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Thread Statistics | Show CCP posts - 15 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4605
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Posted - 2014.11.06 22:24:00 -
[61] - Quote
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.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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CCP Rattati
C C P C C P Alliance
10703
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Posted - 2014.11.06 23:28:00 -
[62] - Quote
Breakin Stuff wrote:Quote:Militia HMG23.525.0nerf Standard HMG1820.0nerf Advanced HMG17.119.0nerf Prototype HMG16.218.0nerf Officer HMG15.317.0nerf
Current values are actually as follows: Militia: 23.5 Standard: 16 Advanced: 15.2 Prototype: 14.4 Officer: I don't have a Gastun's to check. So you're going to be hitting the HMG a bit harder than you thought. And at 23.5 the militia is borderline useless. much more and you might as well just delete it.
Sorry copied the wrong columns. Baseline is 18, ADV is 0.95, PRO is 0.9 and officer is 0.85 of the baseline, miliita 1.25
"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
10703
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Posted - 2014.11.06 23:34:00 -
[63] - Quote
The-Errorist wrote:What about this thing you said was "on the list" of things you would get to 5 months ago?
Yes, there are many things still on the list, it's a long list
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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hfderrtgvcd
1077
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Posted - 2014.11.06 23:36:00 -
[64] - Quote
CCP Rattati wrote:The-Errorist wrote:What about this thing you said was "on the list" of things you would get to 5 months ago? Yes, there are many things still on the list, it's a long list does that list include sidearm event sp?
You can't fight in here! This is the war room.
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CCP Rattati
C C P C C P Alliance
10703
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Posted - 2014.11.06 23:38:00 -
[65] - Quote
Sgt Kirk wrote: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. Breach AR nerf? Are you serious? You do play this game right? Is the reduced range in which you are forced to fight in not enough for you? And as far as Gallente Logis go, I bought the respec to skill out of Gallente Logistics because I knew you guys would nerf the ever loving **** out of scanners. I could say a lot more but I'm sick right now with a Cold. But I'm severely disappointed in you, anything other than an Efficiency range nerf to the Breach AR would send it back into being **** again.
I can just see how everyone is migrating to it overnight. Rather nip it in the bud now. But it can wait also until we buff the rest more. On Logis, with deployables having lower signature, scanners will be critical to teams.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
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Posted - 2014.11.06 23:39:00 -
[66] - Quote
Rattati, can you clarify the ARR hipfire kick Nerf? Is it getting increased hipfire kick or is it staying where its at? I really advocate keeping it where its at and not increasing g it at all.CQC is all about hipfire, and the ARR is the CQC option for Caldari.
Proof that Rattati/CCP do listen to the playerbase.
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CCP Rattati
C C P C C P Alliance
10704
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Posted - 2014.11.06 23:40:00 -
[67] - Quote
Leadfoot10 wrote:Rattati,
Thank you for dialing back the hipfire kick and adding increased delay to the RR.
I think increasing the uncloaking delay was also a great idea.
The rest of the changes seem good to me, but I'm of the opinion that the proper way to balance heavies is to either reduce their DPS or EHP rather than heat build up, but I'll reserve further comment until I have a chance to play with the changes.
On a related note, d\id you ever get stats on weapon usage in PC? I thought I saw someone quote it in another thread, but alas, I am unable to find it.
Thanks for all you do...Leadfoot
I had various issues this week, no ISK payout, super ISK payout, skill points
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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hfderrtgvcd
1077
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Posted - 2014.11.06 23:44:00 -
[68] - Quote
CCP Rattati wrote:Sgt Kirk wrote: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. Breach AR nerf? Are you serious? You do play this game right? Is the reduced range in which you are forced to fight in not enough for you? And as far as Gallente Logis go, I bought the respec to skill out of Gallente Logistics because I knew you guys would nerf the ever loving **** out of scanners. I could say a lot more but I'm sick right now with a Cold. But I'm severely disappointed in you, anything other than an Efficiency range nerf to the Breach AR would send it back into being **** again. I can just see how everyone is migrating to it overnight. Rather nip it in the bud now. But it can wait also until we buff the rest more. On Logis, with deployables having lower signature, scanners will be critical to teams. It definitely needs a nerf. It has more dps and damage per clip than any other autmatic light weapon. No need to hammer it, just a 5% damage decrease.
You can't fight in here! This is the war room.
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CCP Rattati
C C P C C P Alliance
10711
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Posted - 2014.11.06 23:49:00 -
[69] - Quote
OK, been thinking a lot about the scan duration and know why it may not be necessary. It's the combination of knowing the direction on top of the duration.
So probably pulling the change until we remove the directional arrows.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4606
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Posted - 2014.11.06 23:51:00 -
[70] - Quote
Switch the ranges on the assault and breach variants of each weapon and you fix the problem.
Breach weapons will always overperform in CQC.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Grimmiers
695
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Posted - 2014.11.07 00:15:00 -
[71] - Quote
Breakin Stuff wrote:Quote:Militia HMG23.525.0nerf Standard HMG1820.0nerf Advanced HMG17.119.0nerf Prototype HMG16.218.0nerf Officer HMG15.317.0nerf
Current values are actually as follows: Militia: 23.5 Standard: 16 Advanced: 15.2 Prototype: 14.4 Officer: I don't have a Gastun's to check. So you're going to be hitting the HMG a bit harder than you thought. And at 23.5 the militia is borderline useless. much more and you might as well just delete it.
the new numbers are pretty close to my initial suggestion. hmgs will still be able to shoot around 200 rounds before overheating which is more than enough within it's range.
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Grimmiers
695
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Posted - 2014.11.07 00:22:00 -
[72] - Quote
CCP Rattati wrote:OK, been thinking a lot about the scan duration and know why it may not be necessary. It's the combination of knowing the direction on top of the duration.
So probably pulling the change until we remove the directional arrows.
Finally, that's a much needed change. Also what do you think about having the precision of the scanner falloff for longer ranges.
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Thokk Nightshade
Montana Militia
677
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Posted - 2014.11.07 00:32:00 -
[73] - Quote
CCP Rattati wrote:So we are aiming for redoing the "lost" balance hotfix next Tuesday. Here are additional tweaks we are proposing to add to that hotfix. Please comment. HMG-Sentinel is simply too dominant across all game modes. The best way to allow other Frames to combat them is to get them when they are down. I believe Heat is the best way to manage this situation. Good Sentinels will manage their heat well and not be bothered by this change. https://forums.dust514.com/default.aspx?g=posts&m=2378540#post2378540Militia HMG23.525.0nerf Standard HMG1820.0nerf Advanced HMG17.119.0nerf Prototype HMG16.218.0nerf Officer HMG15.317.0nerf The current delay is almost not noticeable. Bumping it to 1.0 seconds, but also re-introducing the de-cloak animation, that makes the decloak happen over time. These should offset with a slight nerf to cloaks. Cloak delay 1. secnerf Cloak animation 1 secbuff With team based scans, we need to react immediately, there is too much scanning going on without effort. Further buffs and nerfs to scanning will follow with EWAR shake-up initiative Focused Active Scanner: Only squad sharenerf Base range100m75mnerf Base visibility from 5 to 35 seconds3 secondsnerf Thanks!
The two I want to focus on. HMG's: No issue with it. As a Sentinel I know there are times when I've gotten into a small area with 2 or 3 players and burned a good chunk of the drum (don't remember specifics and with a basic HMG) without letting off the trigger and I didn't overheat. After the fact and I had a chance to think about it, I thought it was kind of crazy and how I should have had to switch to my SMG at SOME point during that encounter.
The Scans:
Is there a way to just add in 2 seperate scan variants (like the nanohives, one is ammo only and the other is ammo+armor)? One variant can be used for squad share and is less expensive to fit (ISK and PG/CPU costs), and a second one for team share which is more expensive to fit across the board. The squad variant will have greater range/longer timer and the team one will be able to be shared with more people.
Squad Share variant: Base Range: 50-75-100 Meters at Basic/Advanced/Proto (just throwing #'s out, these can be tweaked if need be) Base Visibility: 5 seconds Shorter cooldown time
Then a second variant:
Team Share Base Range: 15-20-30 at Basic/Advanced/Proto (as above, just throwing #'s out) Base Visibility: 3 seconds Longer cooldown time
This way there is a tactical advantage and disadvantage to the type of scanner someone wants to use. You can go for max distance and share it with fewer people, or go for shorter distance and share it with more people. This is honestly what I thought was going to happen when I saw the 1.9 update info in regards to scanners. From the Overview:
* Active Scanners can now share Scan Results with either Team or Squad. This is set on a per item basis but all Active Scanners now have Share Results with Team as default.
Any thoughts/suggestions on this? Does this sound like a valid compromise for people? We are sandboxing it, so open up the options.
Rattati, is there anything in here that you feel is gamebreaking/unreasonable/just stupid so no point in implementing?
Thokk Kill. Thokk Crush. Thokk Smash.
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CLONE ALPHA 001
T.H.I.R.D R.O.C.K
49
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Posted - 2014.11.07 01:37:00 -
[74] - Quote
so whats going on with the ARR kick because i think you made the same mistake of applying the RR kick to the ARR again its way to mush kick for a CQC rifle please fix it soon Rattati |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1227
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Posted - 2014.11.07 01:47:00 -
[75] - Quote
ok
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
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Posted - 2014.11.07 01:48:00 -
[76] - Quote
CLONE ALPHA 001 wrote:so whats going on with the ARR kick because i think you made the same mistake of applying the RR kick to the ARR again its way to mush kick for a CQC rifle please fix it soon Rattati The hotfix has been applied already?
Proof that Rattati/CCP do listen to the playerbase.
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Sequal Rise
Les Desanusseurs
175
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Posted - 2014.11.07 01:57:00 -
[77] - Quote
Mmmh These changes looks good to me. The only one I don't like is the HMG changes. The heat is good right now, I don't think it's a good idea to increase it. The real problem with it is the RANGE. It's THE CQC king, it should perform at best at 15m and then HARDLY decrease when reaching 20-25m.
I'm constantly getting killed by HMG from over 40-50m (And they deal real hard damage from this range!) I think you should make it a CQC weapon only, not mid-range.
Take out all forms of scans and you'll see how great Dust can be.
Scrubs will cry, good players will love it.
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Vell0cet
Vengeance Unbound RISE of LEGION
2476
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Posted - 2014.11.07 04:29:00 -
[78] - Quote
I'm most excited about the LR ADS change. Thanks so much!!!
Best PvE idea ever!
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Leadfoot10
Molon Labe. General Tso's Alliance
2047
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Posted - 2014.11.07 04:38:00 -
[79] - Quote
Alena Ventrallis wrote:CLONE ALPHA 001 wrote:so whats going on with the ARR kick because i think you made the same mistake of applying the RR kick to the ARR again its way to mush kick for a CQC rifle please fix it soon Rattati The hotfix has been applied already?
Yes, it went back in with the hotfix this morning. I tested it again and the results were the same as my test from before 1.9 dropped -- the kick is 4x for both weapons.
That said, it does appear that Rattatti is backing off a bit as per this thread and this is to be deployed "next Tuesday".
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Leadfoot10
Molon Labe. General Tso's Alliance
2048
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Posted - 2014.11.07 04:40:00 -
[80] - Quote
CCP Rattati wrote:Leadfoot10 wrote:Rattati,
Thank you for dialing back the hipfire kick and adding increased delay to the RR.
I think increasing the uncloaking delay was also a great idea.
The rest of the changes seem good to me, but I'm of the opinion that the proper way to balance heavies is to either reduce their DPS or EHP rather than heat build up, but I'll reserve further comment until I have a chance to play with the changes.
On a related note, d\id you ever get stats on weapon usage in PC? I thought I saw someone quote it in another thread, but alas, I am unable to find it.
Thanks for all you do...Leadfoot
I had various issues this week, no ISK payout, super ISK payout, skill points
No worries. I understand completely....and by the way, I found the thread on PC kills. Still looking forward to a more detailed rundown when you get the opportunity -- no rush. I'm patient & you clearly have bigger fish to fry. :)
Again, great job on these changes and, in particular, the transparency you've shown during the entire process. It's much appreciated by all of us -- even if we disagree on some of the finer points from time to time.
Take care...Leadfoot |
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zzZaXxx
Vengeance Unbound
632
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Posted - 2014.11.07 04:45:00 -
[81] - 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 -
[82] - 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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hfderrtgvcd
1082
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Posted - 2014.11.07 04:59:00 -
[83] - Quote
zzZaXxx wrote: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.
I too have been using the breach ar since the buff, and it is laughably easy. With ar operations to 2 I am getting 20+ kills almost every game. The lack of any recoil and the insane dps makes fighting at range far easier than you would expect.
You can't fight in here! This is the war room.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
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Posted - 2014.11.07 04:59:00 -
[84] - Quote
Rattati, the ARR hipfire kick... I thought it was an accident and it's supposed to be at pre-nerf levels? Or that's happening Tuesday? Some clarification would be appreciated.
Proof that Rattati/CCP do listen to the playerbase.
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jace silencerww
Krullefor Organization Minmatar Republic
80
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Posted - 2014.11.07 05:26:00 -
[85] - Quote
BL4CKST4R wrote:jace silencerww wrote:Cat Merc wrote:http://www.protofits.com/fittings/shared/136/8953 - Dual Dampened Gallente Assault http://www.protofits.com/fittings/shared/136/9001 - Dual Dampened Caldari Assault Caldari Assault advantages and disadvantages: +50HP +3x regen speed -4 seconds of delay +0.1m/s of speed (Not much, can be considered a non-factor) -12% damage compared to Gal Assault Seems fair right? Gallente has 12% more damage while Caldari recharge at 3x the speed (with a delay) and have extra hp? Oh wait... The Gallente Assault needs speed to close the distance, otherwise the Duvolle struggles massively on 90% of the maps. Giving it said speed will either cost 66HP, 9.375hp/s of regen, or a damp. ok why don't you drop the creodron ion pistol to adv and use another shield extender. the caldari are long distance fighters and the gal are mid range. I mean just look at the bonuses to see the proof. caldari faster reload while gal get a reduction to kick and spread of their shot for better hipfire for mid to close range. the bigger question why the Heck are you using dampners on ASSAULTS? lol that is about as useful as nova knives on a commando. (no offense to those who do that) LOL 50 meters it will take the gall 21-22 shots to kill the caldari with a rof of 800 so in 2 seconds for 26.67 shots. 50 meters it will take 13-14 shots to kill the gall with a rof of 462 so in 2 second for 15.36 shots. that looks very close TTK. all it takes is for the caldari to get hit within 3 seconds even for 5 damage and his shields will not regen. plus the caldari biggest weakness A FLUX GRENADE poof no more shields. each suit has pros and cons so remember this when talking the suits are not even. they are balanced if you use them to their pros. it is like using a rail rifle on an amarr commando. why beause you wanted to instead of using the scr or laser rifles and get bonus damage. Because you completely missed the reason why dampeners are being fitted >.> ok then what about the rest of what I said? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4626
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Posted - 2014.11.07 06:29:00 -
[86] - Quote
zzZaXxx wrote: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. No I was saying break it. Go further. I want all the suit pollution to find itzelf needung a respec because EZ mode got killed and I firmly believe that the solution to heavy dominance is eviction from CQC.
I don't believe a permanent solution can be found without this.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Powerh8er
The Rainbow Effect
515
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Posted - 2014.11.07 06:46:00 -
[87] - Quote
Sequal Rise wrote:Mmmh These changes looks good to me. The only one I don't like is the HMG changes. The heat is good right now, I don't think it's a good idea to increase it. The real problem with it is the RANGE. It's THE CQC king, it should perform at best at 15m and then HARDLY decrease when reaching 20-25m. I'm constantly getting killed by HMG from over 40-50m (And they deal real hard damage from this range!) I think you should make it a CQC weapon only, not mid-range.
HMG within RE and shotgun range, brilliant nerf suggestion to the HMG. Why dont we nerf the movement speed of the sentinel suit aswell?
(My longest kill with an HMG for days is 27 meters, you must be face some bad ass marksmen heavies!)
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Songs of Seraphim
Murphys-Law
41
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Posted - 2014.11.07 06:54:00 -
[88] - Quote
Alena Ventrallis wrote:Rattati, the ARR hipfire kick... I thought it was an accident and it's supposed to be at pre-nerf levels? Or that's happening Tuesday? Some clarification would be appreciated.
The balance hotfix from last week is reinstated, so the kick from the rail rifles is pretty bad. But this thread is to implement changes for this upcoming Tuesday.
The kick for both rail rifles will be reduced, and the base rail rifle will have 0.6 charge delay (should be 0.5) and the kick would be less on the assault version. Unless I missed something.
Hope this helps until Rattati can make a detailed reply.
Raging alcoholic.
I play in a pink suit because it's the fabulous thing to do.
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Sgt Kirk
Fatal Absolution
8251
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Posted - 2014.11.07 08:42:00 -
[89] - Quote
CCP Rattati wrote: I can just see how everyone is migrating to it overnight. Rather nip it in the bud now.
Why don't you guys ever have this mindset when it comes to other OP stuff?
(Cough Cough, Caldari items)
CCP holds the Caldari's hand so this doesn't happen again.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2117
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Posted - 2014.11.07 08:55:00 -
[90] - Quote
Songs of Seraphim wrote:Alena Ventrallis wrote:Rattati, the ARR hipfire kick... I thought it was an accident and it's supposed to be at pre-nerf levels? Or that's happening Tuesday? Some clarification would be appreciated. The balance hotfix from last week is reinstated, so the kick from the rail rifles is pretty bad. But this thread is to implement changes for this upcoming Tuesday. The kick for both rail rifles will be reduced, and the base rail rifle will have 0.6 charge delay (should be 0.5) and the kick would be less on the assault version. Unless I missed something. Hope this helps until Rattati can make a detailed reply. I hope he plans to put it at pre-balance numbers. hipfire kick makes or breaks CQC, and the CQC option for the Caldari is currently ineffective where it should shine.
Proof that Rattati/CCP do listen to the playerbase.
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