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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
WeapondigitX V7
The Exemplars RISE of LEGION
266
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Posted - 2015.03.13 05:29:00 -
[1] - Quote
The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase its damage per overheat against infantry. (I have no problem killing infantry with it at 10m ranges,) |
WeapondigitX V7
The Exemplars RISE of LEGION
268
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Posted - 2015.03.13 08:06:00 -
[2] - Quote
MINA Longstrike wrote:WeapondigitX V7 wrote:The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase its damage per overheat against infantry. (I have no problem killing infantry with it at 10m ranges,) Are you using the basic assault HMG? It currently has new values for damage & rate of fire, but old values for magazine size and efficacy. Advanced & Proto assault HMG's have their efficacies working as intended. Heat may need looking into though and dispersion as noted is way too high.
Ok I will test the proto assault HMG, lucky I have 52 million SP (ive only spent $4 on DUST 514 in 2 years). Feels great to have gotten as far as I have with the progression system.
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WeapondigitX V7
The Exemplars RISE of LEGION
268
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Posted - 2015.03.13 08:12:00 -
[3] - Quote
CCP Rattati wrote:Well, I am loving it and so are most of you, it seems. We will try to iron out the kinks.
1) AHMG accuracy and range, plus heat decrease maybe
2) STD AHMG ammo
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
4)LAV fitting space bigger increase
5)Remove small turrets from SHAVS
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
7)small blaster dispersion reduction
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
That would limit the melee damage a lot, I would suggest you increase melee range by roughly 1.2m and change the attack from a pinpoint attack to a arch attack to allow melee to be more user friendly and help reduce hit detection issues that I have had since beta. I do manage a few melee kills when hit detection works.
I am having hit detection issues because I am trying to melee assassinate from behind targets that are moving away from me(because it makes little noise compared to the shotgun). Hitting the image still does not register the damage most of the time even on heavy suits. (unless my distance to the image is roughly 0.05m). My range needs to be larger in order for melee to be viable. |
WeapondigitX V7
The Exemplars RISE of LEGION
276
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Posted - 2015.03.14 01:39:00 -
[4] - Quote
CCP Rattati wrote:Well, I am loving it and so are most of you, it seems. We will try to iron out the kinks.
1) AHMG accuracy and range, plus heat decrease maybe
2) STD AHMG ammo
3)Regulators should be low, disp stabs in high, I honestly don't understand how this happened
4)LAV fitting space bigger increase
5)Remove small turrets from SHAVS
6)A few hardwired nanohives/uplinks/proxy didn't get the buff (from bright cloud) -Nanohives that have not received the 3X buff: Compact nanohive and all prototype variants -Drop uplink count has not beeing buffed by 3X but just has beeing buffed by +1 -Proto Proxy mines have a max carry count of 4 (STD/ADV have 9)
7)small blaster dispersion reduction
8) After testing a full 3 STD, 2ADV myofibs callogi, it certainly does not seem its stacking penalties are working. Instead of trying to figure that out in code, I suggest 3 max per fitting.
I just noticed that std, adv, and proto vehicle armor hardeners have 40% hardening, but the militia armor hardeners have 25% hardening stats. Please fix the militia armor hardener stats by giving them 40% armor hardening.
militia shield hardeners also have 40% shield hardening, buffing the militia armor hardeners would give new players a better understanding and idea of how to fit armor tanks.
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WeapondigitX V7
The Exemplars
283
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Posted - 2015.03.17 02:20:00 -
[5] - Quote
Please increase the duration of the activation delay of vehicle active modules from 1 second to 4 seconds. tanks are currently activating 2 hardeners at the same time after they take a few AV hits. The tanks become very strong then with most of there hp not depleted and kill the AV infantry easily because the delay in activation for active mods like hardeners was far too short for AV infantry to have a meaningful impact (by ambushing the tanks) on the tanks health.
This problem is made worse when tanks are in groups and AV players are in groups but each AV player cant kill a 1 player piloted tank.
Although besides that issue and the issue with some tank modules using the wrong slot types, and some turret issues, the tank rebalance seems ok.
There are still bad tank players dying in battle because they don't use hardeners or are very slow to activate hardeners. I still collect a few tears from those players. |
WeapondigitX V7
The Exemplars
284
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Posted - 2015.03.17 09:43:00 -
[6] - Quote
I have got a good tank alt, I find it much easier to wait until I encounter AV or vehicles before I use hardeners.
This increases my time at the frontline, but it also breaks the idea of 'waves of opportunity' that was part of the active modules rebalance months ago. Is that idea still being used as a base for balancing of the vehicle stats?
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