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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Valor Goat
71
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Posted - 2014.12.10 13:23:00 -
[211] - Quote
Rattati, many of us as of now agree that the TAR clip size buff is gonna make it quite OP and that the ScR's nerf is null.
1EE7
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Cody Sietz
Random Gunz RISE of LEGION
4192
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Posted - 2014.12.10 13:35:00 -
[212] - Quote
Dang, that activation time is a killer on the REs.
Love the Burst AR change.
Not sure if buffing the magazine in the AR is enough to actually make it good. You do tend to run out of ammo when fighting sentinel(which is one you fight the most since you share a optimal) but the main problem is just don't put out enough DMG in the short amount of time you have before a sentinel closes in or turns arounds. I will reserve judgement however to see if the larger mag is enough to make the old AR worth using.
I think you got the breach just about right but perhaps 32 rounds would have been enough to nerf it. But I'll reserve judgment (again)
The TAR might be getting too large of a buff, I strongly recommend not buffing the magazine so much. We all remember TAR514 and I really suspect that could come back in a big way.
Everything else looks great!
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Drecain Midular
Molon Labe. General Tso's Alliance
24
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Posted - 2014.12.10 13:44:00 -
[213] - Quote
About the tac AR. Did I understand you correctly in that you want to give the tac AR a 30 round clip to normalize the rifles for spreadsheet purpouses?
I agree with all previous posters would be a bad idea. There are people out there who have controllers with a rapid fire funtion. If you really, really are set on that change, the thing needs rail rifle level kick or more.. |
iWanderer
PT-BR
24
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Posted - 2014.12.10 14:55:00 -
[214] - Quote
Did not understand this: " Stacking Hit Point Modules"? Stacking penalty to damage mods or what?
"Armor Plates STD/ADV/PRO from 85/110/135 to 60/80/100 Strafe speed penalty of regular plates doubled on scouts"
Changing the armour values is going to affect Gallente, should be something like 75/95/110 and see how that goes.
Strafe penalty only, if the same for shields, or else again, it affects more Gallente then eveyone else. |
iWanderer
PT-BR
24
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Posted - 2014.12.10 15:06:00 -
[215] - Quote
Drecain Midular wrote:About the tac AR. Did I understand you correctly in that you want to give the tac AR a 30 round clip to normalize the rifles for spreadsheet purpouses?
I agree with all previous posters would be a bad idea. There are people out there who have controllers with a rapid fire funtion. If you really, really are set on that change, the thing needs rail rifle level kick or more..
A rifle kick on the TAC AR would be ridiculous, missing the whole point of the weapon. Might as well then kill it off for good...
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iWanderer
PT-BR
24
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Posted - 2014.12.10 15:18:00 -
[216] - Quote
Not sure we can add things to the ECHO list but in my opinion, Warpoints for non-squad scanners should be implemented, as already requested in:
https://forums.dust514.com/default.aspx?g=posts&m=2499307#post2499307
and
https://forums.dust514.com/default.aspx?g=posts&m=2499296#post2499296
Nothing big, but something for the Gallente logi who gets nothing for being team player for his special skill. Proposed values : In or out of a squad, you get: 2 WP for equipment destroyed, 5 WP for team kill assist, 10WP for squad kill assist 20WP to 35WP for confirmed kill. Say 20 for team kill, 35 for squad kill.
If you can do the Guardian points it should not be hard to implement this. |
H0riz0n Unlimit
Dead Man's Game
229
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Posted - 2014.12.10 15:58:00 -
[217] - 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
Rifles Simple pass on Rifles, the balance is really coming together in Public Contracts as well as Planetary Conquest.
Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio
Burst Assault Rifle Rounds in burst from 4 to 5
Assault Rifle Clip to 70 from 60, same clip to ammo ratio
Assault Scrambler Rifle Feedback requested, there is nothing (that we see) that says this weapons is not comparable to other assault variants, except armor meta.
Overperformers (slight) Scrambler Rifle Clip to 40 from 45, same clip to ammo ratio Breach Assault Rifle Clip to 30 from 36, same clip to ammo ratio Effective Range from 70 to 66 meters
Various Increased Warbarge time to X from Y minutes for squadbuilding
Adding all racial frames and tiers to Loyalty Store
Vehicles Reduced Small Blaster Dispersion Transport WP for LAV's Larger Supply Depot Radius Vehicle plate speed penalty discrepancy
Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules just one thing: dont ruin my memories about surya and sagaris
The KTM DuKe lives here, send a message after the "beep".
TheD1ck is on the table fan club.
MPRQ-MakingPeopleRageQuit
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
287
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Posted - 2014.12.10 20:04:00 -
[218] - Quote
On the topic of REs.
I feel that 5 second arm time will be too long to set a trap while being chased. If you are being chased down a corridor, turn the corner, set an RE and wait, 5 seconds is too long to be able to use it when the chaser comes around the way. If 5 seconds would've been enough, you could've just kept running and lost them completely. I propose a 3 second arm time in this case, what do you think? |
Arkena Wyrnspire
Fatal Absolution
20029
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Posted - 2014.12.10 22:23:00 -
[219] - Quote
Kaeru Nayiri wrote:On the topic of REs.
I feel that 5 second arm time will be too long to set a trap while being chased. If you are being chased down a corridor, turn the corner, set an RE and wait, 5 seconds is too long to be able to use it when the chaser comes around the way. If 5 seconds would've been enough, you could've just kept running and lost them completely. I propose a 3 second arm time in this case, what do you think?
I feel that it is a good thing for sudden RE frisbee death to be nerfed.
The Federation is not a defined region of space, of planets, of mountains, rivers, or woods. It is a vision.
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
295
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Posted - 2014.12.10 22:25:00 -
[220] - Quote
Arkena Wyrnspire wrote:I feel that it is a good thing for sudden RE frisbee death to be nerfed.
I agree ! |
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Vesta Opalus
Bloodline Rebellion Capital Punishment.
234
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Posted - 2014.12.10 23:05:00 -
[221] - Quote
I think the scrambler rifle needs its damage profile tightened up a bit. Its too dominant on shield suits and can just melt away any amount of shields in the game in half a second of furious R1.
Given the game meta right now strongly favors armor tank already, this is a final nail in the shield tankers coffin when such a long range weapon can just wreck anyone not armor tanking with very little effort.
I'd suggest tighten dmg profile and/or add a delay between shots (similar to tactical assault rifle) |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15706
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Posted - 2014.12.10 23:15:00 -
[222] - Quote
I'm honestly not sure the Surya or Sagaris can be reimplemented properly using the current modules and stats we have right now.
Shield HAV would still have the 168 Passive rep/sec over armour HAV, would still likely have the 40% Shield Hardeners (15% more effective than the Armour Hardener), better mobility options and arguably able to have near 9-10K EHP AND damage modules and function in exactly the same way Gunnlogi currently do.......only better.
-At the very least Shield HAV PG and CPU need to be adjusted to prevent Armour tanking and exploitation of Fitting Mods -Standardisation of Hardeners to 30%
my own personal opinion
-Adjust Passive Shield Regeneration on Shield Vehicles to older constant values and kill off Passive Armour Rep Modules. **
** Could coincide with the return of Powergrid Diagnostic Units, Passive Ward Fields, and Shield Regenerators to boost their statistics for passive tanks.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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PLAYSTTION
GamersForChrist
370
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Posted - 2014.12.10 23:25:00 -
[223] - Quote
Don't touch my armour plates! Can i have an explanation with stats?
Gassault Calogi - Ranked #763 on the forums
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Xmar Handfelid
SHAKING BABIES FACTION WARFARE ALLIANCE
41
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Posted - 2014.12.10 23:27:00 -
[224] - Quote
Ok lf the Sr is gettlng a clip size nerf then we need a reload speed buff. Even with everything maxed out in the Sr skilltree the reload speed doesn't even change that much
Jimmies status- Unrustled
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CCP Rattati
C C P C C P Alliance
13338
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Posted - 2014.12.11 00:06:00 -
[225] - Quote
Kaze Eyrou wrote:Sinboto Simmons wrote:Valor Goat wrote:John Psi wrote:Rattati, i hope, "armor plate strafe penalty" should be understood as "any HP Module strafe penalty"? Otherwise, it is one-sided gall nerf. No, leave us shield tankers alone; we're already poor and wretched. Now, now, be diplomatic: you can have that if we get our lowslot damage mods.... Speaking of that... I wouldn't mind seeing a ROF Damage Mod for the lows. Works perfect with the EVE mindset too. High slot Damage mods straight increase the damage of the weapon. Low slot ROF mod would increase any weapon's DPS with the downside of chewing through more ammo. Shield tankers will have the ability of fitting shields with damage (or rather ROF) mods in lows, similar to how Gallente or Amarr can fit damage mods in highs and armor in lows. Glass cannon fits could be made. No tank with high damage, fast hitting weapons. Thoughts?
Really cool
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vitharr Foebane
Terminal Courtesy Proficiency V.
2052
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Posted - 2014.12.11 00:06:00 -
[226] - Quote
If you are going to castrate the Amarr these changes are certainly the way to do it. Armor plates nerfed by 25%... check
giving TAR almost DOUBLE the dps out put of the ScR... check
so now Amarr soldiers will be out run, out tanked, and out ganked by all other racial tech... Brothers and Sisters of the Faith we are in for some dark times >.>
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
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hfderrtgvcd
1483
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Posted - 2014.12.11 00:15:00 -
[227] - Quote
CCP Rattati wrote:Kaze Eyrou wrote:Sinboto Simmons wrote:Valor Goat wrote:John Psi wrote:Rattati, i hope, "armor plate strafe penalty" should be understood as "any HP Module strafe penalty"? Otherwise, it is one-sided gall nerf. No, leave us shield tankers alone; we're already poor and wretched. Now, now, be diplomatic: you can have that if we get our lowslot damage mods.... Speaking of that... I wouldn't mind seeing a ROF Damage Mod for the lows. Works perfect with the EVE mindset too. High slot Damage mods straight increase the damage of the weapon. Low slot ROF mod would increase any weapon's DPS with the downside of chewing through more ammo. Shield tankers will have the ability of fitting shields with damage (or rather ROF) mods in lows, similar to how Gallente or Amarr can fit damage mods in highs and armor in lows. Glass cannon fits could be made. No tank with high damage, fast hitting weapons. Thoughts? Really cool Do you think we could have heat sink module as well?
You can't fight in here! This is the war room.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15710
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Posted - 2014.12.11 00:15:00 -
[228] - Quote
CCP Rattati wrote:Kaze Eyrou wrote:Sinboto Simmons wrote:Valor Goat wrote:John Psi wrote:Rattati, i hope, "armor plate strafe penalty" should be understood as "any HP Module strafe penalty"? Otherwise, it is one-sided gall nerf. No, leave us shield tankers alone; we're already poor and wretched. Now, now, be diplomatic: you can have that if we get our lowslot damage mods.... Speaking of that... I wouldn't mind seeing a ROF Damage Mod for the lows. Works perfect with the EVE mindset too. High slot Damage mods straight increase the damage of the weapon. Low slot ROF mod would increase any weapon's DPS with the downside of chewing through more ammo. Shield tankers will have the ability of fitting shields with damage (or rather ROF) mods in lows, similar to how Gallente or Amarr can fit damage mods in highs and armor in lows. Glass cannon fits could be made. No tank with high damage, fast hitting weapons. Thoughts? Really cool
By comparison propulsion modules are typically in the mid slots (equivalent of high slots) ..... hint hint.... Kin Cats are prop mods....
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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CCP Rattati
C C P C C P Alliance
13342
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Posted - 2014.12.11 00:26:00 -
[229] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jotun Izalaru
Goonfeet
242
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Posted - 2014.12.11 00:29:00 -
[230] - Quote
not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! |
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CCP Rattati
C C P C C P Alliance
13345
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Posted - 2014.12.11 00:33:00 -
[231] - Quote
Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before!
That thought definitely crosses my mind, every other minute.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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m621 zma
209
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Posted - 2014.12.11 00:44:00 -
[232] - Quote
CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute.
Please make the game more slow. I spend most of my time playing heavily sedated and fast moving games are too hard for me. Maybe have you thought about making Dust more turn based?
Srsly... |
Sir Dukey
Murphys-Law General Tso's Alliance
1288
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Posted - 2014.12.11 00:50:00 -
[233] - 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
Rifles Simple pass on Rifles, the balance is really coming together in Public Contracts as well as Planetary Conquest.
Underperformers (solid) Tactical Assault Rifle Clip to 30 from 18, same clip to ammo ratio
Burst Assault Rifle Rounds in burst from 4 to 5
Assault Rifle Clip to 70 from 60, same clip to ammo ratio
Assault Scrambler Rifle Feedback requested, there is nothing (that we see) that says this weapons is not comparable to other assault variants, except armor meta.
Overperformers (slight) Scrambler Rifle Clip to 40 from 45, same clip to ammo ratio Breach Assault Rifle Clip to 30 from 36, same clip to ammo ratio Effective Range from 70 to 66 meters
Various Increased Warbarge time to X from Y minutes for squadbuilding
Adding all racial frames and tiers to Loyalty Store
Vehicles Reduced Small Blaster Dispersion Transport WP for LAV's Larger Supply Depot Radius Vehicle plate speed penalty discrepancy
Community proposed stats requested: GA LLAV CA LLAV Anti Infantry Small Missiles Anti Vehicle Small Missiles Sagaris Surya Modules
Nooo, please don't nerf armor plates. The 5% speed penalty would be too much for only that much HP.
Chocolate Juice
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Jotun Izalaru
Goonfeet
242
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Posted - 2014.12.11 01:03:00 -
[234] - Quote
m621 zma wrote:Please make the game more slow. I spend most of my time playing heavily sedated and fast moving games are too hard for me. Maybe have you thought about making Dust more turn based?
Srsly...
please let me keep doing my ridiculous sideways dance to dodge bullets, it's easier than actual tactical awareness or forethought
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Buwaro Draemon
WarRavens Capital Punishment.
468
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Posted - 2014.12.11 01:17:00 -
[235] - Quote
Rattati, I don't agree with nerf to armor plates.
Mainly because there are more Anti-Armor weapons in the game than there are Anti-Shield.
Anti-Armor weapons (AI weapons): Rail Rifle and it's Assault Variant, Combat Rifle and it's Assault variant, SMGs and all of it's variants, Locus Grenades, Remote Explosives, Sniper Rifle, Mass Driver, Heavy Machine guns, Bolt Pistol and Flaylock Pistol
Anti-Shield weapons (AI Only): Assault (Plasma) Rifle and all of it's variants, Scrambler Rifle, Flux Grenades, Ion Pistol, Scrambler Pistol, Shotgun, Laser Rifle (I could add the Plasma Cannon but since it's intended purpose is AV and not AI I'll leave it out)
And let's look at which weapons are used the most in games: Rail Rifles Combat Rifles HMGs Shotguns BARs
3 of those are Anti-Armor weapons.
Now if you run a Med-frame that is armor favored (Amarr and Gallente) you will notice how hard is too survive on the frontlines when 3 of the most used weapons in the game are your weakness.
Now let's leave the Amarr alone here. They are tankers, so they can sustain fire from Anti-Armor for a while.
Gallente, which have a lower armor count than Amarr and are Armor repairer tankers rather than Armor HP tanking, well this will make there survivability more harder than now.
I can understand the need of a Armor Plate nerf. But not at those numbers.
This will ruin the Gallente. The Amarr a little bit less than the Gallente.
Side effects of playing Dust:
Emotional trauma, Anger Management issues, Post Traumatic Stress Disorder, and Depression
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ImIvan
69
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Posted - 2014.12.11 01:27:00 -
[236] - Quote
TAR buff is ridiculous, your turning it into a scrambler rifle that never overheats. The TAR is fine, leave it how it is.
Why must you use prototypes?
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Dunce Masterson
Savage Bullet
118
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Posted - 2014.12.11 01:28:00 -
[237] - Quote
CCP Rattati you forgot about changing the Amarr sentinel Rail Rifle damage resistance to Armor from shields.
you have done allot of great things for dust how ever you keep forgetting to make that fix.
I don't even know why I bother.
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The True Inferno
Myrmidon Syndicate
117
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Posted - 2014.12.11 02:07:00 -
[238] - Quote
CCP Rattati wrote:
...
Rifles Simple pass on Rifles, the balance is really coming together in Public Contracts as well as Planetary Conquest.
Underperformers (solid) ...
Burst Assault Rifle Rounds in burst from 4 to 5
Assault Rifle Clip to 70 from 60, same clip to ammo ratio
...
I find these two changes rather odd and annoying as they seem to be addressing nothing that needs to be changed about these weapons.
The Burst AR needs a smaller burst interval than what it currently has and the AR needs its old 750 fire rate back and with this increased damage.
ScP = GÖÑ
If you like chiptune
An Ace Pilot
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BLACK MASK D
The Exemplars RISE of LEGION
41
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Posted - 2014.12.11 02:28:00 -
[239] - Quote
when is this coming out? |
John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
1060
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Posted - 2014.12.11 03:00:00 -
[240] - Quote
CCP Rattati wrote:Jotun Izalaru wrote:not too late to just reduce strafe speeds 15 percent (or whatever) across the board
it worked well for Dust before! That thought definitely crosses my mind, every other minute.
50 percent minimum, please. Mario gamestyle must die. Strafe+aimassist one of the worst things in dust514: long range role light infantry should not move to close and dance.
Please support fair play!
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