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Author |
Thread Statistics | Show CCP posts - 32 post(s) |
The-Errorist
1081
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Posted - 2015.03.07 15:38:00 -
[451] - Quote
CCP Rattati, why don't you want to give basic medium frames 2 total equipment slots so they'll truly be generalists that the logistics and assaults branched out from?
Suits, Tanks, a mode
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Genral69 death
Random Gunz RISE of LEGION
91
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Posted - 2015.03.07 15:44:00 -
[452] - Quote
Why not give them the same slot as the assault. They don't have any bonous to the suit its self so therefore it seems pointless to use them. The different slot less hp. Why not give them a bonus of some kind? |
Baal Omniscient
Qualified Scrub
2187
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Posted - 2015.03.07 15:56:00 -
[453] - Quote
I also see explosive weapons becoming useless since you will be able to easily jump over the blast of all but maybe the assault MD. Just pointing it out.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2520
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Posted - 2015.03.07 17:13:00 -
[454] - Quote
Baal Omniscient wrote:I also see explosive weapons becoming useless since you will be able to easily jump over the blast of all but maybe the assault MD. Just pointing it out.
Edit: this includes missile turrets.
That can already by done though because of the horizontal blast zones we have, so it probably won't change much for explosives, really.
Home at Last <3
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
171
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Posted - 2015.03.07 17:25:00 -
[455] - Quote
Breakin Stuff wrote:KEROSIINI-TERO wrote:John Psi wrote:KEROSIINI-TERO wrote: Now it will be possible to play dust with zero intent on skilling up AV.
The intention should not be born out of despair. Despair argument can be used on fighting other infantry as well. Remember protostomp threads? realistically does anyone think people will spec OUT of AV? My bet is no Many pilots I know that didn't quit specced out of vehicles after the vehicles were removed from the game. Making the pilot role more excluded will almost certainly cause some despeccing or biomassing
Sebiestor scout, MTAC pilot, Merc w/ a face
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Cat Merc
Negative-Feedback. Negative-Feedback
15421
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Posted - 2015.03.07 17:34:00 -
[456] - Quote
Fizzer XCIV wrote:Cat Merc wrote:Rattati, will a double myo stim Gal Assault be able to jump on a supply depot? No. I doubt it. Triple Myo Minscouts will be able to just get on the shipping crates we see a lot, which is also the highest anyone will be able to jump. Actually they're slightly shorter than the boxes Ratatouille refers to, and considering stacking penalties, it could be feasible.
Cat Merc for C¦¦P¦¦M¦¦9¦¦ CPM Nyan!
Vote 'Keshava' for the new Gallente vehicle name!
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lee corwood
Knights Of Ender RISE of LEGION
1209
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Posted - 2015.03.07 17:41:00 -
[457] - Quote
Cat Merc wrote:Fizzer XCIV wrote:Cat Merc wrote:Rattati, will a double myo stim Gal Assault be able to jump on a supply depot? No. I doubt it. Triple Myo Minscouts will be able to just get on the shipping crates we see a lot, which is also the highest anyone will be able to jump. Actually they're slightly shorter than the boxes Ratatouille refers to, and considering stacking penalties, it could be feasible.
Before we go that far can we get that frustrating crane thing removed from right by the supply depot on the Ashland map at G8. The number of times a teammate or msyelf got our heads stuck on that thing...
Knights of Ender Director
Logi 4 Life | Youtube Vids
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
171
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Posted - 2015.03.07 18:11:00 -
[458] - Quote
Harpyja wrote:Kain Spero wrote:CCP Rattati wrote: 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.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them wait, your reasoning for further nerfing them is because previous nerfs had unwanted consequences for you? PLEASE GOD NO. yall wanted explosives nerfed, resupply nerf was one of the many nerfs yall got for em. the answer is to stop the nerfvalanche not worsen it remotes and grenades are so expensive to resupply that theres nothing wrong with sacrificing the other equip slot to do it. i'm gonna start spamming, and keep spamming forever if this absurdity doesnt make a u-turn pretty quick. yall think you hate explosives? when i start running a core flaylock boundless mass driver core locus boundless remoteX2 fit yall are gonna really hate explosives. i'm seriously this close to building that fit and running it forever just to make a point
Sebiestor scout, MTAC pilot, Merc w/ a face
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2528
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Posted - 2015.03.07 18:19:00 -
[459] - Quote
CCP Rattati wrote:Update, and the spreadsheet is updated as well, and added to the OP.
"After making the Starter loadouts much better, we ran into the issue of PG/CPU capacity. The situation was tricky because Militia and Standard Basic Frames were not in parity, and we wanted to simplify fitting so that all starter fits had the same PG/CPU capacity. However, we also had an old issue we could fix at the same time, Basic Medium Frames have been underpowered for a while and the solution was simple. Massively increase and equalize all Basic Medium Frame capacity, make them worth skilling up to Prototype, and give Militia Dropsuits a reduced, fixed % of Standard capacity. So thatGÇÖs what we did. Coupled with the fact that we reduced the ISK cost of Basic Dropsuits in a recent hotfix, will hopefully make them viable choices for battle. To fine-tune the Starter loadouts, and increase parity of militia choices, we also made tweaks to the PG/CPU requirements of a few militia items as well." As far as it goes this change is welcome and rational, so well done.
But wrt basic frames we're not quite there imo: the level-based basic frame skills should be part of what make scouts light, assaults/logis mediums and sents/commandos heavies. This would allow more role-based specialization for the specialist suits.
E.g. basic light frame skills should focus on mobility, basic med frame skills should focus on firefight competency, basic heavy frame skills should focus on tanking.
This would give us an opportunity to further refine and distinguish specialist suits without the need to resort to # of weapons slots or simple ehp buffs/nerfs as tools to define roles.
PSN: RationalSpark
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1861
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Posted - 2015.03.07 19:07:00 -
[460] - Quote
Large Missiles are going to be useless. Not to mention that Armor hardeners were buffed to 1.7 levels of OPness where a hardened Madrugar with two reps was able to pretty much rep through AV.
The Missile turret requires much more SP investment than the other two turrets. I don't see why they shouldn't be good. That large missile nerf is unnecessary unless you are making them anti infantry. Armor tanks will be indestructible just as they were in 1.7 and gunnlogis are being turned into crap with the reduction of shield recharge rate to 2/3 of what it was.
What really annoys me is that Madrugars have native armor reps of 30 while gunnlogi has native armor rep of 10 which is 1/3 the native armor rep of Madrugar. Fine, but why does Gunnlogi have only 2x as much shield rechare?
Stop the nerf to missiles- you have buffed armor tanks enough.
The RoF should be reduced to a minimum of 300. 200 is wayyy to low. At this point, swarms will be better at killing armor tanks than those stupid missiles. Oh god rattati, do no not fully understand the consequences of the nerf you are doing. Missiles will be as useless against Armor tanks as Blasters.
Also, the railgun buff annoys me. Why do missiles and Railguns have the same clip size and same ammo but a railgun shot does 3-4x the damage of a missile? Where is the sense in this? In light weapons you were all about Damage per clip and damage per ammo, where has all that nonsense gone now? That is a complete unnecessary buff to railgun.
I believe you're just spitting stuff out without thought. Why reduce the ammunition on the Large Missile? Why even reduce the RoF while buffing the crap out of Armor hardeners?
This makes as much sense as nerfing the combat rifle while at the same time doubling the HP given by Armor plates. How will anyone kill armor suits?
Large missiles in the current state are only viable against armor tanks, now you are going to make them useless.
Again, you fail to fully understand the situation. I predicted with ADS and I predict it now. You are gonna turn a wonderful fun turret into a piece of junk just as you did the ADS.
Anyway- Armor hardener should be at 30% maximum, and large missile shouldn't be touche at all. Thanks again Rattati for destryoing and making another part of the game useless.
Acquire Currency, Disregard Female Canis lupus familiaris
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
172
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Posted - 2015.03.07 19:09:00 -
[461] - Quote
let me begin with a thread on the discussion you wanted about backpedal https://forums.dust514.com/default.aspx?g=posts&t=195190&find=unread and finish with the thread you requested on heavy rebalancing. all our discussion so far on heavies can be brought over here if Frame would do so and kindly not kill me for blowing up this thread so bad https://forums.dust514.com/default.aspx?g=posts&m=2662581#post2662581
Sebiestor scout, MTAC pilot, Merc w/ a face
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Zaria Min Deir
0uter.Heaven
1214
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Posted - 2015.03.07 19:09:00 -
[462] - Quote
KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea.
On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff.
I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
172
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Posted - 2015.03.07 19:13:00 -
[463] - Quote
Zaria Min Deir wrote:KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea. On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff. I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into?
nade spamming isnt an issue AT ALL right now. nades being used is hardly a thing, and theyre an actual weapon. killing people with them isnt an exploit, its something you need to level into doing and explosives arent worth wasting the SP on right now
I have an issue to bring to light here: when people dont kill very often with the assault scrambler rifle very often, its broken and needs a buff... but when people dont kill very often with grenades because its a waste of PG/CPU and ISK to carry them, it takes a dev to convince people the "grenade spam" isnt bad enough to require a nerf?!?! seriously!?!?! something is veeerrryyy wrong here. Beware the #nerfvalanche. Tomorrow it could be you that gets killed by it
Sebiestor scout, MTAC pilot, Merc w/ a face
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Zaria Min Deir
0uter.Heaven
1214
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Posted - 2015.03.07 19:23:00 -
[464] - Quote
Greiv Rabbah wrote:Zaria Min Deir wrote:KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea. On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff. I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into? nade spamming isnt an issue AT ALL right now. nades being used is hardly a thing, and theyre an actual weapon. killing people with them isnt an exploit, its something you need to level into doing and explosives arent worth wasting the SP on right now No one called using nades an exploit? Other weapons have been nerfed before, if they got too powerful, then buffed again, then nerfed again... grenades aren't special. And, no, nades aren't nearly at their most powerful at this moment, but they are far from useless.
But if you haven't recently run into someone sitting on hives and tossing nades like a champ... well, I'm happy for you. Not a huge issue, like I already said, not the current fotm, but that doesn't mean it doesn't happen, and doesn't mean making it easier won't tempt more people into doing it again, and doing it more. This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem.
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
172
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Posted - 2015.03.07 19:32:00 -
[465] - Quote
voidfaction wrote:KEROSIINI-TERO wrote:An idea: For OMS, remove the pimped up (modified) tank fits. Allow only prefitted HAVs! Like the loadouts of dropsuits. They are not op for sure!
One problem might be that there are no isk versions AFAIK. Removed all vehicles is so so much better though. One of the biggest reason I did not play Ambush, Now if they could only put the smart into smart deploy and meta lockout so it not a proto stomp it just might be fun. Ambush is not OMS. That was a post launch thing that many of us hoped was temporary, but instead ppl complained about vehicles so vehicles got removed. then ppl complained about vehicles in ambush so ambush had vehicles removed(when instead they should have prefitted vehicles you can find, hack, and pilot; only pilot suits though) then ppl complained about still not having a vehicle free mode (because the queues were still merged, so you couldnt opt into or out of OMS) so now pilots are being kicked out of a second game mode, still no dropsuits, still no vehicles (the ones we have are basic variants kept in as placeholders)
heres an idea: since weapons are imbalanced, letgs remove all weapons except AR, swarms, shotgun, smg, sniper rifle, and scrambler pistol until the weapons are balanced, then put them back. lets remove all suits except AmSent, MinLogi, GalScout, and Calssault until dropsuits are balanced. meanwhile lets remove all modules except shield extenders and armor plates, and all equipment except nanite injectors to deal with spamming of anything. and lets remove all game modes except ambush
oh... nobody likes that idea? its exactly the same as what was done/is being done to vehicles. Beware the nerfvalanche. Beware. It will kill this game. not today, not tomorrow, but bit by bit... player by biomassing player, the nerfvalanche will be what truly kills dust. and the screaming masses crying "NERF!" are the cause.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2529
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Posted - 2015.03.07 19:40:00 -
[466] - Quote
Zaria Min Deir wrote:Greiv Rabbah wrote:Zaria Min Deir wrote:KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea. On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff. I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into? nade spamming isnt an issue AT ALL right now. nades being used is hardly a thing, and theyre an actual weapon. killing people with them isnt an exploit, its something you need to level into doing and explosives arent worth wasting the SP on right now No one called using nades an exploit? Other weapons have been nerfed before, if they got too powerful, then buffed again, then nerfed again... grenades aren't special. And, no, nades aren't nearly at their most powerful at this moment, but they are far from useless. But if you haven't recently run into someone sitting on hives and tossing nades like a champ... well, I'm happy for you. Not a huge issue, like I already said, not the current fotm, but that doesn't mean it doesn't happen, and doesn't mean making it easier won't tempt more people into doing it again, and doing it more. This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem. There's an easy fix here - make nade resupply:
A)slower
or
B)lowsest priority, armor/ammo being replenished first.
or both if necessary.
With these small changes we can give hives more value but still protect the game form nadespam.
PSN: RationalSpark
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
172
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Posted - 2015.03.07 19:51:00 -
[467] - Quote
Zaria Min Deir wrote: No one called using nades an exploit? Other weapons have been nerfed before, if they got too powerful, then buffed again, then nerfed again... grenades aren't special. And, no, nades aren't nearly at their most powerful at this moment, but they are far from useless.
But if you haven't recently run into someone sitting on hives and tossing nades like a champ... well, I'm happy for you. Not a huge issue, like I already said, not the current fotm, but that doesn't mean it doesn't happen, and doesn't mean making it easier won't tempt more people into doing it again, and doing it more. This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem.
no, nobody calls nades an exploit, but if you use them, its called spamming them. why? if someone dies to a grenade, it should be nerfed, why? its not whether theyre currently a HUGE problem, its the idea that using grenades IS a problem that i'm taking issue with. its a weapon. it costs SP to level up. and as long as people are resorting to throwing remotes, grenade spam isnt a real thing because clearly grenades arent a real thing. grenade spam DOESNT happen because it CANT happen. at most you can have 2 grenades, and they chew up nanohives to resupply. grenade usage is so severely gimped that standing on top of 2 nanohives it still isnt possible to be "spamming" them and out of the 2 you start with and what you get from those 2 hives, youll be lucky to kill 2 people. yes, making grenades easier to carry may make grenades a little more tempting. which may make them somewhere close to being a viable weapon. one that you still cant use without carrying around hives to resupply yourself constantly. name one non-explosive weapon that is broken thusly. there arent any. demolitions is so bad that people throw remotes instead of grenades and you dont understand that grenades are less than not a problem, their ineffectiveness due to repeated nerfs to explosives IS a problem. do yall not understand what i mean when i say "nerfvalanche" i'm not being cutesy, i'm trying to warn yall that all the tiny nerfs build up to massive game breaking issues
Sebiestor scout, MTAC pilot, Merc w/ a face
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m621 zma
318
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Posted - 2015.03.07 20:05:00 -
[468] - 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.
Do it.
Remove premade squads.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2529
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Posted - 2015.03.07 20:26:00 -
[469] - Quote
Baal Omniscient wrote:Harpyja wrote:Kain Spero wrote:CCP Rattati wrote: 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.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them It would also mean AV players would have to resupply at them, making supply depots an even bigger 'kkill at the start of the match' target. No, afraid grenades need to stay resupplyable from hives Edit: RE's can kiss my ass however. Agree. With what's obviously coming AV doesn't need another kick in the nuts. Grenade resupply needs to stay with hives, but we need to modify how hives handle grenade resupply.
PSN: RationalSpark
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Bright Cloud
Namtar Elite Gallente Federation
840
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Posted - 2015.03.07 21:19:00 -
[470] - Quote
m621 zma wrote:
PS. If you remove vehicles from OMS, I don't know why you would, but if you do... Isn't Ambush OMS just going to be Ambush then?
Silly you OMS is there so blueberrys can hug large blaster turrets to be annoying.
Bright is the opposite of dark! Who would have thought of that?!
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Baal Omniscient
Qualified Scrub
2188
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Posted - 2015.03.07 21:44:00 -
[471] - Quote
Fizzer XCIV wrote:Baal Omniscient wrote:I also see explosive weapons becoming useless since you will be able to easily jump over the blast of all but maybe the assault MD. Just pointing it out.
Edit: this includes missile turrets. That can already by done though because of the horizontal blast zones we have, so it probably won't change much for explosives, really. allow me to rephrase that then. The problem of explosives being useless will be exasperated by the changes to these modules. That said, I'm all for a radius buff
One quick question though: will the modules effect only regular jumps, or will jumping while out of stamina be increased as well?
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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KEROSIINI-TERO
The Rainbow Effect
1827
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Posted - 2015.03.07 21:54:00 -
[472] - Quote
Zaria Min Deir wrote:This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem.
Oh yeah, well said.
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
1827
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Posted - 2015.03.07 21:57:00 -
[473] - Quote
There's an easy fix here - make nade resupply:
A)slower
or
B)lowsest priority, armor/ammo being replenished first.
or both if necessary.
With these small changes we can give hives more value but still protect the game form nadespam.[/quote]
That, Sir, is a fix to ALL. CCP, have a look at that!
fixes nade spam, and fixes ppl not getting their primary ammo! Having that in place, yeah go ahead and add more carry amount.
Looking at both sides of the coin.
Even Aurum one.
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KEROSIINI-TERO
The Rainbow Effect
1827
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Posted - 2015.03.07 22:02:00 -
[474] - Quote
Without browsing thru all the vid archives, uploaded a recent vid with very very scrubby positioning combined with nade spam. From 0:16 to 2:00.
http://youtu.be/MwDjc4RbaVI?t=16s
Please do realise that isn't the most lethal nade spam I've had there, only a mediocre one.
PS: Also, Pardon my poorly tossed nades and terrible habit of canceling my own reloads. Drunken handicaps...
Looking at both sides of the coin.
Even Aurum one.
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Baal Omniscient
Qualified Scrub
2188
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Posted - 2015.03.07 22:03:00 -
[475] - Quote
Also... I would hav preferred instead of a damage buff the PLCs damage increased the further the round flew. Would make ranged shots more rewarding while encouraging people to use it for more than a single shot ranged Shotty with splash. Would also make it more effective against dropships if you can land the shot. I know lorewise it doesn't make sense, but it would make it soooo much more fun to use not that it isn't already a 'blast' (hur hur), but still.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
4
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Posted - 2015.03.07 23:24:00 -
[476] - Quote
CCP Rattati 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! I can promise you we will monitor these numbers carefully, and I am pretty sure I haven't destroyed the game . I only have problems with my commando or logi against havys, but havy vs havy is a time intensive fight, if the two havys have an good logi (republic boundless repair in a minmatar logi) , i don't want a very OP havy, but when i play PRO gallente sentinel i have big problems against scouts and can't defend the mission point good, because they are faster as my hmg shoots for now (minmatar) if you set turn speed to 3000 and by breach (for now only alex's modified zx-030) to 1500spm you can reduce the damage, but if the damage will be reduced and spm not higher the sentinels will be for Storm.Fighters unnecessary and we take gallente commandos with 945hp amorr and fully skilled shotgun, this will be the OP suite in cqc and also at the open field in 5m, when Mr. Mk.0 Assault want to make me angry!
So please don't change it, or make it better, because much sentinels who love much hp suites will take the commandos than! (I think so, it don't had to be so)
Please answer me what you think about a faster hmg, Rattati !!! (If you think this is a good idea please test this before a launch! We don't need a secound OP time like burst hmg change from 4000 to 6000smp)
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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Raffael-Puma Austria
Storm.Fighters E.B.O.L.A.
4
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Posted - 2015.03.07 23:36:00 -
[477] - 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. Ok, but you have to test the gameplay with this clip size before launch! I think the max. Ammo should be the old, because i think this is a wappon for Caldari and Minmatar havys, or do you want to give sentinels an equipment slot for nanohives?, but then they can kill you with remote explosives
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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PLAYSTTION
Corrosive Synergy RISE of LEGION
634
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Posted - 2015.03.08 00:50:00 -
[478] - Quote
WHAT ARE YOU DOING TO LAVS!?!?!?!?! MY ADVANCED MIN ASSAULT CAN HAVE MORE THEN THE CAL LAV!?!?!?! HEAVIES CAN HAVE MORE HP THEN THE GAL ONE!!?!?!?!?
Gassault Calogi and more. Respec Pending.
- Open Beta Vet - 38 mil sp -
- Director of Corrosive Synergy -
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Kain Spero
Negative-Feedback.
4678
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Posted - 2015.03.08 00:58:00 -
[479] - Quote
PLAYSTTION wrote:WHAT ARE YOU DOING TO LAVS!?!?!?!?! MY ADVANCED MIN ASSAULT CAN HAVE MORE THEN THE CAL LAV!?!?!?! HEAVIES CAN HAVE MORE HP THEN THE GAL ONE!!?!?!?!?
If you don't fit them.... yeah.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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KA24DERT
TeamPlayers Negative-Feedback
1099
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Posted - 2015.03.08 01:32:00 -
[480] - Quote
Tell me again why melee fits, who are usually faster than most drop suit fits, need a speed advantage against people who have CAUGHT THEM trying to melee?
BAN ADVANCED GEAR FROM PUBS | Mass Driver Advocate
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