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Thread Statistics | Show CCP posts - 32 post(s) |
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2503
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Posted - 2015.03.06 23:40:00 -
[391] - Quote
Funkmaster Whale wrote: IMO the profiles should be:
Laser = +10% / -10% Explosive = -10% / +10% Rail = -5% / +5% Plasma = +5% / -5% Projectile = +7.5% / -7.5%
Better...
Lazor = +20/-20 Scrambler = +15/-15 Blaster = +10/-10
Rail = -10/+10 Projectile = -15/+15 Explosive = -20/+20
Home at Last <3
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
165
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Posted - 2015.03.06 23:43:00 -
[392] - Quote
CCP Rattati wrote:Heavy Attack Vehicles Our primary task was threefold; 1) make the GÇÿMadrugarGÇÖ viable, 2) add progression to HAVs to reward skill point investment, and 3) not break the game while doing it. We are not exaggerating when we say that this initiative has been the longest and most discussed topic in years. That said, we are really happy with the process, especially with our first time of using a community developed web tool to theorycraft and test the designs before implementation. Overall, we think we have accomplished 1) and 2), and we will see about 3) once the changes are live. It will take some time to see about 3). It would take less if OMS was given its queue back, to rewards pilots and av for not quitting after 1.7 happened. It will take much longer since pilots are being punished by forcing them out of a second game mode (that makes half the types of game modes, 2/4) It may take much much much longer, as marginalizing pilots to the point of only allowing them to play half the game will likely cause many of them to quit. And this is sad because they don't want to quit. They've been waiting on their vehicles to be reintroduced. How are you going to get them to believe their vehicles are being reintroduced when you're forcing pilots out of 2 game modes per year. At the rate we're going, by next fan fest there will be no more vehicles in dust. Is that the message you're wanting to send to the only class in the game that doesn't even have a drop suit? That next year they'll most likely be kicked out of the game altogether? Beware the nerfvalanche rattati, its pretty much never a good idea to take out things devs have worked hard to put in
Sebiestor scout, MTAC pilot, Merc w/ a face
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Aeon Amadi
Chimera Core
8925
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Posted - 2015.03.06 23:48:00 -
[393] - Quote
Imp Smash wrote:Scouts will be making a comeback
AHAHAHA - IS FUNNY BECAUSE HE SAYS SCOUTS WILL BE MAKING A COMEBACK, IMPLYING THAT THEY EVER LEFT - AHAHAHA
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
165
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Posted - 2015.03.06 23:48:00 -
[394] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it. Edit: fear the NERFVALANCHE!
the turn speed thing was removed in closed beta before minjas existed. There was some early hinkiness with the racial scouts, but yeah, by and large if a minja gets into knifing distance then either he's doing damn good, or you're a dumbass. Heavies overall still had a reduced turn speed compared to scouts up until uprising 1.5, and it was loverly
Sebiestor scout, MTAC pilot, Merc w/ a face
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IAmDuncanIdaho II
Nos Nothi
1546
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Posted - 2015.03.06 23:48:00 -
[395] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote:Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons. This is pretty much some of what breaking and I were talking about. There used to be a turn speed penalty and nobody liked it bc speed tanking minjas with knives were unstoppable at .5m despite that Wait for it, I love saying this... Okay: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it. Edit: fear the NERFVALANCHE! the turn speed thing was removed in closed beta before minjas existed. There was some early hinkiness with the racial scouts, but yeah, by and large if a minja gets into knifing distance then either he's doing damn good, or you're a dumbass.
Can't speak for closed beta as I wasn't around but the turn speed for heavy frames was removed in 1.4 (Aug 2013) because of scouts dancing around them. Me Minja included.
https://forums.dust514.com/default.aspx?g=posts&m=1210968#post1210968
CCP Logibro wrote: Movement
* Fixed a bug that was making dropsuit strafe speeds too fast * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed
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Imp Smash
Molon Labe. General Tso's Alliance
729
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Posted - 2015.03.06 23:52:00 -
[396] - Quote
Ok. 5 pages to catch up on. I don't know how you guys spend so much time on the forums :/ To be completed in edits...
Area Denial: Anytime anyone says anything "should be" a certain way -- |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
165
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Posted - 2015.03.07 00:04:00 -
[397] - Quote
IAmDuncanIdaho II wrote:Breakin Stuff wrote:Greiv Rabbah wrote: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it. Edit: fear the NERFVALANCHE!
the turn speed thing was removed in closed beta before minjas existed. There was some early hinkiness with the racial scouts, but yeah, by and large if a minja gets into knifing distance then either he's doing damn good, or you're a dumbass. Can't speak for closed beta as I wasn't around but the turn speed for heavy frames was removed in 1.4 (Aug 2013) because of scouts dancing around them. Me Minja included. https://forums.dust514.com/default.aspx?g=posts&m=1210968#post1210968CCP Logibro wrote: Movement
* Fixed a bug that was making dropsuit strafe speeds too fast * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed
Damn i woulda swore it was 1.4 Good on ya bro
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
166
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Posted - 2015.03.07 00:19:00 -
[398] - Quote
Imp Smash wrote:Ok. 5 pages to catch up on. I don't know how you guys spend so much time on the forums :/ To be completed in edits... Area Denial: Anytime anyone says anything "should be" a certain way -- Breakin Stuff wrote:Imp, area denial for a sentinel should be, It is very hard to take anything seriously. Not because they are necessarily wrong or that there isn't some reasonable rationale in there -- but that the source of their arguments is how they 'want' it. Requests are for when you want something a certain way. Arguments for change at the expense of others opinions should, as a general rule, avoid that. Now that that is out of the way: that is one way area denial for sentinels could work yes. In fact, I was under the impression that this was how the assault HMG was supposed to work. But, as I have mentioned before in many other threads (and have not had anyone actually able to argue against it) that will only be an option in very limited situations. Situations that are not common on most matches - because remember, heavies can't move easily. They can't run around the battlefield chasing down an area to start denying at a reasonable reactive speed. So they often will (as they do now) stay put. Worse yet, there is no profit for the heavy. Low to non existent WP (and therefore ISK/SP) in the majority of situations as people will just avoid them, flank them and farm them. Quite simply -- it makes the HMG heavy the least flexible suit in the game with the lowest WP generation. (Which it actually already is.) Barring certain very specific instances, no one will use the HMG. As I have said 1000 times, so much so that you and most everyone else has started parroting me, we will have light weapon wielding heavies. In CQC. The concept of a slow suit with a large hitbox means heavies will stay in CQC. This also pigeon holes all the other potential heavy weapons to be released into the same kind of outdoors area denial weapons. We will have a tons of heavies in Ambush, and few to none in Skirm (or FW, or PC.) But this still all is a separate to the fact that this is how some people want heavies to be. A few vocal minority player's opinions. As if that should trump what CCP decides the Sentinel's role to be.
You directly addressed what threw me off before about breakin's statement(when I was half asleep) but here you are saying don't say it should be his way bc it should be your way. That's not right either. This game is varied by design. The way it should actually should be is that there should be anti infantry heavy weapons at a variety of ranges, and yes the hmg is in too close if we starts talking flamethrowers, which should take the range slot of the current hmg and push the hmg out to more like the assault hmg range. The scramlance or heavy pulse or helghast bolt or that little sh*t Pokeys smexy focused beam or whatever you wanna call it should be longer than that. Can we all agree there?
Edit: we dont talk about light heavies because you said it. We talk about it because it used to be a real thing and we recall it. Breakin even did it today to troll the pubs or some such other reason. And point defense/squad meat shield largely is the sentinel role. As per any dictionary: sentinel- guard whose job is to stand and keep watch.
Also, some of us volunteer opinions, theorycraft, and discuss everything to death around these patches because we treat it like volunteer work. My field is game programming and I want to see this game be the best it can so I can afford to give up some of my time. I just hope y'all forgive me being half asleep for parts of it im pretty beat by the time I get home
Sebiestor scout, MTAC pilot, Merc w/ a face
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Imp Smash
Molon Labe. General Tso's Alliance
729
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Posted - 2015.03.07 00:40:00 -
[399] - Quote
Part 2. Reserved.
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Imp Smash
Molon Labe. General Tso's Alliance
729
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Posted - 2015.03.07 00:58:00 -
[400] - Quote
Deleted |
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DarthJT5
Random Gunz RISE of LEGION
293
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Posted - 2015.03.07 01:00:00 -
[401] - Quote
Pokey Dravon wrote:DarthJT5 wrote:Pokey Dravon wrote:
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.
EDIT: Also....just a thought I had. If Mirofibs are making things jump higher, and if fall damage is untouched, at we going to see Scouts ...jumping themselves to death?
I would much rather have your idea from before. Empty magazine, taking out a huge chunk of HP from your target before they get their hardeners/other modules up, and then start the fight as you normally would, but you now have a great advantage over your opponent. It's better than the insta-gib mentality we have now, and MUCH better than what Rattati has put up there. So, reduce magazine size to 10 missiles, reduce ROF by 30% instead of 50%, decrease reload time to around 5 seconds before skills, and then increase total ammo to be around 2.5x of rails so they can have comparable total damage.This way, you still have an ambush weapon, but you will require a reload or two to kill any well fit tank. It will still be the bane of low ehp or MLT tanks, but that's its purpose IMO. Pretty much. Im glad Rattati is looking at making the Large Missiles work better, but I think it may take a change in philosophy to make them work properly....I'll try to get off my ass today and work on some numbers. To make it work, I think we need to deviate from the philosophy that Missile is supposed to be in between rails and blusters at everything. Rails = long range low DPS. Blaster = short range High DPS.
Missile on the other hand, is short to mid range Burst/Alpha DPS king, while being bad at sustained DPS unlike the other two. It will remain as the only turret able to take out a MLT or low HP tank within a few seconds, but will most likely lose a head on fight against a rail at long range or a blaster a close range.
All said and done, I'm waiting for your numbers and can't wait to critique them :D
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
3
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Posted - 2015.03.07 01:38:00 -
[402] - Quote
Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary!
I hate all Updates after Uprising 1.7!
All Havy's are Underpowered! They need more Range and min. 3000HP!
Want 20.5 dmg.
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Bright Cloud
Namtar Elite Gallente Federation
840
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Posted - 2015.03.07 01:49:00 -
[403] - Quote
The "assault HMG" will just work like a glorified breach assault rifle. That will be probs the most used HMG on heavys or they just go back and put a light weapon on cause after all nothing stops them to put a shotgun in their weapon slot.
Bright is the opposite of dark! Who would have thought of that?!
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KEROSIINI-TERO
The Rainbow Effect
1826
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Posted - 2015.03.07 01:52:00 -
[404] - Quote
Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited.
Looking at both sides of the coin.
Even Aurum one.
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Harpyja
Legio DXIV
2336
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Posted - 2015.03.07 02:03:00 -
[405] - Quote
Could someone inform me of the current large blaster/railgun heat cooldown times (non-overheated)? I want to do some damage over time graphical comparison of the proposed turrets.
Also if you could check if the current railgun fire interval is at 1.6 seconds with 1696 damage at proto (since ProtoFits never seemed to update them after they got nerfed a while back)
"By His light, and His will"- The Scriptures, 12:32
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Imp Smash
Molon Labe. General Tso's Alliance
729
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Posted - 2015.03.07 02:10:00 -
[406] - Quote
Bright Cloud wrote:The "assault HMG" will just work like a glorified breach assault rifle. That will be probs the most used HMG on heavys or they just go back and put a light weapon on cause after all nothing stops them to put a shotgun in their weapon slot.
Ironically, heavies will be more able to use the shotgun. Problem with it was that a heavy was slow so you could backpeddle out of range while shooting them.
Now they will keep up!
KEROSIINI-TERO wrote: Increasing deployable equipment carried amount by THREE[/u] Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
I hadn't thought of that. Come to think of it, does the equipment change only affect uplinks? (which are getting an efficiency nerf) or does it affect nanohives too? Will we be able to carry 5 hives in a slot? Will they provide just as many nanites as before?
That will make mass drivers, lasers, grenades, forges and PLCs more...interesting shall we say? |
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CCP Rattati
C C P C C P Alliance
18149
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Posted - 2015.03.07 02:14:00 -
[407] - Quote
KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited.
I am even considering a squad free ambush mode.
Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks.
On the other topics, we will see.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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lee corwood
Knights Of Ender RISE of LEGION
1194
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Posted - 2015.03.07 02:20:00 -
[408] - Quote
KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
I don't see how this 'dumbs' down the game. In ambush, its basically first to spawn a vehicle wins. The maps and encounter areas are way to small. If anything, they never had a place in that match type. And it was a huge mistake splitting Ambush and Ambush OMS and NOT splitting the option of which you select. Removal was a correct decision.
KEROSIINI-TERO wrote:
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
How will this increase nade spam? It's not a deployable equipment. Uplinks decrease by 50% makes the best hive only allow 10 blues per uplink. Hives were already **** poor even with the bonus. You're not likely to get more grenades based on this change.
Knights of Ender Director
Logi 4 Life | Youtube Vids
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LOOKMOM NOHANDS
Warpoint Sharx
97
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Posted - 2015.03.07 02:27:00 -
[409] - Quote
CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode. Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks. On the other topics, we will see.
I believe his point is that an assault suit will be able to fill itself up on grenades over and over again.
Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop.
The same principle applies to REs.
I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is. |
Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1861
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Posted - 2015.03.07 02:39:00 -
[410] - Quote
CCP Rattati wrote:Cavani1EE7 wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. Says the guy who bases everything off numbers while knowing nothing about his own game meta. yeah totally
Yeah totally, because you don't have gallant suits named after you? Not to mention your Officer suit is Gallante.
Acquire Currency, Disregard Female Canis lupus familiaris
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1861
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Posted - 2015.03.07 02:41:00 -
[411] - Quote
What the???
LAV's will have less HP than heavies? Bih wah?
Acquire Currency, Disregard Female Canis lupus familiaris
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
167
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Posted - 2015.03.07 02:44:00 -
[412] - Quote
Imp Smash wrote: the same rant... Plus: This also pigeon holes all the other potential heavy weapons to be released into the same kind of outdoors area denial weapons. We would have a tons of heavies in Ambush, and few to none in Skirm (or FW, or PC.) No one has addressed the idea that map design predicates the current Heavy heavy combat doctrine. (at least not in opposition to my assertion. plenty of people agree with it.) No one has disagreed that different socket design and more open area hack points would limit heavy spam significantly. But this still all is a separate to the fact that this is how some people (especially you) want heavies to be. One of a few vocal minority player's opinions. As if that should trump what CCP decides the Sentinel's role to be. Some of us think they should be point defense as opposed to area denial. Funny thing, the heavy as well as the only heavy AP weaponry is designed around that philosophy. So I'll stick with CCP on this one as opposed to arrogantly assuming I know better and/or have my opinion trump the game's designers... Hotfix Echo HMG Changes:I was not sure if the HMG applied its damage too far out. In fact, i felt it didn't and argued against it. That's because I never fired my HMG at anyone outside of 15 meters. For that I used a side arm. But on my assault suit I started seeing heavies gun me down from 30+ out. Even then it was only 10ths of a second slower than it was when I stumbled on one close. Then I changed my tune and realized, yes HMGs have too much range for that much DPS. I am still starting to rethink dispersion patterns because of it. So happy about the range nerf for now. There was also a damage nerf (more than 10%) on HMGs as well (except for the Assault HMG.) I think premature, but ok, let's try it out. Greiv Rabbah wrote:You make a number of points that warrant discussion, but I'd like to point out that in cqc, the hmg is practically king(as of last time I played sentinel. Its a cone of death. Pulling the hmg from cqc to short-mid is fine if flamethrower. Also, sentinels still nk-stab harder than anyone, you can't take them out of cqc. Why would you want to? Sentinels are defenders. They need to be able to defend their party at close range too. The only thing that should really be killing a sentinel at cqc range consistently is either flanking squaddies or a well hidden scout creeping up for a stealth kill.
The HMG is essentially a flame thrower yes. The Sentinel is 'currently' the king of CQC yes. There is nothing wrong with that by itself. The problem is, heavies can stay in CQC and be relevant to the objective in Skirm, Dom, FW, and PC at ALMOST EVERY HACK POINT. There is CQC everywhere. HMG heavies have 2 large weaknesses: slow and short ranged. Meaning: can't control range -- every other suit gets to decide the range -- and can't shoot outside of its range. Since there is CQC by the points everywhere maps currently mean that heavies can eliminate their single 2 biggest weaknesses. Heavies are super easy to kill outside of CQC. Just move away from them and pin them behind whatever cover they have while they get flanked, or, if they have no cover, kill them as they can't shoot you. If there was open ground access to most points, or if more points were completely out in the open then sentinels would not be defending them. This issue with heavies being the kings of CQC would be changed significantly with different map design.
I'm not talking about "essentially a flame thrower" I'm talking about how bad it is that right now a light blaster outdistances a heavy firearm for no reason other than that there is no heavy blaster. I propose a flamethrower. I'm saying if we want heavies to be viable at different ranges(and we do) then we need to expand their weapon choices without needing to downgrade their weapon class. Weaker but faster weapons are all good for players that can't carry weapons that big, but players that can need options. And no, sentinels don't stay mostly in one place because they're limited on weapons, in fact they have the broadest range of weapons available to them and that's perfect. Any weapon you like but no magic(equipment). Its good. However, its bad that the weapons to make them flexible arent there. Back on topic, the reason sentinels stay in one place and guard it is because that is exactly what a sentinel is. If you don'tbelieve me get a dictionary yourself.
The argument that we need different maps to make ssentinels viable at crying ranges is absurd. If you couldnt cover the letter from a distance, then how can snipers train on any letter objective in the entire game? Its because every letter on every map can be covered from a distance.
Im not trying to be rude when i say this, but you gotta stop complaining so much and use your brain. Tactics are important to consider because they make or break the game. Far too many people do tye heavy QQ because they cant or wont adapt and find creative solutions. Sents can use every weapon in the game but arent flexible enough? Bad that sentinels in your experience fulfill their role and do little else? No I don't think so but I feel they need heavy weapons. Start with a flamethrower and some laser and build from there until we have 4 heavy weapons for personnel and 4 for av
Edit: yes a heavy is king of cqc, and that is a problem. A sneaky ninja will get torn up by an invincible sentinel at close range and thats an issue that breaks the minjas role as a melee focused assassin
Sebiestor scout, MTAC pilot, Merc w/ a face
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DRT 99
Commando Perkone Caldari State
196
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Posted - 2015.03.07 02:48:00 -
[413] - Quote
@Ratatti Considering the reduction in uplink spawns per unit, would it be possible to undo the previous nerf to uplink spawn time? 15 second spawns arent fun for anyone (less time spent shooting while waiting to respawn, less people spawned so less targets to shoot...) |
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CCP Rattati
C C P C C P Alliance
18150
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Posted - 2015.03.07 02:50:00 -
[414] - Quote
Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! I can promise you we will monitor these numbers carefully, and I am pretty sure I haven't destroyed the game .
"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
18150
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Posted - 2015.03.07 02:56:00 -
[415] - Quote
LOOKMOM NOHANDS wrote:CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode. Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks. On the other topics, we will see. I believe his point is that an assault suit will be able to fill itself up on grenades over and over again. Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop. The same principle applies to REs. I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is.
I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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duster 35000
Algintal Core Gallente Federation
355
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Posted - 2015.03.07 02:58:00 -
[416] - Quote
CCP Rattati wrote:LOOKMOM NOHANDS wrote:CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode. Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks. On the other topics, we will see. I believe his point is that an assault suit will be able to fill itself up on grenades over and over again. Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop. The same principle applies to REs. I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is. I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him. Yeah, I liked the nanohive change, now I will use them right when I'm low on ammo, and not wait til I'm at a certain position.
Molestia approved
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7584
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Posted - 2015.03.07 03:01:00 -
[417] - Quote
Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles.
Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun.
TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good.
What we get needs to be tested thoroughly by shooting people.
AV
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duster 35000
Algintal Core Gallente Federation
355
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Posted - 2015.03.07 03:07:00 -
[418] - Quote
Breakin Stuff wrote:Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles. Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun. TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good. What we get needs to be tested thoroughly by shooting people. Yeah. finally I'll have a longer range HMG, I can use cover better with my cal sent...here's hoping the hotfix comex tnis tuesday.
Molestia approved
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CCP Rattati
C C P C C P Alliance
18152
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Posted - 2015.03.07 03:18:00 -
[419] - Quote
Breakin Stuff wrote:Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles. Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun. TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good. What we get needs to be tested thoroughly by shooting people.
Very similar dps, a little lower than normal because it can harm vehicles whereas the other one can not. The clip is reduced to have similar damage per clip and ammo reserves.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kain Spero
Negative-Feedback.
4671
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Posted - 2015.03.07 03:48:00 -
[420] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles. Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun. TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good. What we get needs to be tested thoroughly by shooting people. Very similar dps, a little lower than normal because it can harm vehicles whereas the other one can not. The clip is reduced to have similar damage per clip and ammo reserves.
Will the heat build up be changed because if I recall heat builds up per second and not per shot which if the old heat is used could mess up this new version of the assault HMG.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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