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Author |
Thread Statistics | Show CCP posts - 32 post(s) |
duster 35000
Algintal Core Gallente Federation
372
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Posted - 2015.03.10 18:46:00 -
[631] - Quote
The-Errorist wrote:CCP Rattati has so far ignored these issues that are relevant to Hotfix Echo:
- For the starter fits, seems kind of redundant to have 2 fits with uplinks. The recon should have uplinks while the frontline gets nanohives to replenish their ammo. Would also like to see starter fits with more interesting weapons, like the mass driver.
- Why not make basic medium frames have 2 equipment slots so they'll finally be the generalists that assaults and logistics branch out from?
- Since "Myofibril Stimulants simply increase strength", could we also have grenade throw speed/distance looked at? If the modules also increased the speed/distance which grenades are thrown, that might help clearing off rooftops/high areas.
- Fall damage.
Lying to people's faces when you said you were going to address the problem of speed penalties of 60mm plates being higher than 120mm plates.
- What is the point of increasing the LAV scan radius to 30m when their scan precision is 50 dB and when vehicle active scanner range is independent of base range?
- Will there ever be a reduction of the terrible vehicle hardener glow? That issue goes hand-in-hand with the success of the new gunner tanks
- Armor hardener vs shield hardener issues.
- Shield boosters being faulty. Change them to give same amount of HP, but have something like 5 pulses that are spaced 0.2 seconds apart.
Anything but a proto MD is useless...especially the militia one...
Molestia approved
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Kaeru Nayiri
Ready to Play
590
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Posted - 2015.03.10 19:09:00 -
[632] - Quote
The-Errorist wrote: [...]
Shield boosters being faulty. Change them to give same amount of HP, but have something like 5 pulses that are spaced 0.2 seconds apart.
I would really prefer they work properly rather than just change their function. If they are still faulty, even with your current system you could lose 2 or even 3 out of the 5 boosts if used while taking swarm damage as the hits arrive in succession.
I don't MIND a change in operation, however fixing their broken behavior should be the top priority
Know what cannot be known.
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Echo 1991
Titans of Phoenix
749
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Posted - 2015.03.10 21:19:00 -
[633] - Quote
voidfaction wrote:Echo 1991 wrote:Any chance you could change the Ion pistol fitting optimisation skill Rattati? It really shouldnt reduce cpu. why shouldnt it? I only leveled it to 5 for the extra cpu. I think if they do change it they should lower the base cpu and raise the base Pg so it still comes to the same number. I already have 2 sidearms (bolt pistol, smg) that is std 15cpu 3 pg that has pg optimization. I do not need another one. There is only 2 sidearms that has cpu reduction only 1 light weapon. I think more need cpu reduction than pg reduction. It uses 10pg at proto, and 48 CPU. My suits never go over on CPU. Every other sidearm, except the flaylock gets a pg reduction, so the ion pistol should have the same treatment. |
Supernus Gigas
The Cooked Goose Coalition
1159
|
Posted - 2015.03.10 21:38:00 -
[634] - Quote
Spkr4theDead wrote:What's with this hotfix echo talk? As far as I know, we're still on Warlords 1.0 with no hotfixes at all yet.
You and Clone D are my favorite forum posters.
You two just have such a... unique style posting.
FIRE UP THE HEAVY MEAT GRINDER! WE'RE HAVING CLONE BURGERS TONIGHT, BOYS!
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Ralden Caster
KILL-EM-QUICK RISE of LEGION
140
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Posted - 2015.03.10 22:07:00 -
[635] - Quote
Will the medic fits still have the assault rifle?
I kill Knives of Nova with Shotgun of MIGHTY.
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XxBlazikenxX
Y.A.M.A.H
481
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Posted - 2015.03.10 22:19:00 -
[636] - Quote
Spkr4theDead wrote:What's with this hotfix echo talk? As far as I know, we're still on Warlords 1.0 with no hotfixes at all yet. It'll be coming up soon. Well not regular soon, but "CCP" soon if you know what I mean.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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XxBlazikenxX
Y.A.M.A.H
481
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Posted - 2015.03.10 22:20:00 -
[637] - Quote
Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Well actually, I'd say it is a "little" vehicle nerf. (LAV)
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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XxBlazikenxX
Y.A.M.A.H
481
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Posted - 2015.03.10 22:21:00 -
[638] - Quote
Bright Cloud wrote:Keep the AHMG damage as proposed, if you want to break the threshold on tanks/dropships use av grenades/flux to stop the recharge and then start shoting the AHMG. We dont want to make everything supereasy. And if you want to shot dropships down then use a sleek av grenade first. They can be thrown really far and have a large area where the homing feature gets triggered. Although I do think it should at least break the LAV shield recharge threshold.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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XxBlazikenxX
Y.A.M.A.H
481
|
Posted - 2015.03.10 22:24:00 -
[639] - Quote
The-Errorist wrote:Spkr4theDead wrote:What's with this hotfix echo talk? As far as I know, we're still on Warlords 1.0 with no hotfixes at all yet. CCP is working on a hotfix to apply to this current build and they chose to continue letter based naming convention from past hotfixes. Also Echo is what comes after Delta and there was never a hotfix named "Hotfix Echo" before, so it makes sense to call this one that. Yep.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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XxBlazikenxX
Y.A.M.A.H
481
|
Posted - 2015.03.10 22:25:00 -
[640] - Quote
Echo 1991 wrote:Any chance you could change the Ion piston fitting optimisation skill Rattati? It really shouldnt reduce cpu. I also agree with it, I think the Optimization skill should reduce PG/CPU according to which one takes the most according to that weapon.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
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XxBlazikenxX
Y.A.M.A.H
481
|
Posted - 2015.03.10 22:28:00 -
[641] - Quote
voidfaction wrote:Echo 1991 wrote:Any chance you could change the Ion piston fitting optimisation skill Rattati? It really shouldnt reduce cpu. why shouldnt it? I only leveled it to 5 for the extra cpu. I think if they do change it they should lower the base cpu and raise the base Pg so it still comes to the same number. I already have 2 sidearms (bolt pistol, smg) that is std 15cpu 3 pg that has pg optimization. I do not need another one. There is only 2 sidearms that has cpu reduction only 1 light weapon. I think more need cpu reduction than pg reduction. Not true in my case, one of the top reasons I can't run full proto is because I run out of PG. Not CPU. Of course then I just run a Advanced Nanohive and all my problems are fixed.
Terrestrial Combat Officer of Y.A.M.A.H
Recruitment, Free BPOs!
|
Baal Omniscient
Qualified Scrub
2188
|
Posted - 2015.03.11 00:49:00 -
[642] - Quote
Kaeru Nayiri wrote:
Many shield vehicles would suffer at long range from Blaster installations if the shield threshold is brought down too low. If anything, up the damage of the AHMG would be my suggestion. OR accept that they must not be able to break the shield regen and use homing flux grenades. Both seem interesting.
My assault suit's regen is broken by an SMG from half a mile away, as long as that persists I have no issues with shields on vehicles losing regen from one of the few things in the game that can damage them.
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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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17566
|
Posted - 2015.03.11 01:46:00 -
[643] - Quote
Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
Can't really argue with you there.
We've still not heard about the skill tree being fixed and actually worth the time of day.
Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for].
Finally still no word on attempt to form racial vehicle parity.....
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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CCP Rattati
C C P C C P Alliance
18316
|
Posted - 2015.03.11 02:07:00 -
[644] - Quote
True Adamance wrote:Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Can't really argue with you there. We've still not heard about the skill tree being fixed and actually worth the time of day. Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for]. Finally still no word on attempt to form racial vehicle parity.....
What about the the 3 phases of bring back didn't you understand? We actually managed to add three modules, that were NOT a part of phase 1. To remind you.
1) Progression for HAVs and Balance tweaks 2) Additional Modules and Balance tweaks 3) Racial Hulls - this could not and can not happen until we know 1) and 2) have been successful.
Very unhappy with the reaction to a lot of work on our and the community's behalf on vehicles. Coupled with the constant negativity, this is not an encouragement to keep working on 2) and 3), frankly.
"One giant vehicle nerf with more power to AV", you have got to be kidding...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Alena Ventrallis
Intara Direct Action Caldari State
2627
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Posted - 2015.03.11 02:12:00 -
[645] - Quote
CCP Rattati wrote:
"One giant vehicle nerf with more power to AV", you have got to be kidding...
Will you show us a tank build that has equivalent HP to current tanks?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Nocturnal Soul
Primordial Threat
5807
|
Posted - 2015.03.11 02:13:00 -
[646] - Quote
O_O everyone shut up and just node your head for now on.
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.pâ+n+ín+ƒ.
LASERS BTCH!!!!!!
The Incursions are back... and they're golden baby!
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17569
|
Posted - 2015.03.11 02:33:00 -
[647] - Quote
CCP Rattati wrote:True Adamance wrote:Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Can't really argue with you there. We've still not heard about the skill tree being fixed and actually worth the time of day. Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for]. Finally still no word on attempt to form racial vehicle parity..... What about the the 3 phases of bring back didn't you understand? We actually managed to add three modules, that were NOT a part of phase 1. To remind you. 1) Progression for HAVs and Balance tweaks 2) Additional Modules and Balance tweaks 3) Racial Hulls - this could not and can not happen until we know 1) and 2) have been successful. Very unhappy with the reaction to a lot of work on our and the community's behalf on vehicles. Coupled with the constant negativity, this is not an encouragement to keep working on 2) and 3), frankly. "One giant vehicle nerf with more power to AV", you have got to be kidding...
I do appreciate what you are attempting to do CCP Rattati despite how it appears and I do realise you have development constraints that prevent you from making what I would assume are some more drastic changes to the game.
I wholly understand and can accept that, and for the most part have dealt with all the "ill feelsies" that I used to have, and more importantly I do understand this is your show, your development, your ideal.
Now I consider myself to be one of those individuals who attempted to provide constructive feed back on the subjects of vehicle balance and was also in contact with guys like Pokey, Thaddeus, and Breaking who all submitted proposals to you as they were coming up with them bouncing around ideas and what not.
While I won't go so far as to say one great big vehicle nerf I still think that some of the options that are up for consideration and change are not addressing the core issues of the game and are a little off. I won't address them here since that would be derailing [hehe since when have I been afraid to derail] .
As for the stages of development..... well you have me there I just suppose after almost two years that significant change would have come to pass and to some degree I am not as patient with the process especially when after months of threads was never engaged on the subject of racial vehicles and simple "No go buddy boy" would have sufficed.
Again I oft feel like the manner in which I post coveys a passion for the subject as anger or negativity which is not the intent.
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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Aeon Amadi
Chimera Core
8959
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Posted - 2015.03.11 02:33:00 -
[648] - Quote
CCP Rattati wrote:True Adamance wrote:Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Can't really argue with you there. We've still not heard about the skill tree being fixed and actually worth the time of day. Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for]. Finally still no word on attempt to form racial vehicle parity..... What about the the 3 phases of bring back didn't you understand? We actually managed to add three modules, that were NOT a part of phase 1. To remind you. 1) Progression for HAVs and Balance tweaks 2) Additional Modules and Balance tweaks 3) Racial Hulls - this could not and can not happen until we know 1) and 2) have been successful. Very unhappy with the reaction to a lot of work on our and the community's behalf on vehicles. Coupled with the constant negativity, this is not an encouragement to keep working on 2) and 3), frankly. "One giant vehicle nerf with more power to AV", you have got to be kidding...
If it's any consolation, I probably am one of the ones that gives you the most kitten when it comes to anything even remotely related to Dust 514 and even -I- thought this was a logical way to go about things; was extremely satisfied with how you went about this.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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LudiKure ninda
Dead Man's Game RUST415
233
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Posted - 2015.03.11 02:55:00 -
[649] - Quote
I think CCP youre douing a god job,with vehicles
I cant wait to finaly sit my ass back in surya and sagaris once they are introduced
Keep up the good work o7
( -í° -£-û -í°)
Send your isk here!
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2557
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Posted - 2015.03.11 02:56:00 -
[650] - Quote
Personally, vehicles look like they'll manage. But maybe now Swarms could use a small nerf since we will have other viable AV options.
I still think swarms should have relatively low DPS compared to other AV options, even if they can only be used on Vehicles. The Skill:Power is still super messed up for them, and the Plasma Cannon will still be underrepresented.
Home at Last <3
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17570
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Posted - 2015.03.11 03:26:00 -
[651] - Quote
True Adamance wrote: Firstly I apologise it was an unkind and poorly thought out knee jerk reaction born of a long practised negativity. I do genuinely appreciate what you and your guys are doing, especially tackling vehicles, and engaging us on the subject. And though I do appreciate it I do have a few concerns that I'll voice else where. The latter comment was as previously mentioned passion for a specific kind of gameplay masquerading as something it was not.
I don't mean to sound ungrateful even though I suppose is very much so do.....not so easy to detach as I previously told myself it was and I certainly don't mean to be discouraging.
The changes are a good start, I do hope you build on them and we can see some real change.
Figured the post had already been seen after the edit.
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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CCP Rattati
C C P C C P Alliance
18322
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Posted - 2015.03.11 03:34:00 -
[652] - Quote
True Adamance wrote: True Adamance wrote: Firstly I apologise it was an unkind and poorly thought out knee jerk reaction born of a long practised negativity. I do genuinely appreciate what you and your guys are doing, especially tackling vehicles, and engaging us on the subject. And though I do appreciate it I do have a few concerns that I'll voice else where. The latter comment was as previously mentioned passion for a specific kind of gameplay masquerading as something it was not.
I don't mean to sound ungrateful even though I suppose is very much so do.....not so easy to detach as I previously told myself it was and I certainly don't mean to be discouraging.
The changes are a good start, I do hope you build on them and we can see some real change.
Figured the post had already been seen after the edit.
It's all good, it's just truly frustrating to me personally when pillars of the community take a ride on the hate-train when I have finally learned (somewhat) to live with the existence of said train.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
445
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Posted - 2015.03.11 03:35:00 -
[653] - Quote
! Wha--... CCP is still replying to these relentless posts?
CCP Rattati, I can't believe you're still diligently trying to respond to our so called "Feedback" remarks---this thread in 32 pages already, and the topic being condemned is a Hotfix that HASN'T EVEN BEEN GIVEN A COMMENCEMENT YET.
Of course it's mostly condemning stuff---LOL, can kind words and thanks ever last beyond 5 pages of any thread? The only folks hanging around after Page-2 of congrats (and maybe a page or so of insightful observations) are driven folks who want to condemn something, or rewrite what you created so they've made it "obviously better", or get a refund on the ticket their double-parked Baloch received during the first part of your Announcment.
Rattati, just take a bow and stop responding. Go get a last cup of coffee, share a congratulations with your staff on what is at the least a champion step in the vehicle puzzle solution. Just reading the Hotfix notes on page 1 of this thread shows that you've bloody well earned top marks. There are no real accolades and fruitful material left in these 30 + leftover pages. None of this is useful until after the changes get going.
So now, YOU ought to just get going, ditch this thread. Time to grab a few fellas from the office--- ---All of you pile into one car... Go get some Girls!
I wouldn't be sitting around in this kind of feedback after-party---are you nuts?
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
133
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Posted - 2015.03.11 03:45:00 -
[654] - Quote
The-Errorist wrote:jace silencerww wrote:I wrote this earlier and now I am adding to it. jace silencerww wrote:maybe you have answered this CCP Rattiati but what about dropships, lavs and ads with this fit to PG & CPU mods there are going to get hurt a lot. even more so are the dropship that run CRUs and troop support. are you going to come out with a light PG & CPU mods for them? like the armor plates, armor repair, shields exts, and shield boosters have bboth a heavy & light version. some of your prefit vehicles will need to be redone/fixed/changed with the CPU & PG mod changes due to the will not work even at maxed out skills. oh a big problem you need to fix the controls on ( "Nullarbor" Myron ) it does not fly correctly and before you say anything I can fly well. been flying dropships since open beta. I don't know if it is ok with m&kb but with the controller it always pulls the nose up you have to fight it to keep it down. maybe it was over looked when the fly mechincs or fly controls were changed. CCP will probably never fix them. I reported that problem on 2014.01.03 and CCP lied about going to fix it.
come you fix the dropships due the the PG & CPU mods changes? can you answer these questions please |
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CCP Rattati
C C P C C P Alliance
18322
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Posted - 2015.03.11 03:46:00 -
[655] - Quote
Never seen finer words to end a thread. We are closed and further feedback can be given after deployment.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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