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Thread Statistics | Show CCP posts - 15 post(s) |
Nothing Certain
Bioshock Rejects
1280
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Posted - 2014.11.13 13:52:00 -
[181] - Quote
Kwartoo wrote:we are waiting again for the Side arm event SP's ..... maybe can we get them before EVE LEGION?
We were told 20 NOV weeks ago.
Because, that's why.
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Kain Spero
Goonfeet
3794
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Posted - 2014.11.13 14:04:00 -
[182] - Quote
I'll post a video later but as it stands right now I can get two shots off with the shotgun now while still cloaked. The put down animation and decloak animation are chained. So I put down, have weapon and decloak. Except I now shoot during the whole decloak.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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bezmel ferrers
Merc-0107
2
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Posted - 2014.11.13 16:20:00 -
[183] - Quote
i have an idea for a nerf that would fix the last updates biggest problem REMOVE THE PROTO BPOS!!!
i am on the youtubes
Death is but a door,Time is but a window
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4944
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Posted - 2014.11.13 16:23:00 -
[184] - Quote
bezmel ferrers wrote:i have an idea for a nerf that would fix the last updates biggest problem REMOVE THE PROTO BPOS!!! Oh FFS get out. They fixed the fitting bug.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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zzZaXxx
Vengeance Unbound
657
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Posted - 2014.11.13 18:05:00 -
[185] - 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. |
Fox Gaden
Immortal Guides
4856
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Posted - 2014.11.13 19:45:00 -
[186] - Quote
Leadfoot10 wrote:Rattati,
Thank you for dialing back the hipfire kick and adding increased delay to the RR.
I was fine with the kick we had in the hotfix before, as it only started on the 15th round, but I am not looking forward to the increased chargeup time.
Leadfoot10 wrote:Rattati, 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.
I strongly disagree. The heat buildup nerf makes Sentinel more of a skill class (or at least more than it was), while the changes you suggest would just make Sentinels suck more regardless of player skill.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2157
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Posted - 2014.11.13 19:46:00 -
[187] - Quote
Is the ARR still having high hipfire kick intentional? I thought you said that it was an accident and was to stay at pre-balance numbers to be the CQC option for Caldari?
Proof that Rattati/CCP do listen to the playerbase.
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NextDark Knight
Molon Labe. General Tso's Alliance
601
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Posted - 2014.11.13 20:01:00 -
[188] - Quote
I pulled out the RR today,
Quick question.. is my reload bonus working on the assault suit? It seams to be slower now.
Second, is the RR doing less damage then before?
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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PLAYSTTION
GamersForChrist
315
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Posted - 2014.11.13 21:33:00 -
[189] - Quote
Has this been released yet? can't wait for the new Laser ADS speed.
Gallente Assault-Caldari Logistics
- Open Beta Vet - 31mil sp -
- Join the LFSquad chat -
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hfderrtgvcd
1153
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Posted - 2014.11.13 22:00:00 -
[190] - Quote
PLAYSTTION wrote:Has this been released yet? can't wait for the new Laser ADS speed. yes
You can't fight in here! This is the war room.
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Espeon Bons
Bloodline Rebellion Capital Punishment.
302
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Posted - 2014.11.13 23:11:00 -
[191] - Quote
Espeon Bons wrote:I guess next tuesday means next next tuesday I meant thusday
Redemption comes from changing who you are on the inside.
Stain yourself with evil to defeat a greater evil.
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NextDark Knight
Molon Labe. General Tso's Alliance
603
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Posted - 2014.11.14 00:45:00 -
[192] - Quote
Feedback for the RR,
Can we have different spool up times for ADS and Hipfire? I don't mind the longer spool for the current hipfire but for ADS I'd like to see if the old spool up can return.
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Taskanoss
Imperial Instinct
6
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Posted - 2014.11.14 07:00:00 -
[193] - Quote
BL4CKST4R 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. Before you nerf it can you fix the AR... the BAR is used because it works, it does what the AR can't do and that is dominate at CQC. I personally feel that the BAR is not OP at all because past 40 meters it can't do anything. I would say nerf the DPS slightly, swap out a bit of damage for rof and buff the range (50-55M) and make it more inaccurate at CQ. As for the AR, swap some rof for damage and keep the DPS as is.
Props bro
I got your back Bro Beans!
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Ryme Intrinseca
Dead Man's Game RUST415
1985
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Posted - 2014.11.14 08:46:00 -
[194] - Quote
The cloak buff (yes buff) is ridiculous. The lengthened decloak animation means shotgunners are not even bothering to flank, they just run at you head on and OHK you while theyre cloaked. Sometimes you wont see them even if youre looking right at them due to lighting conditions. If youre going to have the animation like that the delay needs to be at least 3 seconds. Even the klingons have to finish decloaking before they fire ffs. |
John Demonsbane
Unorganized Ninja Infantry Tactics
4540
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Posted - 2014.11.14 16:03:00 -
[195] - Quote
Ryme Intrinseca wrote:The cloak buff (yes buff) is ridiculous. The lengthened decloak animation means shotgunners are not even bothering to flank, they just run at you head on and OHK you while theyre cloaked. Sometimes you wont see them even if youre looking right at them due to lighting conditions. If youre going to have the animation like that the delay needs to be at least 3 seconds. Even the klingons have to finish decloaking before they fire ffs.
Yep. Same thing happened to me last night. Dude jumped into the brightly lit sky, couldn't see him at all. I fired blindly and missed, I was dead as he decloaked. Total BS.
(The godfather of tactical logistics)
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Vitantur Nothus
Nos Nothi
216
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Posted - 2014.11.15 04:11:00 -
[196] - Quote
John Demonsbane wrote:Ryme Intrinseca wrote:The cloak buff (yes buff) is ridiculous. The lengthened decloak animation means shotgunners are not even bothering to flank, they just run at you head on and OHK you while theyre cloaked. Sometimes you wont see them even if youre looking right at them due to lighting conditions. If youre going to have the animation like that the delay needs to be at least 3 seconds. Even the klingons have to finish decloaking before they fire ffs. Yep. Same thing happened to me last night. Dude jumped into the brightly lit sky, couldn't see him at all. I fired blindly and missed, I was dead as he decloaked. Total BS.
Suggestion: Faster full visibility followed by brief delay until Weapon Ready.
0.0 sec - Decloak 0.1 sec - Decloak animation begins 0.5 sec - Decloak animation completes 1.0 sec - Weapon Ready
This way there can be no question as to whether or not a shooter is fully visible at time of attack.
Note: I have no qualms with the current, protracted decloak/fire delay and do not mind if it remains as is. A Scout can no longer rush into an engagement cloaked without advanced planning, nor can he instantaneously decloak and respond when caught sneaking about. I think this change is for the better. |
Victor Moody Stahl
Amarr Templars Amarr Empire
113
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Posted - 2014.11.15 06:00:00 -
[197] - Quote
Except for the whole issue that Kain Spero pointed out that clacks right now allow you to fire two shots with the shotgun while still clacked.
So, yeah. That's a problem. A big one. That needs to be fixed. Because it's broken.
Since you'll probably want some proof, you can find it here. It's very clear that you can double-tap people with a shotgun, dumping nearly a thousand damage onto them (and generally instagibbing logis and assaults without any fear of response) with ease.
Buff Logis | Nerf Scouts
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5025
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Posted - 2014.11.15 09:47:00 -
[198] - Quote
I was the one firing in the video in my glorious pinkie fit.
I fired four shots each time and the second shot went off at the exact moment I decloaked from my view as well as Kain's.
The difference is kain uses an open mic so I heard my first shots feeding back to my ears as I fired the fourth shot.
So lag is still a major issue in matches and allows more instagibs.
I personally suck with scouts but once I hit level 5 cloak/scout I imagine the marginal performance I'm getting now will enjoy a sharp uptick.
Oddly enough though playing scouts and pulling off tge gibs, while funny, is sleep inducing for me. I get bored fast and swap back to my EVERYBODY SHOOT ME pink fatsuits. I enjoy the attention.
I also have been having far more FUN in general running assaults over heavy suits (commandos just suck).
Caldari suits, properly fit, are hilarious even at STD level.
But minmatar assault + mass drivers are just pure comedy.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Ryme Intrinseca
Dead Man's Game RUST415
1994
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Posted - 2014.11.15 13:18:00 -
[199] - Quote
If you watch the video closely it is clear that THREE shots are made during the decloak animation. The third shot is made just before the end of the decloak animation (if you pause just after the final shot at 0.23 you can clearly see blue decloak effects, meaning the animation is not finished).
So a shotgunner can put out over 1500HP of damage during the decloak animation. To put out even one shot when cloaked is obviously broken, to put out more is absurd beyond belief. This is probably the no. 1 change to make assaults, logis, and commandos more viable to play, as they are the prime targets for invisiganking. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5029
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Posted - 2014.11.15 14:54:00 -
[200] - Quote
Two shots. I was the gunner in that vid.
Third shot happens fast enough after I was decloaked that there wouldn't have been enough time to react.
One shot as the decloak animation starts. One as I become fully visible. Two more shots in under a second. The shotgun was firing as fast as I can pull the trigger with the fire delay
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Vitantur Nothus
Nos Nothi
224
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Posted - 2014.11.15 17:13:00 -
[201] - Quote
Vitantur Nothus wrote: Suggestion: Faster full visibility followed by brief delay until Weapon Ready.
0.0 sec - Decloak 0.1 sec - Decloak animation begins 0.5 sec - Decloak animation completes 1.0 sec - Weapon Ready
This way there can be no question as to whether or not a shooter is fully visible at time of attack.
Or perhaps ...
0.00 sec - Decloak 0.01 sec - Decloak animation begins 0.75 sec - Decloak animation completes 1.50 sec - Weapon Ready |
Ryme Intrinseca
Dead Man's Game RUST415
1999
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Posted - 2014.11.15 17:46:00 -
[202] - Quote
Breakin Stuff wrote:Two shots. I was the gunner in that vid.
Third shot happens fast enough after I was decloaked that there wouldn't have been enough time to react.
One shot as the decloak animation starts. One as I become fully visible. Two more shots in under a second. The shotgun was firing as fast as I can pull the trigger with the fire delay You can clearly see and hear the third shot a fraction of a second before the decloak animation finishes. The final bits of the animation are blueish circles at your left hip, then right shin. They're quite faint but clearly visible if you pause the instant the third shot goes off.
To be clear: you are visible during the third shot, but the animation has not finished at that point. So I agree that there are two shots during the 'character invisible' phase of the decloak animation, if that's all you mean.
Thanks for helping to put the video together! |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2178
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Posted - 2014.11.16 23:41:00 -
[203] - Quote
Rattati. ARR hipfire. Intentionally high? Or can we make it back to pre-balance numbers?
I just want to know.If its where you want it, let me know so I don't keep barking up this tree over and over. I'll move on to something else.
Proof that Rattati/CCP do listen to the playerbase.
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CCP Rattati
C C P C C P Alliance
11477
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Posted - 2014.11.17 08:29:00 -
[204] - Quote
We will collect feedback from this for the next balancing iteration. And yes, ARR is still not where we want it.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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