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Pagl1u M
Dead Man's Game
1771
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Posted - 2015.03.12 12:37:00 -
[1] - Quote
Since I see no posts about feedback on Hotfix echo I think I should create one. If we could put all the feedbacks in only one post it would be awesome for both us and CCP.
My feedback will come later after I have tried it a little bit more but I'm very happy with what I've seen so far.
One of the few assaults you'll find in a PC match!
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norttheantiv
Negative-Feedback.
166
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Posted - 2015.03.12 12:46:00 -
[2] - Quote
Hotfix Echo is terrible and has ruined the game.
Granted, I have not played yet.
The important thing is that we are angry on the forums early to reduce expectations.
Winner EU Squad Cup
Go Go Power Rangers!
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abdullah muzaffar
G0DS AM0NG MEN General Tso's Alliance
456
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Posted - 2015.03.12 12:48:00 -
[3] - Quote
100 boxes opened, and only 1 quafe FG.. Also, both my myron and python with hardeners are over limit. 5 highslots for the gunnlogi is nice, but you cant actually utilize it. The bpo is nice though(especially for starters) Gonna test myofibs(lvl3 atm) now |
Clone D
Solo Zen
1590
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Posted - 2015.03.12 12:49:00 -
[4] - Quote
I will go test out some 1 BW proxies |
D3LTA Blitzkrieg II
0uter.Heaven Back and Forth
242
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Posted - 2015.03.12 12:49:00 -
[5] - Quote
how bout them jump mods tho. Can confirm CCP is trolling hard atm
Running out of fuks to give
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norttheantiv
Negative-Feedback.
166
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Posted - 2015.03.12 12:50:00 -
[6] - Quote
D3LTA Blitzkrieg II wrote:how bout them jump mods tho. Can confirm CCP is trolling hard atm
frogger scouts are OP
Winner EU Squad Cup
Go Go Power Rangers!
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D3LTA Blitzkrieg II
0uter.Heaven Back and Forth
242
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Posted - 2015.03.12 12:57:00 -
[7] - Quote
norttheantiv wrote:D3LTA Blitzkrieg II wrote:how bout them jump mods tho. Can confirm CCP is trolling hard atm frogger scouts are OP
think bigger, like min heavy jumping walls. Lol new boogie man is here xD
Running out of fuks to give
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2626
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Posted - 2015.03.12 13:20:00 -
[8] - Quote
I get the feeling that they might have forgotten the stacking penalties on Myofibrils... This puts Halo to shame... I have seen scouts jump up two flights of stairs.
Home at Last <3
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Pagl1u M
Dead Man's Game
1773
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Posted - 2015.03.12 15:42:00 -
[9] - Quote
My feedback so far: OH MY GOD, I DONT KNOW WHAT THIS GAME IS (it clearly isnt Dust) BUT I LOVE IT!!!
One of the few assaults you'll find in a PC match!
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Onesimus Tarsus
is-a-Corporation
3148
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Posted - 2015.03.12 15:47:00 -
[10] - Quote
This game is rapidly becoming a caricature of what it was once promised to be.
So silly.
KDR matchmaking fixes everything but the stupid purple Quafe stuff.
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Poison Howl
Sebiestor Field Sappers Minmatar Republic
181
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Posted - 2015.03.12 15:57:00 -
[11] - Quote
Assault hmg still can't apply damage over a distance. Came in expecting a competent support/av weapon, left with a frozen pea shooter. Granted a slight upgrade over the regular pea shooter the assault hmg used to be :/
Karma is a charged ion pistol, tends to miss a lot, but when it hits, it hurts.
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Timtron Victory
Horizons' Edge
416
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Posted - 2015.03.12 16:00:00 -
[12] - Quote
All I see are flying heavies, its like a big blob in the air haha. I wonder how you can kill any heavy with a shotgun now haha
RATATATAGäó
CCP WhoeverGäó
Proud Christian
Jesus Loves You
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norttheantiv
Negative-Feedback.
168
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Posted - 2015.03.12 16:08:00 -
[13] - Quote
Are the current jumping mechanics on the same level of fun as the mlt afterburner was on tanks?
Despite being completely broken, that week was one of my favorite in the game.
Winner EU Squad Cup
Go Go Power Rangers!
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stickey willem
Random Gunz RISE of LEGION
13
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Posted - 2015.03.12 16:30:00 -
[14] - Quote
Solo tanks have small guns. Wtf i dont want blue berries to hop in. Remove it just like i had to remove (change) all my tank fittings.
Hmg's are becoming useless, unless you got a lagg free Gallente facillity.
And new tanks are nice, but what about pg/cpu? I max out both and can fit shat on it.
Feedback: Why trying improve something that works fine as it is??
Really CCP, youre not fixing the game but breaking it. I know now why so many people stopt playing... |
Reinhard Manderfelt
Technically Legal
8
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Posted - 2015.03.12 16:43:00 -
[15] - Quote
Running Proto AV (PLC, AV-nades, Boundless Mines) and dying to a friggin' Soma because the Blaster turrets got better. I'm fine with a damage increase for Blaster turrets and buffs for Tanks, but you can't make HAV's stronger and give nothing to AV and expect balance.
And why should PLC's not get increased clip size or faster reload speed? Too strong for Anti-infantry? No. It's hard enough to one-hit a guy with a PLC, and if you do, there's two things we can call that: 1: Luck 2: Skill
But sadly, on the internet, skill=OP. Everyone wants everything to require skill, until a skilled player picks up a mediocre weapon and brings it to the next level. Everyone ignores the skill and demand nerds for the "OP weapon".
IMO, they completely screwed up AV balance.
I don't even care about Scouts on steroids breaking the Universe Olympic records in high- and long jump. |
Athos Kardal III
Technically Legal
4
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Posted - 2015.03.12 20:59:00 -
[16] - Quote
I played the entire day and this is my conclusion so far:
1) Assault HMG is pretty useless when the bullet spread makes you miss on your optimal range, not actually being useful in the way they intended it.
2) The nerf on HMG's was not necessary. They were good at what they did, short range killing, and that was it. Heavies are slow, appear easily on passive scans, are a big target, and out their optimal range they're pretty much ******.
3) The jumping is just ridiculous. I understand people might want to jump a bit higher, perhaps two clones hight at best, but these 30m jumps really mess up game balance. And the maps clearly aren't designed to support a feature like this and stay fair for both sides.
4) Looks like the BPO is bugged, only gave me sidearm bonus damage.
5) The 13% damage bonus to plasma cannons is nice, but not even close to balancing AT vs vehicles. How is it that vehicles get such a boost while AT barely changes at all. People saying that one person shouldn't be able to kill a tank are only partially right. Lets say a tank costs 500k (which I assume it doesn't) Usually by the time a single person kills the tank with his proto AT fit he will have died 5 times. A proto AT fit will cost you about 140k (give or take) That is more than any single tank costs.
6) Don't feel that assault scrambler rifles needed a boost, but it's neat I suppose.
Some suggestions and requests I personally have:
1) Stop trying to balance AT vs vehicles when a vehicle can just rush to their red-line and recover. Make it so that once vehicles enter the 'playing field' they need to stay in there. This would make for more tactical fights between AT and vehicles.
2) Do not allow heavy suits to pilot anything. Not drop ships, no LAV's no HAV's. This would significantly decrease abuse. Another option would be to give vehicles a 'get out' penalty. Where a person can only get out after a 5 or 10 second waiting period. (Would also allow people to actually die in their vehicles instead of them just jumping out, if an AT guy destroys a vehicle I do think they should additionally be rewarded with a kill)
3) Reverse HMG nerfs, they were never the balancing issue.
4) More weapon variety for heavy suits would be very nice, there is FG or HMG now, while light slots have an amazing set of choices.
5) Vehicle shield and armour hardeners are a good idea, and nice feature. But the shield one going up to 40% damage reduction is just too much. Even it out with the armour one.
6) Make particle accelerator turrets less accurate. Now people use those not for AT but for long range anti infantry sniping, usually way out of the range of any possible AT.
I'm assuming most of you will disagree with me since apparently this hotfix is what the community wants, but I felt like voicing my opinion about it.
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P14GU3
UNIVERSAL C.A.R.N.A.G.E
1338
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Posted - 2015.03.12 21:50:00 -
[17] - Quote
Myos are terribad idea, and CCP still has a problem issuing new modules without a proper counter.
Crazy jump heights, but no web.
Cloaks, which cant be scanned.
Nitro tanks with no disruptor.
I could go on for days about the things they have introduced with no counter, only to nerf them into oblivion a month later when people complain.
CCP, for the love of god, start thinking about your own game instead of how you can more it more like another..
'Sault AK.0 - Logi AK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Masshole in every sense of the word.
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Derpty Derp
Dead Man's Game
899
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Posted - 2015.03.12 21:53:00 -
[18] - Quote
Don't take away my 40% armour hardeners... PLEASE!
I can take that little bit more punishment from swarms in my Incubus, lol.
Armour HAV's are a little too much though... I didn't even make a decent fit and managed to tank a **** ton of AV, during a tank fight. |
Leadfoot10
Molon Labe. General Tso's Alliance
3509
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Posted - 2015.03.12 21:56:00 -
[19] - Quote
norttheantiv wrote:Are the current jumping mechanics on the same level of fun as the mlt afterburner was on tanks?
Despite being completely broken, that week was one of my favorite in the game.
A very good parallel, but unlike the afterburners, this one has a huge game impact and enables all sorts of new playstyles.
I'm not sure I appreciate those playstyles myself, but it is early yet. My initial thoughts are that if I wanted to play Halo or Destiny or UT3 on steroids (or low grav BF), I'd play them. |
WeapondigitX V7
The Exemplars RISE of LEGION
265
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Posted - 2015.03.12 22:00:00 -
[20] - Quote
Reinhard Manderfelt wrote:Running Proto AV (PLC, AV-nades, Boundless Mines) and dying to a friggin' Soma because the Blaster turrets got better. I'm fine with a damage increase for Blaster turrets and buffs for Tanks, but you can't make HAV's stronger and give nothing to AV and expect balance. And why should PLC's not get increased clip size or faster reload speed? Too strong for Anti-infantry? No. It's hard enough to one-hit a guy with a PLC, and if you do, there's two things we can call that: 1: Luck 2: Skill But sadly, on the internet, skill=OP. Everyone wants everything to require skill, until a skilled player picks up a mediocre weapon and brings it to the next level. Everyone ignores the skill and demand nerds for the "OP weapon". IMO, they completely screwed up AV balance. I don't even care about Scouts on steroids breaking the Universe Olympic records in high- and long jump.
Im readin that some players think blasters got worse. This is weird. I will have to test them.
assaults and scouts can only Jump 3 times without small breaks in between. They also don't straff when they jump. If you practice, you might find it easier to hit them mid air compared to trying to hit straffing targets on the ground.
After they jump, expect them to jump only once more unless they are low on health. You need to practice imagining that they are moving in a predictable parabola after jumping. I have little trouble usually hitting jumping players with hipfire. do not aim down sights. its too accurate.
myrobrils are now worth using for jump height with only 1. It helps sentinel suits jump over railings.
It allows scouts to access objectives in new ways to make battle seem more dynamic.
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Athos Kardal III
Technically Legal
5
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Posted - 2015.03.12 22:19:00 -
[21] - Quote
WeapondigitX V7 wrote:Reinhard Manderfelt wrote:Running Proto AV (PLC, AV-nades, Boundless Mines) and dying to a friggin' Soma because the Blaster turrets got better. I'm fine with a damage increase for Blaster turrets and buffs for Tanks, but you can't make HAV's stronger and give nothing to AV and expect balance. And why should PLC's not get increased clip size or faster reload speed? Too strong for Anti-infantry? No. It's hard enough to one-hit a guy with a PLC, and if you do, there's two things we can call that: 1: Luck 2: Skill But sadly, on the internet, skill=OP. Everyone wants everything to require skill, until a skilled player picks up a mediocre weapon and brings it to the next level. Everyone ignores the skill and demand nerds for the "OP weapon". IMO, they completely screwed up AV balance. I don't even care about Scouts on steroids breaking the Universe Olympic records in high- and long jump. Im readin that some players think blasters got worse. This is weird. I will have to test them. assaults and scouts can only Jump 3 times without small breaks in between. They also don't straff when they jump. If you practice, you might find it easier to hit them mid air compared to trying to hit straffing targets on the ground. After they jump, expect them to jump only once more unless they are low on health. You need to practice imagining that they are moving in a predictable parabola after jumping. I have little trouble usually hitting jumping players with hipfire. do not aim down sights. its too accurate. myrobrils are now worth using for jump height with only 1. It helps sentinel suits jump over railings. It allows scouts to access objectives in new ways to make battle seem more dynamic.
You are partially right. It is true if I'm facing a guy like that I can predict the jump and kill him. The problem is that this is not a 1v1 environment and is mostly a squad/team based game. Each time I'm forced to look up, I'm missing things that are happening in front of me I would usually be able to react on. |
WeapondigitX V7
The Exemplars RISE of LEGION
266
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Posted - 2015.03.13 05:04:00 -
[22] - Quote
You are also forced to look left and right and behind to help counter flanking. You would miss things as you look in different directions. This game throws you in with other players and expects them to look in directions you are not looking at. This may not always be the case, which is where the game is designed to make that player mistake cost the team in some way.
If you don't have reliable team mates then you will have no one watching your back and you will might be killed by someone who does not use jump mods just as easily as if they were using jumping mods. Your team might lose then.
If you start bringing in the situation where you are facing multiple enemies, it might be a good idea to acknowledge the game is designed for you to not be taking on multiple enemies most of the time, and thus introducing the idea of having multiple team mates including you and multiple enemies might be a fairer approach.
1 vs 1 you can kill a jumper if your aim is good since they will likely have much lower health. (if a jumper jumps from behind a wall and kills you, remember that he could have just as easily killed you on the ground by flanking instead, assuming he had very good aiming skills.) You are just as much a threat to them as they are to you. Remember to use hipfire.
1 vs 2 and you should expect to get flanked and most likely die, whether the enemy has jump mods or no jump mods. (assuming there is little difference in aiming skills and gear and vet knowledge.) |
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