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Thread Statistics | Show CCP posts - 15 post(s) |
zzZaXxx
Vengeance Unbound
631
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Posted - 2014.11.06 22:00:00 -
[1] - Quote
You did it again! I agree almost 100% with all of the proposed changes. HereGÇÖs my feedback:
Scanners:
Yes! Removing team share from Focused Scanner is perfect! That will enable scouts focused on dampening to avoid being seen by the whole opposing team when only one or two (or more!) of them are using focused scanners. A perfect first step!
IGÇÖm not sure that the Focused Scanner needs any further nerfs beyond that, considering that the results will only be shared with squad. If what itGÇÖs showing to 6 or fewer players still needs toning down then the range nerf seems in keeping with its best use: looking for damped scouts lurking nearby.
I heartily disagree with the scan duration nerf. 5 (7.5) seconds is already a short time. 3.5 (5.25) seconds is not enough to scare a scout. If he knows heGÇÖs tagged for 3-5 seconds heGÇÖll just find cover, etc., but the prospect of 7.5 seconds might make him really back off and get out of position from where he wants to be. The Focused Scanner, considering its ISK and fitting costs, should at least have the chance to influence scoutsGÇÖ behavior that much, especially when only squadmates are seeing him on scan.
I donGÇÖt think the Focused Scanner was being used much before team share. (I could be wrong.) Be careful that you donGÇÖt nerf it into oblivion. The Focused Scanner is not only extremely expensive but ridiculously demanding of PG, so this nerf may lead a lot of players to consider it not worth using if they canGÇÖt teamshare. That would be a shame, and would have the opposite effect of what youGÇÖre intending.
I strongly recommend that you decrease both its ISK and fitting costs now that it canGÇÖt do what the other scanners can. ItGÇÖs no longer just better than the rest, so its costs should reflect that. Toning down its cost to go with this nerf will also decrease the chance of players giving up on it, which would be an indirect buff to scouts.
CRU Precision and Range:
Getting CRU camped is the worst experience for veteran players too. This is a no-brainer and should have been implemented ages ago. But the range is so short. A whole crowd could still be camping it outside of 15 meters. Campers arenGÇÖt likely to get that close even now. I suggest 25 meters. This will give spawners a much better chance, and if it cause CRUs to serve somewhat as GÇ£scan turretsGÇ¥ I think that adds a fun element to the game and would make CRUs more contested.
Cloak Delay and Animation:
Yes, the delay is too short. ThatGÇÖs confirmed and itGÇÖs time to push it forward. 1 second will make a difference. I donGÇÖt see how the decloak animation is a buff though. Since its removal scouts just appear in front of you. The animation gives you more time to react.
Lazor ADS tracking: YESSSS!!!
RR kick: Yeah, 0.2 was too much. RR shouldnGÇÖt be such a liability hipfiring that trying to do it just gets you killed every time. 0.1 is a better place to start. Then maybe if it needs to be toned down again, consider increasing charge time further before increasing kick. This would nerf RR CQC but those who really know how to handle a RR would be able to compensate with good timing, thus rewarding skill.
HMG Heat:
This is a perfect way to tone down heavies by forcing them to be more disciplined and conservative. TheyGÇÖll still be just as powerful but hopefully now will have to think on their feet more and make some choices to avoid overheat. Right now they can just spray all day and night. Perfect. Will this affect the burst HMG? (DonGÇÖt forget to buff the AHMG soon!!) |
zzZaXxx
Vengeance Unbound
632
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Posted - 2014.11.07 04:45:00 -
[2] - Quote
Breakin Stuff wrote:Nevermind. I have changed my mind. Break the HMG over your knee Rattati.
Kill the spam dead. let the scouts run free.
Let's give the scout nerds their fondest wish: someone to take the heat for them.
Once the HMG is dead you can have a good long look.
The burst is working as intended. We can rock that for a bit. Ask yourself: What would it be like if my HMG built up heat 9% faster? Because that's the change. It's significant but you're going from heat barely being an issue. It's not like raising it 9% for ScR. And the fact is: sentinals dominate DUST 514. The whole game turns on them, especially PC. This is balance and it will make the game faster and funner. More fluid. Wake up and smell the coffins my friend. The rest of us are dying all the time. Join the party. |
zzZaXxx
Vengeance Unbound
632
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Posted - 2014.11.07 04:57:00 -
[3] - Quote
Breach nerf people? Are you insane? I've been using breach AR since the buff. You can't overstate the importance of range. It's lack of range limits it strictly to close engagements, meaning you're at the vanguard dishing out a lot damage and dieing a lot. We're not sniping over here. Try running the breach AR for a week and get back to me. In the meantime stop trying to f*ck my **** up. Pimpin with a BAR ain't easy and comes at a price. I call that balanced.
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zzZaXxx
Vengeance Unbound
645
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Posted - 2014.11.09 20:58:00 -
[4] - Quote
Alena Ventrallis wrote:BL4CKST4R wrote:Alena Ventrallis wrote:Mexxx Dust-Slayer wrote:Alena Ventrallis wrote:Rattati - ARR kick. Is it going to pre-nerf levels? Its really balanced at the moment IMO. I don't think it is. Its supposed to be fr CQC, but it lags behind the other rifles because of the lowest DPs of the assault variants (working as intended) and hipfire kick making it unwieldy inCQC (needs correcting) Idk I think it's range needs to be lower, the difference between the rail rifle dps and a assault scrambler is practically none but the range diff is 10 meters. I'm for a range reduction as well to about 55-60m. Effective range? Should be no less than 85, with charge at 0.03 and recoil at 0.5. Keep the old handling and reduce range. Along with the increased ammo that should balance the ARR.
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zzZaXxx
Vengeance Unbound
657
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Posted - 2014.11.13 18:05:00 -
[5] - Quote
CCP Rattati wrote:Cavani1EE7 wrote:CCP Rattati wrote:We are also rebuffing gallente native reps, based on 12 pages of feedback
Gallente suitslast buffnew buff Commando35 Logi35 Medium Basic35 Heavy Basic2.54.5 Assault2.54.5 Sentinel24 Light Basic23 Scout1.52.5
Why couldn't you just add 1 hp/s to them instead of 2? With 4.5-5 hp per sec we're gonna see way more armor tanker whor*s EDIT: Any tweaks to the Breach AR? I let you remind that it totally outDPS the standard version (well tbh all the others too) with better accuracy as well. And what about the Burst AR? Haven't you noticed it feels UP since 1.9 dropped? As if recoil-sharpshooter skills wouldn't apply to it... I've been told I'm noit the only one feeling this, can you look at it? BAR nerf is on the table, yes. It's already nerfed! 74m effective range. They're doing work in CQC but doing nothing at range. Just because they're effective in their range doesn't mean they're OP. There's a whole lot the BAR can't do. The only thing they could be considered OP at is taking out scouts attacking in CQC. Hell it better be able to do that! And if so then the OPness balances out. Otherwise I can't believe with it's range that it's dominating the game. |
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