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Author |
Thread Statistics | Show CCP posts - 12 post(s) |
Iron Wolf Saber
Den of Swords
18003
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Posted - 2014.12.11 03:35:00 -
[241] - Quote
I want Repair Small Turrets
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Nocturnal Soul
Primordial Threat
4764
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Posted - 2014.12.11 03:39:00 -
[242] - Quote
Iron Wolf Saber wrote:I want Repair Small Turrets Holy crap Like Favorite Retweet
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15718
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Posted - 2014.12.11 03:45:00 -
[243] - Quote
Nocturnal Soul wrote:Iron Wolf Saber wrote:I want Repair Small Turrets Holy crap Like Favorite Retweet
Why fit them over lets say remote reps unless you are willing to commit say 3 people to logi (pilot X gunners).....
*"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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Vitharr Foebane
Terminal Courtesy Proficiency V.
2052
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Posted - 2014.12.11 03:55:00 -
[244] - Quote
Iron Wolf Saber wrote:I want L@z0r Small/Large Turrets and a sexy gold Amarr HAV FIFY Make it happen CCP
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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Cody Sietz
Random Gunz RISE of LEGION
4195
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Posted - 2014.12.11 04:09:00 -
[245] - Quote
The reason the TAR will be OP is not because the weapon will be too good. It will be OP because people will use modded controllers and abuse the weapon.
It's why it was nerfed in the first place.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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The-Errorist
SVER True Blood
918
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Posted - 2014.12.11 07:01:00 -
[246] - Quote
The magazine increase for the tactical AR is way too high especially since compared to a scrambler rifle, it would be able to fire a crapton more before the SCR overheats. I think raising it to around 24 or 25 would be best and then do some more tweaking after that.
Also I would really love to see logi dropships return; they should be slower than regular dropships, have same slots, and have a bit more hp.
Edit: it should also have a penalty to turret damage.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11681
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Posted - 2014.12.11 07:03:00 -
[247] - Quote
If armor plates have their HP so radically reduced, then so should PG/CPU costs and/or the speed penalties. Without a reduction of the downsides, only ferroscales and reactives will be used. In case you're thinking about it, do not nerf ferroscales and reactives as a way to make regular plates look good by comparison because they aren't a balance issue.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Zeke Dunevent
Fatal Absolution General Tso's Alliance
18
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Posted - 2014.12.11 07:17:00 -
[248] - Quote
It's late at night and I'm about to be going to bed but at a glance over this looks really good. I'll dissect it tomorrow.
I think I know a lot.
I can run just about anything.
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Iron Wolf Saber
Den of Swords
18005
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Posted - 2014.12.11 08:02:00 -
[249] - Quote
True Adamance wrote:Nocturnal Soul wrote:Iron Wolf Saber wrote:I want Repair Small Turrets Holy crap Like Favorite Retweet Why fit them over lets say remote reps unless you are willing to commit say 3 people to logi (pilot X gunners).....
Because the control and command scheme behind remote reps needs to die in a fire. That is way too much eve in a controller based game whose operational cycle is in milliseconds and not seconds ala eve is.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1328
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Posted - 2014.12.11 08:15:00 -
[250] - Quote
lol.
>nerfs the best sheild damage weapon into irrelevancy by making he TacAR hands down superior. >cuts armor plates down to what they were in Chromosome. insanely UP.
Looks like im skilling Minmatar.
Please, make my Opus pretty...
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Drecain Midular
Molon Labe. General Tso's Alliance
24
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Posted - 2014.12.11 08:24:00 -
[251] - Quote
iWanderer wrote: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...
Really? What is the point of the tac AR then, 'cause I thought it was supposed to be the long range version of the ARs. RR works great at range even with the kick and is also not as useful in close range because of it. |
Cat Merc
Fatal Absolution General Tso's Alliance
13730
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Posted - 2014.12.11 09:33:00 -
[252] - Quote
John Psi wrote: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. So basically kill the Gal Assault?
You guys will be promoting brick tanking, since regen is pointless if you can't GTFO.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
1027
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Posted - 2014.12.11 09:50:00 -
[253] - 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. Keep minnie scout strafe speed the same?
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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Cat Merc
Fatal Absolution General Tso's Alliance
13731
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Posted - 2014.12.11 10:00:00 -
[254] - Quote
Pseudogenesis wrote: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. Keep minnie scout strafe speed the same? The minnie scout isn't special.
Either all Minmatar and Gallente (Speed reliant races) are excluded from this change, or none are excluded.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6710
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Posted - 2014.12.11 10:59:00 -
[255] - 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 no.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3449
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Posted - 2014.12.11 11:20:00 -
[256] - Quote
Please don't reduce strafe speeds that really won't do anything except make everything look awkward, it also doesn't fix the problem that we have with strafing it just makes it less noticeable. The problem with strafing is being able to instantly change speeds without having to slow down.
supercalifragilisticexpialidocious
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Tesfa Alem
Death by Disassociation
581
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Posted - 2014.12.11 11:47:00 -
[257] - 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.
This explains quite a lot., Good and Bad.
Good, yes its quicker to find the most broken thing in dust. If there a cheat you can garuntee it will be in PC like a rash.
Bad because it reflects a tiny minority of the overall player base. Basically trying to balance on 2 16-man teams with 1 pilot, 1 tank, Proto scouts, proto heavies, and proto logis on team chat. No wonder you think Dropship vs AV is balanced when there is a team chock full of proto scouts that are chasing the one guy who dared to not be in a heavy or scout suit but in a commando. By proxy of course.
Its like trying to work out all Luthansa based on thier private jet service. Sure, its cool litle elite Gulfstream, but that tells you nothing in terms of passenger service on a Boeing or AirBus, your main source of revenue.
It begs the obvious question, Why don't you use game wide data instead of PC?
Redline for Thee, but no Redline for Me.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2379
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Posted - 2014.12.11 12:12:00 -
[258] - Quote
Jotun Izalaru wrote: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 You are both right: keep a good movement/strafe speed and get rid of poor hit detection. Also fix tripping on 2" ledges, add vaulting.
Throw in accurate meshes around objects so grenades and mercs don't bounce off or stick on things and we'll have ourselves a game that peeps can take seriously.
Next step after that would be the aiming/controls.
CCP Rouge must be working on fixing these problems for Legion, in fact it would have been his top priority. Why can't Dust benefit from that work? The legion team must be producing more than cash shop ideas and still-sticky maps.
PSN: RationalSpark
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2379
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Posted - 2014.12.11 12:13:00 -
[259] - Quote
Jotun Izalaru wrote: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 You are both right: keep a good movement/strafe speed and get rid of poor hit detection. Also fix tripping on 2" ledges, add vaulting.
Throw in accurate meshes around objects so grenades and mercs don't bounce off or stick on things and we'll have ourselves a game that peeps can take seriously.
Next step after that would be the aiming/controls.
CCP Rouge must be working on fixing these problems for Legion, in fact it would have been his top priority. Why can't Dust benefit from that work. The legion team must be producing more than cash shop ideas and still-sticky maps.
PSN: RationalSpark
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Derrith Erador
Fatal Absolution
3170
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Posted - 2014.12.11 13:30:00 -
[260] - Quote
Derrith Erador wrote: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
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
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 If I may chime in on this, I'd like to overview the non deleted parts, because those are the only ones I have any knowledge of. I have a question concerning the RE's, well two actually. 1) Will the new RE replace the current RE's? 2) if question 1 is no, will the RE begin its activation at the time the player deploys it, or when it lands? Also, the main issue people have with RE's is the fact that there is no fall off damage, if you're in the blast radius, you take the full damage. Second issue is how people can chuck them like footballs. Assault scrambler: I personally love this weapon, against shields. Which I almost never see, the new plate numbers may change that. Reducing the clip size on the scrambler isn't going to do crap. I usually overheat after like 20 or so on my Amarr assault. Same scenario on the BAR, 30 clip size is still going to shred. Reducing ROF or damage a bit would help though. On the vehicles section, I wrote a suggestion for IWS beforehand. https://forums.dust514.com/default.aspx?g=posts&m=2497502#post2497502Note: I accidentally forgot about small missiles, so I made a second post on those. It's like two comments below. I'd like to point out that the current missiles is perfect for AI. Most properly fitted tanks laugh my missiles off. I wonder if I should shamelessly bump this......
Yes, I will.
God and Empress kill me, I'm a level three forum warrior.
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Valor Goat
86
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Posted - 2014.12.11 14:29:00 -
[261] - 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. Hell, no please.
If you can't stand strafing targets, unless they're Minmatar assaults (double tanked + more strafe than other assaults makes + kinda broken hitbox makes them fairly hard to kill when strafing), step your gun game up.
Reduce strafe speed and heavies will be even more pleased and spammed as well.
Plus you already had Caldari scouts' hitbox increased by a lot, and that was the main reference of complaint about strafing targets.
1EE7
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Grimmiers
742
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Posted - 2014.12.11 15:02:00 -
[262] - Quote
Iron Wolf Saber wrote:I want Repair Small Turrets me and an lot of others asked for this. I would love to see it happen.
Some modules brainstorming/changes
- Reactive vehicle armor plates
adds a small amount of armor and reps, but would boost repair rates from logi tools. It would have to be balanced around better logi tools and logi vehicles, but around 700 armor and 30% boost to repair tools with stacking penalties might work.
- Active armor repair unit
A tame version of the older active repair unit. Complex would repair around 200 armor a second. While active your movement speed decreases. Stacking modules would increase recharge time for each individual module.
- Passive armor repair unit
I want Heavy to heal 50~55~60 between the tiers for a start. They can use less cpu/pg so role of a triple repair armor tank can be to have more room for small turrets and high slot modules.They shouldn't be used to negate so much incoming damage that it's the missile tanks sole purpose to exist.
Light armor repairs would heal 25~35~45 a second and also allow for a more hit and run play style where you can do damage, escape, and repair with a rep tool/depot
I honestly think the last vehicle redesign was poorly done and the reason was there was no community insight. Everything was taken away and we were given a rock, paper scissors style only we have vehicle frames that can barely kill each other while other instagib. Vehicles need to be effective against infantry to give players a reason to go av. . Av damage can't be completely repped in 3 seconds. Av should be more focused on planning and using support equipment like variants of proxy mines and av grenades that have a status effects.
Then there's large turrets that step on each other's roles and are counters to the stupid fits that can be made which turns all light vehicles into coffins. Small turrets still have broken dispersion/hit detection while moving as well and to my knowledge there were no attempts to really fix them. All rattati's changes to the small blaster are helpful, but are like putting a bandaid on a broken bone. |
Lazer Fo Cused
Shining Flame Amarr Empire
207
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Posted - 2014.12.11 15:14:00 -
[263] - Quote
Grimmiers wrote:Iron Wolf Saber wrote:I want Repair Small Turrets me and an lot of others asked for this. I would love to see it happen. Some modules brainstorming/changes
- Reactive vehicle armor plates
adds a small amount of armor and reps, but would boost repair rates from logi tools. It would have to be balanced around better logi tools and logi vehicles, but around 700 armor and 30% boost to repair tools with stacking penalties might work.
- Active armor repair unit
A tame version of the older active repair unit. Complex would repair around 200 armor a second. While active your movement speed decreases. Stacking modules would increase recharge time for each individual module.
- Passive armor repair unit
I want Heavy to heal 50~55~60 between the tiers for a start. They can use less cpu/pg so role of a triple repair armor tank can be to have more room for small turrets and high slot modules.They shouldn't be used to negate so much incoming damage that it's the missile tanks sole purpose to exist. Light armor repairs would heal 25~35~45 a second and also allow for a more hit and run play style where you can do damage, escape, and repair with a rep tool/depot I honestly think the last vehicle redesign was poorly done and the reason was there was no community insight. Everything was taken away and we were given a rock, paper scissors style only we have vehicle frames that can barely kill each other while other instagib. Vehicles need to be effective against infantry to give players a reason to go av. . Av damage can't be completely repped in 3 seconds. Av should be more focused on planning and using support equipment like variants of proxy mines and av grenades that have a status effects. Then there's large turrets that step on each other's roles and are counters to the stupid fits that can be made which turns all light vehicles into coffins. Small turrets still have broken dispersion/hit detection while moving as well and to my knowledge there were no attempts to really fix them. All rattati's changes to the small blaster are helpful, but are like putting a bandaid on a broken bone.
1. Active armor reps have never slowed down a tank yet and the old ones were fine with the HP they repaired and also they do not increase recharge time if you have more than one
2. Light passive armor reps should not be close to a heavy rep, what is the point of a heavy rep if a light rep can do the job just as well |
Gyn Wallace
OSG Planetary Operations Covert Intervention
160
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Posted - 2014.12.11 17:10:00 -
[264] - Quote
CCP Rattati wrote: 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.
The balancing has been going superbly.
Lots of people are agreeing that the TAR can use a buff, but disagreeing about the scale of that buff. Is there a good reason to do a big buff that might be followed by a nerf (if PC use of the TAR leaps a little more than you'd like), rather than doing a couple of smaller buffs that would give you time to figure out if the smaller buff is enough to increase the TAR's use in PC?
In other worse, why not:
1) a little buff in this hot fix (TAR magazine capacity raised to 24), assess increase in PC usage, and IF the TAR is still underutilized, another little buff in the next hot fix (TAR magazine capacity raised to 30),
instead of:
2) a big buff (TAR magazine capacity raised to 30), assess increase in usage, and IF the TAR become the new FOTM, a nerf?
The Dust/Eve Isk Exchange Thread
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
301
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Posted - 2014.12.11 17:12:00 -
[265] - 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.
Reduce all strafe speed to 85% of what it currently is.
Reduce all back peddle speed to 50% of what it currently is.
So many birds in one stone. Watch the Heavy meta change on it's own as well. |
Spkr4theDead
Red Star. EoN.
2465
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Posted - 2014.12.11 18:26:00 -
[266] - Quote
CCP Rattati wrote: 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 that's exactly what the game should be balanced around. FW and PC
Not ambush like so many wanted months ago.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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punksnowmash
The Hundred Acre Hood RISE of LEGION
35
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Posted - 2014.12.11 19:19:00 -
[267] - Quote
Gyn Wallace wrote:CCP Rattati wrote: 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.
The balancing has been going superbly. Lots of people are agreeing that the TAR can use a buff, but disagreeing about the scale of that buff. Is there a good reason to do a big buff that might be followed by a nerf (if PC use of the TAR leaps a little more than you'd like), rather than doing a couple of smaller buffs that would give you time to figure out if the smaller buff is enough to increase the TAR's use in PC? In other worse, why not: 1) a little buff in this hot fix (TAR magazine capacity raised to 24), assess increase in PC usage, and IF the TAR is still underutilized, another little buff in the next hot fix (TAR magazine capacity raised to 30), instead of: 2) a big buff (TAR magazine capacity raised to 30), assess increase in usage, and IF the TAR become the new FOTM, a nerf?
Gyn has the right idea, if we go with the smaller increase in cilp size then we wont see the mad rush to make it FOTM.
I personally use the Tac all the time and 18 rounds is just enough to take out someone but where i feel the real issue is in its range.
Example: Corpmates and I on the map with the tabletop them with RR, and SCR. And i with the Tac on one of the two buildings across from it. Long story short they had no problem bringing me down to almost 0 armor at 75-80m but i couldn't break more than shields and maybe 20% armor at the same distance
But yes i do think we should start with just a small increase to clip size over the large, and just maybe increase range by ~10m |
Stefan Stahl
Seituoda Taskforce Command
877
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Posted - 2014.12.11 19:33:00 -
[268] - Quote
CCP Rattati wrote: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. In that context I keep forgetting to mention that the rifle's fitting requirements haven't yet been cleaned up since their performance was aligned:
Here's a comparison of CPU and PG requirements:
ADV: AScR: 48/12 AR: 47/6 ACR: 39/4 ARR: 41/12
PRO: AScR: 83/15 AR: 90/13 ACR: 78/8 RR: 77/14
Can we get that fixed? Make sure all rifles of each tier require the same amount of total fitting cost ("CPU + 5 * PG") and then choose the CPU-PG-ratio based on the racial assault suit's capacity. |
Nirwanda Vaughns
1050
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Posted - 2014.12.11 19:38:00 -
[269] - Quote
Prox mines left out again
seriously all i want is them to be magnetized same as AV nades to make them a little more effective. Flux AV nades wouldn't go amis either
Never argue with an idiot. they bring you down to their level and beat you through experience
proud C-II bpo owner
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
303
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Posted - 2014.12.11 20:28:00 -
[270] - 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:
In order of priority of importance, in order to help you gauge what must come in echo vs what can wait:
Quote: * Missing Gear from Loyalty Store - #1 * [...]strafe speeds - #2 * Vehicles - #3 * Tweaks on Rifles based on Efficiency Data - #4 * [Remote Explosives] - #5
That is how I would prioritize the changes you mention.
On the topic of remotes, I do believe that a 3 second arm time is more reasonable for setting traps while being chased. 3 Seconds is also long enough to make it impossible for someone to toss it amidst a crowd and detonate without getting killed themselves.
The new Packed Remotes seem interesting, though I would like to point out that very few field remotes with the INTENT to use them as AV. They are traps for choke points and control points with the possibility of being AV through a bit of difficulty. If I had to choose between one or the other, I would probably stick with standard remotes simply because it can do both. If I specifically wanted to take out a tank, I would field my swarms. I would also like to add that this just makes it even worse for armor vehicles right now compared to shield. It's just one more explosive type AV weapon. |
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