, but I don't want it to melt your armor any faster than it already does.
Edit: Damage profile should be either -10/10 or -5/5. I really want it to be -15/10...but please realize that increasing effectiveness against armor more than 10% is going to make these weapons OP as hell. This would be hilarious and suddenly the survivability of shield suits would take a sharp uptick.
It would be interesting. Shield tanked heavies could actually stand toe to toe with their armor tanked brothers.
|
|
Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:42:00 -
[91] - Quote
Ryme Intrinseca wrote:I-Shayz-I wrote:no no no no no no no no no no no no no no
Are you guys ******* insane?!! a -20/20 for projectile weaponry would be absolute bullshit. Combat rifles already do enough damage to armor as it is, we don't need them doing SCRAMBLER levels of DPS to our armor. Have you ever used a prof 5 Viziam Scrambler against a caldari sentinel? 700 Shields disappear before you can even blink. Now imagine that happening against an armor tanked suit. Won't be doing ScR levels of DPS, because ScR DPS is 840, CR DPS is 600. Still, I agree -20/20 is too high, it just doesn't seem logical that a projectile weapon would have the same profile as an explosive. SCR DPS max DPS is rarely reached, only with modded controllers. 600 is a more realistic number.
Feline overlord of all humans - CAT MERC
|
Mauren NOON
The Exemplars
425
|
Posted - 2014.08.30 19:43:00 -
[92] - 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.
Nothing was mentioned of the magsec. This worries me. The magsec needs a pretty drastic reduction for its dispersion. Or it at least needs less kick. Keep the damage and range where it is but please do something about the dispersion and/or kick of the magsec
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
|
Gelan Corbaine
Gladiators Vanguard
480
|
Posted - 2014.08.30 19:43:00 -
[93] - Quote
Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run.
No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits.
However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over.
How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ?
With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it .
No job is worth doing if you don't get paid in the end .
|
Ryme Intrinseca
1682
|
Posted - 2014.08.30 19:44:00 -
[94] - Quote
Cat Merc wrote:Ryme Intrinseca wrote:Cat Merc wrote:Ryme Intrinseca wrote:Quote:Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design I agree the previous profile was an anomaly, but if you just change the damage profile and leave the weapons otherwise unchanged that's an across-the-board 5% nerf on projectile weapons. So you should probably do a compensatory increase in the damage stats for projectile weapons. Heck to the **** to the no. None of the projectile weapons need a buff, they're all best in class bar none. I didn't say anything about a buff. "So you should probably do a compensatory increase in the damage stats for projectile weapons." What I am suggesting is that if projectile loses x% damage application due to profile change it should gain x% damage application from stat improvement. Hence the net result is to maintain current performance level, i.e. there is no buff. |
Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:45:00 -
[95] - Quote
Ryme Intrinseca wrote: What I am suggesting is that if projectile loses x% damage application due to profile change it should gain x% damage application from stat improvement. Hence the net result is to maintain current performance level, i.e. there is no buff.
It should not be compensated, the stats on it are already amazing.
People have been asking for its damage profile to be normalized because it gives it an edge it doesn't need.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:47:00 -
[96] - Quote
Gelan Corbaine wrote:Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run. No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits. However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over. How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ? With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it . Umm, I'm pretty sure the Combat Rifle is the rifle with the least amount of time required to unload a clip.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:48:00 -
[97] - Quote
Hey Rattati, what tweaks do you intend to give to the rifles?
Will you finally change the damage from 33.99 to 34?
Feline overlord of all humans - CAT MERC
|
voidfaction
Nos Nothi
468
|
Posted - 2014.08.30 19:48:00 -
[98] - Quote
Ace Starburst wrote:Breakin Stuff wrote:I-Shayz-I wrote:no no no no no no no no no no no no no no
Are you guys ******* insane?!! a -20/20 for projectile weaponry would be absolute bullshit. Combat rifles already do enough damage to armor as it is, we don't need them doing SCRAMBLER levels of DPS to our armor. Have you ever used a prof 5 Viziam Scrambler against a caldari sentinel? 700 Shields disappear before you can even blink. Now imagine that happening against an armor tanked suit.
No thank you.
And please don't forget that the current best sidearm and primary heavy weapon are ALSO projectile weapons. Because most people armor tank you're essentially buffing the HMG, SMG, and CR/ACR all at once.
Please don't make this mistake CCP. I want projectile damage to actually have a hard time hitting against shields, but I don't want it to melt your armor any faster than it already does.
Edit: Damage profile should be either -10/10 or -5/5. I really want it to be -15/10...but please realize that increasing effectiveness against armor more than 10% is going to make these weapons OP as hell. This would be hilarious and suddenly the survivability of shield suits would take a sharp uptick. It would be interesting. Shield tanked heavies could actually stand toe to toe with their armor tanked brothers. Until someone hit you with a std flux grenade.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2428
|
Posted - 2014.08.30 19:50:00 -
[99] - Quote
voidfaction wrote: Until someone hit you with a std flux grenade.
Whoop-de-frakking-do.
I think I've been fluxed three times in my cal suits.
Imagine my terror. |
Right-wing Extremist
Nos Nothi
908
|
Posted - 2014.08.30 19:54:00 -
[100] - Quote
Cat Merc wrote:It's rather amusing when you people have pre established ideas of who I am to the point where you reject anything I say.
I have many people from whom I ask to post my ideas in their name, and those tend to be accepted with a massive yes. It's rather amusing to watch happen. Let's be fair - I didn't say that I was going to stop taking your posts seriously until after you made it sound like the only way to counter a sniper in the red zone is to switch to a sniper or drop an OB on them, which clearly illustrated that you hadn't read a single word of the post you were purportedly refuting.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
|
Killar-12
The Corporate Raiders Top Men.
3239
|
Posted - 2014.08.30 19:56:00 -
[101] - Quote
CCP Rattati wrote:Dear players
we are ready to share our narrative for Hotfix Delta. As usual, some, all or none of these changes may end up being deployed when the Hotfix is ready. I also want to share that we are very happy with the new CPM and that we are starting to gel as a team that wants only the best for DUST 514. Lots of positive interaction and discussions in the last few weeks.
These are the high level gameplay features we want to look at for Delta.
Weapons Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas)
Add all Miltia Sidearms and Miltia HMG to Market
Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter.
Plasma Cannon - increased projectile speed
Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
Assault HMG buffed, burst HMG needs a slight tune down
Dropsuits Minmatar dropsuits - small ehp buff across the board
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
Turrets Small Rail ROF reduced
Large Blaster splash reduced
Small Blaster splash increased, maybe range increase
Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Most of these issues have been mentioned and discussed on the forums, discovered through data or raised by the CPM.
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
Sidearms Flaylock +.5 Blast Radius and 300% Efficency v Light vehicles 200% v HAVs Bolt 10-15% Damage Increase even if a ROF nerf (remove auto repeat) comes with it Ion Lower heat per shot Scrambler Slight ROF buff 40-80 extra RPM Nova Kinves Good Magsec Fairly good SMG Double Recoil reduce clip to 60 and 40 for MLT
Snipers +50-75 Dam to Tacticals +100-150 Dam to Standards +150-250 to Charges Range reduction to 300M
PLC Agreed, really not needed but it's good too...
Rifles ScR Remove ****** hit detection with following around walls and ****, if not then RoF nerf AScR If overheat does not occur on a Maxed Amarr Assault after a full clip is fired then slightly increase damage, if if does overheat with the Maxed Amarr assault reduce heat buildup AR/PR +1-2 Damage
AHMGs +1 or 2 Damage across the board and +5-10 to optimal
Forges Sounds fine even though the splash is honestly negligable
Turrets Small Rail... Good
Large Blasters are fine as is...
Small Blaster buffs are good
HAV Inertia, great
Shield Vehicles are fine atm...
Projectile Dam Profile needs to be removed and replaced using the explosive one, it saves time and Effort and gives that +/-20
NPE, all sounds great, getting people into a newbie chat channel and using it would be good, but all of that is a good start too.
Shields Good
Injectors Sounds fine and unessecary
Officer Weapons in the LP store... sounds terrible but okay, I'll buy some...
Member of a Dead Alliance and Dead Corp Coming through, still better than you FOTM corp hopping whores
|
Ryme Intrinseca
1683
|
Posted - 2014.08.30 20:00:00 -
[102] - Quote
Cat Merc wrote:Ryme Intrinseca wrote: What I am suggesting is that if projectile loses x% damage application due to profile change it should gain x% damage application from stat improvement. Hence the net result is to maintain current performance level, i.e. there is no buff.
It should not be compensated, the stats on it are already amazing. People have been asking for its damage profile to be normalized because it gives it an edge it doesn't need. Rifle performance is like this:
ScR>RR=ARR=CR=ACR>AScR=AR=BrAR=BuAR=TAR
This is what Rattati has said several times, based on performance data (kills per spawn), furthermore it seems to be the general opinion on the forums. There are 'ScR is OP' threads everywhere, nothing about CR recently.
Maybe the perspective you're coming from is that the ARs are weaker than CRs. No one is denying that, it is assumed in everything I've said. Rattati assumes it as well, in OP he says ARs will be rebalanced which means buffed. But the best way to buff the AR is to BUFF THE AR. If you nerf CR instead, the AR will still be UP, you'll just be dying to RR instead of CR. |
Ace Starburst
is well hung
112
|
Posted - 2014.08.30 20:01:00 -
[103] - Quote
voidfaction wrote:
Until someone hit you with a std flux grenade.
Not generally an issue. Someone has to either surprise me or survive long enough to throw one while being shot with an HMG.
|
MrShooter01
Storm Wind Strikeforce Caldari State
696
|
Posted - 2014.08.30 20:11:00 -
[104] - Quote
CCP Rattati wrote:Dear players Nanite Injectors - heal same amount of shields as armor, yes quite a buff
brb restocking my pile of wiyrkomi injectors to 1500 and putting them on every one of my fittings with an equipment slot |
Gelan Corbaine
Gladiators Vanguard
480
|
Posted - 2014.08.30 20:12:00 -
[105] - Quote
Cat Merc wrote: Umm, I'm pretty sure the Combat Rifle is the rifle with the least amount of time required to unload a clip.
That has absolutely no bearing on my argument Cat .
The damage proposal is to slightly increase the CR's TTK and give the enemy a little more time to react while we chew through their shields to get to that delicious armor center. We need you dead BEFORE you start shooting back because the little ehp we got is used to get to cover running to safety while your friends start blasting at us .
IF the proposal is going to be the case we need to be able to take a couple of hits from you so we CAN make a break for it .
No job is worth doing if you don't get paid in the end .
|
Cat Merc
Onslaught Inc RISE of LEGION
11895
|
Posted - 2014.08.30 20:24:00 -
[106] - Quote
Right-wing Extremist wrote:Cat Merc wrote:It's rather amusing when you people have pre established ideas of who I am to the point where you reject anything I say.
I have many people from whom I ask to post my ideas in their name, and those tend to be accepted with a massive yes. It's rather amusing to watch happen. Let's be fair - I didn't say that I was going to stop taking your posts seriously until after you made it sound like the only way to counter a sniper in the red zone is to switch to a sniper or drop an OB on them, which clearly illustrated that you hadn't read a single word of the post you were purportedly refuting.
I also said use an ADS :P
There is also a forge or a rail tank, though those are more difficult solutions.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Onslaught Inc RISE of LEGION
11895
|
Posted - 2014.08.30 20:26:00 -
[107] - Quote
Gelan Corbaine wrote:Cat Merc wrote: Umm, I'm pretty sure the Combat Rifle is the rifle with the least amount of time required to unload a clip.
That has absolutely no bearing on my argument Cat . The damage proposal is to slightly increase the CR's TTK and give the enemy a little more time to react while we chew through their shields to get to that delicious armor center. We need you dead BEFORE you start shooting back because the little ehp we got is used to get to cover running to safety while your friends start blasting at us . IF the proposal is going to be the case we need to be able to take a couple of hits from you so we CAN make a break for it . The HP difference isn't that large at all, if you use your speed for flanking and strafing, you can definitely win straight up fights.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Onslaught Inc RISE of LEGION
11895
|
Posted - 2014.08.30 20:27:00 -
[108] - Quote
Ryme Intrinseca wrote:Cat Merc wrote:Ryme Intrinseca wrote: What I am suggesting is that if projectile loses x% damage application due to profile change it should gain x% damage application from stat improvement. Hence the net result is to maintain current performance level, i.e. there is no buff.
It should not be compensated, the stats on it are already amazing. People have been asking for its damage profile to be normalized because it gives it an edge it doesn't need. Rifle performance is like this: ScR>RR=ARR=CR=ACR>AScR=AR=BrAR=BuAR=TAR This is what Rattati has said several times, based on performance data (kills per spawn), furthermore it seems to be the general opinion on the forums. There are 'ScR is OP' threads everywhere, nothing about CR recently. Maybe the perspective you're coming from is that the ARs are weaker than CRs. No one is denying that, it is assumed in everything I've said. Rattati assumes it as well, in OP he says ARs will be rebalanced which means buffed. But the best way to buff the AR is to BUFF THE AR. If you nerf CR instead, the AR will still be UP, you'll just be dying to RR instead of CR. VoV
I feel like my AR does what it's supposed to do, I rather the other rifle knocked down to its level, but that's just me.
Feline overlord of all humans - CAT MERC
|
Logi Bro
Brutor Vanguard Minmatar Republic
3280
|
Posted - 2014.08.30 20:33:00 -
[109] - Quote
Gelan Corbaine wrote:Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run. No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits. However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over. How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ? With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it .
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.
SP Sinks? Fixed.
|
Francois Sanchez
What The French Red Whines.
96
|
Posted - 2014.08.30 20:41:00 -
[110] - Quote
I use projectile weapons most of the time, and even if it's a nerf I'm completely up for a change to damage profile. However I would avoid big numbers, I would prefer a -5/+5. That can seem weird, but I think I have good reasons. I've invested in combat rifle first because I like burst weapons with a scope, in every games I play I tend to use that type of gun (hell I've even been using the burst assault rifle before 1.7 whereas it was already crap), but I would never have taken it if it had a desequilibrated profile (and so the suits that boost its performances too), I like to be able to fight most enemies with the same effectiveness. And even if it has changed a bit, most players still run with lots of armour, so you would actually give a kind of buff to the CR by giving it a high bonus against armour, which it doesn't need
Or if you absolutely want a big armour bonus, please choose the -15/+15 because I think each type of gun should have its own damage profile, as -20/+20 and -10/+10 are already used by explosive and rail weaponry, only the -5/+5 and the -15/+15 are available |
|
Right-wing Extremist
Nos Nothi
910
|
Posted - 2014.08.30 20:46:00 -
[111] - Quote
Cat Merc wrote:I also said use an ADS :P
There is also a forge or a rail tank, though those are more difficult solutions. I said those in my initial post here as well. I'll grant you that the FG isn't a simple thing to use (I suck at it), but against a stationary target it's not too bad. The rail tank, sure - if the sniper is at a significant elevation, the tanker has to find something to prop themself up on which can be a pain, but I've killed snipers on the rooftops of Line Harvest with my Sica's main rail. I've been forged and railed off those same towers. If there's a higher set of sniper perches in the game, I haven't found 'em (except the MCC, which I only use on Border Gulch Dom, and then only if I'm on the Charlie side of the map).
Fact is, the only thing we're OHKing with body shots is militia medium suits and ewar-fitted scouts. Militia heavies will often eat a headshot and need a followup, tanked scouts/mediums need headshots (and some scouts are tanked enough to survive one as well), and Sentinels and Commandos... ugh. Though commandos aren't as tough, of course.
If a sniper nets more than 15 kills in a match, from anywhere on the map, either he's excellent at bagging headshots on moving targets or most of your team is spawning in starter fits. Either way, his numbers aren't unjustified - and he's still getting less WP/ISK out of it.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
Cat Merc
Onslaught Inc RISE of LEGION
11896
|
Posted - 2014.08.30 20:51:00 -
[112] - Quote
Right-wing Extremist wrote:Cat Merc wrote:I also said use an ADS :P
There is also a forge or a rail tank, though those are more difficult solutions. I said those in my initial post here as well. I'll grant you that the FG isn't a simple thing to use (I suck at it), but against a stationary target it's not too bad. The rail tank, sure - if the sniper is at a significant elevation, the tanker has to find something to prop themself up on which can be a pain, but I've killed snipers on the rooftops of Line Harvest with my Sica's main rail. I've been forged and railed off those same towers. If there's a higher set of sniper perches in the game, I haven't found 'em (except the MCC, which I only use on Border Gulch Dom, and then only if I'm on the Charlie side of the map). Fact is, the only thing we're OHKing with body shots is militia medium suits and ewar-fitted scouts. Militia heavies will often eat a headshot and need a followup, tanked scouts/mediums need headshots (and some scouts are tanked enough to survive one as well), and Sentinels and Commandos... ugh. Though commandos aren't as tough, of course. If a sniper nets more than 15 kills in a match, from anywhere on the map, either he's excellent at bagging headshots on moving targets or most of your team is spawning in starter fits. Either way, his numbers aren't unjustified - and he's still getting less WP/ISK out of it. I'm not saying that snipers are overpowered now, I'm just saying that buffs must come with a nerf to their safety.
Feline overlord of all humans - CAT MERC
|
Right-wing Extremist
Nos Nothi
912
|
Posted - 2014.08.30 21:04:00 -
[113] - Quote
Cat Merc wrote:I'm not saying that snipers are overpowered now, I'm just saying that buffs must come with a nerf to their safety. AH! Well, that's a different thing entirely. I fear we may have started off on the wrong disagreement - if so, this is likely my fault, so I apologize for the misunderstanding.
I still disagree with you, though.
I've only been playing for 6 months or so, so I can't quote you chapter and verse (that is, what change came in what patch), but I DO know that plates were buffed, shield extenders were buffed and heavy and assault eHP has been buffed. All the while, many light weapons were also buffed, whether directly or indirectly, but the sniper rifles weren't touched. A weapon which by design and intent should be the single most potent anti-infantry "alpha strike" weapon still carries the same damage profile that it had to begin with.
We're firing at 21st century tanks with 19th century artillery. It doesn't work nearly as well as it should.
A body shot from the Charge or Thale's should OHK any light frame. A head shot from the Charge or Thale's should OHK any medium frame. Two or three head shots from a Charge or Thale's (no easy feat, mind you!) should neutralize any heavy frame.
None of those 3 circumstances exist. And for a weapon that requires the user to be stationary (not true of the PLC, Shotgun, or mass driver), distance is absolutely necessary, not just for sniping from the red zone, but for sniping from a suitable altitude (and I'm not talking about the MCC here, either - MCC sniping is for scrubs who can't land dropships in difficult places). If I'm on top of a 150m tall spire with no cover at all and my weapon's range is less than 600m, I'm not going to have much to shoot at.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
Soulja Ghostface
MCDUSTDONALDS Top Men.
2696
|
Posted - 2014.08.30 21:10:00 -
[114] - Quote
GIVE THE PYTHON 600 SHIELDS
Gunlogi- Thnx
Myron- Facepalm
Don't buff the Myron it is just a glorified ramming device
GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ..________ GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ,.-+óGé¼-£+óGé¼-¥GǪGǪGǪGǪGǪGǪ.GÇ£~., GǪGǪGǪGǪGǪGǪGǪGǪGǪ..,.-+óGé¼-¥GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ..+óGé¼+ô-., GǪGǪGǪGǪGǪGǪGǪGǪ.,/GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ..+óGé¼-¥:, GǪGǪGǪGǪGǪGǪGǪ,?GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ\, GǪGǪGǪGǪGǪGǪ./GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ..,} GǪGǪGǪGǪGǪ../GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ,:`^`..} GǪGǪGǪGǪGǪ/GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ,:+óGé¼-¥GǪGǪGǪ/ GǪGǪGǪGǪ..?GǪ..__GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ..:`GǪGǪGǪ../ GǪGǪGǪGǪ./__.(GǪ..+óGé¼+ô~-,_GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ,:`GǪGǪGǪ./ GǪGǪGǪ../(_GǪ.+óGé¼-¥~,_GǪGǪ..+óGé¼+ô~,_GǪGǪGǪGǪGǪGǪ..,:`GǪGǪ.._/ GǪGǪGǪ.{.._$;_GǪGǪ+óGé¼-¥=,_GǪGǪ.+óGé¼+ô-,_GǪGǪ.,.-~-,},.~+óGé¼-¥;/GǪ.} GǪGǪGǪ..((GǪ..*~_GǪGǪ.+óGé¼-¥=-._GǪGǪ+óGé¼+ô;,,./`GǪ./+óGé¼-¥GǪGǪGǪGǪ../ GǪ,,,___.\`~,GǪGǪ+óGé¼+ô~.,GǪGǪGǪGǪGǪGǪ..`GǪ..}GǪGǪGǪGǪ../ GǪGǪGǪGǪ(GǪ.`=-,,GǪGǪ.`GǪGǪGǪGǪGǪGǪGǪGǪ(GǪGǪ;_,,-+óGé¼-¥ GǪGǪGǪGǪ/.`~,GǪGǪ`-GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ.\GǪGǪ/\ GǪGǪGǪGǪ.\`~.*-,GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ.|,./GǪ..\,__ ,,_GǪGǪGǪ.}.>-._\GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ..|GǪGǪGǪGǪ..`=~-, GǪ..`=~-,_\_GǪGǪ`\,GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ\ GǪGǪGǪGǪGǪGǪ.`=~-,,.\,GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ.\ GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ..`:,,GǪGǪGǪGǪGǪGǪGǪGǪGǪ`\GǪGǪGǪGǪ..__ GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ.`=-,GǪGǪGǪGǪGǪGǪ.,%`>GÇô==GÇ£ GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ._\GǪGǪGǪ.._,-%GǪGǪ.`\ GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ..,< `.._|_,-&``................`\
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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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1283
|
Posted - 2014.08.30 21:18:00 -
[115] - Quote
S-PANZA wrote:Ive noticed that these feedback posts usually cater to a handfull that dedicate themselves to be forum warriors and lobby for changes to benefit their play styles. The different classes of drop suits implies different play styles, some like offensive oriented slayer type of play while others enjoy defensive and each choose a class accordingly. Devs should be unbiased when making changes and not buckle to the popular forum rants. Consider the forum posters are a minority in the playing community, the majority of players dont post.
This brings me to the Snipers. Seems like snipers are always hated and thats part of a snipers draw. All I ever hear from haters is how ineffective snipers are, how theyre not helping the team because they arent on the battle front slaying. Described by most as an inconvenience rather than a threat . Well snipers arent slayers , they are specialists. A slayer feels satisfaction with his ability to scurry around with his gunplay, a sniper gets satisfaction by head shooting a cloaked scout running across an open area at 10 mps at 500 m. Different accomplishments with different skills.
Considering a range reduction to snipers is ridiculous,by definition a sniper is someone that shoots from a concealed distant position. The argument that there is no counter has been brought up before and has been responded by many saying everything from counter sniper to Kamikaze DS with militia heavy fits dropping on snipers.
If anything snipers need a buff to damage , better zoom and hit detection . While were talking about changes , the reticle should be changed back to a dot for better accuracy. To nerf the sniper in any way will alienate a group of players from the game . Will reduce the diversity even further by forcing a mid range / CQC slayer only type of game. LOL your going to finely have to come out your redline bub just face it like a man.
KEQ diplomat/ intel /GC officer
|
Stile451
Red Star. EoN.
357
|
Posted - 2014.08.30 21:25:00 -
[116] - 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. Would reverting to the 4 shot magazine be an option that you would consider looking at? As it stands an ADS can tank 3 proto swarms and fly away while you're reloading.
On the subject of dropships, would it be possible to look at the amount of collision damage a shield based DS takes? Maybe increase collision resistance of shields. Currently a minor bump with another vehicle will destroy them.
Could you also drastically reduce the collision damage an RDV puts out if you bump into one? They destroy everything they touch.
Decreasing the ADS cost would be welcome as well.
As far as snipers are concerned I would like to keep the current range but decrease the zoom all around. Decrease the Thales to the current Ishukone zoom, and reduce the rest by a percentage similar to the Thales reduction. |
Master Smurf
Nos Nothi
596
|
Posted - 2014.08.30 21:30:00 -
[117] - Quote
Gelan Corbaine wrote:Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run. No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits.However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over. How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ? With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it .
Both of you are right but sadly this part here is the truth so we will get more ehp, no more speed and lose the damagge profile.
"Shine bright like a diamond"
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Shooter Somewhere
Molon Labe. General Tso's Alliance
57
|
Posted - 2014.08.30 21:31:00 -
[118] - Quote
Dust User wrote:CCP Rattati wrote: 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.
I'm down with this. True forge gunners only use assault anyways.
This is correct. people wont be on sky scrappers pickng off lucky shots trying to be trolls your AV or your not no in between this is exactly what I have been telling these scrubs all along.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Shooter Somewhere
Molon Labe. General Tso's Alliance
57
|
Posted - 2014.08.30 21:32:00 -
[119] - Quote
Logi Bro wrote:Gelan Corbaine wrote:Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run. No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits. However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over. How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ? With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it . 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. Can someone ban this guy? I played him once and he is pretty terrible I thought taking the name of CCP members was a instaban 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.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Rusty Shallows
Caldari State
2060
|
Posted - 2014.08.30 21:43:00 -
[120] - 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. I'm pretty sure it was a trolling Mauren NOON. If not I'd love to hear an explanation why Large Rails and stacked complex-DM Swarms are balanced in comparison.
I have a lot of respect for Classic Logis. New Eden could use more Healers.
Forums > Game: Biggest understatement ever
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Scheneighnay McBob
Cult of Gasai
5895
|
Posted - 2014.08.30 22:01:00 -
[121] - Quote
The nanite injector buff is a stealth nerf to FW awoxers. I like.
pé¦pé½péªpâêpü»püäpüäpüêpéÆF¿Çpüúpüƒn+ƒ
pü»püäpéÆF¿Çpüúpüªpâ¬péñpâòpâ½n+ü
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Gelan Corbaine
Gladiators Vanguard
481
|
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
|
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
|
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
|
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
|
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
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2433
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2014.08.30 23:03:00 -
[139] - Quote
What about projectile -5/ +5 |
Gabriella Grey
Onslaught Inc RISE of LEGION
134
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
291
|
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
|
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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Logi Bro
Brutor Vanguard Minmatar Republic
3282
|
Posted - 2014.08.30 23:53:00 -
[151] - Quote
Shooter Somewhere wrote:Can someone ban this guy? I played him once and he is pretty terrible I thought taking the name of CCP members was a instaban
I don't remember ever playing against you, but as it just so happens, I had my name before CCP Logibro existed.
SP Sinks? Fixed.
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Heimdallr69
Nyain San General Tso's Alliance
3396
|
Posted - 2014.08.30 23:53:00 -
[152] - Quote
BlazeXYZ wrote:Projectile Weapons should be -10,+10. It makes sense compared to ARs. I agree with this ^, none of that -20/20 bs.
Removed inappropriate content - CCP Logibro
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Heimdallr69
Nyain San General Tso's Alliance
3396
|
Posted - 2014.08.30 23:56:00 -
[153] - Quote
P14GU3 wrote: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... Notice we said ASCR that's the assault variant. No **** a high DMG weapon will still do good. Go slap on a carthum in a PC come back and post your findings. Carthum is the assault variant.
Removed inappropriate content - CCP Logibro
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
393
|
Posted - 2014.08.30 23:56:00 -
[154] - Quote
CCP Rattati wrote: 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
Plasma Cannon - increased projectile speed
Minmatar dropsuits - small ehp buff across the board
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
Nova Knife optimization skill added
DELICIOUS
Stabby-stabber extraordinaire
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Logi Bro
Brutor Vanguard Minmatar Republic
3282
|
Posted - 2014.08.31 00:01:00 -
[155] - Quote
Gelan Corbaine wrote: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 .
Flux grenades are an awesome hit and run weapon, just for the scenario you described. I love tossing one into a room spammed full of hives and uplinks, to watch a huge chain of +5's appear on my screen. My point being that disruption is just as good as destruction.
Thing is, Minmatar are actually pretty tanky already. With maxed cores, the assault has roughly 500 eHP, the sentinel has roughly 900 eHP, the commando has roughly 700 eHP, the scout is too damn fast to hit, and the logi isn't really a combat unit anyways, so you can't really count him. All of them have pretty meh regeneration, though. Not bad by any means, just not good enough as befits someone who is meant to be ready to engage immediately after disengaging.
SP Sinks? Fixed.
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Zindorak
1.U.P
746
|
Posted - 2014.08.31 00:08:00 -
[156] - Quote
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
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
|
BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
178
|
Posted - 2014.08.31 00:08:00 -
[157] - Quote
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.
HELL NO!!!!!!! -20 no, no,no,no. Horrible
The Blazing Intellect Machine
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
3035
|
Posted - 2014.08.31 00:15:00 -
[158] - 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? I'm probably going to start damage mod stacking all my assault fittings with at least 2 probably won't use any more or any less because with 2 complex damage mods at prof. 5 that will give a profile of -7%/+48%. I really hope that the minmatar buff to hit points is big because rolling around with only 400ish HP of shield doesn't sound very attractive.
Tanker/Logi/Assault
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1634
|
Posted - 2014.08.31 00:15:00 -
[159] - Quote
I'd prefer that combat rifles have -5%/+5% profile.
Shoot Scout with yes.
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Gabriella Grey
Onslaught Inc RISE of LEGION
134
|
Posted - 2014.08.31 00:15:00 -
[160] - Quote
P14GU3 wrote: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 agree with P14GU3 on how people are complaining because they are loosing clones due to the person happening to be using the weapon designed to specialize in destroying specific armors. However The combat rifle is long over due. It does a good amount a damage per bullet while having a much high rate of fire that is different than the HMG or SMG. It has no true weakness added with the 5 to 10% characteristics makes this game seriously unbalanced even at militia level.
Always Grey Skies
|
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Leovarian L Lavitz
G0DS AM0NG MEN General Tso's Alliance
1145
|
Posted - 2014.08.31 00:18:00 -
[161] - Quote
Alena Ventrallis wrote:I'd prefer that combat rifles have -5%/+5% profile. The new profile is for all projectile weapons, doing that would give even the Hmg the same profile.
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
|
Ryme Intrinseca
1684
|
Posted - 2014.08.31 00:21:00 -
[162] - Quote
If for some reason they make the profile -20/20 I suggest the AUR variant is renamed the 'Killsteal' Boundless Combat Rifle. Also turns accuracy up to 100 versus any red a squadmate has put into half armour |
Gabriella Grey
Onslaught Inc RISE of LEGION
134
|
Posted - 2014.08.31 00:28:00 -
[163] - Quote
Leovarian L Lavitz wrote:Alena Ventrallis wrote:I'd prefer that combat rifles have -5%/+5% profile. The new profile is for all projectile weapons, doing that would give even the Hmg the same profile.
If the combat rifle has this, it needs a serious looking into it's damage output per bullet.
Always Grey Skies
|
Michael Arck
5319
|
Posted - 2014.08.31 00:36:00 -
[164] - Quote
I'm all grins reading about the nanite injector buffs.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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Jadek Menaheim
Xer Cloud Consortium
3585
|
Posted - 2014.08.31 00:55:00 -
[165] - Quote
Very good call on reducing incentive to farm accounts with the reduction of starter ISK in balance with skils and mlt weapons.
Try the new Planetary Conquest Mode!
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JP Acuna
Fatal Absolution General Tso's Alliance
233
|
Posted - 2014.08.31 00:58:00 -
[166] - Quote
I really believe more buffs to swarm launchers aren't needed. It's too effective right now, dropships will be rendered useless. |
Scheneighnay McBob
Cult of Gasai
5900
|
Posted - 2014.08.31 01:04:00 -
[167] - Quote
https://archive.4plebs.org/boards/pol/image/1393/24/1393240366133.jpg
pé¦pé½péªpâêpü»püäpüäpüêpéÆF¿Çpüúpüƒn+ƒ
pü»püäpéÆF¿Çpüúpüªpâ¬péñpâòpâ½n+ü
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P14GU3
Merc-0107
864
|
Posted - 2014.08.31 01:11:00 -
[168] - Quote
Heimdallr69 wrote:P14GU3 wrote: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... Notice we said ASCR that's the assault variant. No **** a high DMG weapon will still do good. Go slap on a carthum in a PC come back and post your findings. Carthum is the assault variant. The comment was made about the CR damage profile originally, then you went into the ACR and AScR. The CR does 1 damage less per burst, than a ScR shot, and with the insane RoF on those weapons, if one round hits, they all do. So basically one pull of the trigger of a CR has equal damage as one pull of the trigger of a ScR. The CR has a WAY better damage profile. Why would you use a ScR? For the charge shot that makes your weapon do less damage per heat cycle than firing single shots? My point is, the CR clearly needs a balanced profile to bring it in line with the rest of the weapons. What you are proposing is not nerfing projectile damage because they ACR would then be UP, and to that I say, buff the ACR and let the CR get a nerf...
I only play dust514ums now. It was always more fun than the actual game anyways.
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Dreis Shadowweaver
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
103
|
Posted - 2014.08.31 01:17:00 -
[169] - Quote
Can the Min Scout get a PG buff? Pretty please???
Well, I once meleed an R.E....
I've only ever known 1.8...
Caldari blood, Minmatar heart <3
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Heimdallr69
Nyain San General Tso's Alliance
3396
|
Posted - 2014.08.31 01:25:00 -
[170] - Quote
P14GU3 wrote:Heimdallr69 wrote:P14GU3 wrote: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... Notice we said ASCR that's the assault variant. No **** a high DMG weapon will still do good. Go slap on a carthum in a PC come back and post your findings. Carthum is the assault variant. The comment was made about the CR damage profile originally, then you went into the ACR and AScR. The CR does 1 damage less per burst, than a ScR shot, and with the insane RoF on those weapons, if one round hits, they all do. So basically one pull of the trigger of a CR has equal damage as one pull of the trigger of a ScR. The CR has a WAY better damage profile. Why would you use a ScR? For the charge shot that makes your weapon do less damage per heat cycle than firing single shots? My point is, the CR clearly needs a balanced profile to bring it in line with the rest of the weapons. What you are proposing is not nerfing projectile damage because they ACR would then be UP, and to that I say, buff the ACR and let the CR get a nerf... Balance would be -10/10 not -20/20 as we've stated.. If you over nerf this you in-turn nerf the min assault, what do you know 5m sp gone awesome. It wouldn't be bad to test the different percentages but then we're stuck with it for a while.
Removed inappropriate content - CCP Logibro
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MINA Longstrike
Kirjuun Heiian
1180
|
Posted - 2014.08.31 01:36:00 -
[171] - Quote
I think a -15/+15 would be fine on the combat rifle, this gives it an actual penalty versus shields while still allowing it to perform very well versus armor.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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P14GU3
Merc-0107
865
|
Posted - 2014.08.31 01:38:00 -
[172] - Quote
ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways.
I only play dust514ums now. It was always more fun than the actual game anyways.
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Maken Tosch
DUST University Ivy League
9181
|
Posted - 2014.08.31 01:40:00 -
[173] - Quote
I say restrict all ISK transfers for new characters until the character has graduated from the Academy.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Cat Merc
Onslaught Inc RISE of LEGION
11899
|
Posted - 2014.08.31 01:44:00 -
[174] - Quote
Right-wing Extremist wrote:Cat Merc wrote:I'm not saying that snipers are overpowered now, I'm just saying that buffs must come with a nerf to their safety. AH! Well, that's a different thing entirely. I fear we may have started off on the wrong disagreement - if so, this is likely my fault, so I apologize for the misunderstanding. I still disagree with you, though. I've only been playing for 6 months or so, so I can't quote you chapter and verse (that is, what change came in what patch), but I DO know that plates were buffed, shield extenders were buffed and heavy and assault eHP has been buffed. All the while, many light weapons were also buffed, whether directly or indirectly, but the sniper rifles weren't touched. A weapon which by design and intent should be the single most potent anti-infantry "alpha strike" weapon still carries the same damage profile that it had to begin with. We're firing at 21st century tanks with 19th century artillery. It doesn't work nearly as well as it should. A body shot from the Charge or Thale's should OHK any light frame. A head shot from the Charge or Thale's should OHK any medium frame. Two or three head shots from a Charge or Thale's (no easy feat, mind you!) should neutralize any heavy frame. None of those 3 circumstances exist. And for a weapon that requires the user to be stationary (not true of the PLC, Shotgun, or mass driver), distance is absolutely necessary, not just for sniping from the red zone, but for sniping from a suitable altitude (and I'm not talking about the MCC here, either - MCC sniping is for scrubs who can't land dropships in difficult places). If I'm on top of a 150m tall spire with no cover at all and my weapon's range is less than 600m, I'm not going to have much to shoot at. I've been here since the early beta, I don't remember any point where snipers would OHK a proto medium frame with a headshot.
Plates had 20HP added to them at each tier, and proto extenders weren't touched since... ever, I guess. I would at max add an 50 damage and a 20% increase to the headshot multiplier, if there isn't any nerf to their range.
Mind you, 600m is excessive and only serves to allow you to snipe from the safety of the redline or on top of the MCC. 350m is more range than anything else (Forge is at 300m, Rail at 300m) but is still reasonable.
Feline overlord of all humans - CAT MERC
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SponkSponkSponk
The Southern Legion Final Resolution.
1032
|
Posted - 2014.08.31 01:55:00 -
[175] - Quote
Cat Merc wrote: The game is risk/reward driven, sitting in a concealed position 500m away in the redline is probably one of the lowest risk things you can do.
The problem here is not the sniper; it's the red line.
Dust/Eve transfers
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MINA Longstrike
Kirjuun Heiian
1183
|
Posted - 2014.08.31 01:58:00 -
[176] - Quote
SponkSponkSponk wrote:Cat Merc wrote: The game is risk/reward driven, sitting in a concealed position 500m away in the redline is probably one of the lowest risk things you can do.
The problem here is not the sniper; it's the red line.
No, it's that snipers are the only real counter to themselves.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Heimdallr69
Nyain San General Tso's Alliance
3397
|
Posted - 2014.08.31 01:58:00 -
[177] - Quote
P14GU3 wrote:ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways. The difference is that it can kill with 1 charge shot.. That's why I compared the ASCR to the CBR, idk maybe you're right. But if you're wrong then some of us will be out 5m sp.
Removed inappropriate content - CCP Logibro
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CCP Rattati
C C P C C P Alliance
6277
|
Posted - 2014.08.31 02:01:00 -
[178] - Quote
Cat Merc wrote:Hey Rattati, what tweaks do you intend to give to the rifles? Will you finally change the damage from 33.99 to 34?
https://www.youtube.com/watch?v=JkC--5AVk1Y
not sure, some buff
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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P14GU3
Merc-0107
870
|
Posted - 2014.08.31 02:06:00 -
[179] - Quote
Heimdallr69 wrote:P14GU3 wrote:ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways. The difference is that it can kill with 1 charge shot.. That's why I compared the ASCR to the CBR, idk maybe you're right. But if you're wrong then some of us will be out 5m sp. The ScR can OHK an ewar scout... so can the MD, PLC, NK, SR, ect.. and Overnerfing the ScR makes my 5m sp amarr assault invalid, and as it sounds now, my fit will be worse than yours.
I only play dust514ums now. It was always more fun than the actual game anyways.
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Cat Merc
Onslaught Inc RISE of LEGION
11903
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Posted - 2014.08.31 02:11:00 -
[180] - Quote
What if I do this?
Feline overlord of all humans - CAT MERC
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Gabriella Grey
Onslaught Inc RISE of LEGION
136
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Posted - 2014.08.31 02:12:00 -
[181] - Quote
P14GU3 wrote:Heimdallr69 wrote:P14GU3 wrote:ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways. The difference is that it can kill with 1 charge shot.. That's why I compared the ASCR to the CBR, idk maybe you're right. But if you're wrong then some of us will be out 5m sp. The ScR can OHK an ewar scout... so can the MD, PLC, NK, SR, ect.. and Overnerfing the ScR makes my 5m sp amarr assault invalid, and as it sounds now, my fit will be worse than yours.
These are not scout weapons though, they are designed for assault players. A scout is just that a scout. A scout is still meant to kill on the battlefield but it is not designed to take the assault role. I personally believe scouts and light suits should be limited to side arms with the exception of the sniper rifle. The shotgun really should be an logistics light weapon only. And heavies using sniper rifles is just silly. It kills the balancing of a long range high damage weapon with no counter other than going in high risk into red lines.
Always Grey Skies
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Heimdallr69
Nyain San General Tso's Alliance
3402
|
Posted - 2014.08.31 02:12:00 -
[182] - Quote
P14GU3 wrote:Heimdallr69 wrote:P14GU3 wrote:ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways. The difference is that it can kill with 1 charge shot.. That's why I compared the ASCR to the CBR, idk maybe you're right. But if you're wrong then some of us will be out 5m sp. The ScR can OHK an ewar scout... so can the MD, PLC, NK, SR, ect.. and Overnerfing the ScR makes my 5m sp amarr assault invalid, and as it sounds now, my fit will be worse than yours. Then I hope we get equally nerfed. Knock out two factions in one hot fix. Sounds fun
Removed inappropriate content - CCP Logibro
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bogeyman m
Minmatar Republic
381
|
Posted - 2014.08.31 02:13:00 -
[183] - Quote
Iron Wolf Saber wrote:Thor Odinson42 wrote:[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565. Aye laddy we're be smithin the bullet head having ah wee bit of an explosive on the inside and giving the leading edge a very dense cutting edge so when it gets into the armor... Kablewwwie! Doh this chagin don't make in any ah fair against dat magical barrier because it may be goin off ah bit too early to do any real harm. 'Cause in 1565 all smithies were Scottish...
Duct tape 2.0 ... Have WD-40; will travel.
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
178
|
Posted - 2014.08.31 02:16:00 -
[184] - Quote
Heimdallr69 wrote:P14GU3 wrote:Heimdallr69 wrote:P14GU3 wrote:ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways. The difference is that it can kill with 1 charge shot.. That's why I compared the ASCR to the CBR, idk maybe you're right. But if you're wrong then some of us will be out 5m sp. The ScR can OHK an ewar scout... so can the MD, PLC, NK, SR, ect.. and Overnerfing the ScR makes my 5m sp amarr assault invalid, and as it sounds now, my fit will be worse than yours. Then I hope we get equally nerfed. Knock out two factions in one hot fix. Sounds fun Gallente/Caldari War Simulator 514 |
SponkSponkSponk
The Southern Legion Final Resolution.
1033
|
Posted - 2014.08.31 02:18:00 -
[185] - Quote
bogeyman m wrote: 'Cause in 1565 all smithies were Scottish...
kaboom!
Dust/Eve transfers
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
872
|
Posted - 2014.08.31 02:35:00 -
[186] - Quote
Dear Rattati....
What about delay before remote explosive activation? What about delay after decloaking before first shot?
Sorry for bad English =)
>>> Legion rdy! <<<
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Atiim
11735
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Posted - 2014.08.31 02:43:00 -
[187] - Quote
Give the Projectiles a -20/+20% profile.
This way, Armor users also have an extreme counter in mid-ranged engagements.
DUST 514's 1st Matari Commando
-HAND
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2199
|
Posted - 2014.08.31 02:57:00 -
[188] - Quote
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.
PSN: RationalSpark
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Cody Sietz
Evzones Public.Disorder.
3928
|
Posted - 2014.08.31 03:06:00 -
[189] - Quote
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.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Atiim
11737
|
Posted - 2014.08.31 03:07:00 -
[190] - Quote
Cody Sietz wrote: Hehe, extremely UP suits.
Then give All other suits the same speed as the Minmatar suits.
Sure, if you give them the same eHP
DUST 514's 1st Matari Commando
-HAND
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Freccia di Lybra
Maphia Clan Corporation
310
|
Posted - 2014.08.31 03:11:00 -
[191] - Quote
CCP Rattati wrote: Nanite Injectors - heal same amount of shields as armor, yes quite a buff
thanks for your hard work, the whole post is great!
I'd just like to discuss on the Nanite Injectors: it is supposed to be the first and most useful equipment for people running in squads, but it rarely is: people are not encouraged enough to use any other variant except the standard, or people even replace it with something more useful.
Shortly, wouldn't it be great if people gradually got more WP with the ADV and PRO injectors?
But there's still another problem: people reviving you in front of a full squad of enemies, which is not the best experience, at the point that some might think "please don't revive me again". That said, it would be great if the revival doesn't count as a death as it doesn't count as a kill for the enemy (in order to prevent people abusing this mechanic).
Ei fu,
xxwhitedevilxx former Co-CEO Maphia Clan Corporation / Unit Unicorn
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Cody Sietz
Evzones Public.Disorder.
3928
|
Posted - 2014.08.31 03:23:00 -
[192] - Quote
Atiim wrote:Cody Sietz wrote: Hehe, extremely UP suits.
Then give All other suits the same speed as the Minmatar suits.
Sure, if you give them the same eHP They are.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Heimdallr69
Nyain San General Tso's Alliance
3403
|
Posted - 2014.08.31 03:25:00 -
[193] - Quote
Cody Sietz wrote:Atiim wrote:Cody Sietz wrote: Hehe, extremely UP suits.
Then give All other suits the same speed as the Minmatar suits.
Sure, if you give them the same eHP They are. I heard a slight hp buff.. Not putting them on par with the others.
Removed inappropriate content - CCP Logibro
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Cody Sietz
Evzones Public.Disorder.
3928
|
Posted - 2014.08.31 03:48:00 -
[194] - Quote
Heimdallr69 wrote:Cody Sietz wrote:Atiim wrote:Cody Sietz wrote: Hehe, extremely UP suits.
Then give All other suits the same speed as the Minmatar suits.
Sure, if you give them the same eHP They are. I heard a slight hp buff.. Not putting them on par with the others. So under 50 hp?
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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MrShooter01
Storm Wind Strikeforce Caldari State
712
|
Posted - 2014.08.31 04:04:00 -
[195] - Quote
34.03399 |
Macchi00
LORD-BRITISH
100
|
Posted - 2014.08.31 04:06:00 -
[196] - Quote
Why Forgegun do you nerf? 2.1m is very small, now Forgegun can not be active as a counter-infantry weapon.
I love ForgeGun.
I made ForgeGun montage in YouTube.
https://www.youtube.com/watch?v=SIhuGxfbjSQ
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LEHON Xeon
Ahrendee Mercenaries
680
|
Posted - 2014.08.31 04:14:00 -
[197] - Quote
Despite my rare presence in these forums anymore, I must make a post here. I find a CR nerf to -20/+20 to be completely UNACCEPTABLE. I do concede that in its current form of -5/+10, that is a bit imbalanced. However, as another poster said, against heavily shielded suits, there is already a bit of difficulty in taking those down, particularly at extreme ranges. Now though, you are nerfing the capability of a relatively balanced rifle against multiple suits completely. At -20%, there will be no way I will be able to engage heavier classed shield suits at longer ranges. They will simply outlast all of my clip, or manage to get to cover before I can get in any significant damage, the same will now go for heavy suits that have medium to large shielding reserves plus armor (i.e. 400+). Round it out at 10/10.
What do people think is going to happen with ScR with this CR nerf? It is only going to become stronger, because the amarr suits which use it will simply stack more shielding, leading them to become more resistant to CR attacks at extreme range. The way it is right now, there are primarily three effective long ranged rifles on the field. CR, LR, and ScR. Take out CR's more balanced capabilities, and you're left with two that have immense and nearly continuous damage impact over extreme ranges.
With ScR the way it is, particularly if you encounter people with modded controllers, you're already insta dead if you turn a corner at close range. I cannot imagine what it is going to turn into at longer ranges with this type of CR nerf.
Why am I still here yet?
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Iron Wolf Saber
Den of Swords
16246
|
Posted - 2014.08.31 04:39:00 -
[198] - Quote
SponkSponkSponk wrote:Cat Merc wrote: The game is risk/reward driven, sitting in a concealed position 500m away in the redline is probably one of the lowest risk things you can do.
The problem here is not the sniper; it's the red line.
Cant fix redlines or maps though. So other solutions have to be forged.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
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Greasepalms
Ahrendee Mercenaries
627
|
Posted - 2014.08.31 04:46:00 -
[199] - Quote
I'd really like the ScR to get a scope zoom similar to that of the Laser Rifle and have its hipfire accuracy nerfed a bit (this is coming from a scr/ascr/lr only user) |
iKILLu osborne
Dead Man's Game
222
|
Posted - 2014.08.31 04:49:00 -
[200] - Quote
my thoughts
light weapons:
*please don't make my scr rof suck, just lower dps, i skilled into for the smooth rof and so i could regulate my ammo. *cr i don't care for *plasma cannon projectile speed increase needed(pyrex will be happy)
sidearms:
*flaylock-buff splash radius *scp-increase rof but lower head shot multiplier *ion-seize reduction and tighten hipfire *bolt-increase rof slightly *nova knives-perfect *smg-lower clip size to eliminate "spray n' pray" *magsec-reduce kick slightly
*swarms speed increase needed but lower dps slightly (vehicles becoming a rare sight)
*forge sniping needs to be fixed but not by removing splash entirely
*turrets are meh
*test new ranges of sniper rifle on every map(both redlines) before changing them
*lp cal scout Yaaaaaaah thank you, thank you, thank you, thank you thank you, thank you, thank you.(calgasm)
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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The Eristic
Dust 90210
641
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Posted - 2014.08.31 04:58:00 -
[201] - Quote
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).
Looking forward to IP/BP/Magsec/FP being useful! They're already fun, but just don't work well enough (literally, in the case of the Ion) to keep up with the trusty ol' ScP and SMG.
Add all Miltia Sidearms and Miltia HMG to Market
Excellent. Can we get Op II variants of everything now, too? The low meta game needs as much variety as possible.
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.
This is tricky. I'm all for getting out of the redline, but most of the maps don't have enough variety in viable sniping locations outside of it. Rendering is a constant problem, too, along with fixed zoom.
Plasma Cannon - increased projectile speed
This could be a good buff. I desperately want to see its myriad bugs fixed above anything else, though.
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.
Speed buff would be good, but is buffing speed AND nerfing burners simultaneously too much? If I were picking two, I'd probably go with speed + longer lock-on range to make them better able to harass pilots that like to stay high so they can quickly move out of range vertically.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
AR is almost good already, what do you have in mind?
Have to be very, very careful with adjusting the Scrambler. It's the kind of weapon that could become instantly useless with the wrong "tweaks". Writing an anti-turbo function would solve the most significant issue with it without hurting its legitimate users, as well as fixing similar problems with AR, CR and SG.
Assault Scrambler is such a weird case, I can't really think of what to do with it. +15/-15 for Scramblers as "pulse" lasers might make them easier to adjust, creating slightly less dramatic results.
Assault HMG buffed, burst HMG needs a slight tune down
Good. Once again, care is needed, as more powerful "long range" HMG could get out of hand if not done subtly.
Minmatar dropsuits - small ehp buff across the board
I'd rather have more PG than more health. Well, except the Sentinel and Commando. They need both!
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.
The BFG might as well not have any already. Don't know why you'd take the already small splash away from the regular FG, though. I don't think I've heard anyone have single issue with it since it was nerfed months ago. Seems like it should be between Assault and Breach.
Turret shouldn't have any.
Small Rail ROF reduced
Should be marginally faster than the Large.
Large Blaster splash reduced
Shouldn't have any. Use missiles if you want splash.
Small Blaster splash increased, maybe range increase
See above. A decent range buff would be solid. Almost impossible to use on a dropship.
HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Good. Now do the same for dropsuits!
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
DS, yes. HAV, noooooooooooooooooo.
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 is probably too much. I made a thread a while back that had a lot of good discussion a month or two back. -10/+10 actually seemed to be close to consensus, followed by -5/+5, though that still leaves them doing far too much damage to shields vs the Scrambler and AR. Would make no discernible difference to the HMG, either, so -15/+15 could be ok. Might also make Cal/Min Sents more workable in heavy-v-heavy combat.
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
Great news! When you say "injected with dropsuit upgrades skills", do you mean books already purchased AND SP in them, or just the books? Might sound greedy, but will we receive refunds for the difference? A couple of my younger chars could use it!
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Good. Very good.
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Also *probably* good. High meta needles will be nuts now.
Nova Knife optimization skill added
Finally!
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Also finally!
Reality is the original Rorschach.
Verily! So much for all that.
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man- bear pig
D3ATH CARD
13
|
Posted - 2014.08.31 05:07:00 -
[202] - Quote
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.
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Mauren NOON
The Exemplars
428
|
Posted - 2014.08.31 05:10:00 -
[203] - Quote
Rusty Shallows 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. I'm pretty sure it was a trolling Mauren NOON. If not I'd love to hear an explanation why Large Rails and stacked complex-DM Swarms are balanced in comparison. Well swarms are a little bit too good right now and large rails kinda stink....
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Iron Wolf Saber
Den of Swords
16248
|
Posted - 2014.08.31 05:15:00 -
[204] - Quote
bogeyman m wrote:Iron Wolf Saber wrote:Thor Odinson42 wrote:[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565. Aye laddy we're be smithin the bullet head having ah wee bit of an explosive on the inside and giving the leading edge a very dense cutting edge so when it gets into the armor... Kablewwwie! Doh this chagin don't make in any ah fair against dat magical barrier because it may be goin off ah bit too early to do any real harm. 'Cause in 1565 all smithies were Scottish...
Ye ol waxin doth ore ere, be somthin foul with humors of you and yours.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
|
Cat Merc
Onslaught Inc RISE of LEGION
11911
|
Posted - 2014.08.31 05:18:00 -
[205] - Quote
Just...
Feline overlord of all humans - CAT MERC
|
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
196
|
Posted - 2014.08.31 05:23:00 -
[206] - Quote
What's up with the gunnlogi shield buff, anything too drastic and they'll be able to out-tank maddies.
Planetside 2
Eventually
Eh
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Adipem Nothi
Nos Nothi
4646
|
Posted - 2014.08.31 05:28:00 -
[207] - Quote
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. You drive off in your tank, or fly away in your sky tank. How is it that the most ineffective weapon in the game is "too good"?
Shoot scout with yes.
- Ripley Riley
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
528
|
Posted - 2014.08.31 05:34:00 -
[208] - Quote
Scheneighnay McBob wrote:The nanite injector buff is a stealth nerf to FW awoxers. I like.
what do you mean? |
voidfaction
Nos Nothi
478
|
Posted - 2014.08.31 05:44:00 -
[209] - 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"? Because if it was just good then they would not need to drive off and could pretend you are not there. You know like when shooting them with an AR.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
528
|
Posted - 2014.08.31 05:51:00 -
[210] - Quote
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 |
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MINA Longstrike
Kirjuun Heiian
1188
|
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
|
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
|
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
|
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.)
|
RKKR
The Southern Legion Final Resolution.
1016
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2014.08.31 09:27:00 -
[223] - Quote
Please can we get more saved fitting slots. Pretty please? |
KalOfTheRathi
Nec Tributis
1356
|
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
|
Posted - 2014.08.31 10:44:00 -
[225] - Quote
Still no change to the assault swarm launcher role? |
Dimitri Rascolovitch
The Immortal Knights
217
|
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
|
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
|
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
|
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
|
Snake Sellors
Hellstorm Inc General Tso's Alliance
377
|
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
|
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
|
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
|
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
|
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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iKILLu osborne
Dead Man's Game
225
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Posted - 2014.08.31 13:58:00 -
[241] - Quote
CCP Rattati wrote: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. thank you for the clarification, will this be put in place for characters created there after or for characters under x amount of sp? (yes i have an new tank alt lol)
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
3042
|
Posted - 2014.08.31 13:59:00 -
[242] - Quote
CCP Rattati wrote: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. And by crazy he means insane, I've seen Derrith an ADS pilot in my corp hold a 17 weekly K/D and that's with playing PC where you die more often and while he is primary ADS he'll run a good bit of logi and other ground game, if he was pure ADS and did not PC he could easily hold a 25 K/D if not higher.
Tanker/Logi/Assault
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
182
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Posted - 2014.08.31 14:00:00 -
[243] - Quote
CCP Rattati wrote: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.
Rattati any ideas for the assault bonuses?
The Blazing Intellect Machine
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Kevall Longstride
DUST University Ivy League
1611
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Posted - 2014.08.31 14:04:00 -
[244] - Quote
iKILLu osborne wrote: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.
The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them.
Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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iKILLu osborne
Dead Man's Game
225
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Posted - 2014.08.31 14:05:00 -
[245] - Quote
BlazeXYZ wrote:CCP Rattati wrote: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. Rattati any ideas for the assault bonuses? considering they expend more ammo due to increased range, i would suggest increasing clip/drum size, reload speed and total reserve ammo
"uh guys" "i got to go back to the depot that installation made me crap my dropsuit"
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Kevall Longstride
DUST University Ivy League
1611
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Posted - 2014.08.31 14:11:00 -
[246] - Quote
Benjamin Ciscko wrote:CCP Rattati wrote: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. And by crazy he means insane, I've seen Derrith an ADS pilot in my corp hold a 17 weekly K/D and that's with playing PC where you die more often and while he is primary ADS he'll run a good bit of logi and other ground game, if he was pure ADS and did not PC he could easily hold a 25 K/D if not higher.
Even insane doesn't cover it. Not kidding.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Monty Mole Clone
Shiv M
201
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Posted - 2014.08.31 14:12:00 -
[247] - Quote
Dimitri Rascolovitch wrote: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
i agree, if you did that you would be a total scrub. judging by your sig you will be right at home with it
lets just burn this motherfucker down
pew pew goes my scram rifle zap zap goes my scram pistol
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Snake Sellors
Hellstorm Inc General Tso's Alliance
378
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Posted - 2014.08.31 14:18:00 -
[248] - Quote
Ok, so the please is done , now the questions
Hi Rattati, What range do you think you will give the snipers? And will it be abosolute or effective? Will we be seeing any of the ideas that logibro had for the scopes? I.e the plc reticle
Any Chance that you'd consider lowering charge time on the charge according to its lower range? Also losing the bloody noise it makes lol, I keep getting squished because I have the sound low.
Was a little unclear but I'm relatively sure before I ask but You are adding the officer weapons, and adding things to lp stores Or Your adding the new officer weapons and the missing things to the lp store?
Looking forward to better Plcs
And seriously looking forward to the projectiles changes as a calsent it should help a lot.
Lastly any thoughts on changing the penalties on energizers down the line? And the fw titles you were looking into?
I know you don't have exacts but a rough guide would be nice Thanks |
Dj grammer
New Age Empire. General Tso's Alliance
345
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Posted - 2014.08.31 14:39:00 -
[249] - Quote
Adipem Nothi wrote:Thor Odinson42 wrote:[Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%,+10%
I'm a simpleton. Please explain like you are talking to a blacksmith apprentice in 1565. Just in case you're serious :-) CR and ACR currently do -5% damage to shields and +10% damage to armor. This damage profile is lopsided; he's suggesting we equalize the percentages, such that projectile weapon damage profile performs on par with other damage profiles.
As a CR user I can see a -15%, +15%. The CR was more of a CQC weapon to me in the beginning. It is like the rail rifles -10%, +10%. This shall be interesting.
Darkness is a Beginning, you see, not an end.
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Denchlad 7
Dead Man's Game
489
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Posted - 2014.08.31 14:41:00 -
[250] - Quote
Hmm.
In terms of dropships and swarms, despite the fact its very hard to escape swarms without and Afterburner, if you make ADS' far cheaper, I'll deal with it.
Not so cheap that its like 1.7 tanks cheap, but not so expensive it takes playing another 2 good matches to make up for the isk lost. Somewhere near 200k seems okay.
I will be the only player to Prototype every single god damn weapon before Dust dies. 2 to go.
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Kaughst
Nyain San General Tso's Alliance
582
|
Posted - 2014.08.31 14:42:00 -
[251] - Quote
Kevall Longstride wrote:Benjamin Ciscko wrote:CCP Rattati wrote: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. And by crazy he means insane, I've seen Derrith an ADS pilot in my corp hold a 17 weekly K/D and that's with playing PC where you die more often and while he is primary ADS he'll run a good bit of logi and other ground game, if he was pure ADS and did not PC he could easily hold a 25 K/D if not higher. Even insane doesn't cover it. Not kidding.
Speaking of dropships...Those things need some freaking landing gear in Project Legion...I mean skids on the bottom, seriously I do not understand how CCP could have missed a design like that or a lore justification...They always lay to one side or another on flat terrain...At least give it some kind of auto-stabilization 'field'.
The sea of crap is quite an anomaly, staying afloat justified to see exactly what else is in there floating with you.
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Nothing Certain
Bioshock Rejects
1093
|
Posted - 2014.08.31 14:57:00 -
[252] - Quote
All I can say is that the changes makes me feel that CCP and I are now playing the same game. I approve all the changes.
Because, that's why.
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Adipem Nothi
Nos Nothi
4652
|
Posted - 2014.08.31 15:03:00 -
[253] - Quote
Iron Wolf Saber wrote: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?
Problem is getting the first, then second, then third swarms to land... The problem is finding pilots who tell the truth.
In dozens upon dozens of engagements, I have never downed an ADS in 3 volleys. I have witnessed the same survive synchronized strikes from side-by-side prototype swarm launchers. I run max proficiency swarms with multiple damage amps.
Manboar's claim above is patently and demonstrably false.
Shoot scout with yes.
- Ripley Riley
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2699
|
Posted - 2014.08.31 15:06:00 -
[254] - Quote
A python with enhanced shield booster and complex heavy shield extender can easily take 3 volleys without running.
But after that they have to run if any more signs of AV make themselves present.
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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Regis Blackbird
DUST University Ivy League
389
|
Posted - 2014.08.31 15:21:00 -
[255] - Quote
CCP Rattati wrote: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.
I like the idea of unlocking some core skills per default for all new players. But if you put skill points into them I fear you will devalue the skill itself. I mean, if "all" players have shields = 1, you effectively just raised the base value of shields for all drop suites.
However, I would absolutely love if skill points can be distributed based on the character creation choices, like Race, Bloodline etc. This would avoid giving "all" players the same default skills, and give greater purpose to our selections. It would also point the new player to the required skills for the particular play style he have selected. |
Right-wing Extremist
Nos Nothi
945
|
Posted - 2014.08.31 15:29:00 -
[256] - Quote
Kevall Longstride wrote:iKILLu osborne wrote: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. The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them. Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE. Riddle me this, Kevall:
Why the heck are the skill multipliers on Electronics and Engineering so bloody high? They're BASIC rank skills in Eve. Why are they so harsh in DUST 514?
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
|
Adipem Nothi
Nos Nothi
4653
|
Posted - 2014.08.31 15:34:00 -
[257] - Quote
Right-wing Extremist wrote:Kevall Longstride wrote:iKILLu osborne wrote: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. The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them. Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE. Riddle me this, Kevall: Why the heck are the skill multipliers on Electronics and Engineering so bloody high? They're BASIC rank skills in Eve. Why are they so harsh in DUST 514? Would blow to max everything out in a year or two. Hence the seven year plan :-)
Shoot scout with yes.
- Ripley Riley
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Kevall Longstride
DUST University Ivy League
1615
|
Posted - 2014.08.31 15:35:00 -
[258] - Quote
We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Assault Swarm Launcher
Caldari State
247
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Posted - 2014.08.31 15:41:00 -
[259] - Quote
Francois Sanchez wrote:Still no change to the assault swarm launcher role? Maybe in Hotfix Echo
"Chances are I'm going to kill you or replace you with something new..."
-CCP Logibro
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Kevall Longstride
DUST University Ivy League
1618
|
Posted - 2014.08.31 15:44:00 -
[260] - Quote
Right-wing Extremist wrote:Kevall Longstride wrote:iKILLu osborne wrote: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. The thinking behind it is to demonstrate to new players that as these skills are already unlocked and with some SP already there, they're considered important enough for them to carry on putting in SP in them. Coupled with the missing militia weapons being added so a new player can try all weapons before committing SP, we think this will have a positive effect on the NPE. Riddle me this, Kevall: Why the heck are the skill multipliers on Electronics and Engineering so bloody high? They're BASIC rank skills in Eve. Why are they so harsh in DUST 514?
Because in Eve they can be further supplemented by fitting efficiency increases from multiple skills, leading to a larger scope of fitting choices. However, we don't have these extra efficiency skill opportunities in Dust so unfortunately the base Skill has to have a larger SP requirement to reflect the comparatively large (to Eve anyway) boost that Electronics and Engineering can give to a suit.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
|
Gabriella Grey
Onslaught Inc RISE of LEGION
138
|
Posted - 2014.08.31 15:50:00 -
[261] - Quote
Iron Wolf Saber wrote: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...
If the pilot is aggressive and is looking to engage AV the first volley is guaranteed. Even if they are in the area the first swarm volley is guaranteed unless the pilot judges the time the volleys will come out then he will judge the time needed to fly away before the volley is thrown out...
Always Grey Skies
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CommanderBolt
Osmon Surveillance Caldari State
1440
|
Posted - 2014.08.31 15:50:00 -
[262] - Quote
CCP Rattati wrote: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?
The splash damage isn't the thing doing the work then is it? Its the position of the forger (as you said overlooking objectives) and very nature of the forge gun usually being a one hit kill.
You use a sniper because its meant to have longer range and it is also a stealth weapon.
You say all of this Rattati but you are on about /have nerfed the scope zoom on certain snipers right.....
It all doesn't make sense.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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bogeyman m
Minmatar Republic
381
|
Posted - 2014.08.31 15:55:00 -
[263] - Quote
CCP Rattati wrote: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.
Thank you for staying in touch with reality Rattati. It's very much appreciated.
Regarding swarm launchers, if you make the turn radius less drastic (straighter), then we absolutely need more smarts introduced to the missiles. Since losing 2 missiles per volley (on proto), if just one missile hits a hill or building (we also use SLs against land vehicles), we lose 25% of our damage potential - before counting vehicle resistances. That's too much.
Lock range should also be increased for adv and proto to 200m and 225m, respectively. There is an least one map where I can be at the base of a tall building that an ADS is landing on top off, and I still can't get a lock... If turrets and tanks can fire more than 200m, then a 'computer guided missile' should be able to as well, no?
I think missile speed should also be considered for review. Maybe quicken adv by 5% and proto by 10%?
Lastly, I still don't understand what it takes the same time to lock on to a target that's 50m away as it does one that's 175m away. Lock times should start at 1.0 sec for 50m, adding 0.1 sec for each 25m.
*Please note that nowhere did I suggest increased damage for missiles. I think the recent damage changes have worked well and adding these suggestions will improve functionality without changing the DPS.
Duct tape 2.0 ... Have WD-40; will travel.
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Regis Blackbird
DUST University Ivy League
389
|
Posted - 2014.08.31 16:02:00 -
[264] - Quote
Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan.
I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean:
A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes.
B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor.
As stated before, I would really like to see option B if we want to pre-fit skill points.
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CCP Rattati
C C P C C P Alliance
6316
|
Posted - 2014.08.31 16:02:00 -
[265] - Quote
CommanderBolt wrote:CCP Rattati wrote: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? The splash damage isn't the thing doing the work then is it? Its the position of the forger (as you said overlooking objectives) and very nature of the forge gun usually being a one hit kill. You use a sniper because its meant to have longer range and it is also a stealth weapon. You say all of this Rattati but you are on about /have nerfed the scope zoom on certain snipers right..... It all doesn't make sense.
can you kill multiple targets in one shot with a sniper?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
La Muerte Eterna Dark Taboo
2968
|
Posted - 2014.08.31 16:04:00 -
[266] - Quote
Quote:HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Can this be added to dropsuits (when changing directions)
supercalifragilisticexpialidocious
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2699
|
Posted - 2014.08.31 16:10:00 -
[267] - Quote
BL4CKST4R wrote:Quote:HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed. Can this be added to dropsuits (when changing directions) You guys need your crutch
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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Boot Booter
Pure Evil.
880
|
Posted - 2014.08.31 16:19:00 -
[268] - Quote
Cat Merc wrote:Cass Caul wrote:IMO, I'd like to see Hybrid Blasters at +5%/-5% Hybrid Rails at -5%/+5%
Projectile at -10%/+10%
Shields/Armor
Hybrid Weapons are supposed to be the closest in damage between shields/armor which projectiles being the second best at tearing through armor (second to explosives). I dunno, I like my rifle tearing Caldari a new one
It still would with proficiency. The real problem with the AR is its low armor damage. This coupled with short range is probably why so many people say it "feels off". Making it +5/-5 would help it soooo much.
I am completely in favor of this. It puts hybrid weapons in line and gives the projectiles, explosive, and lasers their niche.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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Jack 3enimble
Vengeance Unbound Dark Taboo
267
|
Posted - 2014.08.31 16:21:00 -
[269] - Quote
Is my Cal assault still stuck with its "unique" and useless bonus, this goes btw for the Gal too. |
bogeyman m
Minmatar Republic
383
|
Posted - 2014.08.31 16:21:00 -
[270] - Quote
CCP Rattati wrote:Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Interesting, but I wonder if healing shields 50% of armour might be a better place to start. (Not a fan of over-correcting anything.)
Regarding Nanite Injectors: - Any news on fixing phantom revive markers? - Any word on making the existing 'request revice/help' button mandatory (to prevent unwanted revives)? - Any thoughts on increasing WP rewards for using higher tier Injectors? - Any chance of speeding up the Injector application (stabbing) animation?
Regarding Shield Repairing: - Any consideration to adding a modest shield repair function to the existing armour repair tools? (Maybe just 10% or so to start)
Duct tape 2.0 ... Have WD-40; will travel.
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Kevall Longstride
DUST University Ivy League
1620
|
Posted - 2014.08.31 16:32:00 -
[271] - Quote
Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points.
A.
The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into.
That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Boot Booter
Pure Evil.
880
|
Posted - 2014.08.31 16:32:00 -
[272] - Quote
Jack 3enimble wrote:Is my Cal assault still stuck with its "unique" and useless bonus, this goes btw for the Gal too.
Hey I'm just gonna post this here. I put this in another thread a while back.
"What about...
Gallente Assault - 5% increased reload speed for blaster weaponry and 5% decrease in dispersion for blaster weaponry
Caldari Assault - 5% increased reload speed for rail weaponry and 5% decrease in kick for rail weaponry
I think this works nice and is equally awesome as min and amarr bonus"
Not sure if Rattati is even considering changing the assault bonuses though
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
|
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
765
|
Posted - 2014.08.31 16:32:00 -
[273] - Quote
everything here looks good, good ideas. im going to comment only on the changes reguarding th swarmlauchers.
if you decide to change them do not make all of these changes only pick one or maby two and lets go from those changes to see wha can be done from that point, making all of these changes will proably result in renderig it an op weapon once again.
my suggestion would be to incease the speed of the missles and lock on range on specalist variants of the swarmlaunchers, maby also to decrease the lock time and increase the missle speed of assault swarms. |
bogeyman m
Minmatar Republic
383
|
Posted - 2014.08.31 16:34:00 -
[274] - Quote
CCP Rattati wrote: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
Has the been any further discussion on adding to vehicle enter/exit times (to eliminate instant teleporting into and out of a vehicle)?
Someone else (sorry, don't remember who) suggested borrowing a weapon reload animation as a placeholder.
Thoughts?
Duct tape 2.0 ... Have WD-40; will travel.
|
Boot Booter
Pure Evil.
880
|
Posted - 2014.08.31 16:35:00 -
[275] - Quote
Kevall Longstride wrote:Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points. A. The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into. That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits.
I like B.
Yes you should still have the option to do what you want but this is kinda like handing out free stuff and it makes your opening choices more meaningful from a rpg perspective.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
|
bogeyman m
Minmatar Republic
384
|
Posted - 2014.08.31 16:40:00 -
[276] - Quote
Speaking of delays...
Has there been any further discussion regarding (slightly) increasing the delay from cloak to first shot?
Has the been any discussion at all about hard coding a delay between shots on CRs and ScRs (so modded mice can't turn a burst rifle onto a fully automatic)?
Duct tape 2.0 ... Have WD-40; will travel.
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Kevall Longstride
DUST University Ivy League
1621
|
Posted - 2014.08.31 16:42:00 -
[277] - Quote
bogeyman m wrote:CCP Rattati wrote: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
Has the been any further discussion on adding to vehicle enter/exit times (to eliminate instant teleporting into and out of a vehicle)? Someone else (sorry, don't remember who) suggested borrowing a weapon reload animation as a placeholder. Thoughts?
This is something that we have raised in our discussions with CCP and it's something that all members of the CPM want to happen.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Kevall Longstride
DUST University Ivy League
1621
|
Posted - 2014.08.31 16:46:00 -
[278] - Quote
Boot Booter wrote:Kevall Longstride wrote:Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points. A. The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into. That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits. I like B. Yes you should still have the option to do what you want but this is kinda like handing out free stuff and it makes your opening choices more meaningful from a rpg perspective.
B would be great but without significant changes to the NPE, beyond the scope of Hotfixes alone, A is the best compromise for the time being. It also has the potential side effect of increasing player retention even further.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Teeee Bone
C0M8AT V3T3RANS
112
|
Posted - 2014.08.31 16:47:00 -
[279] - 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.
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.
I love the smell of orbital support in the morning!!!
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
182
|
Posted - 2014.08.31 17:10:00 -
[280] - Quote
iKILLu osborne wrote:BlazeXYZ wrote:CCP Rattati wrote: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. Rattati any ideas for the assault bonuses? considering they expend more ammo due to increased range, i would suggest increasing clip/drum size, reload speed and total reserve ammo or are you referring to assault suits?
Lol I was referring to the assault suits.
The Blazing Intellect Machine
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lee corwood
Knights Of Ender RISE of LEGION
1033
|
Posted - 2014.08.31 17:12:00 -
[281] - Quote
CCP Rattati wrote: ...reducing ion seize
...Snipers - There cannot be a risk free way of playing the game, for each role there must be a counter.
Plasma Cannon - increased projectile speed
Minmatar dropsuits - small ehp buff across the board
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
It's like xmas
Knights of Ender Director
Logi 4 Life | Youtube Vids
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
182
|
Posted - 2014.08.31 17:15:00 -
[282] - Quote
I mentioned this before and there was a thread about it too so can we have a specific notification icon that appears on screen just like getting mail when someone invites you. It would be a huge improvement to the game.
The Blazing Intellect Machine
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Regis Blackbird
DUST University Ivy League
391
|
Posted - 2014.08.31 18:06:00 -
[283] - Quote
Kevall Longstride wrote:Boot Booter wrote:Kevall Longstride wrote:Regis Blackbird wrote:Kevall Longstride wrote:We had a system of pre-loaded skill templates based on Race in the early closed Beta. But with the lack of Racial Parity for roles and weapons at the time this led to some confusion as well as non-matching avatars for the forums.
My Avatar is Caldari but not by choice. The assault role at that time was limited to Cardari so thats what I had to choose.
With Weapon parity now as near complete as it can be without a further client update and the new Militia version for all weapons, its felt that any skills injected should be as equal a benefit to all roles and races from day one. There's still some experimenting to be done as to the Level of pre-injection but it should give a solid foundation for any particular skill plan. I agree now is the time to reintroduce pre-loaded skills, but I am still a bit confused what you mean with "equal benefit". Do you mean: A: All players get the exactly the same skills unlocked and pre-fitted with skill points, regardless of race and bloodline. The skills selected for this are universally useful (I.e shields, armor etc) to all races and classes. B: New players gets skills pre-fitted based on race, bloodline etc, but the selected skills are of "equal benefit" to each race. I.e All new players get shields, armour unlocked, but Caldari get one point in shield while Amarr get one point in Armor. As stated before, I would really like to see option B if we want to pre-fit skill points. A. The reason being that we want the choice of picking a race purely based on the philosophies and doctrines of that race, not based on the advantages it might give to a particular style of playing the game. The beauty of the game is that your skill choices are entirely yours from the moment you create your Merc. A allows us to give everyone a helping hand regardless of what the choose to skill into. That way you can choose to change your style of playing the game without feeling that the time you spent skilling into scout wasn't wasted and give you a solid base to build on as you earn SP skill into a heavy role, or even another races weapons and suits. I like B. Yes you should still have the option to do what you want but this is kinda like handing out free stuff and it makes your opening choices more meaningful from a rpg perspective. B would be great but without significant changes to the NPE, beyond the scope of Hotfixes alone, A is the best compromise for the time being. It also has the potential side effect of increasing player retention even further.
That is what I was afraid of Thanks for clarifying this.
I still sceptical giving all new players skill points in the same thing. As stated before, if everybody have level X in a skill, it removes the point of having that skill to begin with (IMHO)
As you stated yourself, the beauty of this game is that the choices are yours when you create your Merc. Well, basically you will remove player choice and declare all players should have armour 1. While it may be good for them, I don't believe it increases retention. It might actually do the opposite.
I download and start a RPGMMOFPS and create a character, and discover I have already Armour and Shields to level 1. I naturally will think these are distributed based on my decisions (as they are in most other RPGs). Curious or unhappy with the selection, I make a second and third character to see what "their" bonuses are, only to discover they are exactly the same.
None on my bloodline selections make a difference at all, and on top of that the game makes decisions for me (which I can't change). I think this goes against the spirit of the RPG aspect and "your choices matter", and might put off some people rather than bringing them in.
Unlocks are fine as it does not force anybody to spend skill points into them, and just saves the ISK for the skill book. I also fully agree with the other proposed changes to the NPE
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Gabriella Grey
Onslaught Inc RISE of LEGION
138
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Posted - 2014.08.31 18:08:00 -
[284] - Quote
medomai grey wrote:CCP Rattati wrote:Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings. I've been using heavy shield extenders on my python to achieve a EHP of 4204. To put that into perspective, a un-fitted gunnlogi has 4150 EHP, the madrugar 5200 EHP. With the use of heavy vehicle mods, I've effectively turned my python into a mobile, flying tank. It's no wonder swarm launcher users have such a difficult time downing my python. Solution: Make it harder to fit heavy modules on non-HAVs. Increase the CPU/PG cost of heavy vehicle mods and increase HAV CPU/PG accordingly. Give a small buff to non-heavy vehicle survivability mods to encourage more usage over heavy ones.
If that was the case every dropship would be shot down when they are seen the first time. The best fitting with shield extenders of a python is 1 heavy complex shield extender, 1 light complex shield extender, and an afterburner on the high slots. Python players use heavy shields to be able to take damage and engage vehicles and ground forces. If you are pulling off this fit you have roughly 3100 shield extenders, and something around 900 armor. This still goes back that arial vehicles need their own modules, turrets, and rework on the PG/CPU numbers spent. I would like to also remind you that HAV's have more slot fitting available compared to a dropship, so they can fit hardeners, repairers, and shield boosters. CCP should just set dropships aside for another hotfix, if dust even makes it that far, but Legion will need these fixes for sure. There will always be issues with dropships and any other arial vehicle in dust if these type of vehicles are not given the same type of customization as HAV's have with Large Turrets, and the modules they can only fit.
Always Grey Skies
|
Stefan Stahl
Seituoda Taskforce Command
713
|
Posted - 2014.08.31 18:11:00 -
[285] - Quote
CCP Rattati wrote: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? Would some minuscule hipfire spread for the FG help in those unintended FG-sniping situations?
At distances where FG sniping is an issue the target dropsuit is often merely a few pixels big while an HAV is still a sizable target. Some minor spreading of the FG shells wouldn't hurt in the AV usecase but would severely impede the FG-sniping. This is assuming that direct hits on infantry at more than 200 meters aren't actually intended behavior, but splash damage on infantry at those ranges is.
I'm just concerned because to me the hybrid AV-AI capability of the FG is very important. At ranges more than 50 meter I can defend myself using the splash, at smaller ranges the MagSec takes over. If this capability is reduced I'd be inclined to just stop using the FG and switch to a Commando with Swarm Launchers. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2213
|
Posted - 2014.08.31 18:11:00 -
[286] - Quote
Looks great Rattati!!
Solid compilation so far!
A few things i want to be addressed though--Militia HMG--What will be the drawbacks? The clip size of the HMG is one of the things that it can afford to give up (same as the scrambler), which will make the MLT HMG outperform other MLT weaponry. Perhaps a greater heat build-up?
Also, after playing HMG heavy for some time now, I think the way the aHMG should work is by giving it the old dispersion as well as slightly increased range so that it works very well as a ranged weapon, but the burst and standard outperform it up close
Combat rifle looks like an awesome change!! Though I'm predicting that the ACR will become useless following it, having the lowest DPS of all LW's...though the lack of spam will be very nice.
Flaylock pistol is one of those weapons that seems so cool and awesome, until you start using it. The current damage is fine, perhaps, in need of a slight buff, but the damage APPLICATION is whats really the problem. It has 3 shots in a clip and a blast radius the size of my pinky nail, which is the real problem. I personally suggest a 2.5m blast radius at standard going up .25 per level, as well as a direct hit damage buff
Ion Pistol needs GREATLY reduced overheat, and it will really really shine, as its almost a perfect CQC pistol now, if it weren't for overheat
Be careful about buffing the AR too much...one of the main reasons its underperforming right now is the non-viability of shield suits to armor suits, especially in the hands of newer players. All the AR and ScR need is for shield suits to be more common and viable, and you will see a resurgence of them.
The aScR on the other hand...*pukes in mouth*, really needs a buff. Im gonna say give it less bullet rise while ADS and perhaps increase RoF a little bit
Don't hit the ScR too hard with a nerf..the only thing it needs is TAR-like hip fire and a more reasonable (400-520) RoF
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
|
CeeJ Mantis
Mantodea MC
34
|
Posted - 2014.08.31 18:19:00 -
[287] - Quote
Here are my thoughts on this update. I like much of where it's going, but still havee reservations on a few things.
Forge guns and Railguns: Having recently speced more into Forge Guns, I can say that I have only gotten 1 double kill in the last week with a single shot. Using the forge gun on infantry is not about using the splash, but about hitting them directly. The splash radius and damage is not enough to kill most suits, and to hit them directly you just wait until it turns red and let go, and once you get the travel time for the round down, you can hit moving infantry with ease. I think removing the splash when all it does is kill scouts and militia frames is unnecessary. It's like trying to kill suits with the splash from the PLC. You can do it, but only to the weak ones, and not very well. Direct body hits are needed to kill most suits. occasionally getting a multikill (and it only does happen rarely) is a fun surprise, not a winning tactic.
Shield Tank HP: I am a bit weary on giving shield based HAVs too much more HP as the 2 fitting extention modules are on low slots, which allows them to tank effectively on high slots. The most fearsome of tanks I've seen in this game are the 5000shield 3000 armor gunlogis as my allotec flux and allotec plasma cannon don't seem to do much before they can escape. Even teamwork isn't easy against them as they just have too much HP and 8000 damage is a lot to have to do in only a matter of 5-10 seconds.
Scrambler Rifle:I think the weapon preforms comparably to others unless you use an input device that allows them to reach their maximum fire rate. It's versatility (charge), precision, and ammo efficency are the reasons I chose, and stuck with it for the last year. I want it to be balanced in a way that doesn't take away from this gun feeling like the expert's choice. Too many weapons just send dozens of bullets down range, and being able to (and encouraged by) this weapon to take aim and really try to go for those headshots is what makes it feel so awesome.
Plasma rifle: Something, whatever it is, needs to be done for this gun. Trying to use one lately has been quite the exercise in frustration as I can't even get close enough to people to be within optimal range to start shooting, and with the popularity of RRs, I find that many of my deaths happen from assailants that are beyond the 50m optimal of the Burst AR. Many of them are beyond the 78m effective range too. The best feeling rifles are the Krin's and Baloc's as the have a 50m optimal and 85m effective. Giving plasma rifles similar numbers (higher optimal range, higher effective range. and a longer range over which their damage drops) might be a solution. They still do their damage at close quarters, but they aren't so ineffective at a range that I can actually kill people when aiming for the head. Too much trepidation over the old Tac rifle dominance of yore is holding back the drastic change needed to make this weapon a desired asset on the battlefield.
Scrambler Pistol: While many say the ScP needs a RoF increase, they are wrong. It is already insanely powerful. It's headshot bonus is arguably too high, and the ScP operation skill is too good. More rounds than an ion pistol, and a +450% headshot modifier means that it has the largest magazine size of any handgun, and does the most damage per shot, even beyond it's effective range (headshots still do over 100% damage al 70m). Heck if it had an optic, you'd see A LOT more ScP users on the battlefield. All having RoF did to the ScP in the past was make it a trigger mashing headshot death machine. Now you have to aim, or trigger mash with less efficiency. Sounds fair to me. In properly skilled hands it is the deadliest sidearm in the game. It's just not so easy as the SMG's point and hold the trigger to win. As a tactical weapon it should feel rewarding to use precision over volume of rounds, and mechanics should enforce that style.
Nanite injector: I have mixed feelings on this. Lower quality needles will be so much bettert. And it encourages more shield tankers and injector use. I see high end needles being really scary, and perhaps broken, but hopefully that encourages their use.
Everything else seems fair to me. We'll see if it breathes some life into this game.
Longest plasma cannon kill: 236.45m
|
Hawkings Greenback
Red Star. EoN.
223
|
Posted - 2014.08.31 18:42:00 -
[288] - Quote
Rattati are there any plans for logi changes for Delta ?
Are they being held back or are they part of a seperate discussion ?
Minmatar logi <3
Moonlighting as an Amarr logi occasionally
Minmatar Nova Knife scout in training
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Cavani1EE7
Murphys-Law
210
|
Posted - 2014.08.31 18:42:00 -
[289] - 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.
...
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
...
Please don't tweak the AR too much, I find it fine as it is (although I would really appreciate a slight buff on range)
EDIT: By tweaking I mean buffing it too much making it the new CR - DON'T DO EEET
EDIT x2: Nerf the ScR as much as you want tho :3
They call themselves "MAG vets"
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Boot Booter
Pure Evil.
882
|
Posted - 2014.08.31 18:46:00 -
[290] - Quote
Dear Rattati,
Any update on fixing the commando suit color? I know you were looking into it for Charlie but I guess it fell through.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
|
|
The dark cloud
The Rainbow Effect
4019
|
Posted - 2014.08.31 18:52:00 -
[291] - Quote
I dont really care if you change the damage profiles on combat rifles and HMG's to be the opposite from scramblers. I still want my shield healing reptool. So we can finally fill the logi gap which has beeing there for ages. And changing the caldari logistic bonus from nanohives to shield tools (similar like minmatarr with reptools) would make it viable. Cause at the moment you get laughed at for speccing into it just so that your nanohives are better.
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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Kevall Longstride
DUST University Ivy League
1624
|
Posted - 2014.08.31 19:16:00 -
[292] - Quote
To answer the earlier concern about the new Militia HMG, the numbers for it are still under discussion but we are very aware that it has the potential to be a super cheap noob tube. Care will be taken to make sure that doesn't happen.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
The Eristic
Dust 90210
642
|
Posted - 2014.08.31 19:17:00 -
[293] - Quote
Regis Blackbird wrote:As stated before, if everybody have level X in a skill, it removes the point of having that skill to begin with (IMHO)
Absolutely agree. The bloodlines within each race might be too much in the short term (especially considering we don't have bloodline-specific gear in Dust), but bare minimum, each race should have different starting skills. Having a few skills at 1 should be enough to point players in a racial direction without meaningfully restricting them in any way. Creating more diversity at the beginning is a VERY good thing for a game in an MMO universe; done thoughtfully, in conjunction with the Militia sidearms and other changes being discussed, it should give the so critical starter fits even more of the racial "flavor" we've been building.
Reality is the original Rorschach.
Verily! So much for all that.
|
Doc DDD
TeamPlayers Negative-Feedback
278
|
Posted - 2014.08.31 19:31:00 -
[294] - Quote
Sniper rifles: reduce range by 50% to bring in line with large rail turret nerf.
would be fine with a lower reduction if rail turret range was increased comparatively.
can't believe I don't have to argue with cat merc about snipers. |
Kevall Longstride
DUST University Ivy League
1624
|
Posted - 2014.08.31 19:34:00 -
[295] - Quote
To quote Rattati's mantra of low hanging fruit, it's easier to give all new players the same injected skills.
It also gives a baseline comparison to see if it's having the desired effect of helping new players. If that is the case, then a refinement of the concept is something that we in the CPM will be keen to pursue. Getting new players into the game and being more comfortable in the NPE is a massive help in building up the momentum for further changes later.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Spectre-M
The Generals Anime Empire.
767
|
Posted - 2014.08.31 19:39:00 -
[296] - Quote
One thing I'd like to point out is that without racial version of the current gear, it will be more difficult to achieve better balance in most aspects.
Not having either shield heavy weapons makes balancing any AV almost impossible as shield vehicles will always remain more resistant. Not to mention the lack of Amarr and Minnmitar vehicles. Most of what we are trying to balance is due to missing counters.
Having a full line up would have fuelled a different direction for this game. Just feels half finished and we are trying to compensate for missing content.
Such a shame. If I were to have submitted a half completed project in college or work, I would have failed. Ratatti and the elected CPM1 have their work cut out for them. I hope that the last few months are proof of the ineptitude of CPM0 and the constant shuffling of personnel to band aid fix other projects.
May you're battle be swift and bloodless.
Minnmitar in Amarr armor.
A Wolf in Sheeps clothing.
May the Empress live till she graces my sights.
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137H4RGIC
Bloodline Rebellion Public.Disorder.
242
|
Posted - 2014.08.31 19:44:00 -
[297] - Quote
CCP Rattati wrote: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. My mistake. I'm so used to seeing the nerf hammer for the heavies, I made an ass out of myself and assumed.
EVE players? Good at Dust?! Let the indiscriminate slaughter of PC huggers begin >:)
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6888
|
Posted - 2014.08.31 20:10:00 -
[298] - Quote
Interesting to note: The Projectile Profile changes will affect the HMG.
This means that the 3x shield CK.0 Sentinel will have 874 shields, but with resist in effect it will have 1048 HP vs HMG's.
We can assume 75% accuracy with the Boundless HMG and the CK.0 will only take around 475 damage to it's shields per second (Factored in resist). Granted, it can't rep under fire, but this means that the Cal Sentinel will be able to flat out tank around 2s of HMG fire before shields break.
His HMG on the other hand will be dealing 801 DPS (75% accuracy with profile and Proficiency in effect).
Food for thought.
Sources for math: HMG shoots 40 bullets a second, I factored in only 30 of these bullets hitting for 75% accuracy. Base damage is 19.8. Against shields, this drops to 15.84. Against armor, Prof and Profile pushes it to 26.73. It's simple multiplication after that.
Please note though that the GK.O and AK.0 both resist projectile. Amarr almost completly negates it, and Gallente resists half of it.
Still, that projectile will shred armor, and shields will be much easier to run. Minmatar and Caldari sentinels will be more common I believe.
I got kicked out of the State War Academy for jury-rigging a contact nade launcher to my Rail Rifle
WINMATAR!
|
Booby Tuesdays
Tuesdays With Boobies
805
|
Posted - 2014.08.31 20:12:00 -
[299] - Quote
Boot Booter wrote:Dear Rattati,
Any update on fixing the commando suit color? I know you were looking into it for Charlie but I guess it fell through.
It's been on the back burner for 6 months due to other more pressing "priorities". I would quote Rattati, but I've already been warned for trolling. I understand that balance is more important, but honestly, how long would it take to add color variations to the heavy frames? All I want to know is how hard is it to open the damn color palette and slap some fresh paint on?
Melee Weapon of Choice: Nokia-3310 Prof. V
|
zzZaXxx
D3ATH CARD
457
|
Posted - 2014.08.31 20:13:00 -
[300] - Quote
Some great changes here! Dust is edging towards exquisite balance! But what about iteration on logis and commandos? Can we at least know if that's on the docket for Hotfix Echo?
Here's my feedback:
"Plasma Cannon - increased projectile speed" - Yes finally! This has to be tried at least. Hopefully it will work and plasma cannon will become viable AV (even against low flying ADS????) and, for commandos, might become useful against infantry.
"Assault HMG buffed, burst HMG needs a slight tune down" - Yes thank you! The Assault HMG is currently worthless. There are so many situations when it should be my go-to but I know its dispersion nullifies its range advantage so I never use it. And of course the burst HMG is instapopping everyone too fast so thank you for addressing that right away.
"Small Rail ROF reduced" - Thank you. These have been tearing up infantry a bit too easily.
"Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers" - This is great. I might even go a bit further and add some PG to them
"Nanite Injectors - heal same amount of shields as armor" - Hell yeah! Awesome! This makes perfect sense because not everyone is armor tanked so no longer will shield tankers get screwed when trying to run to safety after being revived. This also improves the value of State Kalaakiota Nanite Injectors.
"Add new Officer Light Weapons as well as key missing FW items to the LP Store" - Sweeeet! Please let this include reactive plates! I hope this is a sign of things to come!
"Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design" - This makes a lot of sense and is a great move. On one hand I think -5%/+5% makes the most sense since a) it's Minmatar, b) that's not such a drastic change from current stats, c) that fills a niche among the damage profiles.
On the other hand, armor doesn't have the same hard counter that shields does right now. Shields are getting melted by scrambler rifles and lasers. At -15%/+15%, projectiles could provide a hard counter to stacked armor that currently doesn't really exist (except for maybe mass drivers).
-15%/+15% would also make Caldari HMG sentinals much more competitive when facing off with Gallente or Amarr HMG sentinals, though I think Caldari sentinals still would need some kind of resistance to flux grenades to be able to handle the pressure.
"HAV inertia increased" - Yes, this is needed. Tanks need more realistic limitations to their mobility. Sitting somewhere and blasting away needs to be a bigger commitment for them, knowing they can't just reverse out of there without getting harmed when things start getting sticky. |
|
Meee One
Hello Kitty Logistics
1044
|
Posted - 2014.08.31 20:36:00 -
[301] - 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.
+1 these all sound fantastic.
But now i'm worried injectors seem OP.
But i'll stay mum on that and see how it plays out.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Funkmaster Whale
Pure Evil.
2378
|
Posted - 2014.08.31 21:18:00 -
[302] - Quote
Looks awesome so far.
Only comment is Projectile damage should be either -5/+5% or -15/+15% to differentiate it from the other damage types. 20/20 wouldn't make sense since Explosives have that profile.
Follow me on Twitch.tv!
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bamboo x
Eternal Beings Proficiency V.
1091
|
Posted - 2014.08.31 21:30:00 -
[303] - Quote
YES YES YES
DO ALL OF THESE THINGS RATTATI. +1
Oh yeah and projectile should be 15/15 but I'm a little worried that shields aren't strong enough in this game and this will be a buff to armor damage. I can already see the people complaining.
Perhaps it should be -5/+5?
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Funkmaster Whale
Pure Evil.
2380
|
Posted - 2014.08.31 21:58:00 -
[304] - Quote
bamboo x wrote:YES YES YES
DO ALL OF THESE THINGS RATTATI. +1
Oh yeah and projectile should be 15/15 but I'm a little worried that shields aren't strong enough in this game and this will be a buff to armor damage. I can already see the people complaining.
Perhaps it should be -5/+5? This is honestly what it should have been in the first place.
Follow me on Twitch.tv!
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Ace Starburst
is well hung
112
|
Posted - 2014.08.31 22:35:00 -
[305] - Quote
Just throwing this out there, both explosives and projectiles rely on a chemical detonation propelling metallic particles at high velocities. They aren't that dissimilar, therefore a 20/20 profile on projectiles wouldn't be that outlandish.
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gauntlet44 LbowDeep
Heaven84 Devils General Tso's Alliance
117
|
Posted - 2014.08.31 22:41:00 -
[306] - Quote
Booby Tuesdays wrote:Boot Booter wrote:Dear Rattati,
Any update on fixing the commando suit color? I know you were looking into it for Charlie but I guess it fell through.
It's been on the back burner for 6 months due to other more pressing "priorities". I would quote Rattati, but I've already been warned for trolling. I understand that balance is more important, but honestly, how long would it take to add color variations to the heavy frames? All I want to know is how hard is it to open the damn color palette and slap some fresh paint on?
you do realize that kinda attitude is why its taking so long
Absorb what is useful,
discard what is not,
make it uniquely your own........ Bruce Lee
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Super Sniper95
1.U.P
194
|
Posted - 2014.08.31 22:57:00 -
[307] - Quote
CCP Rattati wrote:Dear players Snipers - decreased range Please No.
Caldari Logistics V, Caldari Assault V, Caldari Scout V, Minmatar Logistics V, Minmatar Assault V, Gallente Scout V. Meh
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2215
|
Posted - 2014.08.31 23:15:00 -
[308] - Quote
Just a quick question--what does it mean "new players will receive injected skills?"
Does this mean they don't have to pay ISK for the skill books (good), or that they get the skill itself to 5 without needing SP to pay for it (bad)?
If we are giving everyone maxed cores, why don't we just take the skills out of the game, as there is no point in having them?
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
|
iliel
0uter.Heaven
146
|
Posted - 2014.08.31 23:16:00 -
[309] - Quote
How is it that there will be a buff to ARs and a nerf to CRs in the same hotfix? |
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CCP Rattati
C C P C C P Alliance
6355
|
Posted - 2014.08.31 23:18:00 -
[310] - Quote
Booby Tuesdays wrote:Boot Booter wrote:Dear Rattati,
Any update on fixing the commando suit color? I know you were looking into it for Charlie but I guess it fell through.
It's been on the back burner for 6 months due to other more pressing "priorities". I would quote Rattati, but I've already been warned for trolling. I understand that balance is more important, but honestly, how long would it take to add color variations to the heavy frames? All I want to know is how hard is it to open the damn color palette and slap some fresh paint on?
We are experimenting with a way to do it without a client change, it's a bit of a risk to do on the live server as we have to manually edit multiple attributes directly on TQ. Everything has a reason.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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|
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bamboo x
Eternal Beings Proficiency V.
1095
|
Posted - 2014.08.31 23:20:00 -
[311] - Quote
garcip, im pretty sure he literally means it's not even trained to level 1, but the skill book has been purchased
"skill injected" is Eve speak for "purchasing a skill book"
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Booby Tuesdays
Tuesdays With Boobies
809
|
Posted - 2014.08.31 23:29:00 -
[312] - Quote
CCP Rattati wrote:Booby Tuesdays wrote:Boot Booter wrote:Dear Rattati,
Any update on fixing the commando suit color? I know you were looking into it for Charlie but I guess it fell through.
It's been on the back burner for 6 months due to other more pressing "priorities". I would quote Rattati, but I've already been warned for trolling. I understand that balance is more important, but honestly, how long would it take to add color variations to the heavy frames? All I want to know is how hard is it to open the damn color palette and slap some fresh paint on? We are experimenting with a way to do it without a client change, it's a bit of a risk to do on the live server as we have to manually edit multiple attributes directly on TQ. Everything has a reason. Gotcha, difficult to implement in a hotfix. That's all we've been wondering about. Thanks for shedding some light on the subject.
Melee Weapon of Choice: Nokia-3310 Prof. V
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bamboo x
Eternal Beings Proficiency V.
1095
|
Posted - 2014.08.31 23:39:00 -
[313] - Quote
CCP Rattati wrote:We are experimenting with a way to do it without a client change, it's a bit of a risk to do on the live server as we have to manually edit multiple attributes directly on TQ. Everything has a reason.
i want my blood raiders saga to always be on fire even at full health oh and i want my HMG to shoot fire
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1777
|
Posted - 2014.08.31 23:45:00 -
[314] - Quote
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.
Fun > Realism
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
182
|
Posted - 2014.08.31 23:48:00 -
[315] - Quote
Booby Tuesdays wrote:Boot Booter wrote:Dear Rattati,
Any update on fixing the commando suit color? I know you were looking into it for Charlie but I guess it fell through.
It's been on the back burner for 6 months due to other more pressing "priorities". I would quote Rattati, but I've already been warned for trolling. I understand that balance is more important, but honestly, how long would it take to add color variations to the heavy frames? All I want to know is how hard is it to open the damn color palette and slap some fresh paint on?
I know it's just something I really want in this game. I really wish we could customize our own dropsuits and weapons, but that needs a major update. However, we could still add colors by fixing color schemes on suits and maybe add colors to weapons. The basic and advance variants look exactly the same and i wish they could add a different color to all adv. variant weapons. Man how great would it be to see a fire red and charcoal black minmatar assault.
The Blazing Intellect Machine
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LEHON Xeon
Ahrendee Mercenaries
685
|
Posted - 2014.09.01 00:32:00 -
[316] - Quote
Ace Starburst wrote:Just throwing this out there, both explosives and projectiles rely on a chemical detonation propelling metallic particles at high velocities. They aren't that dissimilar, therefore a 20/20 profile on projectiles wouldn't be that outlandish.
*Edit plus it would provide a line of sight hard counter solution to armor tanking that is currently not available.
I would rather have a moderate reduction to that extreme armor damage which would give me a better performance against shielding, not causing my Boundless CR to become completely useless at longer ranges against shield suits. I prefer 10/10 but I guess I would begrudgingly accept 15/15. I don't like 20/20, even though it gives an extra armor punch, it will quickly negate its use at longer ranges.
Why am I still here yet?
|
CommanderBolt
Osmon Surveillance Caldari State
1442
|
Posted - 2014.09.01 00:35:00 -
[317] - Quote
CCP Rattati wrote:CommanderBolt wrote:CCP Rattati wrote:
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?
The splash damage isn't the thing doing the work then is it? Its the position of the forger (as you said overlooking objectives) and very nature of the forge gun usually being a one hit kill. You use a sniper because its meant to have longer range and it is also a stealth weapon. You say all of this Rattati but you are on about /have nerfed the scope zoom on certain snipers right..... It all doesn't make sense. can you kill multiple targets in one shot with a sniper?
I don't know I dont use a sniper. If they are lined up the bullet should pass through both targets and kill both... Can you make that happen?
To return the question sort of - Can you stealth with a forge gun?
Hell you can only have a forge gun on one type of suit. A sniper can be used on any suit. A forge is also not the only weapon that has splash damage either...
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Jammeh McJam
New Age Empire. General Tso's Alliance
113
|
Posted - 2014.09.01 00:45:00 -
[318] - Quote
Pythons are weak as it is, they can do without swarms being even more effective than they already are, especially when ADS are the most expensive gear in the game
"We may be small and disorganized, but we're still gonna kill you" - Intergalactic Super Friends
MAG ~ Raven vet
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Emo Skellington
The Neutral Zone
101
|
Posted - 2014.09.01 01:38:00 -
[319] - Quote
Absolutley lovely. I cannot wait for Delta now.
This might actually bring me back and more serious then ever.
1. agree with rebalance of sidearms
2. i dont think swarms need a damage modification at all... the ADS is fragile as it is right now. -instead i purpose a different solution to buffing the warms against ADS'
longer range on locking, faster missile velocity, longer missile flight time, and / or a better tracking AI for missile tracking.
3. Nanite injectors - i would rather see half the shield amount repair of the armor given. this would make a logi usless with scouts running around with proto nanites giving 100% repair
4. Assault FG should keep the splash just to make it semi usefull as self defense weapon. (spur of the moment kills against infantry is hard but still possible) but yes drop the FG splash on stand and breach FG.
Supporter of Legion
Supporter of Valkyrie
Supporter/Fan of Eve
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Coleman Gray
Opus Arcana Covert Intervention
1173
|
Posted - 2014.09.01 01:43:00 -
[320] - Quote
Can you fix the weapon efficiency on Rail Rifles and Scrambler Rifles? even at close range they maintain their "100%" weapon efficiency.
If Preparation is half of the battle and knowing is the other half, Then there is no need to fight.
|
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SponkSponkSponk
The Southern Legion Final Resolution.
1035
|
Posted - 2014.09.01 02:05:00 -
[321] - Quote
Coleman Gray wrote:Can you fix the weapon efficiency on Rail Rifles and Scrambler Rifles? even at close range they maintain their "100%" weapon efficiency.
that's not the problem with rails and scrambler rifles.
Dust/Eve transfers
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KalOfTheRathi
Nec Tributis
1358
|
Posted - 2014.09.01 02:11:00 -
[322] - Quote
CCP Rattati wrote: Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
I am not certain if you are aware of the reason behind this problem but the wording makes me unsure about your level of awareness.
There is actually no problem nor an advantage to vehicle directional changes ... if you are using a game controller. The KB/M player has distinct advantages. I doubt if changing anything on the server will effect only the problem children with their KB/M systems. The only thing possible, most likely, is to hammer all vehicles. Which will leave those using controllers even further behind than their KB/M opponents.
The problem is and always has been in the way CCP/Shanghai* has mishandled the directional keys for any player using KB/M instead of or in addition to the DS3. There has always been a problem and your comment suggests you are not aware of the cause. This is also true for Mercs not in a vehicle. Ever notice the various Mercs that shift from side to side too quickly for your client to hit them? That is because they are KB/M players toggling the A and D keys very quickly. Which means every time you shoot they have already sent a different direction (or location) to the server so you are always lagging behind their position. This is regardless of network connection or latency. Those with bad values for those will only see this at a much worse level. And they always have and they always will without a client side change.
Full throttle forward with a keyboard is dramatically faster than any controller as it is merely a switch while the controller's interface is analog. If you read the analog values it take nearly four times as long (or four procedure calls) to get from stopped to full in any direction. Now, lets go from full forward to full reverse. The KB/M player gets that done in well under a 1/4 second.
Anyway, you have the technology to time it on a development box. Or even on a PC. I have code that does it as well but my code is in C and runs on Linux thus I will not be sharing it with you are anyone at CCP**. Note that those using a keyboard and mouse are usually not using Blue Tooth which is an additional advantage, not much admittedly but definitely some.
If you want to PM me I can send you some pseudo code that resolves the problem. But, as client side changes are forbidden I suspect that this post, my concerns and any possible fix are moot.
KR
* Not only them, any game developer using the Unreal Engine 3.5 has this problem. Most engines do I suspect.
** Neither side want to get into a coding contest. Heads would explode no doubt.
And so it goes.
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manboar thunder fist
Dead Man's Game
90
|
Posted - 2014.09.01 02:11:00 -
[323] - Quote
I'd rather they make charge shots consume 5 rounds than alter any other thing on scr. It's not as OP as it seems on paper. In game against 1000 armour suits and 600 amour scouts things are different
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Symbioticforks
Pure Evil.
747
|
Posted - 2014.09.01 02:17:00 -
[324] - Quote
CCP Rattati
You're losing my faith.
Sniping Dust 514 (video series)
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Zindorak
1.U.P
761
|
Posted - 2014.09.01 02:20:00 -
[325] - Quote
Symbioticforks wrote:CCP Rattati
You're losing my faith.
Why?
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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xavier zor
King and Queens Peacekeepers of High-Sec
19
|
Posted - 2014.09.01 02:25:00 -
[326] - Quote
The scrambler rifle nerf is absolutely necessary....the overheat on it is useless because by the time it overheats the target is already dead.
Also they should add a big cooldown on the charged shot because it is basically; Charge shot the player then quickly shoot him because he has no chance to survive the next hits coming after the charged shot hit him. |
Cat Merc
Onslaught Inc RISE of LEGION
11916
|
Posted - 2014.09.01 02:26:00 -
[327] - Quote
Symbioticforks wrote:CCP Rattati
You're losing my faith.
He's gaining mine.
And he just buffed my most hated weapon to be even more powerful against my favorite dropsuit. (CR and Gal Assault)
Feline overlord of all humans - CAT MERC
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xavier zor
King and Queens Peacekeepers of High-Sec
19
|
Posted - 2014.09.01 02:28:00 -
[328] - Quote
iliel wrote:How is it that there will be a buff to ARs and a nerf to CRs in the same hotfix?
Combat rifles and assault rifles are similar, but need something big to differentiate them.
BRING BACK Krins sin 11 Assault rifle!! It had 3 extra damage per hit than the duvolle assault rifle! |
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CCP Rattati
C C P C C P Alliance
6376
|
Posted - 2014.09.01 02:37:00 -
[329] - Quote
Symbioticforks wrote:CCP Rattati
You're losing my faith.
Make a google docs spreadsheet with your proposals and I guarantee we will look at them.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
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xavier zor
King and Queens Peacekeepers of High-Sec
19
|
Posted - 2014.09.01 02:38:00 -
[330] - Quote
CCP Rattati wrote:Symbioticforks wrote:CCP Rattati
You're losing my faith.
Make a google docs spreadsheet with your proposals and I guarantee we will look at them.
lol I would! |
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Symbioticforks
Pure Evil.
747
|
Posted - 2014.09.01 02:43:00 -
[331] - Quote
CCP Rattati
The sniper rifle without insane damage only has one thing going for it.
That's range.
I've said this way too many times, and hate that you've failed to reply properly or take notice.
Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
Sniper Rifles DO NOT kill vehicles. [Rail Tanks / Forge Guns do!]
Why then would you even consider balancing it's range to be remotely close to these? (350m)
You put forth that a sniper is able to cover an objective from too far away. That's kind of the point.
When it comes to killing players, stopping hacks, the only thing that matters is the number of shots required to kill someone.
Snipers won't feel a 10-20% damage increase. Not enough. Why? It's not a rapid fire weapon where 30 damage matters.
It's an alpha strike weapon, where you either kill them or you don't.
In the case that you don't kill them further shots are made more difficult, as they flail about trying to hide / recover.
This is why it takes a Thale's to be effective in Planetary Conquest. with 55% damage over the standard variant it actually lowers
the number of shots required to kill someone, where as again 30-100 damage just won't make any noticeable difference.
(headshots are a luxury in PC by the way, good players never stop moving)
Reducing Range will favor the red line sniper. He's still going to be there, and you know it.
Any aggressive forward snipers will still be getting hit (and harder now) by the red line sniper just looking for a handful of kills.
The reward for a boring game of red line sniping will be effectively countering "proper snipers" taking forward positions.
They'll be able to skirt the engagement at will with a mountain to their backs and cover all around. Where as the forward sniper
is likely in a fixed position with limited cover. Meaning.. the red line sniper can simply back up a few meters for safety instead of
having to even run to cover when engaging enemy snipers. They dictate the terms of engagement. How fun.
Heavies being able to hack points, cloaked scouts being able to hack a point in a couple of seconds. An assault with 1000hp dancing around in circles hacking a point. How as a sniper am I supposed to be effective? The last time I checked the sky was still blue, this isn't changing overnight. Range Reduction is bullshit.
Go ahead, balance the gun around bad players, and a flawed premise.
I ******* dare you.
Sniping Dust 514 (video series)
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Symbioticforks
Pure Evil.
747
|
Posted - 2014.09.01 02:47:00 -
[332] - Quote
Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
Sniping Dust 514 (video series)
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Zindorak
1.U.P
761
|
Posted - 2014.09.01 02:49:00 -
[333] - Quote
Im interested in the changes to AR AScR and sidearms hopefully ScP buff. Rattati can you give us an idea on some numbers?
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
|
Gabriella Grey
Onslaught Inc RISE of LEGION
139
|
Posted - 2014.09.01 02:59:00 -
[334] - Quote
Symbioticforks wrote:CCP Rattati
The sniper rifle without insane damage only has one thing going for it.
That's range.
I've said this way too many times, and hate that you've failed to reply properly or take notice.
Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
Sniper Rifles DO NOT kill vehicles. [Rail Tanks / Forge Guns do!]
Why then would you even consider balancing it's range to be remotely close to these? (350m)
You put forth that a sniper is able to cover an objective from too far away. That's kind of the point.
When it comes to killing players, stopping hacks, the only thing that matters is the number of shots required to kill someone.
Snipers won't feel a 10-20% damage increase. Not enough. Why? It's not a rapid fire weapon where 30 damage matters.
It's an alpha strike weapon, where you either kill them or you don't.
In the case that you don't kill them further shots are made more difficult, as they flail about trying to hide / recover.
This is why it takes a Thale's to be effective in Planetary Conquest. with 55% damage over the standard variant it actually lowers
the number of shots required to kill someone, where as again 30-100 damage just won't make any noticeable difference.
(headshots are a luxury in PC by the way, good players never stop moving)
Reducing Range will favor the red line sniper. He's still going to be there, and you know it.
Any aggressive forward snipers will still be getting hit (and harder now) by the red line sniper just looking for a handful of kills.
The reward for a boring game of red line sniping will be effectively countering "proper snipers" taking forward positions.
They'll be able to skirt the engagement at will with a mountain to their backs and cover all around. Where as the forward sniper
is likely in a fixed position with limited cover. Meaning.. the red line sniper can simply back up a few meters for safety instead of
having to even run to cover when engaging enemy snipers. They dictate the terms of engagement. How fun.
Heavies being able to hack points, cloaked scouts being able to hack a point in a couple of seconds. An assault with 1000hp dancing around in circles hacking a point. How as a sniper am I supposed to be effective? The last time I checked the sky was still blue, this isn't changing overnight. Range Reduction is bullshit.
Go ahead, balance the gun around bad players, and a flawed premise.
I ******* dare you.
I don't see this being an issue to work on unless the sniper rifle is a scout/light frame exclusive weapon. Making sniper rifles work in the form of Thales with the current game mechanics is a disaster. Rattati I don't think this can be worked if the time constrains for the next hot fix is approaching. I know a lot of people has tons of input, myself included, but this is a tall order on what Symbioticforks is asking. I can see Heavies, Logistics and assault players exploiting this to the extremes, something I know you and everyone responsible with working on dust is trying to avoid. Please don't forget you are suppose to enjoy doing these things, and please don't get too stressed! Since you started the hot fixes there hasn't been much negative feedback compared with the past, and that is a fact! Dust players like the game and want you to do great, well at least I want it to.
Always Grey Skies
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manboar thunder fist
Dead Man's Game
91
|
Posted - 2014.09.01 03:05:00 -
[335] - Quote
Aww gabby that's sweet +1
Rattati make sure Thales don't have massive range rendering them invulnerable to counter sniping. Not that it's easy to countersnipe a 1300 hp suit
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Tesfa Alem
Death by Disassociation
177
|
Posted - 2014.09.01 03:34:00 -
[336] - Quote
Right, tried to not forum rage, but seeing what the CPM and rattati have to say about dropship vs swarms....
Whats the purpose behind reducing the small rail rate of fire? They fire pretty slow already, and only have any decent ROF for thos specced into an incubus (several million SP and half a million isk later) so why the nerf?
Swarms, whats the final end game? We all know the stats about them vs dropships by heart, (175 M lock, 400 m range generally 3 hits and your done for).
The problem with buffing regular dropships and nerfing small rails at the same time makes it harder (i cannot say by how much till we get some numbers) to deal with suicide "pilots". Buffing swarms so that ADS pilots will not be able to get away (i know imagine infantry getting away from a firefight at 100 meters blasphemy) means regular ships will almost certainly never getaway, tank be damned.
There will alway be "debate" between average guys with a 50,000 isk swarm launcher and guys in 400,000 isk plus dropships, because everybody wants the kill, not area denial, and certainly not more warpoints. And nobody is willing to admit that there are players that are better than they. Dropships are so specialist they needed an entire training series (which helped to get judge elected to the CPM).
Pilots having a good KDR in terms of what? if I go 10 to 1 that 1 is worth three games of grind. Any decent vehicle pilot should not have ADV infantry type of KDR because whats the point of using a very expensive asset if you cannot keep it alive. Keeping it alive requires skill, especially since everything you fight has longer range and more DPS.
I offer to take any member of the CPM, dev, or any doubter in the air for a full day of gaming. You pay for the ADS i call one in (so you dont have to invest any SP for a lvl 3 inc) with turret of choice and you tell me how OP dropships are.
Redline for Thee, but no Redline for Me.
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manboar thunder fist
Dead Man's Game
92
|
Posted - 2014.09.01 03:42:00 -
[337] - Quote
That's a blooming fantastic idea. CCP flight squad plz
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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zzZaXxx
D3ATH CARD
458
|
Posted - 2014.09.01 03:43:00 -
[338] - Quote
Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear"
Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to. |
SponkSponkSponk
The Southern Legion Final Resolution.
1035
|
Posted - 2014.09.01 03:48:00 -
[339] - Quote
manboar thunder fist wrote:Aww gabby that's sweet +1
Rattati make sure Thales don't have massive range rendering them invulnerable to counter sniping. Not that it's easy to countersnipe a 1300 hp suit
What if normal proto sniper rifles had Thales-equivalent range?
Dust/Eve transfers
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Meee One
Hello Kitty Logistics
1046
|
Posted - 2014.09.01 04:29:00 -
[340] - Quote
Tesfa Alem wrote:Right, tried to not forum rage, but seeing what the CPM and rattati have to say about dropship vs swarms....
Whats the purpose behind reducing the small rail rate of fire? They fire pretty slow already, and only have any decent ROF for thos specced into an incubus (several million SP and half a million isk later) so why the nerf?
Swarms, whats the final end game? We all know the stats about them vs dropships by heart, (175 M lock, 400 m range generally 3 hits and your done for).
The problem with buffing regular dropships and nerfing small rails at the same time makes it harder (i cannot say by how much till we get some numbers) to deal with suicide "pilots". Buffing swarms so that ADS pilots will not be able to get away (i know imagine infantry getting away from a firefight at 100 meters blasphemy) means regular ships will almost certainly never getaway, tank be damned.
There will alway be "debate" between average guys with a 50,000 isk swarm launcher and guys in 400,000 isk plus dropships, because everybody wants the kill, not area denial, and certainly not more warpoints. And nobody is willing to admit that there are players that are better than they. Dropships are so specialist they needed an entire training series (which helped to get judge elected to the CPM).
Pilots having a good KDR in terms of what? if I go 10 to 1 that 1 is worth three games of grind. Any decent vehicle pilot should not have ADV infantry type of KDR because whats the point of using a very expensive asset if you cannot keep it alive. Keeping it alive requires skill, especially since everything you fight has longer range and more DPS.
I offer to take any member of the CPM, dev, or any doubter in the air for a full day of gaming. You pay for the ADS i call one in (so you dont have to invest any SP for a lvl 3 inc) with turret of choice and you tell me how OP dropships are. It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Darth-Carbonite GIO
Abandoned Privilege Top Men.
754
|
Posted - 2014.09.01 04:42:00 -
[341] - Quote
ratamaq doc wrote:Please keep the SCR RoF above 500. Below 600 is fine, but please stay out of the 4XX range. I'll explain why later.
Agreed. Please please please don't go overboard. There's a way to prevent modded controllers without punishing those with speedy trigger fingers.
Living proof that the Amarr can't do anything without the Caldari
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Tesfa Alem
Death by Disassociation
178
|
Posted - 2014.09.01 05:25:00 -
[342] - Quote
Meee One wrote: It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
The suit may be a proto suit but my drop ship isnt at proto level either which i why i mention the price of my ship with only ADV modules, turret included. The proto suit isnt used exclusivley for av its just a fit you have on your proto suit. Also proto could only cost 8K isk and 155 loyalty points. currently what 20 AUR? 1 FW and you're set.1 drop ship loss is 3 matches just to try to break even. flying one out four matches just to not go isk negative, yep balanced.
Suits can get away by finding cover. Suits get killed when they're out in the open without cover, exaclty the same as a firefight. You get caught crossing an open area somebody with a rail rifle will take you down. I don't see how this uniquely apllies to dropships.
Thats funny because commando suits like the MK.0 are great for swarms and infantyr to point where rattati is about to nerf the **** out of projectile weapons. The only pure disadvantage is if you use a gal/cal/min logi suit as your swarm fit. Sidearms man, or in the case of commandos another light weapon. Also if infantry are wiping you out on the ground before you can even get a good look at a vehicle with swarms your prioritizing the big scary flying thing in the air over hte roving bands or infantry killing your team thats where you are making the worng tactical choice.
With missile "spam" we only have 8 shots before reloading. It looks innacurate on the ground because we have to fire using a white crosshair thrgouh the back of a white ship. We litterally cannot see the target we have to fire when the red dot over his head matches up. like you said tow or three missiles hits to kill a suit, generally its about 3 to five rounds if your a good shot.
In an endurance battle no way with proto swarms doing around 1.2K damage with a bonus vs armor, even if i survive his third volley i certainly wont survive whatever else is incoming. That why drops ships afterburn away after the first hit because we dont know what else is comming.
My main weapon isn't some top secret classified specialized nuke. Its a small turret. Anybody with a LAV can use them. I'm still waiting for people to say LAVs with heavy gunners are so OP.
If kill a group of 3 players 3x50 150 WP. You get two salvoes off 2X75 =150 WP.
Obviously if i'm in a vehicle the poor old infantry WITHOUT AV are going to have a bad time.
1 forge gunner can do a really good job of terminating a dropship. The forge round hoever doest follow me all over the sky.1 wyrokami with take less time to find a lock than the forger gunner will hurt me pretty badly and get minmimum 75 wp just by looking in my direction.
If costs equal possible damage cause then why do tanks with MUCH more HP, large mounted turrets, and higher DPS cost less?
Redline for Thee, but no Redline for Me.
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Gelhad Thremyr
Never 2 Late
335
|
Posted - 2014.09.01 06:39:00 -
[343] - Quote
Kevall Longstride wrote:It's been a busy few weeks for us newbies on the CPM but I'd like to echo what Rattati said and say that it has been a wonderfully collaborative period between the CPM members and CCP.
I'd like pass on special thanks to CCP Logibro who has made the transition period pain free and allowed us to hit the ground running and for answering our questions about Delta as quickly as possible.
As a Gallante user I'm particularly looking forward to your imput on the Ion Pistol, AR and Plasma Cannon tweaks and I'm also very happy with the proposed changes to the NPE.
The Hotfix process has been so far a big boost to the game and Delta will hopefully give it more momentum to build on.
Keep your feedback coming.
Well i can say that a duvolle assault rifle is not a contender right now, at equal proficiency level without damage mods, the combat rifle wins in almost all situations, hell i cant even kill scouts with my duvolle either because hits dont register even though i hear and see them hit targets, most of the time i have to shoot more than 25 to 30 bulletsto kill a single target, and i tried alot more than once there is a reason why people dont use it. Also i at 600 hp get killed by level 1 rifle cause its the return of the damage stacking mods...
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Faquira Bleuetta
Fatal Absolution General Tso's Alliance
445
|
Posted - 2014.09.01 06:58:00 -
[344] - Quote
wat about a cat silencer |
Bradric Banewolf
D3ATH CARD
274
|
Posted - 2014.09.01 06:59:00 -
[345] - Quote
No nerf needed for the Scrambler rifle. Heat up per shot, and you have the fix.
How bout we look into taking armor away from scouts! That would make them scouts again. Keep the cloak, dampening, precision, and speed. Keep the two equipment slots, and let them stack shields only. this can fix our problem of the "assault scout" easy. They will be scouts again day one. Still just as dangerous, but more in their role.
"Anybody order chaos?"
|
ACT1ON BASTARD
Amarr Templars Amarr Empire
93
|
Posted - 2014.09.01 07:08:00 -
[346] - Quote
Do not nerf the afterburner, dropships are meant to be hit and run despite what everyone says. If youre going to make that change just decrease the isk cost already 500k is ridiculous for how easy they go down. Dropshipping is hectic, installations hitting you the whole match, forges, swarms, tanks, other dropships, rammers, avoiding objects. We need that fast afterburner for the above constant threats.Im really not for the hp buff either, or the swarm speed, or the afterburner nerf.Well thats where i stand, been dropshipping forever both dropships maxed. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
186
|
Posted - 2014.09.01 07:11:00 -
[347] - Quote
Bradric Banewolf wrote:No nerf needed for the Scrambler rifle. Heat up per shot, and you have the fix.
How bout we look into taking armor away from scouts! That would make them scouts again. Keep the cloak, dampening, precision, and speed. Keep the two equipment slots, and let them stack shields only. this can fix our problem of the "assault scout" easy. They will be scouts again day one. Still just as dangerous, but more in their role. No. That makes no sense. Why would a Gallente or Amarr Scout use shields? |
DUST Fiend
Onslaught Inc RISE of LEGION
14716
|
Posted - 2014.09.01 07:17:00 -
[348] - Quote
Do you just hate Incubus pilots, is that it?
Could you possibly make things easier for AV?
Lmfao, this game.
(pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+
|
Fizzer XCIV
Company of Marcher Lords Amarr Empire
186
|
Posted - 2014.09.01 07:19:00 -
[349] - Quote
Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Its not going to be a Sharp Shortsword though. More like an "Old Greatsword" |
manboar thunder fist
Dead Man's Game
94
|
Posted - 2014.09.01 07:26:00 -
[350] - Quote
DUST Fiend wrote:Do you just hate Incubus pilots, is that it?
Could you possibly make things easier for AV?
Lmfao, this game.
It's a lot easier to cry when you're playing a low skill weapon, a lot of av users never fly... As pilots we have a better understanding of av and how to use it
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
|
|
SponkSponkSponk
The Southern Legion Final Resolution.
1035
|
Posted - 2014.09.01 07:28:00 -
[351] - Quote
Darth-Carbonite GIO wrote:ratamaq doc wrote:Please keep the SCR RoF above 500. Below 600 is fine, but please stay out of the 4XX range. I'll explain why later. Agreed. Please please please don't go overboard. There's a way to prevent modded controllers without punishing those with speedy trigger fingers.
Prepare for Hotfix Delta: The Cappening.
Dust/Eve transfers
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manboar thunder fist
Dead Man's Game
94
|
Posted - 2014.09.01 07:41:00 -
[352] - Quote
Rof won't be that much of an issue anymore If you spam the trigger you will overheat and die Scr Mercs will need their headshot accuracy more than ever now to make each heated shot count
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2463
|
Posted - 2014.09.01 07:58:00 -
[353] - Quote
Hey Rattati are you changing the damage profile on the combat rifle ONLY or all projectiles?
Converting CR to +20/-20 or +15/-15 is a meaningful change that makes every shield suit more viable. Its a buff to shields indirectly.
Doing the same to ALL projectiles will even out dropsuut survivability between shield/armor as the HMG and SMG will have a harder time chewing through Caldari/Minmatar. I think changing the profiles completely will be better as it means that projectiles arent going to have a copypasta profile with the Rail Tech and will further place gallente and caldari weapons as the middle ground weapons meant to tackle all damage types.
Changing the CR to -5/+5 will make it the most desirable weapon period as the difference in damage between shields and armor will be negligible, making it the ideal "omni-slayer" weapon.
I ask this because your narrative notes call out the CR specifically when all projectiles have similar profiles to caldari rails.
We need MORE differentiation between choices, we do not need a generic solution. |
Symbioticforks
Pure Evil.
750
|
Posted - 2014.09.01 08:01:00 -
[354] - Quote
zzZaXxx wrote:Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to.
Unless the sniper rifle was reduced to 200m, you will still have Red Line Snipers.. doing the same thing they've always done. And 200m is not acceptable.
Sniping Dust 514 (video series)
|
steve0809
GRIM MARCH
34
|
Posted - 2014.09.01 08:14:00 -
[355] - Quote
Symbioticforks wrote:zzZaXxx wrote:Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to. Unless the sniper rifle was reduced to 200m, you will still have Red Line Snipers.. doing the same thing they've always done. And 200m is not acceptable.
Symbioticforks is right , with some of the maps EVEN with 200m range you will still have redline snipers and all other snipers will suffer. You will have made the role unplayable for everyone EXCEPT for the ones you are trying to counter.
We can still have cloaked scouts running a cheaps#%t tactic and thats ok because we "dont want to remove content", but a legitimate role that has been in since day 1 is about to be nerfed into the ground ?
I play as a sniper, use a forgegun or run a scrambler rifle fit, now it looks like all three are about to be nerfed, lol ! I really dont think I will stick around much after Delta hits if these changes are made. |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
534
|
Posted - 2014.09.01 08:22:00 -
[356] - Quote
Wow this is a long and good discussion
-Minmatar Suits do not need a buff however. The Scout needs Active Dampening or some form of EWAR, allowing it to quickly engage, and then run. Currently, it's bonus only really highlights the Nova Knife. A Gallente Scout stacking 4 complex code breakers can hack as fast as a Matari. An Amarr Scout can scan us. A Cal Scout can out-tank us (as all other scouts), while also running precision, we can barely get under it if we are as squishy. Either make hacking 10% per level instead of 5 so we have an extra codebreaker above all other suits, so a different bonus. Min Logis( I run all Min suits btw as my reference), do not need a buff to tanking. We can get very high stats (over 1000hp on my suit with just adv mods). A speed increase perhaps would be most welcome
-Forge Gun splash damage, I couldn't say. I feel every time I get hit by a forge, it is a skill shot. Others can call that. -Sniper changes are welcome, however Right Wing had a string of very interesting posts. A sniper rifle can be killed, but I ask more sniping perches. No one likes to die in this game, even if it's taking out a crap load of people with REs. A sniper will only do what they can to maintain their isk. That means the redline. A sniper by definition, is a soldier using a rifle of extreme power from a long range, usually concealed. In the battlefield, a sniper is usually actually countered by another sniper, or a hell fly by( ads). Yes, I know this is the future, but the principle applies. I would suggest an extreme damage buff to the Headshot multiplier. Snipers should be feared, but for head shots only. A hs a 600 meters needs around a 800% damage increase. This would be near one-shot kill, as to be expected.
-Ads price changes
-Adding back in racial content
-The rest seems very nice
RESPEC PLEASE After Delta
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
Ace Boone's boy =D
|
Symbioticforks
Pure Evil.
750
|
Posted - 2014.09.01 08:29:00 -
[357] - Quote
steve0809 wrote:Symbioticforks wrote:zzZaXxx wrote:Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to. Unless the sniper rifle was reduced to 200m, you will still have Red Line Snipers.. doing the same thing they've always done. And 200m is not acceptable. Symbioticforks is right , with some of the maps EVEN with 200m range you will still have redline snipers and all other snipers will suffer. You will have made the role unplayable for everyone EXCEPT for the ones you are trying to counter. We can still have cloaked scouts running a cheaps#%t tactic and thats ok because we "dont want to remove content", but a legitimate role that has been in since day 1 is about to be nerfed into the ground ? I play as a sniper, use a forgegun or run a scrambler rifle fit, now it looks like all three are about to be nerfed, lol ! I really dont think I will stick around much after Delta hits if these changes are made.
I know I'm right.
Sniping Dust 514 (video series)
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ACT1ON BASTARD
Amarr Templars Amarr Empire
94
|
Posted - 2014.09.01 08:33:00 -
[358] - Quote
steve0809 wrote:Symbioticforks wrote:zzZaXxx wrote:Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear" Redzone sniping should be removed from the game by whatever means necessary. If that means reducing the range of sniper rifles that's what needs to happen. We cant--and you shouldn't--be ok with redzone sniping being an option. In fact I think there should be a death timer in friendly redzone starting 1 min after the match starts. That would eliminate rubber banding and redzone sniping. That way sniper rifles can keep their range but snipers would be forced to set up where they can be gotten to. Unless the sniper rifle was reduced to 200m, you will still have Red Line Snipers.. doing the same thing they've always done. And 200m is not acceptable. Symbioticforks is right , with some of the maps EVEN with 200m range you will still have redline snipers and all other snipers will suffer. You will have made the role unplayable for everyone EXCEPT for the ones you are trying to counter. We can still have cloaked scouts running a cheaps#%t tactic and thats ok because we "dont want to remove content", but a legitimate role that has been in since day 1 is about to be nerfed into the ground ? I play as a sniper, use a forgegun or run a scrambler rifle fit, now it looks like all three are about to be nerfed, lol ! I really dont think I will stick around much after Delta hits if these changes are made. Snipers have to stay in the redline because of cloakers ganking you from the back . Or you can camp a building where everyone sees you.I dont see hoe this is gonna make sniping any more enjoyable. Itll be enjoyable to every other infantry role though. See now you wont have to pull out a sniper to counter. Thats why tanks got nerfed isnt it because noone wanted to pull out av to counter. |
bogeyman m
Minmatar Republic
386
|
Posted - 2014.09.01 08:36:00 -
[359] - Quote
bogeyman m wrote:CCP Rattati wrote: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
Has the been any further discussion on adding to vehicle enter/exit times (to eliminate instant teleporting into and out of a vehicle)? Someone else (sorry, don't remember who) suggested borrowing a weapon reload animation as a placeholder. Thoughts? Also, any updates on getting vehicles to show up on TacNet again?
Duct tape 2.0 ... Have WD-40; will travel.
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g li2
Grupo de Asalto Chacal RISE of LEGION
93
|
Posted - 2014.09.01 08:59:00 -
[360] - Quote
It's not often use the Forge as sniper. It is a difficult weapon to use and when you use these defenseless against infantry. Do not do it more difficult to use. Nobody will want to use More damage to the HMG assault would be nice, heavy slow in open field. It is a hostile environment. Do not do it more difficult to use, No one will want to use
CHACALES
¡¡¡HONOR!!!
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Symbioticforks
Pure Evil.
753
|
Posted - 2014.09.01 09:07:00 -
[361] - Quote
As if sniping wasn't a niche role already.
Off the top of my head..
Scale increased damage percentage to reduced range percentage.
(i.e. reduce the range to 450m 25% reduction, for an increased 25% damage)
This might be okay, if you INSIST on nerfing the range.
Sniping Dust 514 (video series)
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Monkey MAC
Rough Riders..
3390
|
Posted - 2014.09.01 09:13:00 -
[362] - Quote
Simply Improving Damage on the Breach, Burst and Tactical Assault Rifles isn't going to be enough, you need to do a range rebalance, especially on the breach. If you keep that range the only way the breach will be relevant is if its DPS is identical to the AR.
Personally I don't think the AR needs a damage buff, but the other weapons a minor damage nerf. 1 dmg from burst combat rifles 2 dmg from breach rail rifles
I also don't think the AScR needs a damage buff either, it has the same base DPS as the ACR, but a few meters more range. Buffing the AScR will cause the ACR to start under performing especially when the ACR is finally given a balanced damage profile.
When it comes to the side arms, there is a lot of work in my opinion. Bolt Pistols need a faster ROF, achieve this by reducing the concurrent shot delay, by way of removing the charge. Like a slow firing rail rifle, you only need to charge once.
The Ion Pistol seize duration isn't the problem, the weapons -1 effective range, unruly dispersion and lack of charge shot power is. I would suggest younbuff the effective ramge to 30m, reduce dispersion by 30% and increase the base charge shot damage to 450 eHP
Scrambler Pistols don't need a ROF buff (except for the Burst and Assault variants) but a little extra damage wouldn't go amiss.
The flaylock needs a blast radius of about 2m
All in all the sidearm should be capable of achieving DPS values similar to mthe standard SMG
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
|
CommanderBolt
Osmon Surveillance Caldari State
1449
|
Posted - 2014.09.01 09:36:00 -
[363] - Quote
Symbioticforks wrote:As if sniping wasn't a niche role already.
Off the top of my head..
Scale increased damage percentage to reduced range percentage.
(i.e. reduce the range to 450m 25% reduction, for an increased 25% damage)
This might be okay, if you INSIST on nerfing the range.
You know full well that the only reason range is being nerfed is because its the easy fix for CCP. This is not about game balance or anything of that nature, its the easy way to gloss over bad map design (and by that I mean specifically the red line / starting areas for each team in a battle usually)
I guess its also an easy way to try to address rending issues.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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bamboo x
Eternal Beings Proficiency V.
1105
|
Posted - 2014.09.01 09:36:00 -
[364] - Quote
Symbioticforks wrote:Getting a bit carried away there, sorry. I'll talk to some people and submit something.
*sigh*
I really liked my "Rusty Spear" and now you're trying to give me a "Sharp Shortsword" whilst labeling it a "Spear"
I feel your pain but it's CCP we're talking about here.
Cutting corners and giving the idiotic masses of sheep what they want. "LOL I HAT RED LIN SNIPOR"
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2466
|
Posted - 2014.09.01 10:15:00 -
[365] - Quote
Symbioticforks wrote:As if sniping wasn't a niche role already.
Off the top of my head..
Scale increased damage percentage to reduced range percentage.
(i.e. reduce the range to 450m 25% reduction, for an increased 25% damage)
This might be okay, if you INSIST on nerfing the range.
Reduce it to 300m. That way the weapon is within reach of other infantry weapons. Increase base damage. But it doesnt need to be an iwin butan that always does 1200 damage per headshot.
Being able to drop 800 (at proto)damage on a headshot would be incredibly good without being a guaranteed OHK alpha shot |
Keeriam Miray
R 0 N 1 N
330
|
Posted - 2014.09.01 10:20:00 -
[366] - Quote
Breakin Stuff wrote:Reduce it to 300m. That way the weapon is within reach of other infantry weapons. Increase base damage. But it doesnt need to be an iwin butan that always does 1200 damage per headshot.
Being able to drop 800 (at proto)damage on a headshot would be incredibly good without being a guaranteed OHK alpha shot
It's already 800+dmg per headshot... & it takes 2-3 headshots to kill heavy or assault suit
-í-ç-¦-ü-é-+-+-¦-ï-+ -+-+-¦-¦-é -¦-ï-é-î -é-+-+-î-¦-+ -+-+-¦-+-¦-+-+-¦. -í-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦...
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Ydubbs81 RND
Ahrendee Mercenaries
3360
|
Posted - 2014.09.01 10:49:00 -
[367] - Quote
CCP Rattati..you can't buff swarms so that they can be effective vs ADS AND buff ADS as at the same time.
You have to take in account how difficult it is to destroy an ADS and how easy it is for them to stay alive. Couple that with being practical when thinking of trying to win matches.
They destroy you before you could lock on your swarms. You bring out a tank and they fly over your back and destroy you. There is no counter. You have to wait and hope for them to be careless and you have to hit hem twice. Because one hit and they activate their burners and they are out of there.
> Check RND out here
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Senator Snipe
Onikanabo Brigade Caldari State
183
|
Posted - 2014.09.01 11:09:00 -
[368] - Quote
CCP Rattati wrote:Dear players
we are ready to share our narrative for Hotfix Delta. As usual, some, all or none of these changes may end up being deployed when the Hotfix is ready. I also want to share that we are very happy with the new CPM and that we are starting to gel as a team that wants only the best for DUST 514. Lots of positive interaction and discussions in the last few weeks.
These are the high level gameplay features we want to look at for Delta.
Weapons Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas)
Add all Miltia Sidearms and Miltia HMG to Market
Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter.
Plasma Cannon - increased projectile speed
Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
Assault HMG buffed, burst HMG needs a slight tune down
Dropsuits Minmatar dropsuits - small ehp buff across the board
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
Turrets Small Rail ROF reduced
Large Blaster splash reduced
Small Blaster splash increased, maybe range increase
Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Most of these issues have been mentioned and discussed on the forums, discovered through data or raised by the CPM.
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
want to nerf the forge gun yet again? unbelievable. This is the worst attempt yet. CCP this is not a bullet out of a rifle. its a Freakin cannon. YES it should have splash damage. >.>
My forge skills are unmatchable.
It's not that i lose battles, its just that sometimes i don't feel like winning them.
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Monkey MAC
Rough Riders..
3391
|
Posted - 2014.09.01 11:14:00 -
[369] - Quote
Ydubbs81 RND wrote:CCP Rattati..you can't buff swarms so that they can be effective vs ADS AND buff ADS as at the same time.
You have to take in account how difficult it is to destroy an ADS and how easy it is for them to stay alive. Couple that with being practical when thinking of trying to win matches.
They destroy you before you could lock on your swarms. You bring out a tank and they fly over your back and destroy you. There is no counter. You have to wait and hope for them to be careless and you have to hit hem twice. Because one hit and they activate their burners and they are out of there.
He's not buffing ADS's he's buffing basic/transport dropships.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Keeriam Miray
R 0 N 1 N
330
|
Posted - 2014.09.01 11:20:00 -
[370] - Quote
Breakin Stuff wrote:Reduce it to 300m.
300m is in range of forge gun, that's easy kill for heavy in LAV. With forge gun you don't need to crouch, there is no sway, you can dodge gun fire\sniper fire & shoot with 100% accuray whatever you do.
Also CCP not changing (fixing) maps with SR range nerf, you need at least 2-3 vantage points on each side & stay mobile (terrain is awful for relocation even for scouts with 80% of map open space, making you stuck, slide & jump at same time every fkn centimeter). There isn't such places for snipers and even more, alot of sniping places & ways where removed or blocked, new maps pretty much has "king of the hill" desing, making them useless for sniping.
Add to that "visual scan" that shows up everything on radar or around crosshair, enemies that not even on your screen or behind cover, building.
Scouts in cloack visible & killable at 500+m, with that stupid blueish effect that makes you glow in dark places or dark background. Everyone can see you, tanks, dropships, infantry at any range. Making it usefull pretty much only for camping by standing still & even then you glowing on dark backgrounds...
I'm ok with range nerf, but maps must be viable & balanced for that, and they're not, maps are terrible.
-í-ç-¦-ü-é-+-+-¦-ï-+ -+-+-¦-¦-é -¦-ï-é-î -é-+-+-î-¦-+ -+-+-¦-+-¦-+-+-¦. -í-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦...
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WeapondigitX V7
The Exemplars
168
|
Posted - 2014.09.01 11:23:00 -
[371] - Quote
Please homogenize the blast radius of the flaylock pistol to roughly 1.7 meters across all tiers and increase clip size and increase projectile speed a lot. I want a flaylock with its current projectile speed multiplied by 1.8. Also change the skill bonus to increasing the projectile speed per level in addition to the flat increase of projectile speed across tiers.
Make the breach flaylock pistol have 50% efficacy against infantry and 200% efficacy against vehicles.
Make the ion pistol not overheat until it has fired 1 charged shot and roughly 3 uncharged shots in a short space of time. (change overheat mechanics to heat produced per shot for ion pistol and scrambler rifles)
Reduce the ROF of the scrambler rifle to roughly 620 RPM. This should be done to reduce the advantage players have with modded controllers.
Also follow either of these alternatives to make the SCR have less short comings where it is very weak:
1: Reduce heat cost of each uncharged shot of the scrambler rifles. (this will make it easier for SCRs to kill fully armor tanked heavy suits without overheating in amarr assault suits, I only want 2 extra shots I guess)
Or: 2: Increase the heat produced by uncharged SCR shots but decrease the heat produced by charged SCR shots, reduce ROF further to roughly 590 RPM. Make the SCR become increasingly more heat efficient as the SCR user builds more charge. Decrease the charge time of the SCR. This makes the SCR be more beneficial when firing partially charged or fully charged shots with slightly higher DPS and be more heat efficient thus having higher damage per overheat/clip, compared to firing many uncharged shots until you overheat. This is offset by having a greater risk of losing more DPS is you miss a few shots. You are penalized more harshly for missing but are rewarded more while using charged shots if you are accurate.
I would love a plasma cannon projectile speed increase.
Increase the projectile speed of assault swarm launchers by a large amount. I would love a increase to swarm damage efficacy against dropships.
Increase the clipsize of the scrambler pistol and increase its ROF and lower its damage per shot so its DPS remains the same for body shots. Overall that increases the damage per clip and increases it max recoil growth at max DPS. I liked the increased recoil at the start of uprising because I got more headshots back then because of more recoil and ROF.
Make the minmatar assault SMG have less damage per clip compared to normal SMG but have much higher DPS. Example: 40 shots per clip but roughly 490 DPS assuming 100% efficacy against shields and armor. If I take in the damage profile it would be much weaker against shields compared to armor.
I would like a +15% efficacy to armor and -15% efficacy to shields for projectile weapons. Most suits can equip sidearms and fluxes to help them take out shield suits.
Please increase the scan radius of assault suits to roughly 15 meters. (excluding the skill bonuses).
Please decrease the ISK cost of standard medium frames and light frames and heavy frames to help newbies out. Improve NPE.
EDIT:
Please increase headshot damage modifier for all sniper rifles except the charge and thales to roughly 400%. That is 1000 damage for 1 headshot from a 250 damage bullet.
Please increase the headshot damage multiplier for charge and thales snipers to roughly 310%. that is roughly 1085 damage headshot from a 350 damage bullet. |
Keeriam Miray
R 0 N 1 N
330
|
Posted - 2014.09.01 11:27:00 -
[372] - Quote
WeapondigitX V7 wrote:Make the breach flaylock pistol have 50% efficacy against infantry and 200% efficacy against vehicles.
AV rocket pistol lol
-í-ç-¦-ü-é-+-+-¦-ï-+ -+-+-¦-¦-é -¦-ï-é-î -é-+-+-î-¦-+ -+-+-¦-+-¦-+-+-¦. -í-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦, -ü-ç-¦-ü-é-+-+-¦...
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medomai grey
WarRavens Capital Punishment.
945
|
Posted - 2014.09.01 11:28:00 -
[373] - Quote
Gabriella Grey wrote:medomai grey wrote:CCP Rattati wrote:Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings. I've been using heavy shield extenders on my python to achieve a EHP of 4204. To put that into perspective, a un-fitted gunnlogi has 4150 EHP, the madrugar 5200 EHP. With the use of heavy vehicle mods, I've effectively turned my python into a mobile, flying tank. It's no wonder swarm launcher users have such a difficult time downing my python. Solution: Make it harder to fit heavy modules on non-HAVs. Increase the CPU/PG cost of heavy vehicle mods and increase HAV CPU/PG accordingly. Give a small buff to non-heavy vehicle survivability mods to encourage more usage over heavy ones. If that was the case every dropship would be shot down when they are seen the first time. The best fitting with shield extenders of a python is 1 heavy complex shield extender, 1 light complex shield extender, and an afterburner on the high slots. Python players use heavy shields to be able to take damage and engage vehicles and ground forces. If you are pulling off this fit you have roughly 3100 shield extenders, and something around 900 armor. This still goes back that arial vehicles need their own modules, turrets, and rework on the PG/CPU numbers spent. I would like to also remind you that HAV's have more slot fitting available compared to a dropship, so they can fit hardeners, repairers, and shield boosters. CCP should just set dropships aside for another hotfix, if dust even makes it that far, but Legion will need these fixes for sure. There will always be issues with dropships and any other arial vehicle in dust if these type of vehicles are not given the same type of customization as HAV's have with Large Turrets, and the modules they can only fit. My 4204EHP Python/Flying Tank Fit: 1*basic heavy shield extender 1*enhanced heavy shield extender 1*afterburner 1*complex power grid upgrade 1*XT-1 missile launcher
As for your argument, " I would like to also remind you that HAV's have more slot fitting available compared to a dropship, so they can fit hardeners, repairers, and shield boosters." Take note that I used the word "un-fitted" as a adjective for gunnlogi in my original post; why would I do that?
You can't keep putting off a task forever or it never gets done.
@ CCP Rattati: A increase to swarm speed is fine so long as you reduce the swarm missile's tracking ability such that skilled pilots can evade or cause them to crash into environment objects such as buildings. The current swarm missile tracking ability combined with a speed buff would make them virtually impossible to avoid.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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BL4CKST4R
La Muerte Eterna Dark Taboo
2980
|
Posted - 2014.09.01 11:32:00 -
[374] - Quote
One question CCP on sniper rifles, how will you balance the risk v. Reward of sniper rifles I.e isk risked vs isk destroyed. For example an prototype ewar scout, which can cost over 150k and have less than 400 hp getting one shotted vs a militia sniper suit. This should be taken into account.
Depending on how you buff sniper rifles you might also increase the prevelance of brick tanks and dual tanks.
supercalifragilisticexpialidocious
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shaman oga
Nexus Balusa Horizon
2766
|
Posted - 2014.09.01 11:46:00 -
[375] - Quote
I'm looking for a proper thread for sniper rifle there are not enough info here to help me to give a quality feedback on it. Same for sidearms.
Regarding damage profile of projectiles i would like a soft change something like -5% +5%, to keep it in line from what we have now, change it too much is not a good choice, because it will change the purpose of the weapon, imo projectiles are meant to damage both, to be really original i would give 0/0%.
Forge gun nerf is not needed imo, i've never seen breach forger actively sniping infantry, simply because charge time is too long and you can't move, it's not pratical, just like a cloak on non-scout suit, you can use it, but it's not very effective.
The rest seems good, but as always i wait for more specific threads.
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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wripple
WarRavens Capital Punishment.
202
|
Posted - 2014.09.01 11:49:00 -
[376] - Quote
Why not drop the Racial ADS skill bonus to 5% per level and add a 5% per level bonus to the Dropship Operation skill? This way Pythons and Incubuses can still keep their 50% RoF bonus while standard Dropships get a little love for their gunners.
And on another note, would it be a fair request to change the Hand to Hand Combat skill to +20% damage per level to melee attack? The current skill is practically pointless as the only build that can make any real use of myofibrils is a 200 hp min. scout, and even then it's not a practical build for combat. If not this, why not remove myofibrils altogether and give kin. cats a bonus to melee, they are a muscle stimulant after all.
TLDR: A little tweak of the skill tree can make standard dropship gunning more practical, and I want to see more boxing on the battlefield. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2466
|
Posted - 2014.09.01 11:55:00 -
[377] - Quote
Why the hell are you projectile bandwagoners insistent that the projectile should not be dropped back vs. Shields?
Is it because you object to using any other rifles and you just want omni-efficiency?
Seriously. -15/+15 or -20/+20 puts a weapon profile that can efficiently chop up the armor tank hp buffer.
Because so many people utilize the CR over any other weapons shields have no advantage over any damage profile. Period.
Its not a nerf. Its not a buff. Its a neutral change. |
wripple
WarRavens Capital Punishment.
202
|
Posted - 2014.09.01 12:00:00 -
[378] - Quote
BL4CKST4R wrote:One question CCP on sniper rifles, how will you balance the risk v. Reward of sniper rifles I.e isk risked vs isk destroyed. For example an prototype ewar scout, which can cost over 150k and have less than 400 hp getting one shotted vs a militia sniper suit. This should be taken into account.
Depending on how you buff sniper rifles you might also increase the prevelance of brick tanks and dual tanks. What if we proposed falloff damage at a specific range for the sniper rifle? We're all tired of seeing the Thale's sniper going 30 / 0 in a match because he spent more time in his safe zone than his MCC, why reward cowardly behavior?
While completely theoretical, it may be interesting to see armor plates and shield extenders increase a suit's scan profile. They are after all bulky metal plates and energy fields. This would punish brick tanking on both scouts (cough cough, 1000 hp Gk.0 scout) as well as mediums as even heavies may be able to detect a brick house assault trying to be sneaky. This would also give ewar modules more significance on the battlefield for both scouts and mediums alike, rewarding tactical builds and punishing easy hp fits. |
wripple
WarRavens Capital Punishment.
202
|
Posted - 2014.09.01 12:05:00 -
[379] - Quote
Breakin Stuff wrote:Why the hell are you projectile bandwagoners insistent that the projectile should not be dropped back vs. Shields?
Is it because you object to using any other rifles and you just want omni-efficiency?
Seriously. -15/+15 or -20/+20 puts a weapon profile that can efficiently chop up the armor tank hp buffer.
Because so many people utilize the CR over any other weapons shields have no advantage over any damage profile. Period.
Its not a nerf. Its not a buff. Its a neutral change. It is a Minmatar weapon, by design it should be balanced to damage armor above all else. Otherwise what else will we have to combat those armor bricked imperials? |
Apothecary Za'ki
Biomass Positive
711
|
Posted - 2014.09.01 12:17:00 -
[380] - Quote
CCP Rattati wrote:Dear players
we are ready to share our narrative for Hotfix Delta. As usual, some, all or none of these changes may end up being deployed when the Hotfix is ready. I also want to share that we are very happy with the new CPM and that we are starting to gel as a team that wants only the best for DUST 514. Lots of positive interaction and discussions in the last few weeks.
These are the high level gameplay features we want to look at for Delta.
Weapons Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas)
Add all Miltia Sidearms and Miltia HMG to Market
Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter.
Plasma Cannon - increased projectile speed
Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
Assault HMG buffed, burst HMG needs a slight tune down
Dropsuits Minmatar dropsuits - small ehp buff across the board
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
Turrets Small Rail ROF reduced
Large Blaster splash reduced
Small Blaster splash increased, maybe range increase
Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Most of these issues have been mentioned and discussed on the forums, discovered through data or raised by the CPM.
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
sidearms. use SMG as the control and buff other sidearms accordingly to be up to scratch with smg as i feel smg is the best balanced sidearm sofar
snipers finally ccp speaks and it speaks volumes that snipers were OP and my QQ was warrented.
PLC took your time! :P but good change
Swarms try increaseing the speed of which the missiles travel before nerfing ADS.. as i find the travel time is the major factor in beign able to counter ADS.
rifles this has been needed for a long time
Forge gun i disagree as forgegun snipeing will still continue because they/we do nto skill with splash we kill with the main projectile thus the OHK which many people QQ about
HAV can you try fix it so when trying to do a 0 point turn we do not end up just wobbleing backward and forward which gets us killed alot of the time.
damage profiles the ScR at 140% vs shields is a bit much and just makes people want to shield tank even less.. for projectiles i would say maybe -10% shield +15% armor. and test that profile for a while.
shield moduals the cpu reduction is a god send! but also please look into increaseing extender amounts further as with flux nades and lazor weaponry they just go not compair in the slightest to armor which gets like 900+ hp where shields barely hit low 600s (on assault suits) forceing shield tankers to DUAL TANK.
nanite injectors this is a great buff.. will the WP tweaks be in delta aswell?
[[LogiBro in Training]]
Level 1 Forum Pariah
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RendonaSix
IMPERIAL SPECIAL FORCES GROUP
245
|
Posted - 2014.09.01 12:40:00 -
[381] - Quote
Please be careful with the scr as i have tried it at std and without damage mods and its not that great vs armour but with damage mods and proto, its a beast.
Please be careful as proto scr and damage mods are blurring lines i believe.
Use any weapon in the game with 3 complex damage mods and prof 3+, it will own even vs its efficacy weakness.
I am Techs Amarr other half of his shattered consciousness.
Yes, I did just refer to myself in the third person.
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WeapondigitX V7
The Exemplars
168
|
Posted - 2014.09.01 13:32:00 -
[382] - Quote
RendonaSix wrote:Please be careful with the scr as i have tried it at std and without damage mods and its not that great vs armour but with damage mods and proto, its a beast.
Please be careful as proto scr and damage mods are blurring lines i believe.
Use any weapon in the game with 3 complex damage mods and prof 3+, it will own even vs its efficacy weakness.
Keep in mind that damage mods are meant to make a weapon a beast. Although tanking mods are better AND more reliable (you sometimes miss with bullets but more hp does not have that problem, higher shields and armor are not player skill dependant.
Damage mods are only better when you are trying to surprise the enemy.
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Hakyou Brutor
Pure Evil.
1183
|
Posted - 2014.09.01 13:58:00 -
[383] - Quote
Adipem Nothi wrote:Everything here looks great :-)
Two quick questions ...
1) In light of shotgun overperformance statistics, if we came up with an "easy" fix for the fire-from-cloak problem, might we be able to squeeze it into Delta?
2) If the V/AV changes outlined above are implemented, might we hold off on yanking vehicles from OMS until we've had opportunity to reevaluate?
@ CPM1 :: High Five :: LOL! Is it too hard for you to look at the 300 eHP scout and instakill him with your HMG or Rifle? |
Shamarskii Simon
1.U.P
0
|
Posted - 2014.09.01 14:01:00 -
[384] - Quote
Well, here's my feedback narrative.
Combat rifles have the weirdest damage profil(-5/+10). Since eve lore should kinda be in effect... It should simply be -5 + 5 (slightly more effective against armor than shield) and weakened in strength (Not too weak; maybe -- 2 points of damage?). Just want to say whoever says -20/+20 is terrible, please look at the laser rifle. Armor has more hp (as one may see from armor plates v shield extenders) thus lasers will take long to kill at range. Plus with a 105m effective range and the function for damage (17*([1.20+prof || 0.8 ]+ damage mod )+ 0.8* number of rounds exhausted in a continuous mannor) it isn't for the feint of heart.
*Simply means a -20% does not render a weapon useless.
Swarm now are in a very tricky place. We need to be extremely careful with swarms right now. I understand an ads can fly away instantly but swarms will hit unless of the following:
-the dropship is near full speed traversing the battlefield without any stops. - the pilot has managed to extend the flight distance to 400m in a series of maneuvers.
These 2 things are the only hope a dropship will have. If one wishes to eradicate the dropship please do the following:
-wait until the dropship has stopped moving and is low to the ground. -forge gun friends to give the dropship in question a stun-like effect (the sharp change in direction whilst in motion)
*simply the swarms has the potential of leaving the safe zone and entering the zone of free dropship warpoints / once locked, shall perish. Swarms have lost its predictive nature (all swarms fire 4 missiles) and will only cause fear to dropships, both standard and assault, everywhere. The speed increase will render swarms flirting with overpowered to some dropship builds. One who uses an incubus is aware a wyr breach has the potential to be a 1 hit kill when the dropship is bereft of shields (implying one is using base armor hp.) and that denies 300 m of airspace. The swarm increase may have the same effect on standard dropships and potentially -- the assault variant as well. Please be careful with swarms. The advanced swarm already does a fair bit of damage.
The ion pistol is a lovely weapon plagued with problems. The seize time is outrageous and the potential of seizure at a half charge is saddening. Simply put, the ion pistol needs shorter seize time and efficiency outside its effective range like the bolt pistol.
Yes the plasma cannon does need a speed increase; however, with that speed increase the parabolic flight of the plasma may need a slight incline. Too much and it will be the same time to fire while having a severe targeting issue. Again, take heed.
Scrambler rifles only need a rate of fire cap. That will solve the rate of fire problems.
Thank you for reading. |
Milvum
Edimmu Warfighters Gallente Federation
7
|
Posted - 2014.09.01 14:32:00 -
[385] - Quote
1. Heavy Machine Gun: - increase recoil (dont fiel any appreciable resistence during fiering). - reduce fire speed for burst HMG to 4200 spm. (its fire like a shotgun with range up to 30 meters) and increase cd time between bursts. - increase damage for assault HMG. otherwise its usless. 2. Other notification: - Remote Explosive: need start time delay. For now its controlible granade with fatal damage. - Greatly increase bullets spread during fire while "streif" movement. (DUST514 is NOT Counter Strike)
usus magister est optimus (lat. "-+-Ç-¦-¦-é-+-¦-¦ - -+-¦-+-+-â-ç-ê-+-¦ -â-ç-+-é-¦-+-î")
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bogeyman m
Minmatar Republic
386
|
Posted - 2014.09.01 15:00:00 -
[386] - Quote
CCP Rattati wrote:CommanderBolt wrote:-snip-
The splash damage isn't the thing doing the work then is it? Its the position of the forger (as you said overlooking objectives) and very nature of the forge gun usually being a one hit kill.
You use a sniper because its meant to have longer range and it is also a stealth weapon.
You say all of this Rattati but you are on about /have nerfed the scope zoom on certain snipers right.....
It all doesn't make sense. can you kill multiple targets in one shot with a sniper? I saw that done in a movie once... It must be true.
(The hero, obvious Minmatar, killed eleventeen bad guys with one bullet - I'm pretty sure they were all Amarrian.)
Duct tape 2.0 ... Have WD-40; will travel.
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Jack Boost
Zarena Family
455
|
Posted - 2014.09.01 15:20:00 -
[387] - Quote
ABOUT CALDARI SENTINELS AND SHIELD TANKING:
In Charli CCP was planning to change slot layout to 3 high and 2 low, but aperently they drop this idea, so caldari sentinel is mirror for gelante sentinel (4h, 1l at proto).
ONE problem.
Galente can fit all armor tanking modules in low slots.
Can we 'Shield Regulators' modules put in high slot? This is only one thing that is broken here.
Not much time left...
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Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1699
|
Posted - 2014.09.01 15:33:00 -
[388] - Quote
I like what I'm seeing in this thread a lot. Feel the game is going in a good direction under Rattati - am actually buying boosters again, which I thought I'd never do. Amazing what a balance tweak here or there can do. Still I have two main concerns:
1. ADS. Really they are so overwhelming powerful at present. I doubt the mooted swarm changes will make much difference. ADS can hover 200m away and use small rails to pick off infantry with total impunity. How will making swarms faster make any difference whatsoever if the ADS never even enters swarm range? I realize you mention a light rail RoF reduction, but it will still allow risk free dominance over AV simply by outranging it. Swarm range needs to at least match small rail range. That can be achieved either by buffing swarm range, nerfing small rail range, or both. I don't have any SP into swarms and never use them, but the present range differential is a pretty glaring imbalance.
2. Snipers. I have to say, as run and gun infantry, there is nothing more infuriating than getting a 500HP scout suit one-shotted from 400m+ while I'm still in the deployment zone and running to home point, as happened at the start of a game the other day. This must be exactly the sort of thing that makes veterans AFK and new players drop the game in a flash (and it will happen to them much more). However, it seems that snipers are not too happy about the suggestion of reducing range in exchange for increased damage, and would this really be better for the typical FPS player? At least at present most sniper shots are not OHKs on anything except the flimsiest scout, so you usually have the chance to move and find cover. If snipers have shorter range but do more damage, the proportion of hits that are OHKs will increase dramatically, so maybe the 'why do I even bother?' factor would increase for run-and-gunners (especially new players). Meanwhile, snipers themselves may feel aggrieved because they've been forced into a closer range, less snipery role. Thus, while I agree that the current low risk sniper mechanics are far from ideal, maybe we should just accept that at this point any changes are likely to turn either snipers or non-snipers (or both) away from the game. |
Ryme Intrinseca
Fatal Absolution General Tso's Alliance
1699
|
Posted - 2014.09.01 15:40:00 -
[389] - Quote
Also, I should add that as this patch should cover most of the outstanding balance issues, it would be great if there could be a longer delay before the next one. To this point most of the changes have helped with balance. But once we have balance, changes for their own sake are a bad thing. Let players enjoy the game finally being in a pretty good place and find new things to do with the tools they've been given. Of course this does not preclude the odd fix where something is obviously broken, but no more systematic changes for a while. |
iliel
0uter.Heaven
147
|
Posted - 2014.09.01 15:41:00 -
[390] - Quote
Symbioticforks wrote:CCP Rattati . . .
While I disagree that snipers cannot one shot suits (I've been one shot killed to the body plenty of times by Thales), I agree with the gist of this. In a nutshell, the problem isn't the current sniper mechanic (i.e., its range) but rather the redline mechanic.
I mean, you could also remove the back part of allied redlines so that people are stuck toward the front of it. Then, one could run in and kill a sniper. |
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2225
|
Posted - 2014.09.01 15:45:00 -
[391] - Quote
CCP Rattati, thanks for posting this. Apologies for being a little GÇ£late to the partyGÇ¥ so-to-speak. I have a few thoughts:
NPE
While IGÇÖm thrilled that new players will get more time being sheltered from being matched against organized squads of high SP players, I would however like to see this implemented differently than just extending the existing academy. IGÇÖm not sure if itGÇÖs possible to do as a hotfix, but I think having a 2nd tier academy (implemented as an optional game mode) for players under some SP threshold makes more sense. I think the current academy being short makes sense. You want new players to realize there is more depth to this game than just the academy, fairly early on. I recall CCP experimented with the cap on the Academy and how it reflected on new player retention at some point in the past and concluded that shorter was better. Remember, itGÇÖs a free-to-play game so a lot of players download it just because itGÇÖs free. Many have no clue what the gameplay is like and theyGÇÖre expecting it to be crappy and limited (most free games are, and if it was GÇ£goodGÇ¥ CCP would be charging for it, right?). ItGÇÖs important to help correct these misconceptions early.
Having an optional academy game mode (the only one checked by default) makes a lot of sense because new players be able to play against lower SP players, make friends, and build up the map knowledge and skills (both player skill and SP) they need to make a reasonably competitive ADV fit. I think a good cap is 5 mill SP. You canGÇÖt put players with 4.9 mill SP in the same match as a player learning the controls for the first time either though. ThatGÇÖs why keeping the existing academy short is good, and this allows for a much longer academy mode to be available. TheyGÇÖre solving 2 separate problems. The first academy is all about the player learning what the game is, how to tweak controls, what is available to them, what are supply depots, objectives, CRUs, how turrets work, etc. The second is about building up skills, map knowledge, social connections, and other tools to help them be more successful and have a more enjoyable time in game once they cap out of the 2nd tier academy. You could simply label this as GÇ£AcademyGÇ¥ in the mode selection list even thought theyGÇÖll never be matched against players in the initial academy. I think this is the easiest way to do it from a UX standpoint. Players under 5mill SP would still be able to participate in regular pubs, FW, or even PC (not likely) but they always have the option to run academy matches if theyGÇÖre getting demolished.
Segregating by gear is a bad solution here, SP is better because it reflects the playerGÇÖs time in game and limits fits to those possible with that SP cap while still giving the players freedom to try to maximize their fits (which is important for them to learn). Players can militia stomp just fine. HereGÇÖs a video of Saxonmish going 33/7 in full MIL gear, and thatGÇÖs playing against people wearing all levels of gear, imagine how much more severe that would have been if everyone else was running full MIL gear.
Hopefully we will see the matchmaking changes youGÇÖve been discussing as well. I think this will also help significantly (although not eliminate the need for the 2nd tier academy).
Along those lines, IGÇÖm happy to hear that the starting ISK is dropping so much. ItGÇÖs my hope that we can use the price of skill books to help guide new players into successful skill choices early on. IGÇÖd like to see the price of some skill books drop to free or very cheap (like 1000 ISK) for skills like drop suit upgrades, shields, armor, engineering, electronics, light weapons, weapon upgrades, etc.
ScR
Please donGÇÖt break the ScR by ruining the fluidity of it shots (like was done to the ScP). I understand that modded controllers are an issue. It seems trivial to code a turbo detection function since turbo buttons have 2 easily detectable properties. They fire at rates that exceed human ability to tap the trigger, and there is 0 variability in the firing intervals. When it is detected that the player is using a modded controller, they should suicide (loosing a suit) and be kicked from the match. Apply the function to check for this server-side for all weapons. The ScR may need additional tweaks, but IGÇÖd like to see the Gal and Cal Assault bonuses improved first to see if that changes the metrics youGÇÖre seeing. There is a fine line between the ScR being OP and being completely useless. Please tread carefully and look at the data in PC matches for ScR as well, not just pubsGÇöthe ScR is very effective against low hp players, and struggles worse than other rifles against high HP players, a fact that may be skewing your data somewhat.
CR
As far as the CR profile changes go, I tend to think of the Minmatar as being all about versatility. They duct tape their suits together with whatever they can find, they have speed, some armor some shields. They are all about being resourceful and I think this lends itself to a more balanced -5%/+5% profile. They are still bounsed for armorGÇögetting the hugely advantageous proficiency bonus to armor, and wonGÇÖt be crippled against shields. It also seems weird to have projectile and explosive damage profiles be completely redundant.
(cont.)
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2225
|
Posted - 2014.09.01 15:46:00 -
[392] - Quote
Redline snipers
One way to help the sniper balance is to change the redline mechanics. IGÇÖd like to see the redline timer function like the cloak timer does. You get a significantly longer period of time in the redline (like 45sec to 1min) but when you're out of the redline, your timer slowly recharges instead of instantly resetting. So you have plenty of time to fly a dropship, LAV or whatever into the redline to take out a sniper, redline rail tank, or redline installation gunner, but you're forced to spend the same amount of time out of the enemy's redline (or even longer if the recharge isn't a 1:1 ratio). This prevents sustained camping of the enemy's spawns, but does allow for hit/run attacks. You could also prevent repairing shields/armor when you're in the enemy's redline, to make it harder for organized squads to stomp, and giving the defenders an advantage.
Here's an example. Say the timer is 1 minute. You invade the enemy redline, kill the sniper and then get out after 40 seconds. You now have only 20 seconds of redline time left. You wait 30 seconds out of the redline and now have recharged to 50 seconds of enemy redline time. IGÇÖm not sure if this can be changed in a hotfix but I think it would address many problems in a fairly simple and elegant way.
Best PvE idea ever!
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bogeyman m
Minmatar Republic
386
|
Posted - 2014.09.01 15:47:00 -
[393] - Quote
wripple wrote:BL4CKST4R wrote:One question CCP on sniper rifles, how will you balance the risk v. Reward of sniper rifles I.e isk risked vs isk destroyed. For example an prototype ewar scout, which can cost over 150k and have less than 400 hp getting one shotted vs a militia sniper suit. This should be taken into account.
Depending on how you buff sniper rifles you might also increase the prevelance of brick tanks and dual tanks. What if we proposed falloff damage at a specific range for the sniper rifle? We're all tired of seeing the Thale's sniper going 30 / 0 in a match because he spent more time in his safe zone than his MCC, why reward cowardly behavior? While completely theoretical, it may be interesting to see armor plates and shield extenders increase a suit's scan profile. They are after all bulky metal plates and energy fields. This would punish brick tanking on both scouts (cough cough, 1000 hp Gk.0 scout) as well as mediums as even heavies may be able to detect a brick house assault trying to be sneaky. This would also give ewar modules more significance on the battlefield for both scouts and mediums alike, rewarding tactical builds and punishing easy hp fits. I love both theses ideas!
For sniper rifle range, you could cap max distance at 500m and have damage per bullet reduce by 1% for every 10m past 200m that it travels - e.g. a 440m hit would then do 76% damage (before skills and mods). So if a sniper wants max damage, get closer - if they want to be safer, settle for less damage. Risk v reward.
Increasing scan profile for larger armour plates, at least, just makes sense. (Turn speeds should also be slower when wearing heavier plates.)
Duct tape 2.0 ... Have WD-40; will travel.
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Adipem Nothi
Nos Nothi
4698
|
Posted - 2014.09.01 15:53:00 -
[394] - Quote
Hakyou Brutor wrote:Adipem Nothi wrote:Everything here looks great :-)
Two quick questions ...
1) In light of shotgun overperformance statistics, if we came up with an "easy" fix for the fire-from-cloak problem, might we be able to squeeze it into Delta?
2) If the V/AV changes outlined above are implemented, might we hold off on yanking vehicles from OMS until we've had opportunity to reevaluate?
@ CPM1 :: High Five :: LOL! Is it too hard for you to look at the 300 eHP scout and instakill him with your HMG or Rifle?
If we're interested in balance, we can't ignore the statistics. According to the statistics, the shotgun is OP...
Without cloak, the shotgun underperforms Fine Rifles. With cloak, the shotgun outperforms Fine Rifles.
To those of us who ran shotgun prior to 1.8, it is obvious that cloak is acting as a catalyst. The solution to the shotgun's overperformance will most likely found in tweaking cloak ... but it looks like that's going to have to wait until Echo.
Shoot scout with yes.
- Ripley Riley
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WARRIOR GAC
Grupo de Asalto Chacal RISE of LEGION
163
|
Posted - 2014.09.01 16:00:00 -
[395] - Quote
Each 200HP, increased by 5% or 10% the emission profile. I can not believe see "ghosts scouts" with 700HP, for that are the Assaults.
Grupo de Asalto Chacal
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Snake Sellors
Hellstorm Inc General Tso's Alliance
384
|
Posted - 2014.09.01 16:10:00 -
[396] - Quote
Ryme Intrinseca wrote:I like what I'm seeing in this thread a lot. Feel the game is going in a good direction under Rattati - am actually buying boosters again, which I thought I'd never do. Amazing what a balance tweak here or there can do. Still I have two main concerns:
1. ADS. Really they are so overwhelming powerful at present. I doubt the mooted swarm changes will make much difference. ADS can hover 200m away and use small rails to pick off infantry with total impunity. How will making swarms faster make any difference whatsoever if the ADS never even enters swarm range? I realize you mention a light rail RoF reduction, but it will still allow risk free dominance over AV simply by outranging it. Swarm range needs to at least match small rail range. That can be achieved either by buffing swarm range, nerfing small rail range, or both. I don't have any SP into swarms and never use them, but the present range differential is a pretty glaring imbalance.
2. Snipers. I have to say, as run and gun infantry, there is nothing more infuriating than getting a 500HP scout suit one-shotted from 400m+ while I'm still in the deployment zone and running to home point, as happened at the start of a game the other day. This must be exactly the sort of thing that makes veterans AFK and new players drop the game in a flash (and it will happen to them much more). However, it seems that snipers are not too happy about the suggestion of reducing range in exchange for increased damage, and would this really be better for the typical FPS player? At least at present most sniper shots are not OHKs on anything except the flimsiest scout, so you usually have the chance to move and find cover. If snipers have shorter range but do more damage, the proportion of hits that are OHKs will increase dramatically, so maybe the 'why do I even bother?' factor would increase for run-and-gunners (especially new players). Meanwhile, snipers themselves may feel aggrieved because they've been forced into a closer range, less snipery role. Thus, while I agree that the current low risk sniper mechanics are far from ideal, maybe we should just accept that at this point any changes are likely to turn either snipers or non-snipers (or both) away from the game.
a well considered point but the snipers are not pc viable, so they do need changing, unfortunately a sniper NEEDS to protostomp in every round. due to the fact that ehp on all suits has just gone up and up and up.
the sniper community wouldn't be as bad if we knew what to expect because if it's effective range then we could deal with that, but if they do a 300 meter nerf to absolute range then you should realise they would be literally cutting the range in half. that is a massive nerf. anything lower than that and they shouldn't be called sniper rifles anymore.
you also need to know that snipers are not a readily available weapon for closer ranges... the scope sways, no hip fire, the need to crouch, etc.
also don't forget that players that chose to snipe use a different skill set to those on the ground. being patient, waiting for the right shot, trying to get the headshot, etc it is completely different way of playing the game to run and gun. it shouldn't be expected of us to be ground runners, and it certainly should not be forced on us. if i wanted to be a marksman then i would of put points into the tac assault or the scr but i didn't because i like to snipe.
n.b we'd also be fine if there was other vantage points added into these ranges, but there will not be.... |
Zindorak
1.U.P
765
|
Posted - 2014.09.01 16:18:00 -
[397] - Quote
If CR is getting a 15/15 Damage profile can we move other Minmatar weapons and Amarr weapons to a 15/15 Damage profile as well? so Gal and Cal are the 10/10 and the Amarr and Minmatar the 15/15. And as a thought can LR Overheat damage be nerfed as it does way to much damage
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Doc DDD
TeamPlayers Negative-Feedback
278
|
Posted - 2014.09.01 16:54:00 -
[398] - Quote
Most excited for:
1 Nanite injector buff
2 Combat rifle balance (-15 +15)
3 Sniper rifle balance ( more damage a lot less range to fix redline immortals ) |
S-PANZA
Expert Intervention Caldari State
52
|
Posted - 2014.09.01 17:11:00 -
[399] - Quote
On the topic of Sniper rifles,
Google Barrett M107, its a 21st century rifle and take note of the effective range and damage that is does.
Enuf said.
EDIT: Manufactured in the 20th century. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
189
|
Posted - 2014.09.01 17:15:00 -
[400] - Quote
S-PANZA wrote:On the topic of Sniper rifles,
Google Barrett M107, its a 21st century rifle and take note of the effective range and damage that is does.
Enuf said.
Fair Enuf. I want the ScR and Laser Rifle to be effective at 2000(000) kilometers then. We don't balance based on reality. |
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Stefan Stahl
Seituoda Taskforce Command
713
|
Posted - 2014.09.01 17:15:00 -
[401] - Quote
Here's an idea to throw around:
At some point last year I think a dev said that all Caldari sniper rifles were supposed to have the charge functionality, simply due to being a Caldari weapon. The tactical would be the exception as an imitation of the Minmatar precision rifle. You could potentially pick up that thought and create variants of the charge sniper rifles with varying charge times. Long charge times are difficult to use but yield large damage for slow targets and rifles with a short or non-existent charge time yield less damage but are easier to use on quicker targets.
This may introduces some player skill reward to sniping, which appears to be lacking according to some people.
Disclaimer: I'm not a sniper. So I can't have an opinion on whether this would actually work. I'm just raising ideas. |
Cheydinhal Guard
Abandoned Privilege Top Men.
178
|
Posted - 2014.09.01 17:37:00 -
[402] - Quote
The profile for the CR should be changed to -5/+5. -15/+15 would cripple its vesatility, making it useless against shield tankers and dual tankers alike. Oh.. wait nobody cares about that. I almost forgot that everyone and their 3rd cousin wants this gun nerfed into flaylol land.
Anyway, plenty of people complain about how OP the CR is, and adding 5% more armor damage is only going to make the QQ worse. The -5/+5 damage profile is a lot more balanced and the CR will do less damage to armor. Everyone wins.
AmarrAssault, GalAssault, GalLogi, CalScout
GalLogi to the end
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Weznof Nalek
Prima Gallicus
79
|
Posted - 2014.09.01 17:41:00 -
[403] - 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.
Cancel any changes to the swarmlauncher. Stop buff AV, it is very difficult and very frustrated to have 20 millions SP in ADS, for to be shooting by a militia swarm. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 17:56:00 -
[404] - Quote
Cheydinhal Guard wrote:The profile for the CR should be changed to -5/+5. -15/+15 would cripple its vesatility, making it useless against shield tankers and dual tankers alike. Oh.. wait nobody cares about that. I almost forgot that everyone and their 3rd cousin wants this gun nerfed into flaylol land.
Anyway, plenty of people complain about how OP the CR is, and adding 5% more armor damage is only going to make the QQ worse. The -5/+5 damage profile is a lot more balanced and the CR will do less damage to armor. Everyone wins. Crippling it vs. Shields is kinda the point. I thought you understood that. |
KalOfTheRathi
Nec Tributis
1363
|
Posted - 2014.09.01 18:13:00 -
[405] - Quote
Symbioticforks wrote: Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
While I agree with some of your comments and some of your attitude I have been OHK by snipers many times and have given quite a few out, even over the last few days. Granted the Thale is the weapon of choice for OHK and this latest Nerf Hammer of Doom to all snipers appears to be a reaction to those using only Thale officer variant. But it will make all other snipers suffer.
Also, Large Rail Tanks routinely don't OHK anymore. Their splash damage is non-existent so a direct hit is the only way to kill. The draw distance cut-off is so short that trying to get a bead on infantry is difficult at best. There are many locations that infantry isn't shown beyond 200m and are thus invisible to a tanker. It is possible to OHK infantry as I have done it but it is much less repeatable than using any sniper rifle. A moving infantry target is nearly invincible to a large rail tanker. And the next fix will kill the ability for the forge gun as well. Which should make you happier, I suppose.
My biggest frustration of late with these hot fixes (more like HOT FIXES FROM HELL, HFFH) is that the game is getting tragically dulled down with each one. Scouts are the only suit worth skilling into. They can do most every job and do it with impunity, not to mention that in this squad based game they function as a solo player better than anything other than a sniper and they do that as well. I just don't happen to like play them. Then to come in and play the 3x5 event to watch the kill feeds be loaded with nothing but officer weapons doesn't create a fun time.
When compared to the games that I am spending much more time playing these days (as well as spending actual cash in) tanks are getting hammered each time a HFFH gets released. Now the infantry just bounces around them as they know they can only be killed in a few situations. This is so far from fun it is disheartening. Of course, I am not an AV player either (except for FG and using vehicles for AV) so this ongoing effort to ensure that the swarmer crowd can kill anything with one clip makes it less likely I want to join in the fun in the dust.
Welcome to Dust where Mercenaries cannot make a profit unless they use free equipment and balancing means to destroy the essence of the game.
And so it goes.
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Temias Mercurial
Knights Of Ender RISE of LEGION
195
|
Posted - 2014.09.01 18:14:00 -
[406] - Quote
Symbioticforks wrote:CCP Rattati
The sniper rifle without insane damage only has one thing going for it.
That's range.
I've said this way too many times, and hate that you've failed to reply properly or take notice.
Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
You can one shot scouts, and non-tanked militia suits...
Not referring to balance or anything of it, it's just that you can indeed one shot some suits/fittings, especially if it's to the head.
All it takes is a heavily damage modded Ishukone or Charge.
You do not need a head shot to one shot these suits with the Charge btw.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
|
Temias Mercurial
Knights Of Ender RISE of LEGION
195
|
Posted - 2014.09.01 18:29:00 -
[407] - Quote
Cheydinhal Guard wrote:The profile for the CR should be changed to -5/+5. -15/+15 would cripple its vesatility, making it useless against shield tankers and dual tankers alike. Oh.. wait nobody cares about that. I almost forgot that everyone and their 3rd cousin wants this gun nerfed into flaylol land.
Anyway, plenty of people complain about how OP the CR is, and adding 5% more armor damage is only going to make the QQ worse. The -5/+5 damage profile is a lot more balanced and the CR will do less damage to armor. Everyone wins.
If it were to be -5/+5, you may as well do a full on 100% damage against shields and armour; therefore, it has no drawbacks.
Starting at 27dmg per bullet at STD, that would be reduced to only 25.65dmg against shields... that's nothing at all. A full burst (3 rounds) would only be brought down by 4.05dmg, from the unmodified 81 default damage (76.95dmg against shields).
That's far too insignificant to be balanced.
A drop of -15% for shield damage would bring it down from 27dmg to 22.95dmg. Full burst of 81 would be brought down to 68.85dmg.
A bit more significant.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
|
Symbioticforks
Pure Evil.
759
|
Posted - 2014.09.01 19:06:00 -
[408] - Quote
Temias Mercurial wrote:Symbioticforks wrote:CCP Rattati
The sniper rifle without insane damage only has one thing going for it.
That's range.
I've said this way too many times, and hate that you've failed to reply properly or take notice.
Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
You can one shot scouts, and non-tanked militia suits... Not referring to balance or anything of it, it's just that you can indeed one shot some suits/fittings, especially if it's to the head. All it takes is a heavily damage modded Ishukone or Charge. You do not need a head shot to one shot these suits with the Charge btw.
I knew full well what I was saying. (ephasis on the two words "any player")
A charge sniper rifle isn't going to kill a scrub fit MAX EHP Caldari Scout build, with a headshot.
(we're talking the weakest suit type with vs the highest dmg varient sniper rifle)
Small hit box on fast moving scouts, head shots on them is a luxury. Almost all prototype scouts will survive a body shot from a
Charge Sniper Rifle. From a standard Sniper Rifle they're likely going to half health.
MAX EHP 514 is the meta, and snipers are a joke.
There was a poll, and this was the voted on outcome..
1.3 body shots to kill a scout (2 tactical, 2 standard, 1 charge) 2 body shots to kill an assault (2-3 tactical, 2 standard, 2 charge) 3 body shots to kill a heavy 3-5 tactical, 3 standard, 2-3 charge)
currently we're looking at this.. (prototype try hard mode engage)
to kill a scout (3 tactical, 2-3 standard, 2 charge) to kill an assault (3-5 tactical, 3 standard, 2-3 charge) to kill a heavy 5-8 tactical, 4-5 standard, 3-4 charge)
Sniping Dust 514 (video series)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 19:15:00 -
[409] - Quote
I don't think buffing sniper damage to the point where they can one-shot a 1200+HP dropsuit is a good idea.
Also I'm in favor of -20/+20 for the projectile profile. |
Cheydinhal Guard
Abandoned Privilege Top Men.
179
|
Posted - 2014.09.01 19:15:00 -
[410] - Quote
Breakin Stuff wrote:Cheydinhal Guard wrote:The profile for the CR should be changed to -5/+5. -15/+15 would cripple its vesatility, making it useless against shield tankers and dual tankers alike. Oh.. wait nobody cares about that. I almost forgot that everyone and their 3rd cousin wants this gun nerfed into flaylol land.
Anyway, plenty of people complain about how OP the CR is, and adding 5% more armor damage is only going to make the QQ worse. The -5/+5 damage profile is a lot more balanced and the CR will do less damage to armor. Everyone wins. Crippling it vs. Shields is kinda the point. I thought you understood that.
Hey I'm all for balance and all that good stuff, but i'd hate to see another fine weapon thrown into the dump over forum QQ.
IshKnoks or go home.
I demand a rapid reload skill for knives!!
|
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 19:18:00 -
[411] - Quote
Cheydinhal Guard wrote:Breakin Stuff wrote:Cheydinhal Guard wrote:The profile for the CR should be changed to -5/+5. -15/+15 would cripple its vesatility, making it useless against shield tankers and dual tankers alike. Oh.. wait nobody cares about that. I almost forgot that everyone and their 3rd cousin wants this gun nerfed into flaylol land.
Anyway, plenty of people complain about how OP the CR is, and adding 5% more armor damage is only going to make the QQ worse. The -5/+5 damage profile is a lot more balanced and the CR will do less damage to armor. Everyone wins. Crippling it vs. Shields is kinda the point. I thought you understood that. Hey I'm all for balance and all that good stuff, but i'd hate to see another fine weapon thrown into the dump over forum QQ. See my post right before yours and consider the scrambler.
Still one of the most common-use weapons in the game, even by people without modded controls. It's +20/-20 in a world where at least 60% of people armor tank. |
bamboo x
Eternal Beings Proficiency V.
1108
|
Posted - 2014.09.01 19:29:00 -
[412] - Quote
Dear Rattati,
If you make projectile damage -15% to shields, I'm actually going to be very upset.
Caldari Sentinels will become OP as HELL especially if you give projectiles +15 to armor. Caldari are not supposed to be the best at resisting HMGs, that's what everyone chose the Amarr for.
If you take our role away, we will demand a respec or quit the game. Please do not give projectiles -15 to shields. Thanks.
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Cheydinhal Guard
Abandoned Privilege Top Men.
180
|
Posted - 2014.09.01 19:51:00 -
[413] - Quote
Breakin Stuff wrote:Cheydinhal Guard wrote:Breakin Stuff wrote:Cheydinhal Guard wrote:The profile for the CR should be changed to -5/+5. -15/+15 would cripple its vesatility, making it useless against shield tankers and dual tankers alike. Oh.. wait nobody cares about that. I almost forgot that everyone and their 3rd cousin wants this gun nerfed into flaylol land.
Anyway, plenty of people complain about how OP the CR is, and adding 5% more armor damage is only going to make the QQ worse. The -5/+5 damage profile is a lot more balanced and the CR will do less damage to armor. Everyone wins. Crippling it vs. Shields is kinda the point. I thought you understood that. Hey I'm all for balance and all that good stuff, but i'd hate to see another fine weapon thrown into the dump over forum QQ. See my post right before yours and consider the scrambler. Still one of the most common-use weapons in the game, even by people without modded controls. It's +20/-20 in a world where at least 60% of people armor tank.
The ScR is the least common of the four rifles for many reasons. The overheat plus the +20/-20 profile is what stops many people from using it. What makes it so deadly in the right hands is the charged shot, its RoF, and the high damage in general. The CR posesses nothing even remotely close to the alpha damage of the ScR. Also, that -20 to armor makes it unreliable against a well tanked armor tanker. And against a group of armor tankers? Pfft forget about it. But i digress.
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
IshKnoks or go home.
I demand a rapid reload skill for knives!!
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Snake Sellors
Hellstorm Inc General Tso's Alliance
386
|
Posted - 2014.09.01 20:15:00 -
[414] - Quote
bamboo x wrote:Dear Rattati,
If you make projectile damage -15% to shields, I'm actually going to be very upset.
Caldari Sentinels will become OP as HELL especially if you give projectiles +15 to armor. Caldari are not supposed to be the best at resisting HMGs, that's what everyone chose the Amarr for.
If you take our role away, we will demand a respec or quit the game. Please do not give projectiles -15 to shields. Thanks.
Wrong! they are supposed to be the best at resisting anything that gain profieciency against armour.
simple.
they should be resistant to hmgs,etc. that is why we don't get as much hp on our extenxders,
and no people don't skill into the amarr for it's resistance they skill into it for it's 4 low slots, as they did with the gallente before it,
don't kid yourself.
also they won't be op. as they are up at the moment and severely need this fixed. |
Shamarskii Simon
1.U.P
0
|
Posted - 2014.09.01 20:19:00 -
[415] - Quote
Bullet drop on snipers? I guess that will separate the boys from the men. |
bamboo x
Eternal Beings Proficiency V.
1110
|
Posted - 2014.09.01 20:19:00 -
[416] - Quote
they didnt have 4 low slots moron. caldari perform better than amarr right now when they are fitted correctly with shield regen. they operate completely independent of a logi and technically they resist HMGs more as it is because of proficiency.
the only thing amarr's armor resists is projectiles. the other resistance is -10 hybrid rail against their shields. which is next to useless because we can't even run a shield extender anymore.
this will be so horribly unfair that it would be like taking speed away from min scouts. i will seriously stop using CCP's products and never look back at this BS.
snipers I really feel your pain right now.
Click here to prevent Amarr Sentinel unfair nerf
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medomai grey
WarRavens Capital Punishment.
945
|
Posted - 2014.09.01 20:32:00 -
[417] - Quote
bamboo x wrote:this will be so horribly unfair that it would be like taking speed away from min scouts. i will seriously stop using CCP's products and never look back at this BS. ... Really?
You're not as important as you think you are.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 20:32:00 -
[418] - Quote
Cheydinhal Guard wrote:
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
Just means that my cal and min suits won't get chopped up as fast. My gallente and amarr suits will suffer, but them's the breaks.
Oh, did I mention? I run all racial sentinel and commandos, and I field every single weapon in the game.
If I wind up eating HMG all day I'll swap to the plasma cannon, mass driver or forge gun (That one's hard for HMG gunners to get to). If I get chugged by a buncha laserblazers I'll swap to caldari or gallente fits.
This really isn't a huge worry for me. I'm not offended by the idea of swapping to the right tool/fit/tactic for the job.
But jesus you people seem to think that versatility is a foul word. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 20:38:00 -
[419] - Quote
bamboo x wrote:they didnt have 4 low slots moron. caldari perform better than amarr right now when they are fitted correctly with shield regen.
Hello CalSent 5 here. You clearly don't use the suits. The only way I can beat an AmSent in an HMG duel is to be using a Six-Kin Burst currently. From Behind.
CalSent with a regen fit is at a sharp disadvantage against the AmSent when running the HMG because it is a brawler weapon.
My amarr Sentinel has about 1500 HP
My CalSent hits right above 900. I need approximately 30 seconds of uninterrupted not getting shot to fully recover.
So... HOW exactly is the CalSent OP?
Unless you're talking about a forge gun duel, in which case I'm winning that fight in a militia crapfit. Doesn't matter WHICH racial militia crapfit. |
TYCHUS MAXWELL
The Fun Police
559
|
Posted - 2014.09.01 20:45:00 -
[420] - Quote
Zindorak wrote:Yes thank you for fixing the scrubby redline campers. But i will ask why nerf ScR Rof? In CQC i try to spam the trigger to shred my enemies will this be possible anymore? And As a little cherry on top can i haz little bit of prenerf ScP performance back pwease?
You answered why they would change it yourself, lol.
As for the hotfixes, I think once again the game is on the right track of reaching near perfect balance. Good Job, Rattatai.
Only thing I'd add is maybe higher dispersion on the standard variant of RR, much for the same reason that the dispersion should be raised on the standard ScR. They are precision rifles that excel at both CQC and medium range which is why they tend to outshine the CR and AR in CQC, while logically outperforming them at range. |
|
Cheydinhal Guard
Abandoned Privilege Top Men.
184
|
Posted - 2014.09.01 20:49:00 -
[421] - Quote
Breakin Stuff wrote:Cheydinhal Guard wrote:
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
Just means that my cal and min suits won't get chopped up as fast. My gallente and amarr suits will suffer, but them's the breaks. Oh, did I mention? I run all racial sentinel and commandos, and I field every single weapon in the game. If I wind up eating HMG all day I'll swap to the plasma cannon, mass driver or forge gun (That one's hard for HMG gunners to get to). If I get chugged by a buncha laserblazers I'll swap to caldari or gallente fits. This really isn't a huge worry for me. I'm not offended by the idea of swapping to the right tool/fit/tactic for the job. But jesus you people seem to think that versatility is a foul word. It's quite the opposite,actually. Here i am defending the versatile nature of the CR and a -5/+5 damage profile. Oh, and I knew you were a heavy BTW.
I hope you don't think I'm here to "defend my crutch" or anything of the sort. I run whatever the battle demands, from shotgun to my cold hard hands if necessary. I would just rather try to avoid the old "nerf buff cycle", ya know?
IshKnoks or go home.
I demand a rapid reload skill for knives!!
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2469
|
Posted - 2014.09.01 21:10:00 -
[422] - Quote
Cheydinhal Guard wrote:Breakin Stuff wrote:Cheydinhal Guard wrote:
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
Just means that my cal and min suits won't get chopped up as fast. My gallente and amarr suits will suffer, but them's the breaks. Oh, did I mention? I run all racial sentinel and commandos, and I field every single weapon in the game. If I wind up eating HMG all day I'll swap to the plasma cannon, mass driver or forge gun (That one's hard for HMG gunners to get to). If I get chugged by a buncha laserblazers I'll swap to caldari or gallente fits. This really isn't a huge worry for me. I'm not offended by the idea of swapping to the right tool/fit/tactic for the job. But jesus you people seem to think that versatility is a foul word. It's quite the opposite,actually. Here i am defending the versatile nature of the CR and a -5/+5 damage profile. Oh, and I knew you were a heavy BTW. I hope you don't think I'm here to "defend my crutch" or anything of the sort. I run whatever the battle demands, from shotgun to my cold hard hands if necessary. I would just rather try to avoid the old "nerf buff cycle", ya know?
It's not the crutch thing. It's the fact that +5/-5 makes the projectile profile the swiss army knife of DUST. THe tool for every job because neither armor nor shields will have a measurable advantage. That alone would be worth a mass swap to CR and relegation of all other weapons to niche role, especially when caldari and gallente weapons are by design supposed to be the most "balanced."
Changing projectiles to +5/-5 makes them the omniweapon, the tool you can use for every job. |
Cheydinhal Guard
Abandoned Privilege Top Men.
185
|
Posted - 2014.09.01 21:44:00 -
[423] - Quote
Breakin Stuff wrote:Cheydinhal Guard wrote:Breakin Stuff wrote:Cheydinhal Guard wrote:
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
Just means that my cal and min suits won't get chopped up as fast. My gallente and amarr suits will suffer, but them's the breaks. Oh, did I mention? I run all racial sentinel and commandos, and I field every single weapon in the game. If I wind up eating HMG all day I'll swap to the plasma cannon, mass driver or forge gun (That one's hard for HMG gunners to get to). If I get chugged by a buncha laserblazers I'll swap to caldari or gallente fits. This really isn't a huge worry for me. I'm not offended by the idea of swapping to the right tool/fit/tactic for the job. But jesus you people seem to think that versatility is a foul word. It's quite the opposite,actually. Here i am defending the versatile nature of the CR and a -5/+5 damage profile. Oh, and I knew you were a heavy BTW. I hope you don't think I'm here to "defend my crutch" or anything of the sort. I run whatever the battle demands, from shotgun to my cold hard hands if necessary. I would just rather try to avoid the old "nerf buff cycle", ya know? It's not the crutch thing. It's the fact that +5/-5 makes the projectile profile the swiss army knife of DUST. THe tool for every job because neither armor nor shields will have a measurable advantage. That alone would be worth a mass swap to CR and relegation of all other weapons to niche role, especially when caldari and gallente weapons are by design supposed to be the most "balanced." Changing projectiles to +5/-5 makes them the omniweapon, the tool you can use for every job. In my opinion, the CR isn't as effective to shields as people make it out to be, especially the ACR. I guess the only thing to do is wait and see. I just hope this is one of those things that sounds horrible on paper but makes sense in game.
IshKnoks or go home.
I demand a rapid reload skill for knives!!
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The-Errorist
SVER True Blood
810
|
Posted - 2014.09.01 21:44:00 -
[424] - Quote
Can you finaly address the issue brought up in the 60mm compared to 120mm armor plates speed penalties don't make sense thread?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Scheneighnay McBob
Cult of Gasai
5920
|
Posted - 2014.09.01 21:48:00 -
[425] - Quote
Instead of flat-out nerfing fuel injectors (and afterburners?), how about doing something a little different: hell, you COULD nerf them, and add this idea un-nerfed as a side option:
How about an activation delay? Instead of speed modules being your emergency escape button, they would have to go through a short "warm-up" cycle before kicking in. This would force people to use more foresight, or restrict the use of them to positioning. However, as I said earlier, we could keep slower, instant ones as a variant as well.
pé¦pé½péªpâêpü»püäpüäpüêpéÆF¿Çpüúpüƒn+ƒ
pü»püäpéÆF¿Çpüúpüªpâ¬péñpâòpâ½n+ü
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2470
|
Posted - 2014.09.01 21:48:00 -
[426] - Quote
Cheydinhal Guard wrote: In my opinion, the CR isn't as effective to shields as people make it out to be, especially the ACR. I guess the only thing to do is wait and see. I just hope this is one of those things that sounds horrible on paper but makes sense in game.
Assault CR users can actually kill my calsent before my HMG reticle tightens fully when I'm unloading. When I run the CalSent the Burst HMG is not optional, it's the only option that is survivable.
The only exception to this rule is the forge gun at 120+ meters. Because if I can't beat you in close I'll outrange and out-alpha you. |
Cheydinhal Guard
Abandoned Privilege Top Men.
185
|
Posted - 2014.09.01 21:58:00 -
[427] - Quote
Breakin Stuff wrote:Cheydinhal Guard wrote: In my opinion, the CR isn't as effective to shields as people make it out to be, especially the ACR. I guess the only thing to do is wait and see. I just hope this is one of those things that sounds horrible on paper but makes sense in game.
Assault CR users can actually kill my calsent before my HMG reticle tightens fully when I'm unloading. When I run the CalSent the Burst HMG is not optional, it's the only option that is survivable. The only exception to this rule is the forge gun at 120+ meters. Because if I can't beat you in close I'll outrange and out-alpha you. I don't see very many CalSents, and when I do I'm never running the ACR. It's the damn bricked CalAssaults and CalScouts that turn my ACR into a peashooter.
IshKnoks or go home.
I demand a rapid reload skill for knives!!
|
SirManBoy
Molon Labe. General Tso's Alliance
650
|
Posted - 2014.09.01 22:10:00 -
[428] - Quote
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. |
Michael Arck
5361
|
Posted - 2014.09.01 23:25:00 -
[429] - Quote
What are the proposed numbers for the assault and burst changes? If somebody can direct me to the page id it was mentioned, that would be great.
Edit: talking about HMG.
Archistrategos
Where the fear has gone there will be nothing....only I will remain
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Zindorak
1.U.P
777
|
Posted - 2014.09.01 23:56:00 -
[430] - Quote
TYCHUS MAXWELL wrote:Zindorak wrote:Yes thank you for fixing the scrubby redline campers. But i will ask why nerf ScR Rof? In CQC i try to spam the trigger to shred my enemies will this be possible anymore? And As a little cherry on top can i haz little bit of prenerf ScP performance back pwease? You answered why they would change it yourself, lol. As for the hotfixes, I think once again the game is on the right track of reaching near perfect balance. Good Job, Rattatai. Only thing I'd add is maybe higher dispersion on the standard variant of RR, much for the same reason that the dispersion should be raised on the standard ScR. They are precision rifles that excel at both CQC and medium range which is why they tend to outshine the CR and AR in CQC, while logically outperforming them at range. lol
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
|
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Freccia di Lybra
Maphia Clan Corporation
318
|
Posted - 2014.09.02 00:14:00 -
[431] - Quote
Bringing this to CCP Rattati attention. This video best summarize my previous post. Can you guys do something through hot fix? (1:50)
Ei fu,
xxwhitedevilxx former Co-CEO Maphia Clan Corporation / Unit Unicorn
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The-Errorist
SVER True Blood
811
|
Posted - 2014.09.02 00:15:00 -
[432] - Quote
I support having the scrambler rifle's damage profile against shields & armor being changed to -15%/+15%. I also support the idea brought up by Cass Caul and others to split the laser category into 2: beam and pulse lasers, and have pulse lasers have +15/-15% and beam lasers stay at the current +20/-20%.
I know you won't be changing all of these at once, but it would bring full damage type parity.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Meee One
Hello Kitty Logistics
1050
|
Posted - 2014.09.02 01:09:00 -
[433] - Quote
Tesfa Alem wrote:Meee One wrote: It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
The suit may be a proto suit but my drop ship isnt at proto level either which i why i mention the price of my ship with only ADV modules, turret included. The proto suit isnt used exclusivley for av its just a fit you have on your proto suit. Also proto could only cost 8K isk and 155 loyalty points. currently what 20 AUR? 1 FW and you're set.1 drop ship loss is 3 matches just to try to break even. flying one out four matches just to not go isk negative, yep balanced. Suits can get away by finding cover. Suits get killed when they're out in the open without cover, exaclty the same as a firefight. You get caught crossing an open area somebody with a rail rifle will take you down. I don't see how this uniquely apllies to dropships. Thats funny because commando suits like the MK.0 are great for swarms and infantyr to point where rattati is about to nerf the **** out of projectile weapons. The only pure disadvantage is if you use a gal/cal/min logi suit as your swarm fit. Sidearms man, or in the case of commandos another light weapon. Also if infantry are wiping you out on the ground before you can even get a good look at a vehicle with swarms your prioritizing the big scary flying thing in the air over hte roving bands or infantry killing your team thats where you are making the worng tactical choice. With missile "spam" we only have 8 shots before reloading. It looks innacurate on the ground because we have to fire using a white crosshair thrgouh the back of a white ship. We litterally cannot see the target we have to fire when the red dot over his head matches up. like you said tow or three missiles hits to kill a suit, generally its about 3 to five rounds if your a good shot. In an endurance battle no way with proto swarms doing around 1.2K damage with a bonus vs armor, even if i survive his third volley i certainly wont survive whatever else is incoming. That why drops ships afterburn away after the first hit because we dont know what else is comming. My main weapon isn't some top secret classified specialized nuke. Its a small turret. Anybody with a LAV can use them. I'm still waiting for people to say LAVs with heavy gunners are so OP. If kill a group of 3 players 3x50 150 WP. You get two salvoes off 2X75 =150 WP. Obviously if i'm in a vehicle the poor old infantry WITHOUT AV are going to have a bad time. 1 forge gunner can do a really good job of terminating a dropship. The forge round hoever doest follow me all over the sky.1 wyrokami with take less time to find a lock than the forger gunner will hurt me pretty badly and get minmimum 75 wp just by looking in my direction. If costs equal possible damage cause then why do tanks with MUCH more HP, large mounted turrets, and higher DPS cost less? Tanks have a vertical advantage,ADS have a horizontal advantage.
HAVs can be trapped,HAVs can be destroyed using REs and proxies,HAVs have to deal with terrain,HAVs can be destroyed using JLAVs.
ADS has to fear 2 weapons:forges and swarms,but are immune to every other vehicle counter.
Large blaster dispersion should have remained nerfed.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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ACT1ON BASTARD
Amarr Templars Amarr Empire
105
|
Posted - 2014.09.02 01:19:00 -
[434] - Quote
Meee One wrote:Tesfa Alem wrote:Meee One wrote: It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
The suit may be a proto suit but my drop ship isnt at proto level either which i why i mention the price of my ship with only ADV modules, turret included. The proto suit isnt used exclusivley for av its just a fit you have on your proto suit. Also proto could only cost 8K isk and 155 loyalty points. currently what 20 AUR? 1 FW and you're set.1 drop ship loss is 3 matches just to try to break even. flying one out four matches just to not go isk negative, yep balanced. Suits can get away by finding cover. Suits get killed when they're out in the open without cover, exaclty the same as a firefight. You get caught crossing an open area somebody with a rail rifle will take you down. I don't see how this uniquely apllies to dropships. Thats funny because commando suits like the MK.0 are great for swarms and infantyr to point where rattati is about to nerf the **** out of projectile weapons. The only pure disadvantage is if you use a gal/cal/min logi suit as your swarm fit. Sidearms man, or in the case of commandos another light weapon. Also if infantry are wiping you out on the ground before you can even get a good look at a vehicle with swarms your prioritizing the big scary flying thing in the air over hte roving bands or infantry killing your team thats where you are making the worng tactical choice. With missile "spam" we only have 8 shots before reloading. It looks innacurate on the ground because we have to fire using a white crosshair thrgouh the back of a white ship. We litterally cannot see the target we have to fire when the red dot over his head matches up. like you said tow or three missiles hits to kill a suit, generally its about 3 to five rounds if your a good shot. In an endurance battle no way with proto swarms doing around 1.2K damage with a bonus vs armor, even if i survive his third volley i certainly wont survive whatever else is incoming. That why drops ships afterburn away after the first hit because we dont know what else is comming. My main weapon isn't some top secret classified specialized nuke. Its a small turret. Anybody with a LAV can use them. I'm still waiting for people to say LAVs with heavy gunners are so OP. If kill a group of 3 players 3x50 150 WP. You get two salvoes off 2X75 =150 WP. Obviously if i'm in a vehicle the poor old infantry WITHOUT AV are going to have a bad time. 1 forge gunner can do a really good job of terminating a dropship. The forge round hoever doest follow me all over the sky.1 wyrokami with take less time to find a lock than the forger gunner will hurt me pretty badly and get minmimum 75 wp just by looking in my direction. If costs equal possible damage cause then why do tanks with MUCH more HP, large mounted turrets, and higher DPS cost less? Tanks have a vertical advantage,ADS have a horizontal advantage. HAVs can be trapped,HAVs can be destroyed using REs and proxies,HAVs have to deal with terrain,HAVs can be destroyed using JLAVs. ADS has to fear 2 weapons:forges and swarms,but are immune to every other vehicle counter. Large blaster dispersion should have remained nerfed. Ads`s really arent god mode. I know youre a know-it-all but ads`ing you really dont know.Please go twiddle your fingers and stop trying to get vehicles nerfed. Wait better idea how bout you make a dropship alt and tell me how you get so many kills and have no counters. |
manboar thunder fist
Dead Man's Game
100
|
Posted - 2014.09.02 01:21:00 -
[435] - Quote
Lol a tank can down an incubus with a large missile launcher in less than 4 seconds.
Drop ships can be rammed, same as suicide lav rlly They have to deal with terrain and buildings too. Stop repeating yourself. Your 4 points re just two points. And even a large blaster turret can almost kill a drop ship automatically if the pilot doesn't react immediately
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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MarasdF Loron
Fatal Absolution General Tso's Alliance
970
|
Posted - 2014.09.02 01:53:00 -
[436] - Quote
CCP Rattati wrote: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. I would say almost always, not always. And that is only if the ADS pilot wants to be totally useless in the match. If he/she gets hit once and activates afterburner then it means that it's not participating in the fight at all, ever, because I never run into any matches where I am not under constant AV fire in my ADS. I have 2 choices when AV first shows up, fight them or afterburner away and recall because when AV shows up, it doesn't give up until it's job is done or the match ends. I'm sure I don't need to go into more deeper details as to why it is only almost always. *Hint, knockback*
But that said, I don't care even if ADS died to the first hit and that one shot would always connect, no matter where you aimed and where you were when you fired. I've lost interest in vehicles entirely ever since 1.7. I'm only using them because I can't skill out of them. Up until this point I've been fighting for vehicles just for show, I wanted to give the impression that I care, but I really don't. I actually gave up hope on vehicles when 1.7 vehicle changes were announced, but I wanted to give them a try, to think that maybe CCP knows better than us players and that maybe we are being delievered what we've been promised, but nope.
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manboar thunder fist
Dead Man's Game
100
|
Posted - 2014.09.02 02:02:00 -
[437] - Quote
Gives up on ads. Change what you want. If they were that op that pilots almost never die the. Most pilots wouldn't be the poorest people in dust. I'm going to make a shabby phone shot compilation of me dying in ads to show people what's it actually like.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Gabriella Grey
Onslaught Inc RISE of LEGION
139
|
Posted - 2014.09.02 02:08:00 -
[438] - Quote
Meee One wrote:Tesfa Alem wrote:Meee One wrote: It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
The suit may be a proto suit but my drop ship isnt at proto level either which i why i mention the price of my ship with only ADV modules, turret included. The proto suit isnt used exclusivley for av its just a fit you have on your proto suit. Also proto could only cost 8K isk and 155 loyalty points. currently what 20 AUR? 1 FW and you're set.1 drop ship loss is 3 matches just to try to break even. flying one out four matches just to not go isk negative, yep balanced. Suits can get away by finding cover. Suits get killed when they're out in the open without cover, exaclty the same as a firefight. You get caught crossing an open area somebody with a rail rifle will take you down. I don't see how this uniquely apllies to dropships. Thats funny because commando suits like the MK.0 are great for swarms and infantyr to point where rattati is about to nerf the **** out of projectile weapons. The only pure disadvantage is if you use a gal/cal/min logi suit as your swarm fit. Sidearms man, or in the case of commandos another light weapon. Also if infantry are wiping you out on the ground before you can even get a good look at a vehicle with swarms your prioritizing the big scary flying thing in the air over hte roving bands or infantry killing your team thats where you are making the worng tactical choice. With missile "spam" we only have 8 shots before reloading. It looks innacurate on the ground because we have to fire using a white crosshair thrgouh the back of a white ship. We litterally cannot see the target we have to fire when the red dot over his head matches up. like you said tow or three missiles hits to kill a suit, generally its about 3 to five rounds if your a good shot. In an endurance battle no way with proto swarms doing around 1.2K damage with a bonus vs armor, even if i survive his third volley i certainly wont survive whatever else is incoming. That why drops ships afterburn away after the first hit because we dont know what else is comming. My main weapon isn't some top secret classified specialized nuke. Its a small turret. Anybody with a LAV can use them. I'm still waiting for people to say LAVs with heavy gunners are so OP. If kill a group of 3 players 3x50 150 WP. You get two salvoes off 2X75 =150 WP. Obviously if i'm in a vehicle the poor old infantry WITHOUT AV are going to have a bad time. 1 forge gunner can do a really good job of terminating a dropship. The forge round hoever doest follow me all over the sky.1 wyrokami with take less time to find a lock than the forger gunner will hurt me pretty badly and get minmimum 75 wp just by looking in my direction. If costs equal possible damage cause then why do tanks with MUCH more HP, large mounted turrets, and higher DPS cost less? Tanks have a vertical advantage,ADS have a horizontal advantage. HAVs can be trapped,HAVs can be destroyed using REs and proxies,HAVs have to deal with terrain,HAVs can be destroyed using JLAVs. ADS has to fear 2 weapons:forges and swarms,but are immune to every other vehicle counter. Large blaster dispersion should have remained nerfed.
If the ADS pilot is a python pilot he has to worry about Incubus ADS pilots, and HAV's along with installation turrets, added to swarms and forge guns. Please stop goading more ignorance to a dropships mechanics. This is the reason why CCP's data collecting, and thoughts of wanting to see every dropship destroyed is become such a huge issue. Dropships only have a total of 4 module slots available, with a much more limited amount of points to spend. The problem with dropships is their modules, turrets, and PG/CPU consumption. Dropships have a much harder time engaging each other, the slightest bump on specific types of dropships renders them destroyed, and don't forget how can you expect a dropship to fight you when every swarm and forge gunner looks the same. I guess there are simply those who only want the game to play if it only benefits their style, and that is the reason why Dust 514 has yet to truly live up to it's potential. If CCP and the CPM's keep bending to the rants of people who simply don't want to be killed by something they don't like, then this game will never advance. It would be interesting to hear what roles many would say an Assault Dropship's role should be.
Always Grey Skies
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manboar thunder fist
Dead Man's Game
102
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Posted - 2014.09.02 02:16:00 -
[439] - Quote
Gabby your words always move me and seem thoughtful.
Personally I see the ads as a fire support, high damage, low tank vehicle capable of withstanding singular av attacks only for a few hit and runs but threatened by multiple sources of av to the point where an ads can no longer do its job when av is present.
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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shady merc
RisingSuns Dark Taboo
55
|
Posted - 2014.09.02 02:23:00 -
[440] - Quote
Don't really agree with the nanite injectors getting a buff. I would rather see their current percentage split between shield and armor. Nanite injectors especially in ambush help create the blob effect. The blob effect is when the entire team groups together in a small section. While it is a good strategic play and is often the reason proto squads due so well(team coordination and focused fire).
While I am not against the blob effect entirely I believe to many things are beneficial to it making it the go to tactic. If both teams do this you create a very boring stand off that comes down to tank and gank only. Infact you almost have to blob up if the other team does, sure you can send a couple people to flank but more then likely your front line will break and where ever you flanked to becomes your new front line.
This is seen on many ambush maps as the way to go. Not only that but it truly effects other play style, and can typically render them mute. Shotgun, nova knifes and to some extend AR are going to go on a suicide run to make some points, and flanking becomes a death wish as once they know you are there they will have a couple guys to chase you down. Picking up the down players on the way.
My point is we are already giving so many bonuses for staying very close together. Rep tools, triage nano hives, drop links, team coordination, nanite injectors. Do we need to give another boost to the blob tactic? I would rather see we do something to help break the blob down to where we see more 4-6 man groups moving across the field instead of a giant 16 man clump sitting on some hives. |
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manboar thunder fist
Dead Man's Game
103
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Posted - 2014.09.02 02:31:00 -
[441] - Quote
No point dying as soon as you are picked up. Plus gives a much needed buff to shield drop suits which suffer from being useless in team combat due to armor repairing equipment.
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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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.02 02:32:00 -
[442] - Quote
manboar thunder fist wrote:Gabby your words always move me and seem thoughtful.
Personally I see the ads as a fire support, high damage, low tank vehicle capable of withstanding singular av attacks only for a few hit and runs but threatened by multiple sources of av to the point where an ads can no longer do its job when av is present.
Thanks, and yes that is how arial vehicles always are. Most people don't understand dropship pilots are pushing fittings to the max just so they can achieve this. Most don't understand your 3100 Shield Caldari, or double hardener Incubus still gets shot down rather easy. They have no clue 3100 shields is no use without an hardener, and the glitch penalty of adding a heavy shield extender makes the Caldari dropship move like a weighted incubus with armor plates. I can't imagine what would they think if fighters were introduced. They would probably scream that they can't shoot swarms at that too despite shooting something from off of your shoulder at something of that nature and destroying it is an extremely long shot.
Always Grey Skies
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manboar thunder fist
Dead Man's Game
103
|
Posted - 2014.09.02 02:37:00 -
[443] - Quote
Swarms should be shoulder mounted free fire large missile launcher like weapons dealing high damage if they hit and low damage (but possibly some, an Rpg is needed) against infantry
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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Gabriella Grey
Onslaught Inc RISE of LEGION
140
|
Posted - 2014.09.02 02:45:00 -
[444] - Quote
manboar thunder fist wrote:Swarms should be shoulder mounted free fire large missile launcher like weapons dealing high damage if they hit and low damage (but possibly some, an Rpg is needed) against infantry
Edit- 12 shot rapid fire flaylock launcher :O
This would work in a balanced game. Perhaps swarm launchers should be jet turrets and not something to walk around.
Always Grey Skies
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Snake Sellors
Hellstorm Inc General Tso's Alliance
387
|
Posted - 2014.09.02 05:23:00 -
[445] - Quote
bamboo x wrote:they didnt have 4 low slots moron. caldari perform better than amarr right now when they are fitted correctly with shield regen. they operate completely independent of a logi and technically they resist HMGs more as it is because of proficiency.
the only thing amarr's armor resists is projectiles. the other resistance is -10 hybrid rail against their shields. which is next to useless because we can't even run a shield extender anymore.
this will be so horribly unfair that it would be like taking speed away from min scouts. i will seriously stop using CCP's products and never look back at this BS.
snipers I really feel your pain right now.
they do now jackass.
Caldari sentinel. 4 high 1 low
gallente sentinel 2 high 3 low
minmatar sentinel 3 high 2 low
Amarr sentinel 1 high 4 low.
Technically they should resist against them better. which is what i said, at the moment they do not. they operate independently of a logi yes, poorly. and not much better with one.
the calsentinel has the lowest hp, there are assault suits that have more ehp than the calsent. to be effective you need to increase both shield points and reps with the calsent, not enough reps and you will die alot because you aren't using it's strengths.. not enough shields, your reps wont matter because nearly all weapons have high enough dps or alpha damage that you won't get the chance to repair anyway.
this will actually make them a contender.. oh i see your problem.
at least you have sympathy for my main role... thank you for that.
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Jack Boost
Zarena Family
457
|
Posted - 2014.09.02 06:22:00 -
[446] - Quote
Swarms vs ADS...
One sentece: Please allow to ride lav and shoot with infranty weapon from it (passenger and/or gunner).
Range: clear Speed: clear LAV: more usage then now, AV+
This mean for CCP more vehicles down more ISK sink = more ppl fun.
And rodeo may start :)
Not much time left...
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Fleen Costell'o
Vacuum Cleaner. LLC Steel Balls Alliance
451
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Posted - 2014.09.02 06:44:00 -
[447] - Quote
LAV vs ADS good working
DUALSHOCK 4 -¢-â-ç-ê-¦ -+-¦ -¦-ï-¦-¦-¦-é )
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Imp Smash
Molon Labe. General Tso's Alliance
219
|
Posted - 2014.09.02 07:26:00 -
[448] - Quote
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.
Minmatar Heavy underperforming. Hp Buff to compensate (id rather NOT -- rather have a PG CPU buff) Why a speed nerf? Then they still underperform o.O |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 07:51:00 -
[449] - Quote
Because the idea of a fast heavy fills talentless assault pubbies with terror.
It might escape, regen and kill them when they chase it.
I do that a lot. |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1646
|
Posted - 2014.09.02 07:55:00 -
[450] - Quote
Of all the things I was hoping to see, where is the logi rebalancing?
Shoot Scout with yes.
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Appia Vibbia
Molon Labe. General Tso's Alliance
3749
|
Posted - 2014.09.02 08:03:00 -
[451] - Quote
[redacted]
Personal Theme Song
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CCP Rattati
C C P C C P Alliance
6456
|
Posted - 2014.09.02 08:56:00 -
[452] - Quote
Alena Ventrallis wrote:Of all the things I was hoping to see, where is the logi rebalancing?
CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
6457
|
Posted - 2014.09.02 09:04:00 -
[453] - Quote
On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
194
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Posted - 2014.09.02 09:23:00 -
[454] - Quote
CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
So... -15/+15? Sounds good to me. |
Leanna Boghin
Paradox Pride
424
|
Posted - 2014.09.02 09:25:00 -
[455] - 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. Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Im gonna guess here and say that you did not actually do any testing on domination otherwise you would know that what you just stated was a complete and utter lie. You are mainly doing this to appease the Whiners. The problem has NEVER been sniper rifles but the map design themselves. And the only way your buff/nerf will not completely obliterate the sniper rifle into uselessness is if you return the old Reticle.
I snipe in the redline because i know it pisses you off
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 09:30:00 -
[456] - Quote
CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
Oh look. Something we agree on 100%.
Apparently the apocalypse is closer than I thought.
But on an actual serious note this is pretty much the long and short of it. There is no downside to projectiles and -5/+5 will continue the status quo with no change.
I like running shields occasionally and would like to see a higher level of viability. In order for armor to be properly balanced with shields there's got to be a hard counter. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 09:31:00 -
[457] - Quote
Leanna Boghin 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. Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Im gonna guess here and say that you did not actually do any testing on domination otherwise you would know that what you just stated was a complete and utter lie. You are mainly doing this to appease the Whiners. The problem has NEVER been sniper rifles but the map design themselves. And the only way your buff/nerf will not completely obliterate the sniper rifle into uselessness is if you return the old Reticle. They are. I think only the.tac will keep the new one. |
Leanna Boghin
Paradox Pride
424
|
Posted - 2014.09.02 09:45:00 -
[458] - Quote
While i understand what you are saying. That blob effect you mention is next to nil these days. I see more and more every day people soloing because there really is no reason to work together as a team. And the whole idea of this game was supposed to be team work. Instead it has turned into an all you can eat buffet. And apparently the NPs have decided that a simple run and gun without team work will suffice. Making the matches completely one sides. So anything CCP does to improve the teamwork capabilities of this game is a welcome sight in my eyes. Plus i dont ever see logis anymore so this might get people to want to logi a bit more. I know if they put this change in Delta i might give logistic a go again but only if they give a respec so i can actually do logistics without having to wait a year to spec into adv.
I snipe in the redline because i know it pisses you off
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 09:58:00 -
[459] - Quote
Leanna Boghin wrote: While i understand what you are saying. That blob effect you mention is next to nil these days. I see more and more every day people soloing because there really is no reason to work together as a team. And the whole idea of this game was supposed to be team work. Instead it has turned into an all you can eat buffet. And apparently the NPs have decided that a simple run and gun without team work will suffice. Making the matches completely one sides. So anything CCP does to improve the teamwork capabilities of this game is a welcome sight in my eyes. Plus i dont ever see logis anymore so this might get people to want to logi a bit more. I know if they put this change in Delta i might give logistic a go again but only if they give a respec so i can actually do logistics without having to wait a year to spec into adv. Since there is little difference in reward between winning and losing there is no impetus to run squads.
When you are #2 on the battle ranking, win or lose you get roughly 200-210k. Why form corps and squad up if you get paid the same? Plus if you LOL around in militia or freefits and screw off for 50 WP and achieve nothing you are still going to get 70k per match.
So there is no reward impetus for teamwork to win in the gamemodes, hence the proliferation of solo the wonder dork.
The only exception is FW right now because the payouts are getting better but they still arent there. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 10:01:00 -
[460] - Quote
Also along the teamwork vein as soon as a team starts losing they do a hard switch to cheapfits and the winning team swaps to their best fits to farm kills.
There is little reason to swap to good fits to force a 180 in the tide of battle as you're going to be losing more ISK than you gain.
I honestly wish there was an escalation mechanic to where the battle begins STD only and as your team begins losing badly you get "escalation authorization" unlocking ADV then proto suits. Once the battle begins to even out the other team gets their escalation authorization to match.
That would fix the protostomping quick, fast and in a hurry.
FW should start at ADV escalation level and advance to officer.
PC should be unrestricted. |
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Many Must Die
Nos Nothi
7
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Posted - 2014.09.02 10:29:00 -
[461] - Quote
Leanna Boghin wrote:Sniping has never been "risk free" Nor have snipers been "immune to counter sniping"
Did you ever tryed to counter-snipe bricked Amarr Proto Sentinel with Thale??? Or anything that has at least combined 1000hp? It's currently not possible with maxed prof. & 5 dmg mods.
Keeriam
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BL4CKST4R
La Muerte Eterna Dark Taboo
2983
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Posted - 2014.09.02 11:07:00 -
[462] - Quote
Are you able to provide modules % damage reductions?
If so wouldn't it slightly solve the dual tank problem by giving some modules % damage reductions for example give shield extenders 1% damage reduction to shields and armor plates 1% damage reduction to armor?
Nah, this wouldn't work people would still probably dual tank to get crazy resistance.
But what about adding resistance plating?
http://wiki.dust514.info/index.php?title=Resistance_Plates
http://www.eve-wiki.net/index.php?title=Shield_Resistance_Amplifier
http://www.eve-wiki.net/index.php?title=Energized_Plating
https://forums.dust514.com/default.aspx?g=posts&m=2337997
What about giving small damage reductions to dropsuits similar to heavies. For example giving all Caldari dropsuits a 1% damage reduction to shield damage per level and all Gallente dropsuits a 1% damage reduction to armor damage per level. For minmatar it would be 0.5% to armor and shields, and amarr 1% to armor. The more armor/shields you use the more efficient the bonus becomes, by sacrificing your main tank type to buff your dual tank you sacrifice the efficacy of this bonus.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2477
|
Posted - 2014.09.02 11:59:00 -
[463] - Quote
Damage reduction + sentinel = horror. |
Foundation Seldon
Molon Labe. General Tso's Alliance
721
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Posted - 2014.09.02 12:33:00 -
[464] - Quote
Snipers -
I understand that something needs to be done with Snipers to get them out of the redline and participating in the heat of battle but I don't think current sniper mechanics really facilitate the "offensive" or "active" sniper role that we see in other games. What I'm referring to is the forced cursor sway when entering scoped mode and then the added sway while moving in any direction while scoped. If you're going to reduce the range to make Snipers push forward with the flow of battle then just make sure that the Sniper rifle is a weapon that is designed for the more active role you want them to be in.
Small Blasters -
I took the time to more frequently use these things since my last bout of feedback in the previous thread. The radius buff is going to be a seriously welcome change that will do a lot to add to their viability from the air, there's no doubt about that.
The bigger issue I'm facing beyond that is definitely one with ammo reserves and clip size though. Consider the percentage of the clip required to down a single target with the Small Blaster and compare this figure to the HMG, Small Rail, and Small Missile and I think the largest secondary problem with the turret becomes clear. Both its clip size and its total ammo reserves in this respect are a bit on the low side considering the amount of effort one has to put in to killing a single person. The thing runs out of ammo EXTREMELY quickly. if you're not willing to budge on the clip size issue (because again, hit and run mentality may not necessarily facilitate the idea of downing 3+ people in a single run) then at least consider doing something about the total ammo the thing has available. The Incubus especially due to its RoF bonus will burn through its reserves hilariously quickly
Small Rails-
I'll only echo what I said before hand. Changing the Rate of Fire is something that directly influences the Incubus' ability to take down other vehicles with it. Please take care to track the effects of this change. Though honestly with how easy it is for an Incubus in its current state to take out other Dropships it may be something that needed to happen to make sure the Python could compete in a dogfight setting, right now its no contest as the Incubus is both significantly beefier and can tear through the Python's shields quickly enough that they can leave it a fire-y wreck in a single pass.
STD Dropships Looking forward to seeing more details on this as they've been ignored for far too long.
Return of Logi LAVs *waits patiently*
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Symbioticforks
Pure Evil.
771
|
Posted - 2014.09.02 13:14:00 -
[465] - Quote
@ CCP Rattati - Symbiotic's Spreadsheet
Check this out when you get time!
Sniping Dust 514 (video series)
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
195
|
Posted - 2014.09.02 13:48:00 -
[466] - Quote
I wouldn't expect something like that. Expect something like: 250-300m Range 15-20% damage increase Larger headshot multiplier (375%???) |
Haerr
Legio DXIV
1316
|
Posted - 2014.09.02 13:55:00 -
[467] - Quote
We need Assault, Burst and Tactical Shotgun variants. :-)
This SCOTTY has Super Cow Powers.
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
188
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Posted - 2014.09.02 14:08:00 -
[468] - Quote
CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
+1 I agree
The Blazing Intellect Machine
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2478
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Posted - 2014.09.02 14:19:00 -
[469] - Quote
Fizzer XCIV wrote:I wouldn't expect something like that. Expect something like: 250-300m Range 15-20% damage increase Larger headshot multiplier (375%???) Suddenly, you have a weapon capable of truly good DPS(600ish, with headshots) at ranges of 250-300. And all the same, it severely limits recliners. Win win.
Oneshotting fatsuits with that multiplier. I think that being such a slow tub should be compensated by taking two shots. Three for total brick.
250m is too short. That would make forges a better choice for ranging shots. IMHO sniper rifles should be the kings of sniping. But snipers need to be within draw distance which caps out right around 320m. So the utterly invisible sniper needs to not be a thing. 15-20% base damage sounds good to me with a 215% headshot modifier.
Snipers should not be oneshotting people who choose to run 1200 HP suits. Otherwise what is the point of bothering to fit a tank? |
Fox Gaden
Immortal Guides
4122
|
Posted - 2014.09.02 15:37:00 -
[470] - Quote
CCP Rattati wrote:Add ... Miltia HMG to Market Give the Militia HMG the damage of the Standard HMG and the drawbacks of the Burst HMG, and you will have an HMG that will give new players an idea what the HMG is all about, but one no one would pick over the Standard version.
- Damage: Same as Standard
- Heat Buildup: Increase so that it overheats as quickly as the Burst HMG.
- Clip Size: Reduce so that the clip empties as fast as the Burst HMG.
- Ammo Capacity: Reduce so that you run out of ammo as fast as the Burst HMG.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2479
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Posted - 2014.09.02 16:14:00 -
[471] - Quote
Fox Gaden wrote:CCP Rattati wrote:Add ... Miltia HMG to Market Give the Militia HMG the damage of the Standard HMG and the drawbacks of the Burst HMG, and you will have an HMG that will give new players an idea what the HMG is all about, but one no one would pick over the Standard version.
- Damage: Same as Standard
- Heat Buildup: Increase so that it overheats as quickly as the Burst HMG.
- Clip Size: Reduce so that the clip empties as fast as the Burst HMG.
- Ammo Capacity: Reduce so that you run out of ammo as fast as the Burst HMG.
That makes the HMG utterly worthless and gives new players the idea that the HMG isn't worth skilling into
Damage: 18.0 Same as STD HMG Rate of Fire: Same as STD HMG Heat Build-up +1/sec over standard Ammo Drum Size: 350 Ammo Capacity: Same as all other HMG variants.
That gives a weapon of lesser utility (as all militia weapons should be) without neutering it. |
Anmol Singh
G0DS AM0NG MEN General Tso's Alliance
864
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Posted - 2014.09.02 16:29:00 -
[472] - Quote
CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
SO basically useless projectile resistances since projectiles getting a armor buff. This means that the resistances will cancel out the armor bonus and then the proficiency does 15%+ extra damage to armor so armor still taking more damage. Shield sentinels will have 15% resistance to Projectiles, also proficiency doesn't work on them. Basically Armor tanking in delta < Shield. The reason to Armor tank is to have more HP but at the cost of Speed but in Delta, Shield sentinels while have speed Similar if not more HP than Armor heavies (due to resistances and immunity to Proficiency) and run faster. So why use Armor heavies?
WTF Rattati. This isn't fair. A shield heavy should never be able to stand toe to toe with an Armor heavy. They need to hit and Run not stand and deliver.
Sagaris lover!!!
Commando <3
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2479
|
Posted - 2014.09.02 16:55:00 -
[473] - Quote
Anmol Singh wrote:CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
SO basically useless projectile resistances since projectiles getting a armor buff. This means that the resistances will cancel out the armor bonus and then the proficiency does 15%+ extra damage to armor so armor still taking more damage. Shield sentinels will have 15% resistance to Projectiles, also proficiency doesn't work on them. Basically Armor tanking in delta < Shield. The reason to Armor tank is to have more HP but at the cost of Speed but in Delta, Shield sentinels while have speed Similar if not more HP than Armor heavies (due to resistances and immunity to Proficiency) and run faster. So why use Armor heavies? WTF Rattati. This isn't fair. A shield heavy should never be able to stand toe to toe with an Armor heavy. They need to hit and Run not stand and deliver.
Given the HP disparity between armor and shields you don't have a whole lot to worry about. Most of my suits have 40% more HP than my shield suits. Often times they have 50-60% more. It means Projectiles will pretty much shred armor like a scram on shields.
Start poking Rattati about gallente and amarr shield busting fatguns. That would be the answer to your issue. But this is pretty much the issue: If there is only one damage type in Heavy weapons: You have to adjust it so all heavies are equally survivable. There is no gallente weapon for heavies. There is no amarr weapon for heavies. But the minmatar and caldari heavies fold up like limp sacks the instant they dry to deploy an HMG, relegating them to pure AV. This is a problem.
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
25
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Posted - 2014.09.02 18:29:00 -
[474] - Quote
I love everything mentioned except the profile change on projectiles.
Fizzer XCIV wrote: May I suggest a -5/+5 profile. A lot of people use the Combat rifle because it works somewhat well against both armor and shields compared to other profiles.
This is a much better solution then just making another -10+10 or -20+20. |
Iron Wolf Saber
Den of Swords
16300
|
Posted - 2014.09.02 18:59:00 -
[475] - Quote
Those interesting in sniper numbers being thought up so far here is a look at the damage slice
https://docs.google.com/spreadsheets/d/1WS0ehQhSl9Dk-Py4QVeXyYEHiIY2uvDIH1NtufutOyM/edit#gid=0
Range is entirely up in the air though.
CPM 1
Omni-Soldier, Forum Warrior
\\= Advanced Large Blaster =// Unlocked
|
Meee One
Hello Kitty Logistics
1060
|
Posted - 2014.09.02 19:26:00 -
[476] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Of all the things I was hoping to see, where is the logi rebalancing? CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
"Logistics survival isn't necessary to do their job".
LOLWUT?
Slow speed. Low eHP Bad regen. Insane costs. Low stamina.
And you can think of nothing to rebalance,nothing at all?
Assaults get ++ber slots and crazy insane eHP with 0 speed loss,and logistics gets the shaft? Thanks Rattatai,you're so generous.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Heimdallr69
Nyain San General Tso's Alliance
3428
|
Posted - 2014.09.02 19:43:00 -
[477] - Quote
Meee One wrote:CCP Rattati wrote:Alena Ventrallis wrote:Of all the things I was hoping to see, where is the logi rebalancing? CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
"Logistics survival isn't necessary to do their job". LOLWUT? Slow speed. Low eHP Bad regen. Insane costs. Low stamina. And you can think of nothing to rebalance,nothing at all? Assaults get ++ber slots and crazy insane eHP with 0 speed loss,and logistics gets the shaft? Thanks Rattatai,you're so generous. A true logi has no issue with this.. It was the logi slayers who ruined your suit not Rattatai he fixed something that wasn't working as intended.
Removed inappropriate content - CCP Logibro
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13ear
232
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Posted - 2014.09.02 20:11:00 -
[478] - Quote
Firstly, whilst the 15% reduction to the CPU cost of some shield modules may be a good start, it's not nearly enough to make shield tanking as prevalent as armour tanking.
Back when shields were considering "OP", v. few people used damage mods & there was little to no focus on armour repair; It was mostly basic armour repairers & compact hives used by the masses. Even after the armour plate buff, rep hives & rep tools were hardily ever used outside of PC. However, now that most armour tankers use 1-2 comp. repairs & the majority of the battles you play in (pub or otherwise) have an abundance of rep hives, it's far easier to retain full armour HP than it was before. As a result, armour tankers can not only sustain more damage than shield tankers but they can also maintain the majority of their overall EHP near constantly (Which is supposed to be shield tankers main advantage).
The speed penalty is irrelevant as you can now stack ferroscale plates which give more HP than shield extenders do, are easier to fit & have no speed penalty. The imbalance isn't in the modules themselves though, it's merely a result of more players using what helps the team win (or farm more WP, depends on how you look at it), as opposed to just using what helps them slay.
A 10-15% buff to regulators, rechargers/energizers & base regen rates of shield based suits would give shield tankers the ability to truly fulfil the "hit & run" role efficiently, the most important one by far is the buff to regulators. There needs to be an incentive to use shield based modules in highs and lows. Armour tankers have HP + damage mods, shield tankers should have HP + regulators.
One original thought is worth a thousand mindless quotings - Diogenes
Winner of EU Squad Cup
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Meee One
Hello Kitty Logistics
1063
|
Posted - 2014.09.02 20:23:00 -
[479] - Quote
Heimdallr69 wrote:Meee One wrote:CCP Rattati wrote:Alena Ventrallis wrote:Of all the things I was hoping to see, where is the logi rebalancing? CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
"Logistics survival isn't necessary to do their job". LOLWUT? Slow speed. Low eHP Bad regen. Insane costs. Low stamina. And you can think of nothing to rebalance,nothing at all? Assaults get ++ber slots and crazy insane eHP with 0 speed loss,and logistics gets the shaft? Thanks Rattatai,you're so generous. A true logi has no issue with this.. It was the logi slayers who ruined your suit not Rattatai he fixed something that wasn't working as intended. "A true logi has no issue with being as frail as a scout and nearly as slow as a heavy and costing 2x as much as the suit that just killed them....it was the FOTM chasers (that moved to scouts) that (ab)used the suit"
Lawl.
Whatever.
I like that there are more assaults TBH,its a nice change from 100% scout/heavy. I was merely stating that with such borderline insane buffs on one specialist,that leaves loads of possible buffs for the other.
Yet,nothing is even being considered? Not even a speed buff? Or stamina?
Logistics must be horrible at everything? Really?
Logistics is just the donkey of Dust 514? Any suit can ferry equipment.
Logistics has no special niche regarding survival to do so. Scouts can do it faster and better hidden with better regeneration. Assaults/commandos can do it with better tank,and in the case of assaults better speed.
Yet the equipment specialists have nothing built in that would aid in survival whilst using said equipment? That sounds horribly broken to me.
Logistics = Hurr i kan cary moar.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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JDEZ09
Dark Side Alliance
73
|
Posted - 2014.09.02 20:59:00 -
[480] - Quote
If ScR rof is to be adjested...
Rof: 600-650 is a way better start at balancing this. People are throwing out numbers like 400-500. Those are clearly QQers trying to nerf it into the ground while running 1000+ armor HP sentinals/assaults.
This (600-650) is a fair enough trade. But the damage profile wil need adjusting then.
Scr: +20/-20
Rr: -10/+20
This shows that the scrambler rifle is the most nerfed weapon on off damage already!! You basically are forced to go for headshots only with this weapon if you want it to kill a heavy. Which is all too common now.
Nerfing the Rof is a bad idea imo. But if it is to be done, it shouldnt be taken to the extreme. It should also come with damage profile balances that were necessary ever since the proficiency skills were adjusted to prefer type damage only.
new Scr/LR damage profile:
+20/-10
To match the Rail rifle but oppisite (Shields/Armor).
I also saw Rattati mention a buff to the Assault Scrambler rifle damage. This is another approach, but the profile change could make that idea work even more. |
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
198
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Posted - 2014.09.02 21:32:00 -
[481] - Quote
JDEZ09 wrote:If ScR rof is to be adjested...
Rof: 600-650 is a way better start at balancing this. People are throwing out numbers like 400-500. Those are clearly QQers trying to nerf it into the ground while running 1000+ armor HP sentinals/assaults.
This (600-650) is a fair enough trade. But the damage profile wil need adjusting then.
Scr: +20/-20
Rr: -10/+20
This shows that the scrambler rifle is the most nerfed weapon on off damage already!! You basically are forced to go for headshots only with this weapon if you want it to kill a heavy. Which is all too common now.
Nerfing the Rof is a bad idea imo. But if it is to be done, it shouldnt be taken to the extreme. It should also come with damage profile balances that were necessary ever since the proficiency skills were adjusted to prefer type damage only.
new Scr/LR damage profile:
+20/-10
To match the Rail rifle but oppisite (Shields/Armor).
I also saw Rattati mention a buff to the Assault Scrambler rifle damage. This is another approach, but the profile change could make that idea work even more. Um. I probably should have said this earlier, but I though someone else would have corrected you by now. I've seen you say this 4 separate times today...
...but uh, the Hybrid/Railgun damage profile is -10/+10, not -10/+20.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2492
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Posted - 2014.09.02 21:46:00 -
[482] - Quote
Fizzer XCIV wrote:JDEZ09 wrote:If ScR rof is to be adjested...
Rof: 600-650 is a way better start at balancing this. People are throwing out numbers like 400-500. Those are clearly QQers trying to nerf it into the ground while running 1000+ armor HP sentinals/assaults.
This (600-650) is a fair enough trade. But the damage profile wil need adjusting then.
Scr: +20/-20
Rr: -10/+20
This shows that the scrambler rifle is the most nerfed weapon on off damage already!! You basically are forced to go for headshots only with this weapon if you want it to kill a heavy. Which is all too common now.
Nerfing the Rof is a bad idea imo. But if it is to be done, it shouldnt be taken to the extreme. It should also come with damage profile balances that were necessary ever since the proficiency skills were adjusted to prefer type damage only.
new Scr/LR damage profile:
+20/-10
To match the Rail rifle but oppisite (Shields/Armor).
I also saw Rattati mention a buff to the Assault Scrambler rifle damage. This is another approach, but the profile change could make that idea work even more. Um. I probably should have said this earlier, but I though someone else would have corrected you by now. I've seen you say this 4 separate times today... ...but uh, the Hybrid/Railgun damage profile is -10/+10, not -10/+20.
SHHHH! I'm trying to figure out what drugs he's on and where to get some! It's good **** apparently!
On a more serious note the actual damage profiles (currently) are as follows:
Laser +20/-20 Projectile -5/+10 Rail -10/+10 Plasma +10/-10 Explosive -20/+20 |
Atiim
11812
|
Posted - 2014.09.02 21:47:00 -
[483] - Quote
Feel free to use this for future reference on Damage Profiles.
DUST 514's 1st Matari Commando
-HAND
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
203
|
Posted - 2014.09.02 22:09:00 -
[484] - Quote
That is going to be outdated pretty soon here. I wouldn't recommend it for future use. |
Kin Cat
Another Clone in the Wall
1
|
Posted - 2014.09.03 00:23:00 -
[485] - Quote
This should be put up to a vote like the ambush thread was. And a 10/10 profile should be included. |
Temias Mercurial
Knights Of Ender RISE of LEGION
197
|
Posted - 2014.09.03 01:12:00 -
[486] - Quote
Kin Cat wrote:This should be put up to a vote like the ambush thread was. And a 10/10 profile should be included.
But that's blaster weaponry damage profile...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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The dark cloud
The Rainbow Effect
4038
|
Posted - 2014.09.03 01:20:00 -
[487] - Quote
There is nothing to discuss about the profile change. Its just natural that a minmatarr weapon is suposed to hurt amarr dropsuits. While the amarr weapons are supposed to hurt minmatarr suits more cause of speed tanking goes in hand with shields. Its just a lore perspective thing. And to be honest it makes the game more balanced due to the rampant popularity of armor tanked suits. At the same time it finally achieves a change where shield heavys can stand up to armor heavys in a relatively equal fight.
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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Kin Cat
Another Clone in the Wall
4
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Posted - 2014.09.03 03:00:00 -
[488] - Quote
anyway
will a sniper have less range than a forge gun now? technically giving them more damage SHOULD help fill the void from OBs not getting dropped on reds camping on buildings, but if it's under 300 meters they will be easy prey for forge gunners |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2505
|
Posted - 2014.09.03 05:16:00 -
[489] - Quote
Kin Cat wrote:anyway
will a sniper have less range than a forge gun now? technically giving them more damage SHOULD help fill the void from OBs not getting dropped on reds camping on buildings, but if it's under 300 meters they will be easy prey for forge gunners
should be 320. dead even with FG |
manboar thunder fist
Dead Man's Game
112
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Posted - 2014.09.03 07:03:00 -
[490] - Quote
200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city
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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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2509
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Posted - 2014.09.03 07:26:00 -
[491] - Quote
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. |
Seigfried Warheit
Caught Me With My Pants Down
354
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Posted - 2014.09.03 08:26:00 -
[492] - Quote
Will you be adding proto variant of the breach and burst ScP with the sidearm balancing?
I am a prof. V scrub. I have no honor
The best strategy is not to wear pants
Most overhyped by Gabriella Grey
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Leanna Boghin
Paradox Pride
427
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Posted - 2014.09.03 09:05:00 -
[493] - Quote
Many Must Die wrote:Leanna Boghin wrote:Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Did you ever tryed to counter-snipe bricked Amarr Proto Sentinel with Thale??? Or anything that has at least combined 1000hp? It's currently not possible with maxed prof. & 5 dmg mods. Thats why you bring in the Dropship (people forget dropships are a snipers worst enemy) and either smash it on his head or drop a couple nasty heavies wit boundless machine guns on top of him. Again Sniping is not risk free. People are just too lazy to actually switch to a sniper fit and take out that nasty sniper or call in an ads and go kill them. And yes i have with an ishukone sniper rifle and i had no problem killing them. Try shooting them in the head next time.
I snipe in the redline because i know it pisses you off
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 16:41:00 -
[494] - Quote
Leanna Boghin wrote:Many Must Die wrote:Leanna Boghin wrote:Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Did you ever tryed to counter-snipe bricked Amarr Proto Sentinel with Thale??? Or anything that has at least combined 1000hp? It's currently not possible with maxed prof. & 5 dmg mods. Thats why you bring in the Dropship (people forget dropships are a snipers worst enemy) and either smash it on his head or drop a couple nasty heavies wit boundless machine guns on top of him. Again Sniping is not risk free. People are just too lazy to actually switch to a sniper fit and take out that nasty sniper or call in an ads and go kill them. And yes i have with an ishukone sniper rifle and i had no problem killing them. Try shooting them in the head next time.
this can be difficult if the heavy suit toting a sniper is in the red line. Most times 9/10 a heavy using a sniper rifle like a thale is deep within the redline or on top of their own MCC. Trying to eliminate these type of snipers are not always guaranteed unless you wish to risk an entire dropship to red line timer, or can attack in the redlines without installation turrets, HAV's or AV keeping you away. from them. Then it would be feasible. The sniper should not be an extreme chore for infantry and is no different than when HAV's were equipped with rail turrets shooting from one area of the red line across the map, but just on a smaller scale. This sniper rifle really needs to be limited to the scout only, due to even medium suits are quite difficult to destroy with a sniper rifle. I think if CCP does this we will see less difficulty for infantry dealing with snipers, and those who are skilled with the craft not effected. Then just maybe we will see better work focus on improving how the sniper rifle operates as a whole in the game.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 16:49:00 -
[495] - Quote
manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city
I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves...
Always Grey Skies
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Gelan Corbaine
Gladiators Vanguard
481
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Posted - 2014.09.03 17:33:00 -
[496] - Quote
Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves...
Sooooooooo what should a Cal Commando use instead?
No job is worth doing if you don't get paid in the end .
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 17:52:00 -
[497] - Quote
Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead?
Every other light arm available that is out there with the exception of the sniper rifle.
Always Grey Skies
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2516
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Posted - 2014.09.03 17:57:00 -
[498] - Quote
Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead?
apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle...
And if you only allow scouts to have sniper rifles...
Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus |
Gabriella Grey
Onslaught Inc RISE of LEGION
140
|
Posted - 2014.09.03 18:06:00 -
[499] - Quote
Breakin Stuff wrote:Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead? apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle... And if you only allow scouts to have sniper rifles... Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus
Caldari commando has best of bost worlds, it has the rail rifle, and it has the swarm launcher. That is the unique 2 light arm weapons CCP has bestowed on it. You can kill a vehicle one moment while mowing down infranty, if that is your choice to solely play as an Caldari only commando. for Amarr it's Lasers and Scramblers, for Gallente its Assault Rifles, Shotguns, and Plasma cannons, Minmitar, Combat Rifles, and Mass Drivers. I mean seriously, what more can you ask for other then perhaps the introduction of new light weapons, but giving a sniper rifle to any type of Heavy suit or medium suit breaks the game function. This is simple logic in my eyes to grasp, Something well armored should not be able to shoot across the field given how many factors stack within it's favor.
Always Grey Skies
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Dj grammer
New Age Empire. General Tso's Alliance
347
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Posted - 2014.09.03 18:19:00 -
[500] - Quote
Gabriella Grey wrote:Breakin Stuff wrote:Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead? apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle... And if you only allow scouts to have sniper rifles... Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus Caldari commando has best of bost worlds, it has the rail rifle, and it has the swarm launcher. That is the unique 2 light arm weapons CCP has bestowed on it. You can kill a vehicle one moment while mowing down infranty, if that is your choice to solely play as an Caldari only commando. for Amarr it's Lasers and Scramblers, for Gallente its Assault Rifles, Shotguns, and Plasma cannons, Minmitar, Combat Rifles, and Mass Drivers. I mean seriously, what more can you ask for other then perhaps the introduction of new light weapons, but giving a sniper rifle to any type of Heavy suit or medium suit breaks the game function. This is simple logic in my eyes to grasp, Something well armored should not be able to shoot across the field given how many factors stack within it's favor.
Minmatar Commando also gets the bonus damage to explosives so the Swarm Launcher is a bit better on Minmatar if you want to be a tank killer. I rarely use the mass driver on my Minmatar Commando; The only time I would use the mass driver on my commando suit is if the enemy's tank(s) are not a threat or I'm playing Ambush (non-oms)
Darkness is a Beginning, you see, not an end.
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S-PANZA
Expert Intervention Caldari State
54
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Posted - 2014.09.03 19:43:00 -
[501] - Quote
With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. |
BL4CKST4R
La Muerte Eterna Dark Taboo
2995
|
Posted - 2014.09.03 20:07:00 -
[502] - Quote
S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge.
Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP.
supercalifragilisticexpialidocious
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S-PANZA
Expert Intervention Caldari State
54
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Posted - 2014.09.03 20:38:00 -
[503] - Quote
BL4CKST4R wrote:S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear.
A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards.
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Temias Mercurial
Knights Of Ender RISE of LEGION
198
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Posted - 2014.09.03 20:43:00 -
[504] - Quote
S-PANZA wrote:BL4CKST4R wrote:S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear. A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards.
The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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S-PANZA
Expert Intervention Caldari State
54
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Posted - 2014.09.03 20:51:00 -
[505] - Quote
[quote=Temias Mercurial]Quote:
The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model.
Not true, Ive killed every sniper Ive seen on top of the MCC....and I no doubt have been lower than them. In fact they are EZ to kill, they show up real good. That was with the old reticule.
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TritusX
PH4NT0M5
17
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Posted - 2014.09.03 23:25:00 -
[506] - Quote
Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder
Scout 514 forever
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Temias Mercurial
Knights Of Ender RISE of LEGION
198
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Posted - 2014.09.04 00:47:00 -
[507] - Quote
TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder
I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds).
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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CCP Rattati
C C P C C P Alliance
6572
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Posted - 2014.09.04 05:26:00 -
[508] - Quote
Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds).
it will overheat quickly, it is not meant to stand up to any Heavy with a STD HMG
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Many Must Die
Nos Nothi
13
|
Posted - 2014.09.04 05:49:00 -
[509] - Quote
Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds).
there is cheap (225 isk, 25 LP) & no skill variant Republic HMG from Minmatar LP shop with better stats & fitting req. than militia HMG will be... so presence of militia HMG doesn't change anything.
Keeriam
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CCP Rattati
C C P C C P Alliance
6576
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Posted - 2014.09.04 05:58:00 -
[510] - Quote
Many Must Die wrote:Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds). there is cheap (225 isk, 25 LP) & no skill variant Republic HMG from Minmatar LP shop with better stats & fitting req. than militia HMG will be... so presence of militia HMG doesn't change anything.
Except for new players
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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medomai grey
warravens Capital Punishment.
955
|
Posted - 2014.09.04 06:38:00 -
[511] - Quote
If you can't introduce the mlt HMG with the same down sides as other mlt weapons, higher CPU/PG cost and smaller clip size, because you fear it will be OP, that speaks volumes about the weapon.
Also keep in mind that an SP gate does not prevent an item from being OP. An OP item is OP regardless of how much SP it took to unlock it.
Not saying the HMG is OP, just pointing out some odd concepts I don't agree with that are preventing the mlt HMG from happening.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2526
|
Posted - 2014.09.04 07:16:00 -
[512] - Quote
CCP Rattati wrote:Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds). it will overheat quickly, it is not meant to stand up to any Heavy with a STD HMG
If I may suggest:
+1-2 heat per second. -100 ammunition per drum Same damage. Same dispersion. -5 optimal range
The last is primarily to drive home that it is a CQC weapon, promote good habits, and because reducing optimal will make most veteran players treat it like it's slathered with a heady mix of acid and ebola.
I made an alt and was out of the academy in a single match. The above changes will not neuter the weapon for new players, but it won't be a viable alternative to the standard heavy machinegun without being worthless. |
Symbioticforks
Pure Evil.
795
|
Posted - 2014.09.04 14:12:00 -
[513] - Quote
BUNCHA NOOBS.
Sniping Dust 514 (video series)
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Snake Sellors
Hellstorm Inc General Tso's Alliance
405
|
Posted - 2014.09.04 14:35:00 -
[514] - Quote
Temias Mercurial wrote:S-PANZA wrote:BL4CKST4R wrote:S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear. A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards. The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model.
Fallacy. 1.mcc snipers are highly exposed. the reason that you see them before you can hit them is because they are standing on an invisible shield. so all you need to do is widen your angle, keep a close eye on your target stats.. don't shoot until you see the name of a dropsuit and 175%.
the mcc is one of the few places that a player can't headglitch because you get a reading if your pointing at the mcc instead of the sniper, you don't get that luxary with mountains.
2.snipers are supposed to be stealthy and hard to find, they are not invisible they are just good at hiding or you are poor at sniping.. finding a counter sniper is normally harder than finding a sniper. aggressive snipers only use a handful of places, counters can come from anywhere.
3, you say that a proto calmando, with an officer variant in a pub match is high reward for low risk... your having a laugh pal, what would you say that the reward should be then for taking the highest cost suit for sniping with the only irreplaceable sniper rifle to a pub match should be? also don't forget that player can't use their thales in a pc match because nobody wwants a sniper on their team in pc- we almost all lose that option when we decide to play a sniper, and skill doesn't matter btw.
and another point... don't blame snipers for using the calmando suit, it's not our fault that ccp decided it would be a good idea to force snipers into the calmando suit to give us a higher profile and bigger hit box... now we get called scrubs because we use the fit that we were shoved into using.. the calmando suit even with level 5 was a nerf compared to when we could choose our fits.
and to ccp, if you folk dare to give a light frame a bonus to sniping or change the calmando bonuses to make it less effective now because of these people you can expect a constant stream of support tickets until i get a respec. not a threat but a promise. |
Snake Sellors
Hellstorm Inc General Tso's Alliance
405
|
Posted - 2014.09.04 14:46:00 -
[515] - Quote
Gabriella Grey wrote:Breakin Stuff wrote:Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead? apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle... And if you only allow scouts to have sniper rifles... Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus Caldari commando has best of bost worlds, it has the rail rifle, and it has the swarm launcher. That is the unique 2 light arm weapons CCP has bestowed on it. You can kill a vehicle one moment while mowing down infranty, if that is your choice to solely play as an Caldari only commando. for Amarr it's Lasers and Scramblers, for Gallente its Assault Rifles, Shotguns, and Plasma cannons, Minmitar, Combat Rifles, and Mass Drivers. I mean seriously, what more can you ask for other then perhaps the introduction of new light weapons, but giving a sniper rifle to any type of Heavy suit or medium suit breaks the game function. This is simple logic in my eyes to grasp, Something well armored should not be able to shoot across the field given how many factors stack within it's favor.
Erm...
1.caldari commando gets a bonus to rail tech. i.e rail rifles and sniper rifles. 2.sniper don't Choose the calmando fit...we were forced to get it 3. the method of applying said force was a damage nerf that was so severe that my new caldari commando sniper DOES NOT even match the damage capabilities of my 1.7 sniper loadout which was a meduim frame!!
4.the caldari commando has a large hit box and a large scan profile. do you really think that a sniper would chose those over a low profile and a cloaking ability? 5th do you really want invisible red line snipers that only uncloak to take a single shot after they are balanced?
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bogeyman m
Minmatar Republic
390
|
Posted - 2014.09.04 14:48:00 -
[516] - Quote
Snake Sellors wrote:Temias Mercurial wrote:S-PANZA wrote:BL4CKST4R wrote:S-PANZA wrote:With the Delta proposal for snipers it reminds me of throwing chum in shark (sniper haters) infested waters and creating a feeding frenzy.
That snipers are risk-free is a fallacy, posts #29 and #30 address that as do others that point out how ADS are a major risk to snipers.
Every decent sniper knows that all snipers can be counter sniped, I agree some are harder than others but all can be countered. I understand that the slayer mentality player doesnt want to delay the slayer play style to deal with a sniper or that slayers dont like to snipe (hence the resistance to use a counter sniper). I understand that slayers want to casually walk up to a crouching aiming sniper and kill it EZ. Snipers are attracted to the long shot not the mid-range shot or CQC. The argument to reduce range isnt because snipers are risk-free, its more that slayers dont want deal with what counters a sniper.
Sniper rifles are for the most part UP. The Charge (proto) and Thales (officer) are the most damaging ones and they should be. As far as risk/reward , the snipers are lower risk but are rewarded less. Anyone that says they are no-risk and high reward are trying to sell you a bridge. Sniper is low risk low reward until you get yourself a CK.0 Calamando a thales 3 damage mods and a f*** of armor HP. Also it's hard to counter a sniper when there are no tracers, if your counter sniping and you cannot spot the sniper that you are trying to snipe and he sees you that's it you already lost, most of the time its pretty hard to find a sniper and eliminate him. Also most snipers can snipe deep into the redzone where dropships can't go, and if a dropship does get ballzy and your in your Calamando you deserve to die for not fitting a swarm launcher, so even dropships have a counter when sniping. And as infantry the "slayers" you cannot counter if a) you can't find him b) he is in a super stacked suit c) if he is in one of those special sniper areas where bullets magically disappear. A sniper should be hard to spot... there are no tracers but there are directional hit markers and distance shown...the fatter the suit the easier to spot. ADS can go into redline just have to watch timer...Calmando with a swarm wont kill ADS by himself unless the pilot hovers for him and most pilots know better and if your so deep into the red line your reducing the amount of targets available which means less rewards. The other issue with snipers is hit boxes (not hit detection). You can see them poking their heads of the hills in the back of the map, but if you're not of an equal or higher height, then you can do absolutely no damage to them as a counter sniper. This is especially apparent when discovering someone sitting atop the MCC, and killing them can be nearly impossible depending on their exact location on it, as the MCC's hit box extends beyond the actual MCC model. Fallacy. 1.mcc snipers are highly exposed. the reason that you see them before you can hit them is because they are standing on an invisible shield. so all you need to do is widen your angle, keep a close eye on your target stats.. don't shoot until you see the name of a dropsuit and 175%. the mcc is one of the few places that a player can't headglitch because you get a reading if your pointing at the mcc instead of the sniper, you don't get that luxary with mountains. 2.snipers are supposed to be stealthy and hard to find, they are not invisible they are just good at hiding or you are poor at sniping.. finding a counter sniper is normally harder than finding a sniper. aggressive snipers only use a handful of places, counters can come from anywhere. 3, you say that a proto calmando, with an officer variant in a pub match is high reward for low risk... your having a laugh pal, what would you say that the reward should be then for taking the highest cost suit for sniping with the only irreplaceable sniper rifle to a pub match should be? also don't forget that player can't use their thales in a pc match because nobody wwants a sniper on their team in pc- we almost all lose that option when we decide to play a sniper, and skill doesn't matter btw. and another point... don't blame snipers for using the calmando suit, it's not our fault that ccp decided it would be a good idea to force snipers into the calmando suit to give us a higher profile and bigger hit box... now we get called scrubs because we use the fit that we were shoved into using.. the calmando suit even with level 5 was a nerf compared to when we could choose our fits. and to ccp, if you folk dare to give a light frame a bonus to sniping or change the calmando bonuses to make it less effective now because of these people you can expect a constant stream of support tickets until i get a respec. not a threat but a promise. I agree with your points 1 & 2, but I have an issue with ANY proto suit running proto/officer gear in public matches and farming blueberries - I don't believe that's good for the game.
Duct tape 2.0 ... Have WD-40; will travel.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2530
|
Posted - 2014.09.04 15:37:00 -
[517] - Quote
Caldari commandos unfortunately suffer from having only two weapons their damage bonus applies to (bolt pistol doesn't count).
In my opinion they make lackluster (traditional) sniper platforms, but excellent counter-sniper and infantry support platforms. They work better when you push slightly behind an advance, providing fire support as needed. Try not to get into CQC. You will generally lose. |
The-Errorist
SVER True Blood
817
|
Posted - 2014.09.04 17:17:00 -
[518] - Quote
Remember the sidearm that has worse stats than it's militia tier version, the Recruit SMG? It still needs to be fixed.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
25
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Posted - 2014.09.04 17:59:00 -
[519] - Quote
CCP Rattati wrote: [...] Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design [...]
I strongly believe a -5/+5 is a better choice here. Projectile weapon users seek adaptability. This brings down the damage a bit without taking away it's 'jack of all trades' nature. It also makes the weapon proficiencies more desirable. |
Atiim
11834
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Posted - 2014.09.04 18:04:00 -
[520] - Quote
The-Errorist wrote:Remember the sidearm that has worse stats than it's militia tier version, the Recruit SMG? It still needs to be fixed. Wasn't that fixed awhile ago?
DUST 514's 1st Matari Commando
-HAND
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The-Errorist
SVER True Blood
818
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Posted - 2014.09.04 19:53:00 -
[521] - Quote
Atiim wrote:The-Errorist wrote:Remember the sidearm that has worse stats than it's militia tier version, the Recruit SMG? It still needs to be fixed. Wasn't that fixed awhile ago? After doing some digging, It looks was fixed sometime this year, but I can't find a dev post about it.
Does anyone know when was it fixed and if there was a post about it?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Dustbunny Durrr
ReD or DeaD
265
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Posted - 2014.09.04 20:06:00 -
[522] - Quote
Rattati: For the true problem (and solution) to the ADS/Swarm debate, continue reading:
The issue with swarms against ADS, at the moment is, swarms are a temporary area denial weapon, rather than a weapon that can really kill an ADS.
Many are recommending buffing the damage or speed of swarms (sometimes with an accompanying nerf in swarm agility).
These will not solve the greater problem between swarms and ADS however. The problem isn't that swarms don't do enough damage, or fly fast enough. The problem with swarms is that they don't get kills. The ADS ALWAYS fly away.
Why does an ADS ALWAYS afterburn away? Here we can find the solution to the problem: Because they have NO OTHER OPTION.
So how do we fix this? Let's take a look at the tank (HAV), to understand. Why don't tanks run at the first sign of trouble? (Oh sure, some might immediately turn on their OD, and get out of there at the first sign of trouble, but for a vast majority, it's not the same feeling as an ADS who is getting swarmed).
The answer is simple: they think they can stay, fight and win. If they are right, they get their kill, the swarmer is dead, and the tank continues on, happy on his merry way. If they are overconfident in their abilities, their tank dies, and the swarmer is happy.
So why doesn't a similar situation exist in the ADS/Swarm launcher. Two reasons: Knockback and lack of EHP (yes, you read that right, TOO MUCH swarm damage is causing swarms to NOT get kills). Follow me on this.
If an ADS pilot knows the swarmer can kill him in 3 hits (before having to reload) and he DOESN'T THINK he has a decent chance to kill the swarmer before he gets his 3rd shot off, his ONLY OPTION is to RUN. Swarm knockback further complicates issues as the ADS pilot now can't even shoot/fly straight.
Requiring 4 hits (3 + reload time + 1) to kill a decently-tanked ADS, and reducing or removing knockback, will get many ADS pilots to stay, fight, and maybe lose their dropship, similar to the tank vs swarmer aspect we have now.
Yes, it sounds ludicrous. Yes, there will be a backlash from people not understanding the issue, and not understanding why ADS pilots run. But most importantly, yes, it will work. Test it out, and you will see.
-Durrr |
Snake Sellors
Hellstorm Inc General Tso's Alliance
407
|
Posted - 2014.09.04 21:01:00 -
[523] - Quote
bogeyman m wrote:
Fallacy. 1.mcc snipers are highly exposed. the reason that you see them before you can hit them is because they are standing on an invisible shield. so all you need to do is widen your angle, keep a close eye on your target stats.. don't shoot until you see the name of a dropsuit and 175%.
the mcc is one of the few places that a player can't headglitch because you get a reading if your pointing at the mcc instead of the sniper, you don't get that luxary with mountains.
2.snipers are supposed to be stealthy and hard to find, they are not invisible they are just good at hiding or you are poor at sniping.. finding a counter sniper is normally harder than finding a sniper. aggressive snipers only use a handful of places, counters can come from anywhere.
3, you say that a proto calmando, with an officer variant in a pub match is high reward for low risk... your having a laugh pal, what would you say that the reward should be then for taking the highest cost suit for sniping with the only irreplaceable sniper rifle to a pub match should be? also don't forget that player can't use their thales in a pc match because nobody wwants a sniper on their team in pc- we almost all lose that option when we decide to play a sniper, and skill doesn't matter btw.
and another point... don't blame snipers for using the calmando suit, it's not our fault that ccp decided it would be a good idea to force snipers into the calmando suit to give us a higher profile and bigger hit box... now we get called scrubs because we use the fit that we were shoved into using.. the calmando suit even with level 5 was a nerf compared to when we could choose our fits.
and to ccp, if you folk dare to give a light frame a bonus to sniping or change the calmando bonuses to make it less effective now because of these people you can expect a constant stream of support tickets until i get a respec. not a threat but a promise.
I agree with your points 1 & 2, but I have an issue with ANY proto suit running proto/officer gear in public matches and farming blueberries - I don't believe that's good for the game. [/quote]
As it happens you agree with me, it's just a little indirectly.
I don't believe that snipers should be taking proto and officer gear into pub matches, (or anybody else for that matter) the point i was actually making was that snipers have been forced into running their absolute best fit out for public matches and have been refused an opportunity to save them for or even take part in pc matches, through both both lack of tactical application and lack of power.
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Snake Sellors
Hellstorm Inc General Tso's Alliance
407
|
Posted - 2014.09.04 21:06:00 -
[524] - Quote
Kaeru Nayiri wrote:CCP Rattati wrote: [...] Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design [...]
I strongly believe a -5/+5 is a better choice here. Projectile weapon users seek adaptability. This brings down the damage a bit without taking away it's 'jack of all trades' nature. It also makes the weapon proficiencies more desirable.
I completely disagree with you, the whole point to get rid of these jack of all trade weapons. besides the problem is that these projectile weapons are in fact master of all trade and jack of none!
combat rifle, hmg, submachine gun.. all in the above fix.
I'm guessing you don't run a shield heavy.... |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1691
|
Posted - 2014.09.05 00:14:00 -
[525] - Quote
All I will say is this. A CR with a -15/+15 profile and a flux will be whined about so much the forums might shut down from an overload of complaints.
Shoot Scout with yes.
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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
97
|
Posted - 2014.09.05 03:10:00 -
[526] - Quote
If you decide to nerf/remove splash damage from the forge, it needs a significant buff to its AV capabilities. As it is, it is a hybrid AV/AI weapon, depending on user location, skill, scenario, etc. If you remove it's anti-infantry capabilities (and with no splash, there would be very, very few who could use it in that respect), then it is only an AV weapon. I'm not saying this isn't a possible change for the forge, but you have to realize it will change its role fairly dramatically. If my AV weapon (becomes pretty much AV only and still) requires a heavy suit, then I should be able to scare the ever-living snot out of vehicles.
I feel the best change for sniper rifles would be to remove WP and kills from the redline. Then, in the spirit of New Eden, if you want to be a rude jerk and snipe in the redline, you can. You just shouldn't be rewarded for doing so. You'll still retain the relatively little risk that there currently is, you just won't be going 15/0. (No, suicide runs into the redline are not a viable counter. Do they work? Sometimes. Should I have to commit suicide to kill you? Hell no.)That said, I think SP and ISK rewards at the end of battle should be based a little bit more on contribution and less on time in battle as well.
Youtube channel
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2545
|
Posted - 2014.09.05 07:01:00 -
[527] - Quote
Until marauders and enforcers are introduced, no buffs to forge fun capability at AV should be contemplated.
I say this as a habitual forge gunner. They kill vehicles just fine. |
deadpool lifetone
D3ATH CARD
5
|
Posted - 2014.09.05 10:03:00 -
[528] - Quote
CCP Rattati wrote:Dear players
we are ready to share our narrative for Hotfix Delta. As usual, some, all or none of these changes may end up being deployed when the Hotfix is ready. I also want to share that we are very happy with the new CPM and that we are starting to gel as a team that wants only the best for DUST 514. Lots of positive interaction and discussions in the last few weeks.
These are the high level gameplay features we want to look at for Delta.
Weapons Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas)
Add all Miltia Sidearms and Miltia HMG to Market
Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter.
Plasma Cannon - increased projectile speed
Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
Assault HMG buffed, burst HMG needs a slight tune down
Dropsuits Minmatar dropsuits - small ehp buff across the board
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
Turrets Small Rail ROF reduced
Large Blaster splash reduced
Small Blaster splash increased, maybe range increase
Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Most of these issues have been mentioned and discussed on the forums, discovered through data or raised by the CPM.
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
I have to admit. It's quite impressive how the game has turned around big time since i've started playing , so thanks a lot for your hard progressive work . Now to feed back
1: side arm's ( please don't tweak them to much ) they all seem to be in a good place as they are now to be honest ) i haven't heard any real complaints about a sub/magsec/pistol being O.P lol
2: adding side arm's/ HMG militia gear etc ( awesome ! Lol more better for isk grinding)
3: snipers situation ( i agree to a degree . Only the tar should be able to have a good advantage since its a salvage weapon only. Charge , tactical etc need to be able to be counter hit asap and close enough to be noticed at least ! Cause getting killed by a militia S.Rifle at 400m is hmmm wtf moment. Im sure y'all figure it out
4: plasma canons ( speed buff great )
5: swarms ( nerf afterburners for Pete's sweet christ sake! And maybe a very small slight lock increase)
6: scrambler r. ( well its about time them fully automatic instant hearty heavy killers get a nerf. Increase heat built up per round shot ) but yes it's O.P because the lack of heat built up.
7: Burst HMG ( honestly , thats my boy! Lol but yes the six kin way way o.p and needs a nerfing)
8: minmatar suits ehp ( including scouts? )
Everything else i read seems to be in the maybe list of things to get done . So those are my opinions. Hope feed back helped. 07 |
SupDex
Kameira Lodge Amarr Empire
0
|
Posted - 2014.09.05 11:00:00 -
[529] - Quote
Hello. Recently fixed a pistols. And significantly reduce the rate of fire the gun Carthum. Now with it has become almost impossible to shoot. Maybe in the new patch slightly increase Carthum rate? |
Haerr
Legio DXIV
1333
|
Posted - 2014.09.05 11:23:00 -
[530] - Quote
Hotfix Delta looks neat, when do we get to play it? ;)
Super Cow Powers.
|
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HYENAKILLER X
WILL FIGHT ANYONE
823
|
Posted - 2014.09.05 11:47:00 -
[531] - Quote
Please buff ar range and assault scrambler rifle damage. Combat rifle change posted sounds great. Ive said this 1000 times: the scrambler rifle requires to myc skill to nerf.
Please dont nerf the scrambler rifle.
Snipers dont concern me. Nova knife addition sounds cool. Hopefully its range increase.
CCP <3. My only complaint was vehicles.
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Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
100
|
Posted - 2014.09.05 12:20:00 -
[532] - Quote
Breakin Stuff wrote:Until marauders and enforcers are introduced, no buffs to forge fun capability at AV should be contemplated.
I say this as a habitual forge gunner. They kill vehicles just fine. Yes, but if they are a heavy-only weapon that has next to no AI abilities (especially for the vast majority of players) they shouldn't kill vehicles "just fine". They should be the best AV weapon on the field by far. Swarms are easy to use and plasma cannons are both AV/AI. Both fit on non heavy suits. If the forge gun is restricted to only heavy suits and becomes only AI, it should be far and away the scariest AV weapon, when in the hands of a capable user. That's all I'm saying.
Also, you want proto tanks? Hey, CCP,duplicate the current tanks, add slots, increase CPU/PG respectively, ramp up the price and BOOM! Proto tanks. Now all that's left is naming them.
Youtube channel
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xAckie
Ghost. Mob
448
|
Posted - 2014.09.05 12:59:00 -
[533] - Quote
can someone explain to me why the CR profile should be 15/15 or 20/20?
I dont mind it if it changes but I dont understand the logic. (or consistency)
I thought Minmitar did shield and tank? If I look at their assault layouts for example its 4/4 - balanced.
So why wouldnt it be 5/5 - closer to parity?
Yes to the breach buff but it also needs a slight buff to its Rof as well
for echo you need to review EWAR. scouts are still better than assaults because of this. EHP is meaningless when you can be invisible to and see 90% of the field (Plus that second equipment slot) |
Snake Sellors
Hellstorm Inc General Tso's Alliance
421
|
Posted - 2014.09.05 14:25:00 -
[534] - Quote
xAckie wrote:can someone explain to me why the CR profile should be 15/15 or 20/20?
I dont mind it if it changes but I dont understand the logic. (or consistency)
I thought Minmitar did shield and tank? If I look at their assault layouts for example its 4/4 - balanced.
So why wouldnt it be 5/5 - closer to parity?
Yes to the breach buff but it also needs a slight buff to its Rof as well
for echo you need to review EWAR. scouts are still better than assaults because of this. EHP is meaningless when you can be invisible to and see 90% of the field (Plus that second equipment slot)
I'm confused... 15/15 is less balanced than 5/5?
Maybe my maths is off... As a fraction. 15//15 is 1 5/5 is 1 OK then as a sum then... -15,+15 = 0 -5,+5 = 0.
ERM... |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2550
|
Posted - 2014.09.05 14:33:00 -
[535] - Quote
Swarms are getting a buff. Test the changes before we start talking more buffs to AV. |
xAckie
Ghost. Mob
448
|
Posted - 2014.09.05 14:40:00 -
[536] - Quote
Snake Sellors wrote:xAckie wrote:can someone explain to me why the CR profile should be 15/15 or 20/20?
I dont mind it if it changes but I dont understand the logic. (or consistency)
I thought Minmitar did shield and tank? If I look at their assault layouts for example its 4/4 - balanced.
So why wouldnt it be 5/5 - closer to parity?
Yes to the breach buff but it also needs a slight buff to its Rof as well
for echo you need to review EWAR. scouts are still better than assaults because of this. EHP is meaningless when you can be invisible to and see 90% of the field (Plus that second equipment slot) I'm confused... 15/15 is less balanced than 5/5? Maybe my maths is off... As a fraction. 15//15 is 1 5/5 is 1 OK then as a sum then... -15,+15 = 0 -5,+5 = 0. ERM... N.b sot sure I understand your issues on this one anyway, the majority of heavies are armour tankers, after 1 flux in r if you find them with no shield then you get +15 or 20% vs armour.
As i said I dont care if its + 15/20
I am asking about it being more balanced/ less difference against both shields and armour
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2551
|
Posted - 2014.09.05 15:43:00 -
[537] - Quote
No. The closer you get to even margin the less downsides a weapon has. Omni weapons are inherently superior to specialized weapons. Your proposal would only insure everyone would find projectiles the most efficient and thus most used weapons. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2552
|
Posted - 2014.09.05 15:59:00 -
[538] - Quote
Argetlam Thorson wrote:Breakin Stuff wrote:Until marauders and enforcers are introduced, no buffs to forge fun capability at AV should be contemplated.
I say this as a habitual forge gunner. They kill vehicles just fine. Yes, but if they are a heavy-only weapon that has next to no AI abilities (especially for the vast majority of players) they shouldn't kill vehicles "just fine". They should be the best AV weapon on the field by far. Swarms are easy to use and plasma cannons are both AV/AI. Both fit on non heavy suits. If the forge gun is restricted to only heavy suits and becomes only AI, it should be far and away the scariest AV weapon, when in the hands of a capable user. That's all I'm saying. Also, you want proto tanks? Hey, CCP,duplicate the current tanks, add slots, increase CPU/PG respectively, ramp up the price and BOOM! Proto tanks. Now all that's left is naming them.
Point one: Most forge gunners don't kill via splash. 90% of forge kills are body shots. Removing splash from the standard forges just makes things easier from a balance standpoint.
Point two: Forge gun IS the best AV weapon, hands down.
Point three: You cannot introduce marauders and enforcers (proto tanks) without reverting all of the AV nerfs since chromosome, PERIOD and reverting vehicles back to chromosome stats. |
xAckie
Ghost. Mob
448
|
Posted - 2014.09.05 16:18:00 -
[539] - Quote
Breakin Stuff wrote:No. The closer you get to even margin the less downsides a weapon has. Omni weapons are inherently superior to specialized weapons. Your proposal would only insure everyone would find projectiles the most efficient and thus most used weapons.
Wouldnt dps/ rof resolve that issue? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2552
|
Posted - 2014.09.05 16:35:00 -
[540] - Quote
xAckie wrote:Breakin Stuff wrote:No. The closer you get to even margin the less downsides a weapon has. Omni weapons are inherently superior to specialized weapons. Your proposal would only insure everyone would find projectiles the most efficient and thus most used weapons. Wouldnt dps/ rof resolve that issue?
not even slightly. When a weapon performs identically vs. shields and armor without any significant variance it becomes the preferred fit. You don't have to worry about enemy tank types because your weapon will cut through them all without worry. It becomes the omni weapon, with no disadvantages to use UNLESS it is set up so it is worthless to begin with.
But take rails and plasma. each has a 20% variance between armor and shield damage profiles. The design intent per CCP is that hybrids be the most balanced weapons between shield and armor tanking.
Right now the projectiles violate that rule with their measly 5% reduction on shields and 10% bonus to armor (15% variance). By contrast rails get -10 shields, +10 armor (20% variance). Someone figured this out and it's why Combat Rifles are the most common weapon in the meta right now. Scrams suffer greatly Vs. armor dropsuits. if you lower the profile to 5% shield/armor then tha variance between tank types is 10%. You can not only overcome that with damage mods, you can post a net gain with damage mods, doing over 100% vs your weak penetration profile. Other gun types have to work harder for that.
Most of the objection to the -15/+15 or -20/+20 is the idea that this is a nerf to armor. Well, bluntly projectiles don't even slow down on shields and the Rail variance isn't enough to notice a marked slowdown. So at what point is the damage profile setup going to make shields and armor even?
Explosives don't do it, because shields (even with the 20% deduction) still don't have the EHP to take several mass driver or flaylock hits, but the two weapons have been nerfed to marginal utility vs. armor tanked suits (unless on a minmando) and virtually worthless when utilized on a sentinel. The only explosive weapon that fully works and is destructive against all comers are remote explosives and proximity mines. |
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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
|
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
100
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
|
RKKR
The Southern Legion Final Resolution.
1016
|
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
|
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
|
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
|
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
|
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.
|
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!
|
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.
|
|
Meee One
Hello Kitty Logistics
1098
|
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.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2647
|
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.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2651
|
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
|
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?
|
Meee One
Hello Kitty Logistics
1103
|
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.
|
manboar thunder fist
Dead Man's Game
120
|
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
|
Ava Rayn
MAFIA III E-R-A
0
|
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
|
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!!!
|
|
CCP Rattati
C C P C C P Alliance
6795
|
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"
|
|
|
Atiim
12015
|
Posted - 2014.09.09 13:01:00 -
[571] - Quote
When can we expect that new matchmaking system?
DUST 514's 1st Matari Commando
-HAND
|
Haerr
Legio DXIV
1353
|
Posted - 2014.09.09 13:36:00 -
[572] - Quote
CCP Rattati wrote: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. I.e. the officer weapons will certainly not be in the LP store.
I am so disappoint right now.
Super Cow Powers.
|
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
788
|
Posted - 2014.09.09 16:26:00 -
[573] - Quote
CCP Rattati wrote: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. I.e. the officer weapons will certainly not be in the LP store. WEAK! |
John Demonsbane
Unorganized Ninja Infantry Tactics
4034
|
Posted - 2014.09.09 18:42:00 -
[574] - 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.
You can't be serious.
Number of ADS (with non-careless, competent pilot) lost to-date to less than 3 proto swarms or proto swarm + FG: 0
(The godfather of tactical logistics)
|
Hoov Goon
Good Game All
0
|
Posted - 2014.09.09 18:58:00 -
[575] - Quote
CCP Rattati wrote:Dear players
we are ready to share our narrative for Hotfix Delta. As usual, some, all or none of these changes may end up being deployed when the Hotfix is ready. I also want to share that we are very happy with the new CPM and that we are starting to gel as a team that wants only the best for DUST 514. Lots of positive interaction and discussions in the last few weeks.
These are the high level gameplay features we want to look at for Delta.
Weapons Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas)
Add all Miltia Sidearms and Miltia HMG to Market
Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter.
Plasma Cannon - increased projectile speed
Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
Assault HMG buffed, burst HMG needs a slight tune down
Dropsuits Minmatar dropsuits - small ehp buff across the board
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
Turrets Small Rail ROF reduced
Large Blaster splash reduced
Small Blaster splash increased, maybe range increase
Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Most of these issues have been mentioned and discussed on the forums, discovered through data or raised by the CPM.
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
I am happy to see that my ion pistol is finally getting fixed. However I would like to get more info in just how you plan on fixing it? I think that the real major problem with the ion pistol is the very short time it takes to overheats, less than a 30% charge overheats the weapon. I should be able to make one full charge and still have three extra shot or so before over heat. Also the ion pistols should have a range that is more like the assault rifle, saying as that is the gun that the ion piston is intended to compliment. |
Sylwester Dziewiecki
Interregnum.
365
|
Posted - 2014.09.09 22:21:00 -
[576] - Quote
CCP Rattati wrote:Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Thats to BIG buff in current situation, where pretty much everyone can by 'fix' by logi and bring back to life. Reduce number of weapons that by 'killing' someone makes victim just incapacitated - it is ridicules that shotgun for example do that. Close combat weapons should kill victims permanently, remote explosives, grenades already do that - just add new weapons to that state.
(I will be not able to respond or read any reply to my post here)
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
|
bogeyman m
Minmatar Republic
407
|
Posted - 2014.09.10 04:24:00 -
[577] - Quote
Breakin Stuff wrote: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 derping 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. *slow clap
Duct tape 2.0 ... Have WD-40; will travel.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2704
|
Posted - 2014.09.10 06:25:00 -
[578] - Quote
John Demonsbane wrote: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. You can't be serious. Number of ADS (with non-careless, competent pilot) lost to-date to less than 3 proto swarms or proto swarm + FG: 0 Not true |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2704
|
Posted - 2014.09.10 06:26:00 -
[579] - Quote
bogeyman m wrote:Breakin Stuff wrote: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 derping 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. *slow clap Applauding at the speed of comprehension? |
John Demonsbane
Unorganized Ninja Infantry Tactics
4044
|
Posted - 2014.09.10 11:27:00 -
[580] - Quote
Breakin Stuff wrote:John Demonsbane wrote: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. You can't be serious. Number of ADS (with non-careless, competent pilot) lost to-date to less than 3 proto swarms or proto swarm + FG: 0 Not true
Sorry, but if a well-fitted ADS actually gets destroyed by a single AV player with any weapon, or two if they are using swarms, they are not paying attention. (I'll concede a maybe if a proto AFG gets the drop on them on a wide open map or the knock back makes them crash.)
(The godfather of tactical logistics)
|
|
ReconV03
0
|
Posted - 2014.09.10 17:01:00 -
[581] - Quote
Wheres my Gallente Hvy sute faction warfare suite? can we get Ai into pvp to where players when offline can keep the balance in game play up in running wise please. can be base recording of players play style. the players of course them selfs do not get any rewards or anything just keeps game fairly balanced in numbers in red berries n stuff. for instance when in near down time or when too early base on players getting on/ already online/ or base on total number of players that are already online???
Glad To Be Part Of Dust 514! Can't Wait For Campaign Co-Op/ Open World Play!!!!! :)
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2224
|
Posted - 2014.09.10 17:54:00 -
[582] - Quote
Just re-reading this tread and feel strongly that the nanite injector buff should belong only to logis - with bravo and charlie they're gradually having their role eroded. Also feel that any logi should use any piece of equipment better than any other suit, irrespective of race or skill levels.
PSN: RationalSpark
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
547
|
Posted - 2014.09.10 19:29:00 -
[583] - Quote
I agree Vrain. When Logis and Commandos get fully looked at, I'd like for all Logis to have buffs to all equipment, and then a larger buff to their respective one.
CEO of GODS AMONG MEN
Clone Wars forever #Starwars: Battlefront 3
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I Hate Sh** talkers
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John Demonsbane
Unorganized Ninja Infantry Tactics
4053
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Posted - 2014.09.10 20:31:00 -
[584] - Quote
^^^ What those two rust-buckets said.
(The godfather of tactical logistics)
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Meee One
Hello Kitty Logistics
1122
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Posted - 2014.09.10 20:34:00 -
[585] - Quote
Vrain Matari wrote:Just re-reading this tread and feel strongly that the nanite injector buff should belong only to logis - with bravo and charlie they're gradually having their role eroded. Also feel that any logi should use any piece of equipment better than any other suit, irrespective of race or skill levels.
I would like it to be logistics exclusive because i know scouts and assaults will horribly abuse it.
A squad of 6 assault/scouts carrying injectors and hives,who needs a slower easily killed logi?
I'm definitely feeling my importance slip,scouts can survive better with a rep tool than i can and that's exceedingly depressing.
501st Headstrong wrote:I agree Vrain. When Logis and Commandos get fully looked at, I'd like for all Logis to have buffs to all equipment, and then a larger buff to their respective one. Haven't you read?
There will be no "fully looked at". From the minmatar eHP sticky:
CCP Rattati wrote:MINA Longstrike wrote:I take it all logistics will be looked at separately eventually (When is that by the way? Wasn't it slated for delta alongside commandos?)
Aside from that it looks pretty okay. CCP Rattati wrote: Hotfix Delta or later *Sidearm rebalance *Sniper Rifle review *Efficacy bonuses *Further slot based PG/CPU updates based on necessity, Scouts, Commandos, Logistics
Slot based PG/CPU updates isn't "fully looked at".
Being slow as a commando and nearly as frail as a scout is apparently "working as intended",all that because logistics has a single weapon.
And lolmandos are in the same boat,just to attract FOTM chasers to assaults.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Meee One
Hello Kitty Logistics
1122
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Posted - 2014.09.10 21:06:00 -
[586] - Quote
Since i'm here...
Rattatai,would it be possible to have rep tools replenish shields too? For the six kin it would be something like 88 for armor,45 for shields.(This one)
I'm trying to keep logistics vaild here. But not be so OP i ask for 88 armor, and 88 shields.
Even 44 armor,44 shields would be nice. Its rep amount wouldn't be lowered just shifted around.
I would prefer the first one though.
After all,now rep tools have to compete with 80%-100% health needles.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Zindorak
1.U.P
892
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Posted - 2014.09.10 21:26:00 -
[587] - Quote
Will the AR's range be increased?
Pokemon master!
I suck at Tekken lol
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Teeee Bone
C0M8AT V3T3RANS
116
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Posted - 2014.09.10 21:27:00 -
[588] - 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.
Someone fixed the Scrambler Pistol BPO fitting requirements, I didn't think it would be fixed so I didn't try to push my luck, there's also a problem with the 'dren' swarm launcher bpo. It also has militia fitting requirements. If you'd be so kind to take care of that.
I love the smell of orbital support in the morning!!!
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emm kay
G0DS AM0NG MEN General Tso's Alliance
194
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Posted - 2014.09.11 02:47:00 -
[589] - Quote
Meee One wrote: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. Oh yes, you land lubbers have strafing to avoid bullets. Guess what we have? We call it the afterburner. Oh, wait... Guess what? Reality check. Turning speed is a horrible nerf. The missiles have 0 inertia. Missiles keep tracking you. They're increasing damage Increasing range. Increasing speed. NOT increasing price of swarms is the real crime here. You want my head of my python? Good. Grow a pair and spend isk.
--
You called, sir?
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Meee One
Hello Kitty Logistics
1122
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Posted - 2014.09.11 03:11:00 -
[590] - Quote
emm kay wrote:Meee One wrote: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. Oh yes, you land lubbers have strafing to avoid bullets. Guess what we have? We call it the afterburner. Oh, wait... Guess what? Reality check. Turning speed is a horrible nerf. The missiles have 0 inertia. Missiles keep tracking you. They're increasing damage Increasing range. Increasing speed. NOT increasing price of swarms is the real crime here. You want my head of my python? Good. Grow a pair and spend isk. Acceleration,not range.
You'll still be able to snipe infantry from outside their firing range with small rails. Fly bys will save your ADS,but arrogantly hovering like you own the world will get it destroyed.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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emm kay
G0DS AM0NG MEN General Tso's Alliance
195
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Posted - 2014.09.11 19:18:00 -
[591] - Quote
Meee One wrote: Acceleration,not range.
You'll still be able to snipe infantry from outside their firing range with small rails. Fly bys will save your ADS,but arrogantly hovering like you own the world will get it destroyed.
Range as in total flight distance. I should have specified.
--
You called, sir?
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Kigurosaka Laaksonen
Dust University Ivy League
1021
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Posted - 2014.09.11 21:15:00 -
[592] - Quote
Can you please expand the listed in game stats to show more details? I'm specifically thinking of show values for Scan Profile, Precision, and Range on our dropsuit stats.
DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/
EVE Buddy Invite - Too damn long. Ask me for it.
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Meee One
Hello Kitty Logistics
1134
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Posted - 2014.09.11 23:51:00 -
[593] - Quote
How about beam progression for rep tools? Basic-1 ADV-2 Pro-3
This way you don't feel like you aren't contributing if you must downgrade because of costs. It would also allow newer logis to contribute more to their team.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
490
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Posted - 2014.09.12 00:21:00 -
[594] - Quote
Cat Merc wrote:Right-wing Extremist wrote:Cody Sietz wrote:and their 1 death came from a guy who had to fly into the redline just to kill them. Then he died.
So you think a heavy, running with a Logi, being in a firefight...on the point...is the same as a guy sitting 600 meters...possibly near a supply depot...also possibably in a fat suit...sitting on a mountain...with no danger of losing his suit are the same.
I guess #29 was too long for your attention span, as well? To summarize: There are LOTS of ways to kill snipers. I've used every one of them (except the forge gun). I've been killed by every one of them while sniping, whether inside the red zone or outside of it. Bro, do you even snipe? If you're anywhere near the supply depots in the red zone, you have no vantage point of anything at all, except on one or two maps you MIGHT have a shot at the roof of a tall tower. Good luck getting 50+ kills and a 500k+ ISK payout sitting there staring at those rooftops hoping someone appears there and stands still for you to get your prime headshot. Snipers, even those in ak.0 Sentinel suits with complex plates, aren't difficult to kill. What you and the rest of the forum qq'ers are really upset about is having to deal with a threat that doesn't simply run toward you across an open field of fire. I mean seriously, even "head glitching" isn't the sniper's fault. I've sat in a spot and had enemy sniper bullets ricochet off the dirt right in front of me - I'm sure that sniper probably had 175% displaying, indicating a perfect headshot. I didn't intend for that - it's the way the game renders at range. You know what I do when I encounter that? I move to another position and take that sniper from a different angle where my hit actually registers. Simple. Here's the deal: If a guy can run up to the sniper and nova knife him, I have no problem with snipers. That means they are reachable without using some excessive amounts of force, and that means all suits can retaliate.
I'm a sniper probably 40% of the time, and agree 100% with you. I don't know of a single instance in the last 4 months where I was in a position a guy couldn't walk up to me and either shotgun or nova-knife me without having to worry about dying because he is where he doesn't belong. Redline snipers are not real snipers. *Caveat* There are some matches where I will spawn in on top of a building due to the layout of the map because the vantage points otherwise are not conducive to team play sniping.
Thokk Kill. Thokk Crush. Thokk Smash.
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The True Inferno
Myrmidon Syndicate
54
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Posted - 2014.09.12 06:42:00 -
[595] - Quote
CCP Rattati wrote:Dear players
Blah blah blah....
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Wait, does this mean we get the Proto burst and breach ScPs that are meant to be at the LP store !?
ScP = GÖÑ
If you like chiptune
An Ace Pilot
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Mortishai Belmont
G.L.O.R.Y Dark Taboo
212
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Posted - 2014.09.13 13:50:00 -
[596] - Quote
If you hadn't ruined my burst HMG and made the Incubus completely and hilariously obsolete, this update wouldn't be such a bad thing.
Also, if you would have done something with the god forsaken shotguns, that would have been nice.
G.L.O.R.Y solider,
Master of the Heavy (Amarr & Gallente)
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Right-wing Extremist
Nos Nothi
1107
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Posted - 2014.09.13 13:59:00 -
[597] - Quote
Mortishai Belmont wrote:If you hadn't ruined my burst HMG and made the Incubus completely and hilariously obsolete, this update wouldn't be such a bad thing.
Also, if you would have done something with the god forsaken shotguns, that would have been nice. So you're mad that the Burst HMG which NOBODY used until HFCharlie made it OP is getting nerfed and that people will theoretically be able to actually kill your Incubus (which is the worse of the two ADS in terms of being OP), and that the Shotgun (probably the thing you die to most often in your Heavy Suit with the Burst HMG) isn't getting nerfed, right?
This isn't a bug, it's a feature.
Jaceon Pale-eye.
And you shall know me by the sound of Charge SR bullets whizzing by your head as I miss repeatedly.
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Michael Epic
The Neutral Zone
312
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Posted - 2014.09.13 15:31:00 -
[598] - Quote
JUDASisMYhomeboy wrote:Adipem Nothi wrote:Everything here looks great :-)
If we came up with an "easy" fix for the sneak-attack scout problem (shotgun over-performance), might we be able to get it into Delta as well? That would be nice. I don't understand why people feel the need to "troll" all the time. REs on the uplink? Hardy har har.Looks good though. As far as SCR goes, heat per shot instead of per sec. I would like to see a hipfire nerf across the board too. This is the only game that punishes you for aiming down sight.
I feel like I invented that lol I know I didn't but I really feel like I did :D
I'd always sneak behind enemy lines (and still do occasionally) and I'd lay remote explosives down right on top of the nanohives. I got so good at it that I could lay it down perfectly on top of the nano's and droplinks perfectly so you couldn't tell its there. Especially on that map where A is in the hole with the supply depot lol
So when the team was all in that hole, spamming the hell out of grenades or spawning in, I'd tap the trigger for the remote explosives and cycle through them fast and it would rain +5 destroy equipment and it would rain +50 kill on the killboard lol
the best I ever got was 10 in one shot and that only happened once. It was usually around 5-8 that would feel the wrath lol but I did that all the time. I was a suicide guy lmao I'd get killed to lay down the remotes because when I came back, I could get killed 1-2 times to get them down and then get 5-8 kills
The heavy's though that could eat RE's for breakfast were troublesome until I started laying down all 3 classes of them and then they were engulfed in a flame of 15,000EHP damage and they fell too lol |
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CCP Rattati
C C P C C P Alliance
7015
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Posted - 2014.09.13 16:27:00 -
[599] - Quote
Another one bites the dust, thanks for the very good feedback and overall pleasantness.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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