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Thread Statistics | Show CCP posts - 12 post(s) |
Jadd Hatchen
KILL-EM-QUICK
696
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Posted - 2014.12.12 21:36:00 -
[1] - Quote
CCP Rattati wrote:We are working on a hotfix as a followup to 1.10, both to fix any issues as well as set us up well for the holidays.
These are our thoughts, but we will not be able to do all of them, based on the following Community feedback: * GÇ£Throwing Remote Explosives at InfantryGÇ¥ versus GÇ£Need to Throw Remote Explosive at VehiclesGÇ¥ * High Hit Point scouts/assaults strafe speeds * Stacking Hit Point Modules * Tweaks on Rifles based on Efficiency Data * Missing Gear from Loyalty Store * Vehicles
New Packed Remote Explosive STD/ADV/PRO: Current Damage: 1250/1500/1750 DMG +30% Activation Time: 3/3/3 Radius 0.1 Same PG/CPU
Current Remote Explosives STD/ADV/PRO: Activation 5/5/5
Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts
First off... WHY THE HELL ARE YOU STILL INSISTING THAT REMOTE EXPLOSIVES ARE THROWN!!!! No where in RL or anywhere when dealing with such items are they EVER thrown around unless you have a freaking death-wish (and I'm pretty sure Charles Bronson doesn't play DUST514). That is for the domain of GRENADES (an explosive specifically meant to be thrown) and grenade launchers, mass drivers in this game. Remotes should always drop to the ground (or stick to a surface) right where you are at. Thus they become defensive (not offensive) and are used for traps ( I drop an RE as I run through a doorway while being chased and then blow it up on the people chasing me). But they should NEVER EVER EVER!!!! be thrown like they are now. Or else why the f**k have grenades and mass drivers!?!
Second, I like the idea of the strafe nerf on armor plates only, but where/what is the balance for the shield extenders? You have one half of a fix, but it won't work if you don't have the other half as well. So what is the fix for the shield extenders? And remember that that it MUST be a different penalty than the armor one or else you create a situation where there is no difference in using shields versus armor and then people are encouraged to "dual tank" and thus you loose that important choice-leads-to-consquence part of the game (ie emergent game-play). By only "nerfing" or penalizing one side and not the other you also screw up the meta balance of the game and that sort of change will take time to recover from. Instead of causing more issues, just implement the full fix rather than some interim fix. Doing half-fixes only f**ks with the players and makes them angry.
Oh and if you really REALLY want to encourage more and better squad-building and thus create a better social network within the game, then you must do this one HUGE thing...
ADD A FREAKING BLINKING ICON AT THE TOP RIGHT OF THE SCREEN WHENEVER SOMEONE TYPES **** INTO THE FREAKING CHAT CHANNELS DAMNIT!!! Then when someone in my corp/alliance/faction/whatever channel says LFS and I'm in a current battle, then I will still be able to respond to them and tell them to wait only 5 mins for the battle to finish or whatever and then we can invite them. What is the horrible HORRILBE use case right now for this scenario?
1 - I start a squad with one friend and I "advertise" my new squad in both squad finder and in my alliance chat. Meanwhile our 3rd friend who would want to join our squad is already in a public match from earlier and DOES NOT SEE my posting in the alliance chat channel (no flashing indicator).
2 - After waiting for up to 5 minutes we start a match as there are no responses (3rd friend is still in match and has no idea that his chat indicator back in his quarters are flashing let alone that we are even in the damn game.)
3 - While my squad is in a match, our 3rd friend finishes his match, returns to quarters and now sees my "advertisement" in alliance chat and then checks squad finder to try to join, but all squad finder tells him is "DEPLOYED" and no amount of time for deployment or anything useful at all.
4 - So the 3rd friend writes a response indicating that he wants to join the squad in the alliance chat and waits while we are still in a battle. He waits, up to 10 minutes and nothing happens because I'm still deployed in a match and have NO INDICATION THAT MY FRIEND HAS ASKED TO JOIN MY SQUAD!!! He starts to think that maybe I don't want him or am ignoring him, so he goes and either joins another squad or worse yet he decides that no one likes him and continues to play solo.
5 - My squad finishes the match, I get to quarters, I see the message he left for me (now over 10 minutes old) asking to join the squad. I try to invite him, but now HE"S DEPLOYED and unable to join my squad. And so the problem continues over and over and we waste huge amounts of time and nothing resolves and we miss out on social building and everyone becomes solo players and thinks that aspect of game SUCKS! |
Jadd Hatchen
KILL-EM-QUICK
698
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Posted - 2014.12.15 16:12:00 -
[2] - Quote
CCP Rattati wrote:Funkmaster Whale wrote:CCP Rattati wrote:hfderrtgvcd wrote:Tac ar buff too much armor plate nerf too much scrambler nerf is irrelevant and not really a nerf at all Tac AR kills are 1% in PC. It's obviously not borderline OP. Remains to be seen. Scrambler is just to get rifle alignment for future balancing. Rattati before you go and buff the TAC so much, please watch this video of mine: http://www.twitch.tv/funkmasterwhale/c/5584743This is me using the ADV TAC for the first time since I think 1.0 after a viewer asked me to demonstrate it. I think if you gave this gun a 30 round clip it'd be a little too much. It's honestly fine as it is. At most it should be like 22-24 if you really feel like you need to buff it, which I don't understand why. The problem with the TAC is not that it's weak, it's that it's currently surpassed by the Breach in almost every way because of the CQC meta surrounding objectives. Second, kills in PC means absolutely nothing. I don't even understand why this is a metric you go by. PC is completely and utterly different from a public match. PC is all about taking and camping objectives. People don't go around farming kills and warpoints in PC like they do in public matches. This is the reason you see Boundless HMG and Shotguns as the top killers because everything revolves around spamming an objective with as much EHP and high-alpha damage to keep it protected. In a public contract, people just go around farming warpoints and mercilessly killing everything. The objectives are cool but winning doesn't give you anything, so the dynamic of the battle is entirely different. Please don't base your balancing off people who claim "it's not used in PC". PC data, not word of mouth, is excellent to gauge whether a gun is too good, normal or useless. Weapons that are not used at all in PC, are the last category, based on the actions of top tier players. Three weapons are not used, 1% or less of kills, the TAR, the ASCR and the Burst AR. I want at least someone in PC to think, well here is a hidden gem of a weapon. They need to be competitive. If the Combat Rifle is used, then the Burst AR should be used, if the Scrambler is used, the TAR should be used. And as always, I simply don't know why the ASCR isn't used, except for armor meta. Public Contracts usually mirror PC, PC is just quicker to find the OP meta. Currently, the rest of kills in PC are split fairly equally between the rest of all the rifles, which is a huge win for the balancing effort that's been going on since Hotfix Alpha.
And there is the fallacy of your data. I'm assuming you are looking at text dumps of what weapon killed whom from the killfeed that we have in the game. What that shows is ONLY who got the killing blow!!! It does NOT show who did the work of getting rid of the shield (ie. your assumed reason no one used ASCR because they will remove the hell outa shields, but the HMG guy or the combat rifle guy will then receive the kill as they all concentrate fire on the same target). So you end up with the "wrong" impression that ASCRs are not powerful and thus need a bump in power... WRONG!!!! Get a controller with a rapid fire trigger button, get an ASCR, you will find that not only is the aim better on sustained fire, but the heat buildup is slower and you will put more DPS downrange than anyone else. You will also find that you won't get a lot of the kills (but you will get tons of assists) as the combat rifles and HMGs play cleanup.
So basically my question is, are you really interpreting the data correctly? Do you get the whole picture of everyone who does damage on a target? Not just who got the final blow? Maybe do a look at the data of what weapons do the most damage to targets (not just what weapons get the kills). Then maybe a different picture is painted.
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Jadd Hatchen
KILL-EM-QUICK
698
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Posted - 2014.12.15 16:29:00 -
[3] - Quote
HOLY COW!!!
It's been how long and STILL no one has pointed out the unbalanced parity issue with the ARMOR SPEED NERF YET? I even pointed it out a few pages back and no one commented on it?
WTF?! Has the world gone blind?
I like the armor nerf that is proposed, but there is NO NERF BEING INSTITUTED FOR SHIELDS!!! How does that fix the problem? Yeah, that's right, it only fixes HALF THE PROBLEM!!!
And it's these half-assed fixed that end up unbalancing the game and making even more problems!!!!
Come on already! Use your brains and not your assess. If you created a penalty to the armor plates for game balance then you need to do a a different yet equivalent penalty for the shield extenders!!! Or else the meta will shift to sheilds and you will get an imbalance!!!!
Come on! This is simple game-theory 101. |
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