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Author |
Thread Statistics | Show CCP posts - 17 post(s) |
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CCP Rattati
C C P C C P Alliance
13746
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Posted - 2014.12.17 09:32:00 -
[1] - Quote
The following balance tweaks were extracted from the feedback thread about Hotfix Echo and will be included in a TQ Hotfix today. The remaining issues will be deferred into the next Hotfix, whether that's named or not.
The details can be found in the following spreadsheet.
Hotfix 1.10.2
Thanks for the feedback!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Funkmaster Whale
Whale Pod
2681
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Posted - 2014.12.17 09:34:00 -
[2] - Quote
reserved
Follow me on Twitch.tv!
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Macchi00
LORD-BRITISH Couedic Lancer And Shields
133
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Posted - 2014.12.17 10:53:00 -
[3] - Quote
HMG heat increased
I would like to thank this change. Their joint warfare capability was threat.
I love ForgeGun.
I made ForgeGun montage in YouTube.
https://www.youtube.com/watch?v=SIhuGxfbjSQ
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iKILLu osborne
Titans of Phoenix
532
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Posted - 2014.12.17 11:04:00 -
[4] - Quote
having trouble loading google docs, what is the damage profile for packed remote explosives and activation time?
if you shoot me from the redline i will ensure your death will be a swift one
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Kain Spero
Goonfeet
3973
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Posted - 2014.12.17 11:24:00 -
[5] - Quote
iKILLu osborne wrote:having trouble loading google docs, what is the damage profile for packed remote explosives and activation time?
1625 / 1950 / 2275
All have 3 second activation times and a 0.1 blast radius.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6948
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Posted - 2014.12.17 12:54:00 -
[6] - Quote
*Blink*
that was fast, check those new REs when I get back.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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Al the destroyer
NECROM0NGERS
213
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Posted - 2014.12.17 12:59:00 -
[7] - Quote
All these changes look good I'm excited to try those new packed remotes, tank go BOOM |
Derrith Erador
Fatal Absolution
3200
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Posted - 2014.12.17 13:03:00 -
[8] - Quote
Are those RE's activation delay started once they're thrown, or once they're on the ground?
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1419
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Posted - 2014.12.17 13:11:00 -
[9] - Quote
Y u decreasing Scrambler Clip size?
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Vitantur Nothus
Nos Nothi
1246
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Posted - 2014.12.17 13:21:00 -
[10] - Quote
Zindorak wrote:Y u decreasing Scrambler Clip size? Normalizing damage per clip. |
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Cavani1EE7
Murphys-Law
613
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Posted - 2014.12.17 13:24:00 -
[11] - Quote
Vitantur Nothus wrote:Zindorak wrote:Y u decreasing Scrambler Clip size? Normalizing damage per clip. derp
EDIT: Let's put dat Burst AR on my CalAssault
"Balance" is a mythical word
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
136
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Posted - 2014.12.17 13:36:00 -
[12] - Quote
good stuff ccp!
Amarr Victor
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Tesfa Alem
Death by Disassociation
630
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Posted - 2014.12.17 13:39:00 -
[13] - Quote
Cross pollinating with my future ASCR proposal here.
My spreadsheets had the ASCR damage at 34.1 ADV and 36.4 Proto. I will adjust my spreadsheet of course, but this difference still will not account for the massive disparity in damage output penalty same tier rifles.
If we takes the closest example: As of today the New Proto ASCR prof V does 393.97 vs Armor
The Proto rail rifle does 434.7 vs shields: goes from doing it will still do 40.73 more damage than the proto ASCR does to armor.
The ADV rail rifle does 392.9 vs shields: Today's Proto ASCR beats it by 1.07 hp. The rest of the ADV rifles still out DPS the Proto ASCR completely.
I know this isnt the full balancing pass, but just giving you a heads up.
Redline for Thee, but no Redline for Me.
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Cavani1EE7
Murphys-Law
613
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Posted - 2014.12.17 13:46:00 -
[14] - Quote
Tesfa Alem wrote:Cross pollinating with my future ASCR proposal here.My spreadsheets had the ASCR damage at 34.1 ADV and 36.4 Proto. I will adjust my spreadsheet of course, but this difference still will not account for the massive disparity in damage output penalty same tier rifles. If we takes the closest example: As of today the New Proto ASCR prof V does 393.97 vs Armor The Proto rail rifle does 434.7 vs shields: goes from doing it will still do 40.73 more damage than the proto ASCR does to armor. The ADV rail rifle does 392.9 vs shields: Today's Proto ASCR beats it by 1.07 hp. The rest of the ADV rifles still out DPS the Proto ASCR completely. I know this isnt the full balancing pass, but just giving you a heads up. Why are you comparing a +20% | -20% damage profile weapon to a -10% | +10% expecting them to have the same DPS respectively on armor and on shields?
"Balance" is a mythical word
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Fox Gaden
Immortal Guides Learning Alliance
5457
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Posted - 2014.12.17 13:56:00 -
[15] - Quote
Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing head on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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CCP Rattati
C C P C C P Alliance
13752
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Posted - 2014.12.17 14:24:00 -
[16] - Quote
Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon.
HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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pagl1u M
Dead Man's Game RUST415
1119
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Posted - 2014.12.17 14:39:00 -
[17] - Quote
Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. If HMG is a suppression weapon I am a koala
One of the few assaults you'll find in a PC match!
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3483
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Posted - 2014.12.17 14:50:00 -
[18] - Quote
CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible.
Hmg is anything but forgiving
supercalifragilisticexpialidocious
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1404
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Posted - 2014.12.17 14:53:00 -
[19] - Quote
Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
316
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Posted - 2014.12.17 15:03:00 -
[20] - Quote
Please stop screwing with my Heavy suit, just because everyone who thinks they shouldn't die running directly into a mini gun is pitching a fit.
Why not just remove the thing and give me a stick to beat people with?
If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
Also, if your going to make me slower then give me more armor.
The rabbit complaining that the turtle has a shell is a stupid argument to actually consider legitimate.
G.L.O.R.Y Soldier,
I'm that Amarr heavy you warn your team about <3
-Heavy/Logi/Assault/Scout-
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Fox Gaden
Immortal Guides Learning Alliance
5457
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Posted - 2014.12.17 15:12:00 -
[21] - Quote
CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. I did not skill into the HMG until Uprising 1.3, so I had not realized that spooling had been tried in the past. If you say you have tried the HMG with a spooling function and it was terrible, then I am inclined to believe you.
Anyway, lets see how this heat change plays out, since it is implemented now. At least it will make the HMG more of a player skill based weapon.
If the HMG stays this way it would be interesting some day to introduce a Sentinel variant suit that has a Heat Buildup bonus, but no resist bonuses. More of a glass cannon variant. Easier but weaker.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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KingBabar
The Rainbow Effect
2698
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Posted - 2014.12.17 15:13:00 -
[22] - Quote
All good stuff, as usual these days... (I haven't tested 1.10 yet due to being on the other side of the planet for a month.)
I have one issue though, the total ammo count of the Tac AR and the regular Scr. I do understsnd why you've reduced total ammo, for balancing reasons, for me its a shame, l now might have to put a hive on that fitting.....
My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply.
The only viable pieze of equipment on an assault suit with racial rifles now is more ammo, well, unless you're the sort of player who dies a lot or always have a logi in squad to mooch off.
Spkr4theDead wrote:
Says the guy that was quitting the game because CCP were nerfing fused locus grenades.
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Jack 3enimble
Titans of Phoenix
628
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Posted - 2014.12.17 15:20:00 -
[23] - Quote
Cavani1EE7 wrote:Tesfa Alem wrote:Cross pollinating with my future ASCR proposal here.My spreadsheets had the ASCR damage at 34.1 ADV and 36.4 Proto. I will adjust my spreadsheet of course, but this difference still will not account for the massive disparity in damage output penalty same tier rifles. If we takes the closest example: As of today the New Proto ASCR prof V does 393.97 vs Armor The Proto rail rifle does 434.7 vs shields: goes from doing it will still do 40.73 more damage than the proto ASCR does to armor. The ADV rail rifle does 392.9 vs shields: Today's Proto ASCR beats it by 1.07 hp. The rest of the ADV rifles still out DPS the Proto ASCR completely. I know this isnt the full balancing pass, but just giving you a heads up. Why are you comparing a +20% | -20% damage profile weapon to a -10% | +10% expecting them to have the same DPS respectively on armor and on shields? EDIT: Also those numbers are way off. The proto RR has a 357.92 DPS againts shields and a cumulative DPS of 397. The current AScR DPS is at 420.59 and it has a 336 DPS againts armor due to its damage profile (it does 504.7 DPS on shields indeed). Intended.
I know right. Just some more rail QQ
Dealing justice with a swift punch in the balls, now in battles near you!
Lord of the Links
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Ripley Riley
Incorruptibles
5648
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Posted - 2014.12.17 15:23:00 -
[24] - Quote
CCP Rattati wrote:And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. You know the spooling mechanic is used in one of the most successful F2P FPS to date, right? (Team Fortress 2)
It's a good mechanic. Really.
My advice to you, playa...
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Dingleburt Bangledack
340
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Posted - 2014.12.17 15:33:00 -
[25] - Quote
KingBabar wrote:... My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply. ... The ScR's magazine went from 45 to 30 and it's total ammo went from 225 to 210. It only lost a total of 30 rounds so you should still be fine with a scanner. (Atleast I will, having my ScR Ammo skill at Lvl 4 )
The TacAR, however, got hit pretty hard in the ammo department... I can't really see why, either. |
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CCP Rattati
C C P C C P Alliance
13760
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Posted - 2014.12.17 15:54:00 -
[26] - Quote
Jaysyn Larrisen wrote:Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough.
not forward speed, just strafe
"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
13760
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Posted - 2014.12.17 15:57:00 -
[27] - Quote
KingBabar wrote:All good stuff, as usual these days... (I haven't tested 1.10 yet due to being on the other side of the planet for a month.)
I have one issue though, the total ammo count of the Tac AR and the regular Scr. I do understsnd why you've reduced total ammo, for balancing reasons, for me its a shame, l now might have to put a hive on that fitting.....
My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply.
The only viable pieze of equipment on an assault suit with racial rifles now is more ammo, well, unless you're the sort of player who dies a lot or always have a logi in squad to mooch off.
I am hoping this will help a little with the super trigger spammy scr cqc usage (that I am guilty of like anyone else) and make players conserve their ammo a little bit more. Try it and see if it pans out. One idea that's floating out there is to create ammo modules.
"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
13771
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Posted - 2014.12.17 15:59:00 -
[28] - Quote
Dingleburt Bangledack wrote:KingBabar wrote:... My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply. ... The ScR's magazine went from 45 to 30 and it's total ammo went from 225 to 210. It only lost a total of 30 rounds so you should still be fine with a scanner. (Atleast I will, having my ScR Ammo skill at Lvl 4 ) The TacAR, however, got hit pretty hard in the ammo department... I can't really see why, either.
It was an error, why should that, the only weapon have 12 clips to ammo ratio, where everyone else had 5-6-7. It was inheriting the 300 ammo from the Assault Rifle so was fixed, not a specific nerf in that sense. It should have been even lower with 18 in the clip, so was actually buffed with the increase to 24.
"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
13771
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Posted - 2014.12.17 16:00:00 -
[29] - Quote
BL4CKST4R wrote:CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. Hmg is anything but forgiving
If I want to feel better about myself and get some guaranteed kills, I go sent-hmg. That's how forgiving it is.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
323
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Posted - 2014.12.17 16:01:00 -
[30] - Quote
CCP Rattati wrote:Jaysyn Larrisen wrote:Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough. not forward speed, just strafe So, if I move in diagonals instead of just hard right to left, am I still effected by the penalty?
G.L.O.R.Y Soldier,
I'm that Amarr heavy you warn your team about <3
-Heavy/Logi/Assault/Scout-
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CCP Rattati
C C P C C P Alliance
13771
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Posted - 2014.12.17 16:03:00 -
[31] - Quote
Mortishai Belmont wrote:Please stop screwing with my Heavy suit, just because everyone who thinks they shouldn't die running directly into a mini gun is pitching a fit.
Why not just remove the thing and give me a stick to beat people with?
If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
Also, if your going to make me slower then give me more armor.
The rabbit complaining that the turtle has a shell is a stupid argument to actually consider legitimate.
There are so many reasons to nerf heavies, and I believe this was the gentlest way. I pulled back on HP nerfs on plates and RE's will be more avoidable. I want to keep sentinels survivable, but not unassailable. Assaults and Scouts should have a fair chance with skill, even at close range so we only reduced the HMG sustained damage output, not the raw output. I hope it's enough.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Dingleburt Bangledack
340
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Posted - 2014.12.17 16:05:00 -
[32] - Quote
CCP Rattati wrote:Dingleburt Bangledack wrote:... The TacAR, however, got hit pretty hard in the ammo department... I can't really see why, either. It was an error, why should that, the only weapon have 12 clips to ammo ratio, where everyone else had 5-6-7. It was inheriting the 300 ammo from the Assault Rifle so was fixed, not a specific nerf in that sense. It should have been even lower with 18 in the clip, so was actually buffed with the increase to 24. Well, that certainly makes sense. Good to know. Thanks, Rattati. |
Spectral Clone
Abandoned Privilege Top Men.
3400
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Posted - 2014.12.17 16:08:00 -
[33] - Quote
CCP Rattati wrote:BL4CKST4R wrote:CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. Hmg is anything but forgiving If I want to feel better about myself and get some guaranteed kills, I go sent-hmg. That's how forgiving it is.
LOL.
HMG heavy nerf confirmed. When do you deploy it?
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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Cat Merc
Fatal Absolution General Tso's Alliance
13967
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Posted - 2014.12.17 16:08:00 -
[34] - Quote
CCP Rattati wrote:BL4CKST4R wrote:CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. Hmg is anything but forgiving If I want to feel better about myself and get some guaranteed kills, I go sent-hmg. That's how forgiving it is. Unless you decrease the fire time to like 3 seconds and decrease cool off rate, it will remain forgiving.
This weapon fires as long as the rifles (if not longer) before overheat, and then only has to wait a second or two to cool off, and then drain the rest of that giant magazine. All the while it can kill around 4-5 800 HP Assaults.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Cat Merc
Fatal Absolution General Tso's Alliance
13970
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Posted - 2014.12.17 16:10:00 -
[35] - Quote
Spreadsheet wrote: PRO Assault Rifle Old:33.99 New:34 Description: For Cat Merc \o/
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Kain Spero
Goonfeet
3975
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Posted - 2014.12.17 16:12:00 -
[36] - Quote
If there is one movement penalty I wish would go away with armor though it'd be the jump height penalty. Make my jumps cost more stamina if you have to with plates, but not being able to clear a small step up in a heavy or a railing in an assault/logi is extremely frustrating.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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CCP Rattati
C C P C C P Alliance
13778
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Posted - 2014.12.17 16:14:00 -
[37] - Quote
Spectral Clone wrote:CCP Rattati wrote:BL4CKST4R wrote:CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. Hmg is anything but forgiving If I want to feel better about myself and get some guaranteed kills, I go sent-hmg. That's how forgiving it is. LOL. HMG heavy nerf into the ground confirmed. When do you deploy it?
already deployed
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Dreis Shadowweaver
T.H.I.R.D R.O.C.K
902
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Posted - 2014.12.17 16:14:00 -
[38] - Quote
lmfao Quote:Breach Assault Rifle 'Before' Range - 7000 I assume you meant meters, because that would actually be believable for the BAR
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
Dreis - pronounced like 'maize'
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CCP Rattati
C C P C C P Alliance
13778
|
Posted - 2014.12.17 16:14:00 -
[39] - Quote
Kain Spero wrote:If there is one movement penalty I wish would go away with armor though it'd be the jump height penalty. Make my jumps cost more stamina if you have to with plates, but not being able to clear a small step up in a heavy or a railing in an assault/logi is extremely frustrating.
agreed, i didn't get the myofibs change in but they will have a jump increase, imminently.
"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
13778
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Posted - 2014.12.17 16:15:00 -
[40] - Quote
Dreis Shadowweaver wrote:lmfao Quote:Breach Assault Rifle 'Before' Range - 7000 I assume you meant meters, because that would actually be believable for the BAR
its unreal units, divide by 100 for meters
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kain Spero
Goonfeet
3975
|
Posted - 2014.12.17 16:16:00 -
[41] - Quote
CCP Rattati wrote:Kain Spero wrote:If there is one movement penalty I wish would go away with armor though it'd be the jump height penalty. Make my jumps cost more stamina if you have to with plates, but not being able to clear a small step up in a heavy or a railing in an assault/logi is extremely frustrating. agreed, i didn't get the myofibs change in but they will have a jump increase, imminently.
All the LIKES!
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Arkena Wyrnspire
Fatal Absolution
20282
|
Posted - 2014.12.17 16:19:00 -
[42] - Quote
Spectral Clone wrote: LOL.
HMG heavy nerf into the ground confirmed. When do you deploy it?
Because 5 seconds of 800 DPS fire instead of 5.5 seconds constitutes a 'nerf into the ground', right?
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Joseph Ridgeson
WarRavens Capital Punishment.
2970
|
Posted - 2014.12.17 16:19:00 -
[43] - Quote
Is the Basic Assault Rail Rifle modified?
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Cat Merc
Fatal Absolution General Tso's Alliance
13971
|
Posted - 2014.12.17 16:19:00 -
[44] - Quote
Speaking of myo stims, could you give them a melee stamina usage reduction?
You need to sprint to get close to the target, but by the time you're there, you're likely to be out of stamina and so you can't do the punch. That's... bad.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Dreis Shadowweaver
T.H.I.R.D R.O.C.K
902
|
Posted - 2014.12.17 16:19:00 -
[45] - Quote
Ripley Riley wrote:CCP Rattati wrote:And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. You know the spooling mechanic is used in one of the most successful F2P FPS to date, right? (Team Fortress 2) It's a good mechanic. Really. - _ - Why do people keep referencing tf2?!
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
Please stop comparing DUST to TF2 -_-
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CCP Rattati
C C P C C P Alliance
13785
|
Posted - 2014.12.17 16:20:00 -
[46] - Quote
Joseph Ridgeson wrote:Is the Basic Assault Rail Rifle modified?
what exactly are you referring to, I am not sure
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Fatal Absolution General Tso's Alliance
13971
|
Posted - 2014.12.17 16:23:00 -
[47] - Quote
Dreis Shadowweaver wrote:Ripley Riley wrote:CCP Rattati wrote:And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. You know the spooling mechanic is used in one of the most successful F2P FPS to date, right? (Team Fortress 2) It's a good mechanic. Really. - _ - Why do people keep referencing tf2?! Because it has 9 classes and yet keeps perfect balance between them. That's not easy to pull off.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Arkena Wyrnspire
Fatal Absolution
20282
|
Posted - 2014.12.17 16:24:00 -
[48] - Quote
CCP Rattati wrote:Joseph Ridgeson wrote:Is the Basic Assault Rail Rifle modified? what exactly are you referring to, I am not sure
I believe the basic ARR had lower damage than was intended.
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Joseph Ridgeson
WarRavens Capital Punishment.
2970
|
Posted - 2014.12.17 16:27:00 -
[49] - Quote
Arkena Wyrnspire wrote:CCP Rattati wrote:Joseph Ridgeson wrote:Is the Basic Assault Rail Rifle modified? what exactly are you referring to, I am not sure I believe the basic ARR had lower damage than was intended. What Arkena said.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Ripley Riley
Incorruptibles
5648
|
Posted - 2014.12.17 16:30:00 -
[50] - Quote
Dreis Shadowweaver wrote:- _ - Why do people keep referencing tf2?! It is as close as you can get to being balanced in an FPS. It's free. Download it on Steam and give it a try.
My advice to you, playa...
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Lazer Fo Cused
Shining Flame Amarr Empire
255
|
Posted - 2014.12.17 16:31:00 -
[51] - Quote
Ripley Riley wrote:CCP Rattati wrote:And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. You know the spooling mechanic is used in one of the most successful F2P FPS to date, right? (Team Fortress 2) It's a good mechanic. Really.
1. HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
2. Oh wait your serious? HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
3. While its successful it doesnt automatically make it good and also you can pre spin the barrel beforehand
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Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
326
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Posted - 2014.12.17 16:34:00 -
[52] - Quote
CCP Rattati wrote:Mortishai Belmont wrote:Please stop screwing with my Heavy suit, just because everyone who thinks they shouldn't die running directly into a mini gun is pitching a fit.
Why not just remove the thing and give me a stick to beat people with?
If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
Also, if your going to make me slower then give me more armor.
The rabbit complaining that the turtle has a shell is a stupid argument to actually consider legitimate. There are so many reasons to nerf heavies, and I believe this was the gentlest way. I pulled back on HP nerfs on plates and RE's will be more avoidable. I want to keep sentinels survivable, but not unassailable. Assaults and Scouts should have a fair chance with skill, even at close range so we only reduced the HMG sustained damage output, not the raw output. I hope it's enough. Well, at adequate range the heavy stands literally 0% change against any assault weapon. I believe the range of the Assault weapons shows this is how they are intended to engage their targets, giving them the full advantage over heavies at range, as well at the heavy cannot close the distance to kill them before the assault fella' can kill him 10x over.
Since I started the game Heavy has been my primary role. I see it as either breaching into a point to take it or staying behind to defend it, it's the reason we have so much armor and we move so slow for it, it's an equal trade off. Speed or def. because you can't have both.
As well, shotguns can still take down any heavy before he has time to turn around, primarily used by scouts. You can either have range or close up, you shouldn't have both, this is what should limit the assault suits from being the "go to - to kill everything in any situation" class.
Idealistically if an assault keeps his distance and doesn't get taken down with one shot he can live for how ever long he wishes to keep this up. As long as a scout can hit and run away he can attain the same. So saying the heavy should also not have the same opportunity to have longevity if his class is played how it's intended is just mean :c
G.L.O.R.Y Soldier,
I'm that Amarr heavy you warn your team about <3
-Heavy/Logi/Assault/Scout-
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Ripley Riley
Incorruptibles
5648
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Posted - 2014.12.17 16:39:00 -
[53] - Quote
Lazer Fo Cused wrote:1. HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
2. Oh wait your serious? HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
3. While its successful it doesn't automatically make it good and also you can pre spin the barrel beforehand 1 and 2. That isn't an argument. It's borderline spam. It's not even that damn funny.
3. Class balance is the best in the FPS genre, as far as I'm concerned. Since Valve doesn't have to deal with players fitting modules to vary up their equipment they have fixed stats for every class. It works for them.
Weapon balance is hit or miss, but still better than Dust 514. Pre-spinning is intended to add a certain level of player skill to the Heavy class. The devs recognized that the heavy would be innately easier to play than other classes so they added spool-up to the mini-gun for this exact reason.
Also, why do you always post in lists? It's not necessary. We can understand you without numbered responses.
My advice to you, playa...
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Spectral Clone
Abandoned Privilege Top Men.
3401
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Posted - 2014.12.17 16:52:00 -
[54] - Quote
How is the new ROF of the burst AR?
EVE: Legion, also known as: Schroedinger's Game, EVE: Limbo, or just "Not-a-game-yet".
My PS3: http://imgur.com/a/5O8ok
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Dreis Shadowweaver
T.H.I.R.D R.O.C.K
903
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Posted - 2014.12.17 16:53:00 -
[55] - Quote
Ripley Riley wrote:Dreis Shadowweaver wrote:- _ - Why do people keep referencing tf2?! It is as close as you can get to being balanced in an FPS. It's free. Download it on Steam and give it a try. Whoa lol, just have to share this
I was looking up tf2's balancing mechanics, and how they could be applied to DUST (not)! See, it's (not) relevant!
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
Please stop comparing DUST to TF2 -_-
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Ripley Riley
Incorruptibles
5651
|
Posted - 2014.12.17 17:01:00 -
[56] - Quote
Dreis Shadowweaver wrote:Whoa lol, just have to share thisI was looking up tf2's balancing mechanics, and how they could be applied to DUST (not)! See, it's (not) relevant! Edit: followed the redirect and wow... "DO NOT LET YOUR KIDS PLAY TEAM FORTRESS 2!!!" haha. This is amazing.
Crazy Christian from your link wrote:REAL AMERICAN SOLDIERS ARE NOT GAY THEY ARE STRAIGHT JESUS LOVING MEN WHO LOVE THEIR COUNTRY AND THEIR LORD
Second, you cherry pick ideas where you see them. Not 100% of TF2's mechanics can be used, homie. I get that. We do have a similar class/role between the HMG sentinel and the TF2 Heavy. Why not learn from Valve's game and utilize a portion of what they have already figured out?
My advice to you, playa...
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Cyrus Grevare
WarRavens Capital Punishment.
383
|
Posted - 2014.12.17 17:01:00 -
[57] - Quote
Good stuff, can't wait to try the ARs ^^
Any news on the SDE efforts? Thanks!
www.protofits.com - a Dust 514 fitting tool
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Dreis Shadowweaver
T.H.I.R.D R.O.C.K
903
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Posted - 2014.12.17 17:05:00 -
[58] - Quote
Ripley Riley wrote:Dreis Shadowweaver wrote:Whoa lol, just have to share thisI was looking up tf2's balancing mechanics, and how they could be applied to DUST (not)! See, it's (not) relevant! Edit: followed the redirect and wow... "DO NOT LET YOUR KIDS PLAY TEAM FORTRESS 2!!!" haha. This is amazing. Second, you cherry pick ideas where you see them. Not 100% of TF2's mechanics can be used, homie. I get that. We do have a similar class/role between the HMG sentinel and the TF2 Heavy. Why not learn from Valve's game and utilize a portion of what they have already figured out? i was lying, i just said that so i could pretend that it was relevant so i wouldn't get banned lol i maintain that tf2 and dust are very different games, and the balancing mechanics can't be used interchangably
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
Please stop comparing DUST to TF2 -_-
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Ripley Riley
Incorruptibles
5654
|
Posted - 2014.12.17 17:10:00 -
[59] - Quote
Dreis Shadowweaver wrote:I maintain that tf2 and dust are very different games, and the balancing mechanics can't be used interchangeably Not all mechanics, of course not. That would be silly.
But the HMG spool up, or some variation, could absolutely transfer. Either have a fixed amount of time before the HMG being firing or make the RoF increase the longer the weapon is fired.
Or don't do anything if you think the HMG is fine as is...
My advice to you, playa...
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thehellisgoingon
The Unholy Legion Of DarkStar DARKSTAR ARMY
79
|
Posted - 2014.12.17 17:10:00 -
[60] - Quote
CCP Rattati wrote:The following balance tweaks were extracted from the feedback thread about Hotfix Echo and will be included in a TQ Hotfix today. The remaining issues will be deferred into the next Hotfix, whether that's named or not. The details can be found in the following spreadsheet. But the TLDR is Assault Scrambler Rifle damage increased Burst Assault Rifle ROF increased HMG heat increased Burst HMG heat decreased Scrambler and Breach Assault Clip and Ammo decreased Armor Plate Strafe Penalty increased Remote Explosive Activation delay increased New Packed Remote Explosive Hotfix 1.10.2Thanks for the feedback! Also, bandwidth should now be working as intended, as in recalculating bandwidth on spawns and supply depot swaps.
heat build up on hmg is not right. You have ******** mercs in medium frames trying to go head to head with a heavy. And heavy get nerfed because everyone else thinks they're rambo.
Nerf all medium frame. smaller hit-box. Potentially over 1000+ armor. equipment and less of a scan profile.
At the end of the day girls will never stop calling for Nerfs on the heavy roll. Why do you bend over for the majority opinions of a bunch of trolls... |
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Vitantur Nothus
Nos Nothi
1251
|
Posted - 2014.12.17 17:14:00 -
[61] - Quote
Cyrus Grevare wrote:Good stuff, can't wait to try the ARs ^^
Any news on the SDE efforts? Thanks!
Mr Protofits!
Saw Miasma Grenades while poking about your site. Giggled like a schoolgirl. I love your site.
Thank you for all you do, Mr Protofits. o7 |
Arkena Wyrnspire
Fatal Absolution
20288
|
Posted - 2014.12.17 17:17:00 -
[62] - Quote
I have bad news, Rattati.
Cat Merc was hugely pleased to have had his 00.01 damage buff on the Duvolle, but upon attempting to use a Glorious Gallente Gun (The Federation Duvolle Specialist Assault Rifle) he discovered that it still has 33.99 damage. This is terrible, and Cat has gone into an awful depression over the news.
Please help.
Sometimes, one just has an overwhelming urge to throw a potato at someone.
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Ripley Riley
Incorruptibles
5654
|
Posted - 2014.12.17 17:17:00 -
[63] - Quote
thehellisgoingon wrote:[Delicious HMG sentinel tears] The HMG earns dozens of kills per death. I see it every day, every match. On my team, and the other team. Put that deadly of a weapon on a dropsuit with high innate eHP and resistances to splash damage... the HMG sentinel is a beast.
Rattati even said he runs HMG sentinel to boost his K/D. That should tell you something right there
My advice to you, playa...
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Cat Merc
Fatal Absolution General Tso's Alliance
13977
|
Posted - 2014.12.17 17:19:00 -
[64] - Quote
Arkena Wyrnspire wrote:I have bad news, Rattati.
Cat Merc was hugely pleased to have had his 00.01 damage buff on the Duvolle, but upon attempting to use a Glorious Gallente Gun (The Federation Duvolle Specialist Assault Rifle) he discovered that it still has 33.99 damage. This is terrible, and Cat has gone into an awful depression over the news.
Please help.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Dreis Shadowweaver
T.H.I.R.D R.O.C.K
903
|
Posted - 2014.12.17 17:22:00 -
[65] - Quote
Ripley Riley wrote:Dreis Shadowweaver wrote:I maintain that tf2 and dust are very different games, and the balancing mechanics can't be used interchangeably Not all mechanics, of course not. That would be silly. But the HMG spool up, or some variation, could absolutely transfer. Either have a fixed amount of time before the HMG being firing or make the RoF increase the longer the weapon is fired. Or don't do anything if you think the HMG is fine as is... The description says that the hmg doesn't have a spool up time at the cost of terribad accuracy when you start firing. I feel that the hmg should be extremely inaccurate when you start firing, and them become more accurate the longer you fire for.
Creator of the 'Nova Knifers United' channel
Caldari blood, Minmatar heart <3
Please stop comparing DUST to TF2 -_-
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Ripley Riley
Incorruptibles
5657
|
Posted - 2014.12.17 17:26:00 -
[66] - Quote
Dreis Shadowweaver wrote:The description says that the hmg doesn't have a spool up time at the cost of terribad accuracy when you start firing. I feel that the hmg should be extremely inaccurate when you start firing, and them become more accurate the longer you fire for. Inaccuracy means bullet spray. In CQC that bullet spray is actually beneficial in most cases. It means you don't really have to aim a beam, you just aim a cone in the general direction of the enemy and they take fire.
At longer ranges that bullet cone makes the HMG less than useful most of the time, you are right. That's when the sentinel switches to his proto bolt pistol and head shots you from 1,000,000m
My advice to you, playa...
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3483
|
Posted - 2014.12.17 17:30:00 -
[67] - Quote
Cat Merc wrote:Arkena Wyrnspire wrote:I have bad news, Rattati.
Cat Merc was hugely pleased to have had his 00.01 damage buff on the Duvolle, but upon attempting to use a Glorious Gallente Gun (The Federation Duvolle Specialist Assault Rifle) he discovered that it still has 33.99 damage. This is terrible, and Cat has gone into an awful depression over the news.
Please help. I heard lockboxes have mega catnip, go open some :)
supercalifragilisticexpialidocious
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Lazer Fo Cused
Shining Flame Amarr Empire
256
|
Posted - 2014.12.17 17:44:00 -
[68] - Quote
Ripley Riley wrote:Lazer Fo Cused wrote:1. HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
2. Oh wait your serious? HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
3. While its successful it doesn't automatically make it good and also you can pre spin the barrel beforehand 1 and 2. That isn't an argument. It's borderline spam. It's not even that damn funny. 3. Class balance is the best in the FPS genre, as far as I'm concerned. Since Valve doesn't have to deal with players fitting modules to vary up their equipment they have fixed stats for every class. It works for them. Weapon balance is hit or miss, but still better than Dust 514. Pre-spinning is intended to add a certain level of player skill to the Heavy class. The devs recognized that the heavy would be innately easier to play than other classes so they added spool-up to the mini-gun for this exact reason. Also, why do you always post in lists? It's not necessary. We can understand you without numbered responses.
1. TF2 balanced ever, lolno
2. Hows that demospam working out? |
Spkr4theDead
Red Star. EoN.
2576
|
Posted - 2014.12.17 17:56:00 -
[69] - Quote
Mortishai Belmont wrote: If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
You mean to tell me the same miniguns used on helicopters when they're more than 20m high off the ground?
Yeah, go away.
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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zzZaXxx
The Exemplars
704
|
Posted - 2014.12.17 18:13:00 -
[70] - Quote
Assault HMG is perfect for the suppression role. Please buff it.
I like all the changes a lot except....
Reducing SCR clip by 33%??? Seems a bit much considering it has heat delay on top of reload. What's the thinking there? |
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Ripley Riley
Incorruptibles
5659
|
Posted - 2014.12.17 18:20:00 -
[71] - Quote
Lazer Fo Cused wrote:1. TF2 balanced ever, lolno
2. Hows that demospam working out? Stating "lolno" doesn't strengthen your argument. It just makes you look like a tool. TF2 balance isn't perfect, it is just a lot better than Dust's balance. As you point out in bullet point two of your massive list of counter-arguments, the demoman is one of the more powerful classes in the hands of a higher tier player.
Still no answer about the list thing, huh? Would it help if I replied to you in list form?
My advice to you, playa...
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Alena Ventrallis
Vengeance Unbound
2294
|
Posted - 2014.12.17 18:22:00 -
[72] - Quote
The Scrambler rifle ammo changes seem excessive to me. What happened to 40 from 45?
And doubling the plate penalty for everyone now? I thought that was just for scouts....
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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gauntlet44 LbowDeep
Heaven84 Devils General Tso's Alliance
178
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Posted - 2014.12.17 18:46:00 -
[73] - Quote
Spkr4theDead wrote:Mortishai Belmont wrote: If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
You mean to tell me the same miniguns used on helicopters when they're more than 20m high off the ground? Yeah, go away.
GAU-4 20mm Vulcan M61A1/M61A2 20mm Automatic Gun
http://www.fas.org/man/dod-101/sys/ac/equip/m61.htm
2000 feet optimum several thousand yards on effective
also play as strangeland stranger,
gauntlett5487,
and balacs sixkin
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5827
|
Posted - 2014.12.17 18:57:00 -
[74] - Quote
CCP Rattati wrote:Mortishai Belmont wrote:Please stop screwing with my Heavy suit, just because everyone who thinks they shouldn't die running directly into a mini gun is pitching a fit.
Why not just remove the thing and give me a stick to beat people with?
If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
Also, if your going to make me slower then give me more armor.
The rabbit complaining that the turtle has a shell is a stupid argument to actually consider legitimate. There are so many reasons to nerf heavies, and I believe this was the gentlest way. I pulled back on HP nerfs on plates and RE's will be more avoidable. I want to keep sentinels survivable, but not unassailable. Assaults and Scouts should have a fair chance with skill, even at close range so we only reduced the HMG sustained damage output, not the raw output. I hope it's enough.
Wish I could say it will be. I'm predicting the pendulum will either stay where it is or go the other way and see mass abandonment of the class entirely except for forge AV if you keep going this direction.
Honestly the second option doesn't sound so bad to me right now.
But the HMG will always ride the razor's edge.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Lazer Fo Cused
Shining Flame Amarr Empire
260
|
Posted - 2014.12.17 19:04:00 -
[75] - Quote
Ripley Riley wrote:Lazer Fo Cused wrote:1. TF2 balanced ever, lolno
2. Hows that demospam working out? Stating "lolno" doesn't strengthen your argument. It just makes you look like a tool. TF2 balance isn't perfect, it is just a lot better than Dust's balance. As you point out in bullet point two of your massive list of counter-arguments, the demoman is one of the more powerful classes in the hands of a higher tier player. Still no answer about the list thing, huh? Would it help if I replied to you in list form?
1. TF2 is not balanced
2. Why is demoman only restricted to one class when in PVP clan matches?
3. What is demomans hard counter? Every other class has one yet demoman just rapes everything
4. Does DUST classes all have a hard counter? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5828
|
Posted - 2014.12.17 19:08:00 -
[76] - Quote
Rattati why do you all insist on keeping the HMG in CQC?
Serious question, one that I can't see a logical answer to.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Lazer Fo Cused
Shining Flame Amarr Empire
260
|
Posted - 2014.12.17 19:21:00 -
[77] - Quote
Breakin Stuff wrote:Rattati why do you all insist on keeping the HMG in CQC?
Serious question, one that I can't see a logical answer to.
1. The sentinal doesnt have the movement of any of the other classes so crossing open spaces or long distance is pointless and a weakness of the suit
2. The HMG requires a heavy suit to use, because of point 1 the HMG would be best for point defence/CQC because it lack movement and is close to the objective and not 100m away
3. Do you want a HMG that can wipe out infantry at 100m?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5828
|
Posted - 2014.12.17 19:25:00 -
[78] - Quote
Lazer Fo Cused wrote:Breakin Stuff wrote:Rattati why do you all insist on keeping the HMG in CQC?
Serious question, one that I can't see a logical answer to. 1. The sentinal doesnt have the movement of any of the other classes so crossing open spaces or long distance is pointless and a weakness of the suit 2. The HMG requires a heavy suit to use, because of point 1 the HMG would be best for point defence/CQC because it lack movement and is close to the objective and not 100m away 3. Do you want a HMG that can wipe out infantry at 100m?
first point is a weakness that is negated by CQC which removes exposure to weapons that can readily kill a sentinel.
Second is an irrelevance because it's predicated on the self sustaining idea that because HMGs are a CQC weapon that must be the most balanced place for them, therefore they must remain a CQC weapon.
Third point ignores that there are other ways to balance a weapon rather than simply extending out the range and shifteing dispersion to accomodate. Without a change to the weapon in a couple places, no, I would call it a horribly bad idea. But I think the HMG should be vulnerable to CQC, not invincible 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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Banjo Robertson
Random Gunz RISE of LEGION
372
|
Posted - 2014.12.17 19:28:00 -
[79] - Quote
The Burst AR changes are quite nice, love the CR fire rate on that thing. My Gallente Apex Commando is pleased.
Downside, was in an Ambush not too long ago and while it didnt feel like the game itself was lagging, the fire rate on the Burst AR was slowed down while firing at the main group of enemies on the bridge, once that is fixed the game will be so nice.
Burst AR, so nice, so smooth. So silky! |
Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
332
|
Posted - 2014.12.17 19:29:00 -
[80] - Quote
Spkr4theDead wrote:Mortishai Belmont wrote: If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
You mean to tell me the same miniguns used on helicopters when they're more than 20m high off the ground? Yeah, go away. I'm sorry, did I say Gatling gun? Wait no, that's your mistake. You do realize that miniguns go all the way down to a .22 caliber bullet right?
Here, since your clearly not inclined to educate yourself I'll throw you a bone this time; http://en.wikipedia.org/wiki/Minigun
Actually, be glad they're making it basically a BB gun compared to the real thing, even though it's supposed to be a futuristic variant.
G.L.O.R.Y Soldier,
I'm that Amarr heavy you warn your team about <3
-Heavy/Logi/Assault/Scout-
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2397
|
Posted - 2014.12.17 19:31:00 -
[81] - Quote
Spectral Clone wrote:How is the new ROF of the burst AR?
Very nice, feels like the CR. Better ammo conservation than before too. Solid all-rounder weapon, but still needs a damage mod to keep up imo.
PSN: RationalSpark
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CUSE WarLord
KILL-EM-QUICK RISE of LEGION
256
|
Posted - 2014.12.17 19:33:00 -
[82] - Quote
Vitantur Nothus wrote:Zindorak wrote:Y u decreasing Scrambler Clip size? Normalizing damage per clip. so then lets normalise heat buildup for all rifles as in none.
|
Lazer Fo Cused
Shining Flame Amarr Empire
260
|
Posted - 2014.12.17 19:33:00 -
[83] - Quote
Breakin Stuff wrote:Lazer Fo Cused wrote:Breakin Stuff wrote:Rattati why do you all insist on keeping the HMG in CQC?
Serious question, one that I can't see a logical answer to. 1. The sentinal doesnt have the movement of any of the other classes so crossing open spaces or long distance is pointless and a weakness of the suit 2. The HMG requires a heavy suit to use, because of point 1 the HMG would be best for point defence/CQC because it lack movement and is close to the objective and not 100m away 3. Do you want a HMG that can wipe out infantry at 100m? first point is a weakness that is negated by CQC which removes exposure to weapons that can readily kill a sentinel. Second is an irrelevance because it's predicated on the self sustaining idea that because HMGs are a CQC weapon that must be the most balanced place for them, therefore they must remain a CQC weapon. Third point ignores that there are other ways to balance a weapon rather than simply extending out the range and shifteing dispersion to accomodate. Without a change to the weapon in a couple places, no, I would call it a horribly bad idea. But I think the HMG should be vulnerable to CQC, not invincible in CQC.
1. In CQC it plays to its strengths, you dont play to its weaknesses
2. The HMG isnt an AR, it doesnt have accuracy at its core, it just sprays bullets and has dispersion for doing so hence why at longer ranges its useless
3. Its not invincible in the slightest, dont run head on at the heavy when they are looking at you, flanking is your friend, range is your safety net, the cloak is a tool and movement is availible to you |
Vell0cet
OSG Planetary Operations Covert Intervention
2711
|
Posted - 2014.12.17 19:49:00 -
[84] - Quote
Pretty happy with the changes overall. Buffing damage application over direct damage might have been a better choice for the AScR, but this still may work out ok.
Best PvE idea ever!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16051
|
Posted - 2014.12.17 19:50:00 -
[85] - Quote
Lazer Fo Cused wrote:
2. The HMG isnt an AR, it doesnt have accuracy at its core, it just sprays bullets and has dispersion for doing so hence why at longer ranges its useless
But it is supposed to be a HEAVY MACHINE GUN...... a modern machine gun can fire out to the same range as any assault rifle and put more projectiles down range. That's its function whereas an assault rifle is more designed as a general purpose battle rifle.
*"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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Cavani1EE7
Murphys-Law
619
|
Posted - 2014.12.17 19:50:00 -
[86] - Quote
CCP Rattati wrote:Kain Spero wrote:If there is one movement penalty I wish would go away with armor though it'd be the jump height penalty. Make my jumps cost more stamina if you have to with plates, but not being able to clear a small step up in a heavy or a railing in an assault/logi is extremely frustrating. agreed, i didn't get the myofibs change in but they will have a jump increase, imminently. Since we're on stamina subject, can Caldari and Gallente assaults get a stamina - stamina recovery rate buff? I mean, there apparently is no reason to why they should have such lower stamina values (both stamina and recovery rate) compared to minmatar and amarr assaults, you could at least put them in between Minmatar and Amarr's values...
I'm not sure if other Caldari-Gallente suits over the assault have this issue too
Shield Tanking ain't UP breh. That's why there are zero shield tankers on the battlefield or they are double tanked! :)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5828
|
Posted - 2014.12.17 20:03:00 -
[87] - Quote
Lazer Fo Cused wrote:Stuff
More importantly, the question isn't for you.
I'm well aware that you feel compelled to argue with me even when I agree with you.
So feel free not to respond to me.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7474
|
Posted - 2014.12.17 20:27:00 -
[88] - Quote
CCP Rattati wrote:Mortishai Belmont wrote:Please stop screwing with my Heavy suit, just because everyone who thinks they shouldn't die running directly into a mini gun is pitching a fit.
Why not just remove the thing and give me a stick to beat people with?
If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
Also, if your going to make me slower then give me more armor.
The rabbit complaining that the turtle has a shell is a stupid argument to actually consider legitimate. There are so many reasons to nerf heavies, and I believe this was the gentlest way. I pulled back on HP nerfs on plates and RE's will be more avoidable. I want to keep sentinels survivable, but not unassailable. Assaults and Scouts should have a fair chance with skill, even at close range so we only reduced the HMG sustained damage output, not the raw output. I hope it's enough.
HMGs were manageable back in 1.7 when they received proper dispersion and an increased RoF. It wasn't particularly bad until 1.8 dropped and every other weapon got hit with a 10% nerf bat on top of all the other changes. Personally, I respect you for taking the scalpel route with this by tinkering with the heat... but I think that tinkering with the heat every hotfix is just delaying the inevitable.
The HMG -needs- to have it's Alpha capability reduced. You don't have time to react and there's absolutely no room for error. It's RoF completely invalidates strafe-games so trying to speed tank it is impossible, and it's sheer damage output invalidates everything else. This is why Shotgun/Knife Scouts work so well against Heavies: Stealth is the only viable option to beat them. God forbid there's more than one.
Certain Gal Research sockets are primed and ready to have sentinel spam and when that happens your only justifiable answer is your own sentinel spam.
Trust me when I say that I understand and respect the players that want the HMG to be the king of CQC but the age old question is: If it's the king of CQC, why use anything else?
If the heat build doesn't work this hotfix, please consider hitting it where it will matter and apply a damage reduction to put it in line with everything else.
Long-Term Roadmap
More Hard Questions
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Leither Yiltron
Molon Labe. General Tso's Alliance
1038
|
Posted - 2014.12.17 20:31:00 -
[89] - Quote
CCP Rattati wrote:spooling is terrible
I cried a little.
They were tears of joy for the moment when a CCP dev said something sensible after years of fruitless feedback.
Long term roadmap by Aeon Amadi
Have a pony
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MrShooter01
Storm Wind Strikeforce Caldari State
1198
|
Posted - 2014.12.17 21:20:00 -
[90] - Quote
Rattati, I appreciate the Packed RE idea, I really do, but
the blast radius is so small, they aren't even damaging installations/vehicles they're attached to
I just tried them out over a couple matches, and after a few "waiiit a minute shouldn't that tank be dead" moments, I finally caught on to the fact that they weren't doing damage and joined a FW match to test them on my own vehicles. Nothing. They won't work on stationary vehicles, they won't work on moving vehicles.
Tried teabagging a mountain of them placed on the ground and detonating, and finally killed myself only because one of them was literally inside my body.
I don't think the engine can deal with an explosion that tiny. Maybe try inflating the radius to flaylock pistol size and see if it works then? If that doesn't work, maybe give packed REs a special damage profile that only does full damage to vehicles and installations, and return their radius to 5m
Also, the standard packed RE has an extra 0 in its price at 15,000 isk |
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Grimmiers
752
|
Posted - 2014.12.17 21:27:00 -
[91] - Quote
CCP Rattati wrote:Kain Spero wrote:If there is one movement penalty I wish would go away with armor though it'd be the jump height penalty. Make my jumps cost more stamina if you have to with plates, but not being able to clear a small step up in a heavy or a railing in an assault/logi is extremely frustrating. agreed, i didn't get the myofibs change in but they will have a jump increase, imminently.
yay can they let us throw grenades farther aswell? |
Alena Ventrallis
Vengeance Unbound
2300
|
Posted - 2014.12.17 21:38:00 -
[92] - Quote
Heavy spam still going strong. Just ended a match where 10 redberries were in heavy suits (yes, I took the time to count them)
Perhaps we need to realize that heat isn't the issue.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Alena Ventrallis
Vengeance Unbound
2300
|
Posted - 2014.12.17 21:48:00 -
[93] - Quote
True Adamance wrote:Lazer Fo Cused wrote:
2. The HMG isnt an AR, it doesnt have accuracy at its core, it just sprays bullets and has dispersion for doing so hence why at longer ranges its useless
But it is supposed to be a HEAVY MACHINE GUN...... a modern machine gun can fire out to the same range as any assault rifle and put more projectiles down range. That's its function whereas an assault rifle is more designed as a general purpose battle rifle. Modern assault rifles aren't automatic either. They are select fire. They can also all kill within one hit assuming you hit a vital area. They also have a maximum effective range from 300-500m. Shall we give Dust rifles these qualities?
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Cyrus Grevare
warravens Capital Punishment.
384
|
Posted - 2014.12.17 21:54:00 -
[94] - Quote
Vitantur Nothus wrote:Cyrus Grevare wrote:Good stuff, can't wait to try the ARs ^^
Any news on the SDE efforts? Thanks! Mr Protofits! Saw Miasma Grenades while poking about your site. Giggled like a schoolgirl. How I love your site. Thank you for all you do, Mr Protofits. o7
Thanks ^^
Sorry I haven't been able to update though, we've missed a couple of SDEs from the other hotfixes/release :(
www.protofits.com - a Dust 514 fitting tool
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John Demonsbane
Unorganized Ninja Infantry Tactics
4947
|
Posted - 2014.12.17 22:09:00 -
[95] - Quote
CCP Rattati wrote: Also, bandwidth should now be working as intended, as in recalculating bandwidth on spawns and supply depot swaps.
Sounds like a great idea. Can we get that to apply to the Amarr logi bonus too plz?
It's quite disheartening to not be able to use my own fast uplinks.
(The godfather of tactical logistics)
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Sinboto Simmons
Murphys-Law General Tso's Alliance
6952
|
Posted - 2014.12.17 22:11:00 -
[96] - Quote
Not sure if anyone's mentioned it but: the STD packed REs cost 15k, just incase that was missed. (ADV & PRO seem to be priced correctly)
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
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iWanderer
PT-BR
31
|
Posted - 2014.12.17 22:14:00 -
[97] - Quote
Sinboto Simmons wrote:Not sure if anyone's mentioned it but: the STD packed REs cost 15k, just incase that was missed. (ADV & PRO seem to be priced correctly)
Was just about to post about that..., it-¦s probally 1500 isk |
Sinboto Simmons
Murphys-Law General Tso's Alliance
6952
|
Posted - 2014.12.17 22:17:00 -
[98] - Quote
MrShooter01 wrote:Rattati, I appreciate the Packed RE idea, I really do, but the blast radius is so small, they aren't even damaging installations/vehicles they're attached to I just tried them out over a couple matches, and after a few "waiiit a minute shouldn't that tank be dead" moments, I finally caught on to the fact that they weren't doing damage and joined a FW match to test them on my own vehicles. Nothing. They won't work on stationary vehicles, they won't work on moving vehicles. Tried teabagging a mountain of them placed on the ground and detonating, and finally killed myself only because one of them was literally inside my body. I don't think the engine can deal with an explosion that tiny. Maybe try inflating the radius to flaylock pistol size and see if it works then? If that doesn't work, maybe give packed REs a special damage profile that only does full damage to vehicles and installations, and return their radius to 5m Also, the standard packed RE has an extra 0 in its price at 15,000 isk Will test in a moment for second verification.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
Born of the Brutor tribe
|
Kaeru Nayiri
OSG Planetary Operations Covert Intervention
332
|
Posted - 2014.12.18 00:09:00 -
[99] - Quote
I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3182
|
Posted - 2014.12.18 00:58:00 -
[100] - Quote
Shotgun hit detection has been nerfed.
Rattati, I will not don a scout drop suit until Shotgun hit detection is fixed. If you have 250 HP and no damps, you rely on speed, good aim, and head shot multipliers to survive.
These do not work with the current shotgun hit detection of 50% rounds hitting.
Its too easy of a weapon to counter.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Vitharr Foebane
Terminal Courtesy Proficiency V.
2109
|
Posted - 2014.12.18 00:59:00 -
[101] - Quote
Kaeru Nayiri wrote:I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. yep thats what GD wants apparently the return of RR and CR sentinels >.>
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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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3182
|
Posted - 2014.12.18 00:59:00 -
[102] - Quote
Kaeru Nayiri wrote:I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. XXXLATINOSMEXICANOSXXXDUSTBRASILCHACALESHISPANIOXXX has been doing it since the dawn of time.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Vitharr Foebane
Terminal Courtesy Proficiency V.
2109
|
Posted - 2014.12.18 01:03:00 -
[103] - Quote
Gavr1lo Pr1nc1p wrote:Kaeru Nayiri wrote:I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. XXXLATINOSMEXICANOSXXXDUSTBRASILCHACALESHISPANIOXXX has been doing it since the dawn of time. and soon even more will join them It will become a major problem again and people will ask why and the sentinels will simply point to a HMG that shoots cupcakes and glitter =.=
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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Funkmaster Whale
Whale Pod
2689
|
Posted - 2014.12.18 01:27:00 -
[104] - Quote
The new Burst AR is just beautiful. Thank you Rattati for finally making it worthwhile to use. I'll post some video examples soon from my stream!
TAR clip buff is cool, but the weapon still suffers from some strong kick and hipfire dispersion even in ADS making it kind of unwieldy at times. Still a strong weapon but with these recent changes I see almost no point to using it over the Burst. I think if you gave this weapon some slight kick reductions when aiming down sight it would make it perfect.
Burst AR just overall feels perfect now. Every change hit it right where it needed it most. The burst-fire from 4 to 3 has made it easier to control, the increase RoF makes it feel much more resposive, and the extra 10 bullets in the clip is just perfect for giving it that necessary damage to finish off enemies. I've been dominating all the Breach AR users simply due to outsustaining their clip.
Follow me on Twitch.tv!
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1390
|
Posted - 2014.12.18 02:01:00 -
[105] - Quote
Since the magazine size of the TAC AR is getting boosted to 24, can I suggest the heat buildup of the ScR be reduced to the point that it would be able to fire 24 rounds quickly without overheating?
I can't see any reason to use the ScR so long as the TAC AR has a 24 round mag, even with Amassault 5. Especially with all the PG I'll be saving...
Please, make my Opus pretty...
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Imp Smash
Molon Labe. General Tso's Alliance
497
|
Posted - 2014.12.18 02:41:00 -
[106] - Quote
@Rattati I don't think heat is the way to go with the HMG. I think dispersion change is the way to go.
The HMG was pretty weak for a good while before it was given a fair bit of dispersion. It used to fire with the accuracy of a laser rifle which made it great at 25 meters out and horrible at CQC. The way it used to work was it started with a small amount of dispersion and after half a second of firing it was super accurate. TOO accurate to be exact. It was terrible in CQC hence the change where it got a fair bit of dispersion.
Instead of more heat build up revert the heat build up. Instead adjust the HMG to be halfway between now and before. More time fired makes it more accurate but it becomes more accurate slowly. So it can put some of the current damage on a target for a second to two before it goes to laser accuracy which requires high skill to use.
Just my 2isk.
Disclaimer: This is after we see the effect of strafe penalties to armor. We may see lower HP values across the board with some of the new changes and lower HMG TTK so just a strait heat (or even damage) nerf might be the way to go.
EDIT note: When are Sentinels going to stop being able to drive vehicles and have a uplink (NOT CRU) spawn timer penalty? Make their limited mobility mean something! o.O |
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CCP Rattati
C C P C C P Alliance
13847
|
Posted - 2014.12.18 03:26:00 -
[107] - Quote
Vitharr Foebane wrote:Kaeru Nayiri wrote:I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. yep thats what GD wants apparently the return of RR and CR sentinels >.>
Then we will increase the fitting bonus to HMG and decrease CPU/PG, like last time.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
|
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IZI doro
Terminal Courtesy Proficiency V.
23
|
Posted - 2014.12.18 03:41:00 -
[108] - Quote
All the "generic" ARs have a fixed "Accuracy Rating" of 56.70 across all tiers. Is this intended? (Last Checked on 2014.12.18@03:41-UTC)
Ignorance is only a problem when left untreated. Stop the spread of ignorance with a daily dose of knowledge!
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CCP Rattati
C C P C C P Alliance
13854
|
Posted - 2014.12.18 03:51:00 -
[109] - Quote
IZI doro wrote:All the "generic" ARs have a fixed "Accuracy Rating" of 56.70 across all tiers. Is this intended? (Last Checked on 2014.12.18@03:41-UTC)
None of the handling mechanisms change with tiers, is there a specific reason that this concerns you? Did it change from one day to the next?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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IZI doro
Terminal Courtesy Proficiency V.
23
|
Posted - 2014.12.18 04:04:00 -
[110] - Quote
CCP Rattati wrote:IZI doro wrote:All the "generic" ARs have a fixed "Accuracy Rating" of 56.70 across all tiers. Is this intended? (Last Checked on 2014.12.18@03:41-UTC) None of the handling mechanisms change with tiers, is there a specific reason that this concerns you? Did it change from one day to the next?
I recall that there was accuracy progression among all weapons as tiers increased. I just checked all the weapons in game and there is no progression in their accuracy ratings. Now I'm not sure if I'm remembering things that never existed, or if accuracy ratings got normalized across the board.
For example, generic SMGs still have their accuracy progression.
Ignorance is only a problem when left untreated. Stop the spread of ignorance with a daily dose of knowledge!
|
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voidfaction
Nos Nothi
748
|
Posted - 2014.12.18 04:20:00 -
[111] - Quote
IZI doro wrote:CCP Rattati wrote:IZI doro wrote:All the "generic" ARs have a fixed "Accuracy Rating" of 56.70 across all tiers. Is this intended? (Last Checked on 2014.12.18@03:41-UTC) None of the handling mechanisms change with tiers, is there a specific reason that this concerns you? Did it change from one day to the next? I recall that there was accuracy progression among all weapons as tiers increased. I just checked all the weapons in game and there is no progression in their accuracy ratings. Now I'm not sure if I'm remembering things that never existed, or if accuracy ratings got normalized across the board. For example, generic SMGs still have their accuracy progression. So do Scrambler Pistols from ADV to Proto |
KingBabar
The Rainbow Effect
2698
|
Posted - 2014.12.18 04:26:00 -
[112] - Quote
CCP Rattati wrote:KingBabar wrote:All good stuff, as usual these days... (I haven't tested 1.10 yet due to being on the other side of the planet for a month.)
I have one issue though, the total ammo count of the Tac AR and the regular Scr. I do understsnd why you've reduced total ammo, for balancing reasons, for me its a shame, l now might have to put a hive on that fitting.....
My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply.
The only viable pieze of equipment on an assault suit with racial rifles now is more ammo, well, unless you're the sort of player who dies a lot or always have a logi in squad to mooch off. I am hoping this will help a little with the super trigger spammy scr cqc usage (that I am guilty of like anyone else) and make players conserve their ammo a little bit more. Try it and see if it pans out. One idea that's floating out there is to create ammo modules. Also, KingBabar, I am seeing so many names I recognize from the old days, makes me happy.
well, credit where its due, I was also on my way out of this game after last fanfest but then the game suddenly started to improve, so yeah, good job.
In the last stages of the beta, a group of SI tryhards ran proto assault suits with hives and medkits. Remember, this was before the massive inflow of isk, without the good co-ordination we had back then it would be impossible to run proto in pubs, the use of medkits made us save just enough isk to manage.
I specced logi at launch due to the proto assault suits lost their second equipment slot. Then I respecced to scout for the same reason, I needed 2 equipment slots, not 3-4. As always, the TAC AR (Or Scr) was a way for me to play assault without having to carry a hive, Its a shame its gone now, though its hardly something to QQ about...
I am however glad for the clip size buff, and a nanohive costs far less to equip than a scanner, more gank (or tank) it is!
No tryhard will ever use ammo mods as long as they take up a low slot, hardly any will even sacrifice a high slot IMO. But by all means, get them into the game, I do not mind at all if the plebs sacrifice more tank for ammo they will most likely never get to use
Spkr4theDead wrote:
Says the guy that was quitting the game because CCP were nerfing fused locus grenades.
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CCP Rattati
C C P C C P Alliance
13857
|
Posted - 2014.12.18 04:38:00 -
[113] - Quote
voidfaction wrote:IZI doro wrote:CCP Rattati wrote:IZI doro wrote:All the "generic" ARs have a fixed "Accuracy Rating" of 56.70 across all tiers. Is this intended? (Last Checked on 2014.12.18@03:41-UTC) None of the handling mechanisms change with tiers, is there a specific reason that this concerns you? Did it change from one day to the next? I recall that there was accuracy progression among all weapons as tiers increased. I just checked all the weapons in game and there is no progression in their accuracy ratings. Now I'm not sure if I'm remembering things that never existed, or if accuracy ratings got normalized across the board. For example, generic SMGs still have their accuracy progression. So do Scrambler Pistols from ADV to Proto
relics that will get fixed
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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voidfaction
Nos Nothi
749
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Posted - 2014.12.18 04:38:00 -
[114] - Quote
KingBabar wrote:CCP Rattati wrote:KingBabar wrote:All good stuff, as usual these days... (I haven't tested 1.10 yet due to being on the other side of the planet for a month.)
I have one issue though, the total ammo count of the Tac AR and the regular Scr. I do understsnd why you've reduced total ammo, for balancing reasons, for me its a shame, l now might have to put a hive on that fitting.....
My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply.
The only viable pieze of equipment on an assault suit with racial rifles now is more ammo, well, unless you're the sort of player who dies a lot or always have a logi in squad to mooch off. I am hoping this will help a little with the super trigger spammy scr cqc usage (that I am guilty of like anyone else) and make players conserve their ammo a little bit more. Try it and see if it pans out. One idea that's floating out there is to create ammo modules. Also, KingBabar, I am seeing so many names I recognize from the old days, makes me happy. well, credit where its due, I was also on my way out of this game after last fanfest but then the game suddenly started to improve, so yeah, good job. In the last stages of the beta, a group of SI tryhards ran proto assault suits with hives and medkits. Remember, this was before the massive inflow of isk, without the good co-ordination we had back then it would be impossible to run proto in pubs, the use of medkits made us save just enough isk to manage. I specced logi at launch due to the proto assault suits lost their second equipment slot. Then I respecced to scout for the same reason, I needed 2 equipment slots, not 3-4. As always, the TAC AR (Or Scr) was a way for me to play assault without having to carry a hive, Its a shame its gone now, though its hardly something to QQ about... I am however glad for the clip size buff, and a nanohive costs far less to equip than a scanner, more gank (or tank) it is! No tryhard will ever use ammo mods as long as they take up a low slot, hardly any will even sacrifice a high slot IMO. But by all means, get them into the game, I do not mind at all if the plebs sacrifice more tank for ammo they will most likely never get to use What if it was an EQ module? Would be the same as a nanohive but you don't have to drop it. I know I don't want the heavies having more ammo since I thought that was one of the reasons for them not having a EQ slot in the first place.
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KingBabar
The Rainbow Effect
2698
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Posted - 2014.12.18 04:46:00 -
[115] - Quote
Well, in that case, make it fit in the nade slot, if even possible.
Spkr4theDead wrote:
Says the guy that was quitting the game because CCP were nerfing fused locus grenades.
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voidfaction
Nos Nothi
750
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Posted - 2014.12.18 05:09:00 -
[116] - Quote
KingBabar wrote:Well, in that case, make it fit in the nade slot, if even possible. I guess I should have said Sentinel instead of heavies.
Grenade slot would then prevent Commando from having more ammo.
Being a scout and getting nerfed to hell and back the last few months and more still on the way with all the heavy spam that is still is not getting the same treatment I do not want to see Sentinel getting a ammo box. It is time they start getting a taste of what the scouts have been getting for being spammed on the battle field.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7478
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Posted - 2014.12.18 05:50:00 -
[117] - Quote
I'll be honest... I've played since June 2012 and I'm still not entirely clear as to what Accuracy Rating is.
Long-Term Roadmap
More Hard Questions
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CUSE WarLord
KILL-EM-QUICK RISE of LEGION
261
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Posted - 2014.12.18 07:24:00 -
[118] - Quote
why was the scrambler rifle nerfed to the point where its better to just run a tac AR on a amarr assault now |
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CCP Rattati
C C P C C P Alliance
13862
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Posted - 2014.12.18 07:48:00 -
[119] - Quote
CUSE WarLord wrote:why was the scrambler rifle nerfed to the point where its better to just run a tac AR on a amarr assault now How was it nerfed, since you couldn't empty your clip before overheating anyway?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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voidfaction
Nos Nothi
751
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Posted - 2014.12.18 08:15:00 -
[120] - Quote
Aeon Amadi wrote:I'll be honest... I've played since June 2012 and I'm still not entirely clear as to what Accuracy Rating is. It's the hit detection rating, lol And now you know the other reason so many use the CR and the Shotgun has terrible hit detection.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5831
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Posted - 2014.12.18 08:43:00 -
[121] - Quote
CCP Rattati wrote:Vitharr Foebane wrote:Kaeru Nayiri wrote:I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. yep thats what GD wants apparently the return of RR and CR sentinels >.> Then we will increase the fitting bonus to HMG and decrease CPU/PG, like last time. Doing that if a rr/cr is a better weapon choice doesn't solve the problem.
People are flocking to sentinels because of no-drawbacks CQC. I'm honestly planning on using mass drivers on my sents when the HMG slips over the edge.
I still think heat is a bandaid and evicting the standard HMG from CQC is the answer.
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
13864
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Posted - 2014.12.18 08:48:00 -
[122] - Quote
voidfaction wrote:Aeon Amadi wrote:I'll be honest... I've played since June 2012 and I'm still not entirely clear as to what Accuracy Rating is. It's the hit detection rating, lol And now you know the other reason so many use the CR and the Shotgun has terrible hit detection.
"hit detection" rating?
It's a metric calculated from the handling attributes, dispersion etc.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7480
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Posted - 2014.12.18 08:53:00 -
[123] - Quote
CCP Rattati wrote:voidfaction wrote:Aeon Amadi wrote:I'll be honest... I've played since June 2012 and I'm still not entirely clear as to what Accuracy Rating is. It's the hit detection rating, lol And now you know the other reason so many use the CR and the Shotgun has terrible hit detection. "hit detection" rating? It's a metric calculated from the handling attributes, dispersion etc.
So, basically, it's fluff because we don't know how the metric is actually calculated =P
Can we get optimal/effective ranges instead?
Long-Term Roadmap
More Hard Questions
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
334
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Posted - 2014.12.18 09:04:00 -
[124] - Quote
Quote:To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. |
Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1392
|
Posted - 2014.12.18 09:42:00 -
[125] - Quote
CCP Rattati wrote:voidfaction wrote:Aeon Amadi wrote:I'll be honest... I've played since June 2012 and I'm still not entirely clear as to what Accuracy Rating is. It's the hit detection rating, lol And now you know the other reason so many use the CR and the Shotgun has terrible hit detection. "hit detection" rating? It's a metric calculated from the handling attributes, dispersion etc.
Could you please share this information with us?
Or better yet, just provide all the handling attributes,like dispersion, hipfire accuracy, and kick for the in game weapon stats, instead of just a "accuracy rating".
That'd be great.
Please, make my Opus pretty...
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voidfaction
Nos Nothi
751
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Posted - 2014.12.18 09:50:00 -
[126] - Quote
CCP Rattati wrote:voidfaction wrote:Aeon Amadi wrote:I'll be honest... I've played since June 2012 and I'm still not entirely clear as to what Accuracy Rating is. It's the hit detection rating, lol And now you know the other reason so many use the CR and the Shotgun has terrible hit detection. "hit detection" rating?It's a metric calculated from the handling attributes, dispersion etc. I know what it is I just had to make a joke because the shotgun has always had such bad hit detection and also has the lowest accuracy rating. Is this also visible by the reticle of the weapon. I remember the reticle of the tac-ar being bigger/wider when the accuracy rating was lower before it was buffed. Think it was 47 before the buff? I could be all wrong because of my symptoms of dementia and being delusional cause by meds and getting old. sad part is that is no joke. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5833
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Posted - 2014.12.18 10:35:00 -
[127] - Quote
voidfaction wrote:CCP Rattati wrote:voidfaction wrote:Aeon Amadi wrote:I'll be honest... I've played since June 2012 and I'm still not entirely clear as to what Accuracy Rating is. It's the hit detection rating, lol And now you know the other reason so many use the CR and the Shotgun has terrible hit detection. "hit detection" rating?It's a metric calculated from the handling attributes, dispersion etc. I know what it is I just had to make a joke because the shotgun has always had such bad hit detection and also has the lowest accuracy rating. Is this also visible by the reticle of the weapon. I remember the reticle of the tac-ar being bigger/wider when the accuracy rating was lower before it was buffed. Think it was 47 before the buff? I could be all wrong because of my symptoms of dementia and being delusional cause by meds and getting old. sad part is that is no joke. Reticle gaps accurately show how wide shots can scatter
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3484
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Posted - 2014.12.18 11:08:00 -
[128] - Quote
CCP would you ever consider buffing the range of the AR, the hmg is king of CQC and with a matching range to the AR there is no place for the AR 0-40M... It would be nice if the hmg had a slightly shorter range, or higher dispersion at range which reduces over time, but from what I can see this won't ever happen.
And yeah I see you nerfed the range of the breach, but there are ways to buff it's range and stop it from being crazy.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5835
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Posted - 2014.12.18 11:11:00 -
[129] - Quote
This post above illustrates perfectly why I think the HMG should be evvicted from CQC.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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CUSE WarLord
KILL-EM-QUICK RISE of LEGION
262
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Posted - 2014.12.18 14:56:00 -
[130] - Quote
CCP Rattati wrote:CUSE WarLord wrote:why was the scrambler rifle nerfed to the point where its better to just run a tac AR on a amarr assault now How was it nerfed, since you couldn't empty your clip before overheating anyway? the advantage of useing the tac AR before the patch was its damage profile compared to the scrambler rifle. now the tac AR can fire 24 rounds while the scrambler can only fire 19-21 rounds before overheat. what brought balance between the two guns before was the scrambler had more rounds in the clip. nerfing the scrambler rifle and buffing the tac AR at the same time has made the tac AR all around a better weapon. if the tac AR is to mimic the scrambler rifle it seems its shouldn't be better then the weapon it mimics.
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2851
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Posted - 2014.12.18 16:15:00 -
[131] - Quote
CUSE WarLord wrote:CCP Rattati wrote:CUSE WarLord wrote:why was the scrambler rifle nerfed to the point where its better to just run a tac AR on a amarr assault now How was it nerfed, since you couldn't empty your clip before overheating anyway? the advantage of useing the tac AR before the patch was its damage profile compared to the scrambler rifle. now the tac AR can fire 24 rounds while the scrambler can only fire 19-21 rounds before overheat. what brought balance between the two guns before was the scrambler had more rounds in the clip. nerfing the scrambler rifle and buffing the tac AR at the same time has made the tac AR all around a better weapon. if the tac AR is to mimic the scrambler rifle it seems its shouldn't be better then the weapon it mimics.
I have not tried the new changes yet but I do plan to very soon.
Going off of this and what I have heard elsewhere on the forums, we must not forget that the Tac AR has a much more favourable damage profile to the Scrambler as well.
Not only that, the scrambler HAS to be on the Amarr assault to be at max effectiveness where as that Tac AR can be on any suit and perform the same.
I'm really happy the TAC is 'back' but I dont want to screw over another weapon to get there.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2851
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Posted - 2014.12.18 16:18:00 -
[132] - Quote
Aeon Amadi wrote:CCP Rattati wrote:voidfaction wrote:Aeon Amadi wrote:I'll be honest... I've played since June 2012 and I'm still not entirely clear as to what Accuracy Rating is. It's the hit detection rating, lol And now you know the other reason so many use the CR and the Shotgun has terrible hit detection. "hit detection" rating? It's a metric calculated from the handling attributes, dispersion etc. So, basically, it's fluff because we don't know how the metric is actually calculated =P Can we get optimal/effective ranges instead?
Yea man.
@CCP Actual absolute stats that we fully understand are much more useful than random 'guide' stats to attributes we are not even certain of.
I was always under the impression the accuracy rating was hip fire accuracy, now I hear it is to do with dispersion. Does anyone actually know for sure what it is??? lol.
"Also I think knives are a good idea, big f**k-off shiny ones"
"Guns for show, Knives for a pro"
MY LIFE FOR AIUR!
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Cavani1EE7
Murphys-Law
621
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Posted - 2014.12.18 16:20:00 -
[133] - Quote
CUSE WarLord wrote:CCP Rattati wrote:CUSE WarLord wrote:why was the scrambler rifle nerfed to the point where its better to just run a tac AR on a amarr assault now How was it nerfed, since you couldn't empty your clip before overheating anyway? the advantage of useing the tac AR before the patch was its damage profile compared to the scrambler rifle. now the tac AR can fire 24 rounds while the scrambler can only fire 19-21 rounds before overheat. what brought balance between the two guns before was the scrambler had more rounds in the clip. nerfing the scrambler rifle and buffing the tac AR at the same time has made the tac AR all around a better weapon. if the tac AR is to mimic the scrambler rifle it seems its shouldn't be better then the weapon it mimics. Are you really whining for a clip size nerf on a heat-built up weapon lol
Shield Tanking ain't UP breh. That's why there are zero shield tankers on the battlefield or they are double tanked! :)
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All Gucci
T.H.I.R.D R.O.C.K
5
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Posted - 2014.12.18 16:52:00 -
[134] - Quote
Cavani1EE7 wrote:CUSE WarLord wrote:CCP Rattati wrote:CUSE WarLord wrote:why was the scrambler rifle nerfed to the point where its better to just run a tac AR on a amarr assault now How was it nerfed, since you couldn't empty your clip before overheating anyway? the advantage of useing the tac AR before the patch was its damage profile compared to the scrambler rifle. now the tac AR can fire 24 rounds while the scrambler can only fire 19-21 rounds before overheat. what brought balance between the two guns before was the scrambler had more rounds in the clip. nerfing the scrambler rifle and buffing the tac AR at the same time has made the tac AR all around a better weapon. if the tac AR is to mimic the scrambler rifle it seems its shouldn't be better then the weapon it mimics. Are you really whining for a clip size nerf on a heat-built up weapon lol You constantly cry about your shields being UP? Lol I guess your puss shield play style fits your personality quite well.
Emperor Gucci
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Vitharr Foebane
Terminal Courtesy Proficiency V.
2111
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Posted - 2014.12.18 17:25:00 -
[135] - Quote
CCP Rattati wrote:Vitharr Foebane wrote:Kaeru Nayiri wrote:I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. yep thats what GD wants apparently the return of RR and CR sentinels >.> Then we will increase the fitting bonus to HMG and decrease CPU/PG, like last time. That is the complete wrong way to do this... you CANNOT force someone to use a bad weapon. The idea is that a Sentinel should WANT to use that HMG because it's more beneficial to do so. As I have said repeatedly what is the point of a heavy weapon if a light weapon can do the job better in all ways. Also, while I have your ear, we need heavy weapon parity. Sentinels are the most content starved group in Dust, even more so then the Amarr who only have 3 weapons and an equip. Having only 2 weapons since the beginning of Dust is kinda silly especially with all the LWs, SAs, suits, and equipment that has been released over the years. Please, tell me you have a solid plan to address this
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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Fox Gaden
Immortal Guides Learning Alliance
5483
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Posted - 2014.12.18 17:29:00 -
[136] - Quote
CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. I don't see any HMG QQ threads today, for or against, so that is a good sign. Now to see if it has enough of an impact to change the usage statistics.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5847
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Posted - 2014.12.18 17:44:00 -
[137] - Quote
Fox Gaden wrote:CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. I don't see any HMG QQ threads today, for or against, so that is a good sign. Now to see if it has enough of an impact to change the usage statistics. I'm testing the HMG now.
I find it hilarious that strafe glitching was addressed on armor suits but not shield.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5850
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Posted - 2014.12.18 18:16:00 -
[138] - Quote
Bizarre moment when you realize that the militia HMG with worse heat than when it started feels more functional and less clunky than it did in it's original state.
Either that or I was having a REALLY crap day when testing it.
scouts were dying properly when I spotted them.
Scouts were killing me properly when I did not.
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
1261
|
Posted - 2014.12.18 20:32:00 -
[139] - Quote
Any chance we might be able to reduce ASCR muzzle flash?
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Nestil
SWARMYARD
182
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Posted - 2014.12.18 20:40:00 -
[140] - Quote
Banjo Robertson wrote:The Burst AR changes are quite nice, love the CR fire rate on that thing. My Gallente Apex Commando is pleased.
Downside, was in an Ambush not too long ago and while it didnt feel like the game itself was lagging, the fire rate on the Burst AR was slowed down while firing at the main group of enemies on the bridge, once that is fixed the game will be so nice.
Burst AR, so nice, so smooth. So silky!
*drops channelers trident* :3 |
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
115
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Posted - 2014.12.18 23:23:00 -
[141] - Quote
ok CCP Rattati this has had a few times that the packed RE did NOT damage a tank when he was on top of them. I set them off but no damage why? 3 of the times the tank was sitting still right on top of 3 of them and nothing. |
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CCP Rattati
C C P C C P Alliance
13961
|
Posted - 2014.12.18 23:24:00 -
[142] - Quote
Nestil wrote:Banjo Robertson wrote:The Burst AR changes are quite nice, love the CR fire rate on that thing. My Gallente Apex Commando is pleased.
Downside, was in an Ambush not too long ago and while it didnt feel like the game itself was lagging, the fire rate on the Burst AR was slowed down while firing at the main group of enemies on the bridge, once that is fixed the game will be so nice.
Burst AR, so nice, so smooth. So silky! *drops channelers trident* :3
I'm currently running a +5 Demon's Great Hammer build, only dropped from silky stones
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3485
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Posted - 2014.12.18 23:29:00 -
[143] - Quote
CCP Rattati wrote:Nestil wrote:Banjo Robertson wrote:The Burst AR changes are quite nice, love the CR fire rate on that thing. My Gallente Apex Commando is pleased.
Downside, was in an Ambush not too long ago and while it didnt feel like the game itself was lagging, the fire rate on the Burst AR was slowed down while firing at the main group of enemies on the bridge, once that is fixed the game will be so nice.
Burst AR, so nice, so smooth. So silky! *drops channelers trident* :3 I'm currently running a +5 Demon's Great Hammer build, only dropped from silky stones
Real men use their fists
supercalifragilisticexpialidocious
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voidfaction
Nos Nothi
761
|
Posted - 2014.12.18 23:38:00 -
[144] - Quote
BL4CKST4R wrote:CCP Rattati wrote:Nestil wrote:Banjo Robertson wrote:The Burst AR changes are quite nice, love the CR fire rate on that thing. My Gallente Apex Commando is pleased.
Downside, was in an Ambush not too long ago and while it didnt feel like the game itself was lagging, the fire rate on the Burst AR was slowed down while firing at the main group of enemies on the bridge, once that is fixed the game will be so nice.
Burst AR, so nice, so smooth. So silky! *drops channelers trident* :3 I'm currently running a +5 Demon's Great Hammer build, only dropped from silky stones Real men use their fists While running naked, lol
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Vitharr Foebane
Terminal Courtesy Proficiency V.
2118
|
Posted - 2014.12.18 23:49:00 -
[145] - Quote
CCP Rattati wrote:Nestil wrote:Banjo Robertson wrote:The Burst AR changes are quite nice, love the CR fire rate on that thing. My Gallente Apex Commando is pleased.
Downside, was in an Ambush not too long ago and while it didnt feel like the game itself was lagging, the fire rate on the Burst AR was slowed down while firing at the main group of enemies on the bridge, once that is fixed the game will be so nice.
Burst AR, so nice, so smooth. So silky! *drops channelers trident* :3 I'm currently running a +5 Demon's Great Hammer build, only dropped from silky stones maxed pyromancer's flame and witchtree staff cuz swords and shields are for sissys PS Scrambler Lance
Heavy weapon parity... When CCP Rattati.
I place my faith in my God, my Empress, and my Laz0r
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
1073
|
Posted - 2014.12.19 02:28:00 -
[146] - Quote
CCP Rattati wrote:Nestil wrote:Banjo Robertson wrote:The Burst AR changes are quite nice, love the CR fire rate on that thing. My Gallente Apex Commando is pleased.
Downside, was in an Ambush not too long ago and while it didnt feel like the game itself was lagging, the fire rate on the Burst AR was slowed down while firing at the main group of enemies on the bridge, once that is fixed the game will be so nice.
Burst AR, so nice, so smooth. So silky! *drops channelers trident* :3 I'm currently running a +5 Demon's Great Hammer build, only dropped from silky stones My man. I ran dual powerstanced demon's great hammers in PvP. It was terrible and I loved it
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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GLOBAL fils'de RAGE
Consolidated Dust
87
|
Posted - 2014.12.19 06:06:00 -
[147] - Quote
CCP Rattati wrote:The following balance tweaks were extracted from the feedback thread about Hotfix Echo and will be included in a TQ Hotfix today. The remaining issues will be deferred into the next Hotfix, whether that's named or not. The details can be found in the following spreadsheet. But the TLDR is Assault Scrambler Rifle damage increased Burst Assault Rifle ROF increased HMG heat increased Burst HMG heat decreased Scrambler and Breach Assault Clip and Ammo decreased Armor Plate Strafe Penalty increased Remote Explosive Activation delay increased New Packed Remote Explosive Hotfix 1.10.2Thanks for the feedback! Also, bandwidth should now be working as intended, as in recalculating bandwidth on spawns and supply depot swaps.
Packed AV RE bandwidth demand is too high. trying to RE tanks you need all three, and every equipment carring suit should qualify. |
iKILLu osborne
Titans of Phoenix
538
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Posted - 2014.12.19 06:45:00 -
[148] - Quote
ascr still sucks, damage falloff not worth the effort, just gets you killed
if you shoot me from the redline i will ensure your death will be a swift one
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3486
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Posted - 2014.12.19 11:05:00 -
[149] - Quote
iKILLu osborne wrote:ascr still sucks, damage falloff not worth the effort, just gets you killed
That's because it's a rof weapon, they suck past their optimal. Any weapon with a rof of 700 or above is going to suck past that range.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5865
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Posted - 2014.12.19 11:09:00 -
[150] - Quote
BL4CKST4R wrote:iKILLu osborne wrote:ascr still sucks, damage falloff not worth the effort, just gets you killed That's because it's a rof weapon, they suck past their optimal. Any weapon with a rof of 700 or above is going to suck past that range. Falloff range incrementally decreases your damage for every meter outside optimal.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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BL4CKST4R
Crux Special Tasks Group Gallente Federation
3486
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Posted - 2014.12.19 11:45:00 -
[151] - Quote
Breakin Stuff wrote:BL4CKST4R wrote:iKILLu osborne wrote:ascr still sucks, damage falloff not worth the effort, just gets you killed That's because it's a rof weapon, they suck past their optimal. Any weapon with a rof of 700 or above is going to suck past that range. Falloff range incrementally decreases your damage for every meter outside optimal.
Yep which is why if you have a weapon where bulk of it's dps comes from damage you won't feel this effect until longer rangers
supercalifragilisticexpialidocious
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Vicious Minotaur
1537
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Posted - 2014.12.20 01:11:00 -
[152] - Quote
Kain Spero wrote:CCP Rattati wrote:Kain Spero wrote:If there is one movement penalty I wish would go away with armor though it'd be the jump height penalty. Make my jumps cost more stamina if you have to with plates, but not being able to clear a small step up in a heavy or a railing in an assault/logi is extremely frustrating. agreed, i didn't get the myofibs change in but they will have a jump increase, imminently. All the LIKES!
No likes from me. I don't like the idea of being forced to fit a mod just to fix a quality of life problem that shouldn't exist in the first place. (And many of those problems seem to stem from the map rather than the lack of jump height).
Anyway, I imagine thatscouts will get a helluva lot more use out of the future myofibs than sentinels. Speed tank plus jump height increase should be fun.
I am a minotaur.
a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça¦ça+üa+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+¦a+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa+üa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ëa¦ë
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killian178
Random Gunz RISE of LEGION
54
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Posted - 2014.12.20 02:43:00 -
[153] - Quote
Kaeru Nayiri wrote:I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. Its not?
Gal and amarr commando, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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voidfaction
Nos Nothi
772
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Posted - 2014.12.20 02:56:00 -
[154] - Quote
killian178 wrote:Kaeru Nayiri wrote:I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. Its not? I would agree. Let them keep there killing power but nerf the **** out of the suit to get the sentinel spam cut down like they did the scout. they did not nerf the shotgun or nk they nerfed the **** out of the scout suit to cut the scout spam down. |
Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
314
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Posted - 2014.12.22 17:24:00 -
[155] - Quote
Vicious Minotaur wrote:Kain Spero wrote:CCP Rattati wrote:Kain Spero wrote:If there is one movement penalty I wish would go away with armor though it'd be the jump height penalty. Make my jumps cost more stamina if you have to with plates, but not being able to clear a small step up in a heavy or a railing in an assault/logi is extremely frustrating. agreed, i didn't get the myofibs change in but they will have a jump increase, imminently. All the LIKES! No likes from me. I don't like the idea of being forced to fit a mod just to fix a quality of life problem that shouldn't exist in the first place. (And many of those problems seem to stem from the map rather than the lack of jump height). Anyway, I imagine thatscouts will get a helluva lot more use out of the future myofibs than sentinels. Speed tank plus jump height increase should be fun. Scouts can already out jump a MD round placed at their feet. With these on, they would be able to jump over tanks, lol!
I agree, they should just patch heavy suits jump height some, while reducing the scouts at the same time.
Sage /thread
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manboar thunder fist
Dead Man's Game RUST415
333
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Posted - 2014.12.25 13:46:00 -
[156] - Quote
Mortishai Belmont wrote:Please stop screwing with my Heavy suit, just because everyone who thinks they shouldn't die running directly into a mini gun is pitching a fit.
Why not just remove the thing and give me a stick to beat people with?
If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
Also, if your going to make me slower then give me more armor.
The rabbit complaining that the turtle has a shell is a stupid argument to actually consider legitimate.
On this note...can you give me a stick to beat people with? A laz0r sword has been a long time coming, make it so the direction of your joysticks can be used to create a swipe
"If there is a strafe nerf in this game, remove hit detection"- manboar 2014
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Raedon Vo-Graza
Armored Dragon Dust
63
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Posted - 2014.12.28 22:56:00 -
[157] - Quote
CCP Rattati wrote:Jaysyn Larrisen wrote:Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough. not forward speed, just strafe
Could there maybe be a way that armor affects acceleration, instead of just speed? If players had to accelerate to a set strafing speed, then decelerate to a stop when changing directions before being able to accelerate to max strafing speed this could reduce people who wiggle and dance without affecting actual strafe speed. Maybe make the fights a little more reasonable. |
voidfaction
Nos Nothi
808
|
Posted - 2014.12.29 01:36:00 -
[158] - Quote
Raedon Vo-Graza wrote:CCP Rattati wrote:Jaysyn Larrisen wrote:Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough. not forward speed, just strafe Could there maybe be a way that armor affects acceleration, instead of just speed? If players had to accelerate to a set strafing speed, then decelerate to a stop when changing directions before being able to accelerate to max strafing speed this could reduce people who wiggle and dance without affecting actual strafe speed. Maybe make the fights a little more reasonable. add HP to scouts while your at it too because the wiggle wiggle dance is what we have because we have no HP. Whats really funny is seeing 1k hp assault doing the wiggle wiggle as good as a scout that has only 300hp.
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Doshneil Antaro
Dem Durrty Boyz General Tso's Alliance
317
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Posted - 2014.12.29 06:17:00 -
[159] - Quote
voidfaction wrote:Raedon Vo-Graza wrote:CCP Rattati wrote:Jaysyn Larrisen wrote:Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough. not forward speed, just strafe Could there maybe be a way that armor affects acceleration, instead of just speed? If players had to accelerate to a set strafing speed, then decelerate to a stop when changing directions before being able to accelerate to max strafing speed this could reduce people who wiggle and dance without affecting actual strafe speed. Maybe make the fights a little more reasonable. add HP to scouts while your at it too because the wiggle wiggle dance is what we have because we have no HP. Whats really funny is seeing 1k hp assault doing the wiggle wiggle as good as a scout that has only 300hp. Most scouts have as much , if not more hp than my mini logi as is. Except you have regen, more speed, and better profile, plus can fit a cloak easily. Scouts already have all the tools to be battlefield assassins very effectively, and the counter should be if they are spotted, they die, period.
Sage /thread
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voidfaction
Nos Nothi
808
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Posted - 2014.12.29 06:30:00 -
[160] - Quote
Doshneil Antaro wrote:voidfaction wrote:Raedon Vo-Graza wrote:CCP Rattati wrote:Jaysyn Larrisen wrote:Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough. not forward speed, just strafe Could there maybe be a way that armor affects acceleration, instead of just speed? If players had to accelerate to a set strafing speed, then decelerate to a stop when changing directions before being able to accelerate to max strafing speed this could reduce people who wiggle and dance without affecting actual strafe speed. Maybe make the fights a little more reasonable. add HP to scouts while your at it too because the wiggle wiggle dance is what we have because we have no HP. Whats really funny is seeing 1k hp assault doing the wiggle wiggle as good as a scout that has only 300hp. Most scouts have as much , if not more hp than my mini logi as is. Except you have regen, more speed, and better profile, plus can fit a cloak easily. Scouts already have all the tools to be battlefield assassins very effectively, and the counter should be if they are spotted, they die, period. Maybe you should try being a logi in your logi suit. If im spotted I do die period. I run 300-400 hp and should wiggle wiggle faster than someone with more HP or a sack full of equipment. Logi is not supposed to be the assassin they are support. So support |
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