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Thread Statistics | Show CCP posts - 32 post(s) |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
160
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Posted - 2015.03.06 17:06:00 -
[331] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote:things I may be mildly annoyed with people trying to twist my intent right now. If that's not the intent, I apologize. I'm getting entirely too used to counterpoints being based on my words being used completely out of context. Believe it or not almost none of my assertions about people's attitude are intended to be anything other than general. If someone is being a douche it applies to them. If you are engaging in point/counterpoint and bringing something it does not. I'm not calling you an idiot for disagreeing. I have a different perspective. You think area denial is better handle one way. That's fine. But why are we not allowing for other things? You stated that removing the turn speed penalty was a bad move. If the sentinel was effective at long range and intended to get it's skull ripped off by anyone getting In close? Seems like balance to me. However giving a sentinel a weapon that only works at point blank with a turn rate that allows anyone to circle around and kill you means sentinels are there to get farmed for warpoints. This is what happened before. Rather than making sents ranged, the turn speed was removed and I facepalmed because what we have today was inevitable given the CCP nerf/buff cycle. While the turn speed penalty was in effect, heavies utilized rifles to overcome the limitation. Because you can turn slow as hell all you want. At 60-80m it doesn't matter how fast the scout or assault can move you can kill them via hit point attrition. That's why I say sentinel suits are better for open area. The raw HP allows you to win attrition combat while allowing weapons that don't require a scout suit to take shots at you. Now this next point, which I also do not directly attribute to you, was that the devs removed the turn speed because popular opinion deemed that it was unfair for sentinels to be able to kill people at any significant range. My problem is not any one person's ideas on a nerf. In fact even though I firmly disagree that it is the solution, is well thought out and grounded in the functional reality of the game. My worry is that the people who want certain combinations of nerfs gaining traction. It's like what happened with the Minscout recently. One PARTICULAR nerf wasn't the killer. It was the combination. And it wasn't JUST the sentinels. The assaults and logis were up in arms too because they were getting pasted by either HMGs or Shotty/NK from both directions. Just because scouts were obnoxious did not mean that heavies weren't. That was about when I changed my tune about the HMG. I realized it would shift right back to Sentinel514 the instant scouts were nerfed. Don't mistake me attacking your assertions with me attacking YOU. Just because I (wildly) disagree with you does NOT mean I automatically assume you are an idiot or 100%wrong. My problem is the assertion that sentinels are supposed to be CQC. I don't remember or care if it is YOUR assertion. The fact that if we simply delete the HMG nothing will change because we'll immediately swap to rifles is real. It won't change the attrition war hellgrind meta in CQC vs. Fatties at all. I firmly believe that if we want fatties to be balanced we need to make the optimal activity something other than turtling up in tight spaces with a logi indulging in a weird bromance. I dunno how else to say it. The precedent is there, the logic is there, it's happened before. But the rallying cry of the masses is "heavies are CQC. End. Stop." Why is that? It only makes sense if they're trying to convince the devs that this nerf, then this one... then that... Individually the nerfs are innocuous. Together they make the heavies into easy warpoint batteries. Counters that are dependent on the enemy to be a moron aren't counters. It wasn't with tanks, nor was it with scouts, nor now with HMGS. It'll never be a counter. OK I'll brb. This long ass post requires a laptop to reply. This space reserved.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
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Posted - 2015.03.06 17:10:00 -
[332] - Quote
The logistics gap isn't the problem. It clouds the problem. No one complains about a logi attached to a galassault's hip. Nor do people complain about logis attached to sentinels in the open.
So is the logi making the sentinel unfair?
Or is the sentinel being able to force combat in terrain where he can minimize any chance of a flank making the logi more potent?
Sentinels are entirely too good at attrition warfare to be a good thing in CQC. In the open, assaults can freely maneuver into a superior position Which allows a skilled assault to kill the geavy regardless of weapon. In CQC the assault gets funnelled directly into close quarters with a weapon-resistant heavy with twice to three times his EHP. That's a losing prospect even if the fatty is using a sidearm.
In the open the logi can help. But you don't need to drop an RE down the heavy's pants to get to him.
The less advantageous CQC is for sentinels, the faster the fatty/logi synergy breaks down to manageable levels.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
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Posted - 2015.03.06 17:10:00 -
[333] - Quote
since I double posted I will try to make the tone of my posts less dickish, since that's neither my intended tone nor why I'm participating in the conversation.
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
161
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Posted - 2015.03.06 18:09:00 -
[334] - Quote
duster 35000 wrote:Gunlogis don't use nitro, maddy's do. ah I see. So that's why as soon as they see a scout with a PLC and flux grenades their shield hardeners kick on and they bolt out of there so fast I thought I was having uprising 1.7 flashbacks... Gunnlogis use the hell out of nitro bc if they didn't I'd slap 3 remotes on, flux, PLC and then push the button and they'd turn into fireworks. You can speak for how you play, but you can't speak for how everyone plays
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
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Posted - 2015.03.06 18:12:00 -
[335] - Quote
Greiv Rabbah wrote:duster 35000 wrote:Gunlogis don't use nitro, maddy's do. ah I see. So that's why as soon as they see a scout with a PLC and flux grenades their shield hardeners kick on and they bolt out of there so fast I thought I was having uprising 1.7 flashbacks... Gunnlogis use the hell out of nitro bc if they didn't I'd slap 3 remotes on, flux, PLC and then push the button and they'd turn into fireworks. You can speak for how you play, but you can't speak for how everyone plays Imagine what happens if flux AV nades become a thing
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
162
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Posted - 2015.03.06 18:19:00 -
[336] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote:duster 35000 wrote:Gunlogis don't use nitro, maddy's do. ah I see. So that's why as soon as they see a scout with a PLC and flux grenades their shield hardeners kick on and they bolt out of there so fast I thought I was having uprising 1.7 flashbacks... Gunnlogis use the hell out of nitro bc if they didn't I'd slap 3 remotes on, flux, PLC and then push the button and they'd turn into fireworks. You can speak for how you play, but you can't speak for how everyone plays Imagine what happens if flux AV nades become a thing Then basic flux nades will be nerfed? Likely to the point of being equipment breakers only. I fear the day, as flux grenades are one of only a couple hybrid ant-infantry+av weapons available
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
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Posted - 2015.03.06 18:29:00 -
[337] - Quote
Greiv Rabbah wrote: Then basic flux nades will be nerfed? Likely to the point of being equipment breakers only. I fear the day, as flux grenades are one of only a couple hybrid ant-infantry+av weapons available
Doubt basics will. they can't kill you since the old glitch was fixed.
Side note, while experimenting I'm understanding why people consider sentinels with rifles douchey. never done it before.
AV
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DeathwindRising
ROGUE RELICS
910
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Posted - 2015.03.06 18:31:00 -
[338] - Quote
Bright Cloud wrote:When 2 competent squads colide with each other on ambush the game gets stale till one squad earns a OB. Im sure alot of players experienced this on the large bridge with alot of installations on it. One side manages to get uplinks on the bridge and the other side camps on the hill.
Now competent squad A has amarr assaults with lasers to keep firing at competent squad B which is shield tanked and is using rail rifles. Squad A will get kills more frequently aswell generating WP by taking damage which can be repaired with the help of logis. Squad B has no way to keep up with squad A in terms of WP generation. What follows is that squad A will get a orbital strike, drop it on squad B and then overruns the opposition in a all out assault.
The assault cannot be stopped once in motion due to the ambush spawn mechanic. Similar things can be seen on the gallente research facility by playing domination. if you are loosing get some armor plated sentinels, let them take damage to repair, earn OB, assault the objective and barricade yourself in there with ++bertanked heavys and repping logis. Shields are not competetive as long the logistic gap is not closed.
intentionally taking fire in order to earn wp should not be tolerated as intended game design.
chances are that CCP wont correct the issue, but instead add a shield repair tool. |
Bright Cloud
Namtar Elite Gallente Federation
837
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Posted - 2015.03.06 18:36:00 -
[339] - Quote
Breakin Stuff wrote:The logistics gap isn't the problem. It clouds the problem. No one complains about a logi attached to a galassault's hip. Nor do people complain about logis attached to sentinels in the open.
So is the logi making the sentinel unfair?
Or is the sentinel being able to force combat in terrain where he can minimize any chance of a flank making the logi more potent?
Sentinels are entirely too good at attrition warfare to be a good thing in CQC. In the open, assaults can freely maneuver into a superior position Which allows a skilled assault to kill the geavy regardless of weapon. In CQC the assault gets funnelled directly into close quarters with a weapon-resistant heavy with twice to three times his EHP. That's a losing prospect even if the fatty is using a sidearm.
In the open the logi can help. But you don't need to drop an RE down the heavy's pants to get to him.
The less advantageous CQC is for sentinels, the faster the fatty/logi synergy breaks down to manageable levels. Good luck with that when you play vs competent players in skirm/dom. In PC on allmost every point there are like 2-3 heavys guarding it. And assaults dont have enough firepower to take them on stright away. Another problem is that damage mods are something that armor tanked suits can make use of simply due to the fact that their primary tank is untouched. In my opinion we should have rate of fire enhancers that go into low slots to make this more balanced. So lets recap this:
Armor suits have: +very high HP +can be supported by logis/repping nanohives +have more firepower due to damage mods +sacrifice allmost nothing to fit damage mods +non stop passive HP regen from armor repair modules +capability to camp triage nanohives to regain HP -slow mobility
Shield suits have: -much lower HP -cannot supported via logis -have less firepower due to the lack of weapon enhancing modules that utilise lowslots -sacrifice primary tank HP to fit damage mods +better mobility +better HP regen when in cover (but gets interrupeted by a toxin SMG from 200 meters away)
Armor tanked suits have way more advantages then shield tanked suits. Plus amarr weaponary ruins their day non stopp. Laser rifles and Scramblers are extremely devestating vs shields and there is no matching anti armor weapon except for the massdriver which has insanely low DPS, poor ammo pool and is at range allmost useless.
Bright is the opposite of dark! Who would have thought of that?!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7565
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Posted - 2015.03.06 18:45:00 -
[340] - Quote
I have a hard time buying the "shield tanks are always inferior" party line when most of my successful engagements are in shield tanked suits. Scrambers are bad, but not world-ending.
AV
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
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Posted - 2015.03.06 18:57:00 -
[341] - Quote
Greiv Rabbah wrote:Raffael-Puma Austria wrote:The Assault Heavy Machine Gun has the same scatter as the Boundless Heavy Machine Gun and also hurt even less, so it uses nobody! The Boundless is all right, dear fixes the spill Assault=0 then takes it more players! It needs not more damage only the scatter is the problem from the range! Please Rattati write me what you think!!! I think I'd like to understand what you're saying, but I can't really make out what this statement was supposed to be. are you saying the only thing wrong with the assault hmg is dispersion at longer ranges and that with that fixed a damage buff wont be necessary? Sorry for my difficulty comprehending, please clarify this for me if you are able. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now?
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dps!
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Lavallois Nash
Federal Transfers and Trades
528
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Posted - 2015.03.06 19:06:00 -
[342] - Quote
I dont know if this is still being monitored, but if It is, I would like to express my deep concern for the changes to uplinks. As it it right now, Ive had to retire my forgegun since bandwidth,, I already need a Amarr logi to get the most out of my links.
Now, we are going to put 15 second spawn free links on starter fits while nerfing my skilled into links. What is the point of me engaging in combat anymore? If my ADV and PRO links are the only ones people want to use, im literally going to have to sit there a few feet away from my links, reading a newspaper, waiting to put a new one down every few minutes.
Not to mention now the STD/ADV/PRO barely gives anything for the SP investment. STD links gives 5 spawns now, ADV one 7.5.
Its almost like you are trying to eliminate any kind of creativity from players, and instead shoehorn everyone into a squad slayer role or a repair logi reading a newspaper behind a heavy all game. This "anti spam" initiative just basically removes the idea of people like me setting up durable spawn areas, and instead practically forces you to use links only as a squad close support role.
Im not trying to be mean, im just wondering what else in my bank of tactics and skills is going to get axed next? Hopefully trading gets implemented so I can retire from being a logi with what little of my New Eve livelyhood I have left. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7568
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Posted - 2015.03.06 19:11:00 -
[343] - Quote
Honestly griev I'd love to see mass affect suits. Inertia as well.
But allow me to amend a half concept I have.
I feel heavy weapons rigged to dominate the long game and provide fire support should be clunky , and unwieldy in close. So if we take a ranged Hmg that has a 70-100 optimal then a scout or assault should absolutely have a clear advantage if they get within 20m.
By yhe same token breach and CQC weapons can't be clunky. Which brings me to the burst HMG. If you get a llittle too excited? It kills you. If you have excellent self control it's devastating. But it isn't the "insert logi, hold down trigger."
Because of how heavies work and how they do attrition combat if the long rang weapons got hammered in close and the cqc weapons weren't just casually easy to farm kills then we wouldn't have to worry.
Heavies would be a rock solid support platform that has flexibility if you change loadouts. It shouldn't be as flexible as a lighter frame or commando. I.E. you set up for a specific job. If sents worked more like that choices and tactics would matter.
It's why sure, were Rattati to adopt say my scram lance, even at level 5 if you hold the trigger down to the end of the magazine you're going to eat 720 damage because yhe gun won't seize, it'll try to kill you. On the ansent the DPS isn't as obnoxious. But the amsent would take 355 damage. Less to armor.
I loke heavy weapons to have good power. But they need exploitable drawbacks.
AV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
162
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Posted - 2015.03.06 19:12:00 -
[344] - Quote
Raffael-Puma Austria wrote:Greiv Rabbah wrote:Raffael-Puma Austria wrote:The Assault Heavy Machine Gun has the same scatter as the Boundless Heavy Machine Gun and also hurt even less, so it uses nobody! The Boundless is all right, dear fixes the spill Assault=0 then takes it more players! It needs not more damage only the scatter is the problem from the range! Please Rattati write me what you think!!! I think I'd like to understand what you're saying, but I can't really make out what this statement was supposed to be. are you saying the only thing wrong with the assault hmg is dispersion at longer ranges and that with that fixed a damage buff wont be necessary? Sorry for my difficulty comprehending, please clarify this for me if you are able. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now? yes i do, thank you. hold down the trigger for longer. the more time you press the trigger, the scatter will disappear and your shots at farther distance will hit the center dot. it will scatter again if you let go the trigger the normal is better short range. the assault is good farther if you press the trigger button for a second or two before it fires at the small point in the center
Sebiestor scout, MTAC pilot, Merc w/ a face
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7568
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Posted - 2015.03.06 19:13:00 -
[345] - Quote
Raffael-Puma Austria wrote:Greiv Rabbah wrote:Raffael-Puma Austria wrote:The Assault Heavy Machine Gun has the same scatter as the Boundless Heavy Machine Gun and also hurt even less, so it uses nobody! The Boundless is all right, dear fixes the spill Assault=0 then takes it more players! It needs not more damage only the scatter is the problem from the range! Please Rattati write me what you think!!! I think I'd like to understand what you're saying, but I can't really make out what this statement was supposed to be. are you saying the only thing wrong with the assault hmg is dispersion at longer ranges and that with that fixed a damage buff wont be necessary? Sorry for my difficulty comprehending, please clarify this for me if you are able. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now?
Are you saying that the assault HMG dispersion is too big making it poor at fighting?
AV
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Derpty Derp
Dead Man's Game
879
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Posted - 2015.03.06 19:20:00 -
[346] - Quote
CCP Rattati wrote:Turrets
Small Turrets In our efforts to make the Small Blaster turret the Anti-Infantry turret it is supposed to be, we have reduced dispersion considerably, and used the same mechanic that HMG has, which is inverse dispersion, the weapon becomes more accurate over time. Utilizing some of the new Vehicle modules, our hope is that the Small Blaster becomes a real threat on the battlefield.
ThatGÇÖs it for now, please let us know your thoughts and give us constructive feedback. I doubt anyone will listen to one of the few people who have actually been using the small blaster over the past few months...
They do not need buffing Don't ask me why no one uses them, or why some people who get in my tank/LAV can't hit a heavy stood still directly in front of them. But for gods sake, trust me when I say I can mow people down with them.
1v1 against a blaster LAV, infantry is boned, it can't run fast enough to escape, unless it's right next to cover (and even then it's 50/50.) A tank with one small blaster on the front, can mow down swarmers (which I like, but the infantry will not.) Forge gunners are so fat and slow, you will almost always get a headshot kill.
This isn't going to adversely affect me in any way, it's just going to make me stronger. But please Rattati, try one of these things out in a few matches, get used to aiming with it and see just how wrong this buff is.
~~~ Everything else looks interesting, if not promising, especially nerfing the spray-ability of the rails and upping the cost of multiple hardeners. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7569
|
Posted - 2015.03.06 19:24:00 -
[347] - Quote
Heh. Pretty sure you are the guy that got me with the blaster.
Most of the problem is trying to hit a target while moving. They go completely to hell inless stationary. And most turret gunners I kill or make flee.
different experiences.
AV
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
431
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Posted - 2015.03.06 19:32:00 -
[348] - Quote
I don't normally like to contribute on these Hotfix announcement threads, but Breakin is right, Derpty.
I am pretty accurate with small turrets, and the Blaster has always been a fave of mine. But the current blaster is helpful to the user ONLY when the vehicle driver is able (or aware enough) to HOLD THE VEHICLE still long enough for her small turret gunner to get enough of the dispersed rounds on the head and chest of the target-merc.
If you're the driver, and you simply swap seats to the small blaster, your results with the blaster are helped by the fact that your vehicle is standing still while you shoot.
For many others who try using the small blaster turret, the poor vehicle is twitching and doing the cha-cha while the poor blaster-gunner is trying her best to make her shots countGǪ.AARRGGH!!
"Different experiences", like Breakin statedGǪ
Overall, for the majority of the players who try using the small blaster turrets, I think the Echo adjustment IS really needed.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5228
|
Posted - 2015.03.06 19:42:00 -
[349] - Quote
Stefan Stahl wrote:Pokey Dravon wrote:DarthJT5 wrote:Breakin Stuff wrote:anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily. That's not balanced against anything. Yes, the DPS was excessive, and I agree with that nerf. I don't agree with ANY of the other ones though. Reload speed should have actually had a buff to compensate for rails getting a larger magazine, total ammo increased instead of decreased.... I listed all of my reasons earlier. Missiles will be completely irrelevant to the rail after Echo. The reload change seemed to go in the wrong direction. I outlined it before but I think less damage per magazine, faster reload, is the best way to make the Missiles perform better without being so reliant on the "Kill in 1 salvo" mechanic. I didn't originally suggest this in the new HAV thread because I'm not an expert on HAVs, but would returning the large missile turret to it's pre-1.7 operation mode (4 shot salvos) with a hybrid AV-AI functionality be preferable to the current suggestion? By the way, did anyone so far agree with the size of the AScR buff?
That would be a possibility too. The main point I'm getting at is that the whole "empty the magazine and hope you kill the target, if not you're probably going to die" mechanic is just....bad. It was overpowered before, its possibly nonviable now given these changes, and I just don't think that philosophy is going to work in general. What the proper philosophy is should probably be discussed in another thread, but I think the current one needs to change or it's just never going to work properly.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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DeathwindRising
ROGUE RELICS
910
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Posted - 2015.03.06 19:57:00 -
[350] - Quote
Raffael-Puma Austria wrote:Greiv Rabbah wrote:Raffael-Puma Austria wrote:The Assault Heavy Machine Gun has the same scatter as the Boundless Heavy Machine Gun and also hurt even less, so it uses nobody! The Boundless is all right, dear fixes the spill Assault=0 then takes it more players! It needs not more damage only the scatter is the problem from the range! Please Rattati write me what you think!!! I think I'd like to understand what you're saying, but I can't really make out what this statement was supposed to be. are you saying the only thing wrong with the assault hmg is dispersion at longer ranges and that with that fixed a damage buff wont be necessary? Sorry for my difficulty comprehending, please clarify this for me if you are able. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now?
the "sprinkle"
that made my day lol |
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Derpty Derp
Dead Man's Game
879
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Posted - 2015.03.06 19:58:00 -
[351] - Quote
CELESTA AUNGM wrote:"Different experiences", like Breakin statedGǪ
Overall, for the majority of the players who try using the small blaster turrets, I think the Echo adjustment IS really needed.
The majority of players can't pilot an ads for peanuts, but that hasn't stopped balance being based around those who can use them.
I've always seen the jumpyness of the small turrets as a problem by itself, which this will not solve... This will leave it just as difficult to hit something while moving, while everyone complains about the drivers who position well and slow down to let them shoot... Followed by a nerf.
I could be wrong though... Time will likely tell. |
Flint Beastgood III
Dead Man's Game RUST415
1465
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Posted - 2015.03.06 20:00:00 -
[352] - Quote
CCP Rattati wrote:Plasma Cannons These are, as demonstrated by the community, the worst AV weapon currently, and outclassed by the Swarm Launcher. Increasing reload speed, dps or flight speed, would make it too good against infantry, so we just went with a solid 13% increase in damage across all tiers. This will be good for those Anti-Shield Starter loadouts.
OMG, yes! Away for a month and this is what I come back to :D :D :D
Skills - https://www.facebook.com/notes/flint-beastgood-iii/list-of-trained-skills/416505058477164
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RA Drahcir
0uter.Heaven
455
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Posted - 2015.03.06 20:04:00 -
[353] - Quote
ETA on release?
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
431
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Posted - 2015.03.06 20:05:00 -
[354] - Quote
CCP Rattati wrote:Dear players,
We have been working on Hotfix Echo,GǪ
Starter Loadouts
Basic Medium Frames
Movement
Game Modes and Maps
Handheld Weapons
Heavy Machine Guns
Assault Scrambler Rifles
Plasma Cannons
Equipment Deployables
Cloak Fields
Dropsuit Modules
I'd like to make what I think is one of the most important requests about Echo. This game is rich in features and efforts from its Devs,...
GǪ.Yet the typical PS3 player does NOT expect to have to LEAVE her game, and visit some detached internet Forum site, in order to read and learn about these incredible Updates (or, she feels it's too much of a hassle to do so when she's just logged in expecting to play her game.)
Most new players won't even know about "the Forum" until a month after they've struggled to understand the game.
Warlords 1.0 Notes were the POOREST notes I ever remember in the game. Since Warlords Notes were so "U-P", and Hotfix Echo seems so "O-P" enough to be considered a "Patch",.. can you put together a Notes narrative for Echo, and insert it IN THE UPDATES MENU?
It's unjust to players, and unjust to all the prolific effort you put into these changes, if you ask players to log into their game, then log out to have to visit a forum to get educated on the changes, and have to log back into Dust to finally start playing with a full understanding of what's different.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Derpty Derp
Dead Man's Game
880
|
Posted - 2015.03.06 20:11:00 -
[355] - Quote
CELESTA AUNGM wrote:It's unjust to players, and unjust to all the prolific effort you put into these changes, if you ask players to log into their game, then log out to have to visit a forum to get educated on the changes, and have to log back into Dust to finally start playing with a full understanding of what's different. I wouldn't say "unjust" but it's a very unnecessary inconvenience. I only came to check out these notes after DELBOY messaged me about there being a hotfix, lol.
+1 on making these patch notes more accessible. |
IAmDuncanIdaho II
Nos Nothi
1545
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Posted - 2015.03.06 20:27:00 -
[356] - Quote
m621 zma wrote:Any chance that switching from an unactivated cloak to either eq or weapon will be 'fixed' or are you still not able to code? 'If $cloak='on' then let $swapping ='slow'?
You need to write more unit tests - you've not accounted for removal of slow swapping when the cloak is subsequently switched off.
Quote: OnCloakStatusChange += function(CloakEventArgs e) { SwapSlow == e.IsActive }
Are you sure you didn't write some of the existing code? :-p |
Ripley Riley
Incorruptibles
8174
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Posted - 2015.03.06 20:29:00 -
[357] - Quote
CCP Rattati wrote:Dropsuit Shield and Armor tanking are currently at pretty good parity. Lolwut
4 out of 5 dentists agree that orange is not a sound.
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IAmDuncanIdaho II
Nos Nothi
1545
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Posted - 2015.03.06 20:30:00 -
[358] - Quote
Mossellia Delt wrote:Wondering how a max level min assault with myofibers and hep mods will do...?
I wonder if the stacking penalty will affect both? If not.......I have around 85 HEPs left. Trip to the moon.
Vicious Minotaur wrote:Thoughts or whatever they call those brain things:
This reminded me of Ricky from Trailer Park Boys
Pokey Dravon wrote:A heavy shouldn't have to put on a module just to transverse basic terrain
Celus Ivara wrote: Oh, I would like to echo though, that Heavies really should have slightly better jumping out-of-the-box. The idea that they have to fit a module just to overcome immersion breaking hamster walls is pretty unfair. :\
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BLOOD Ruler
Royal Uhlans Amarr Empire
1105
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Posted - 2015.03.06 20:37:00 -
[359] - Quote
Didn't read all of this, if I use Myofibril Stimulant will I take damage from a high jump or will it lessen?
Feel The Burning Pain Of My Knives While Your Skull And Mind Is Wrecked By My Pistol. I am the Assassin.
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Cat Merc
Negative-Feedback. Negative-Feedback
15409
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Posted - 2015.03.06 20:38:00 -
[360] - Quote
New AScR damage before overheat: 2352.9 New AScR damage before overheat w/Amarr Assault: 3137.2 Duvolle damage before reload: 2380
So... Still think the new AScR will be fine?
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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