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Author |
Thread Statistics | Show CCP posts - 19 post(s) |
Vell0cet
OSG Planetary Operations Covert Intervention
3089
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Posted - 2015.05.07 21:18:00 -
[91] - Quote
I have major concerns about the APEX changes. I've got a bunch of them, and excellent fitting skills so it's a huge buff to me, but I don't think it's healthy for the game. It really cuts into the risk/reward mechanics of the game.
Is the KrinGÇÖs LEX-71 Damage Modifier bugged? It's not updating the damage values in the fitting screen (just sidearm damage). Is it the case that it's functioning properly in battle, but the display on the fitting screen is bugged?
I hope CCP keeps trying to fix the stacking penalty issue on the Myrofibs. Putting a hard-cap is better than the lunacy we had before, but it's a pretty dirty hack instead of solving the actual problem directly.
I'm not keen on having PG mods move to high slots. Fitting/modules is one of those things that should be consistent with EVE. The fact that they were moved is probably indicative of other problems elsewhere.
Best PvE idea ever!
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Kallas Hallytyr
Skullbreakers
1515
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Posted - 2015.05.07 21:40:00 -
[92] - Quote
From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (40s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention?
Alt of Halla Murr. Sentinel.
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Cypher Nil
Fireteam Tempest
287
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Posted - 2015.05.07 21:46:00 -
[93] - Quote
still not fixed
https://forums.dust514.com/default.aspx?g=posts&m=2701245#post2701245
n++pâçGòÉS+Ç 28+ Million SP Merc n++pâçGòÉS+Ç
Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ Caldari Loyalist Gû¼Gû¼+¦GòÉGòÉGòÉn¦ñ
Of course we won, now when do I get paid?
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Vulpes Dolosus
Molon Labe. RUST415
3267
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Posted - 2015.05.07 21:55:00 -
[94] - Quote
Is the "PG mods > High Slot" only infantry mods?
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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DDx77
OUTCAST MERCS General Tso's Alliance
253
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Posted - 2015.05.07 23:37:00 -
[95] - Quote
With the limited manpower and resources of the dev team, there is no need to waste additional time on myofibs
They are not an issue and actually balance themselves out - they are not broken, why fix them?
Simply limit the use to 3 or 4 with the current statistics and be done with it |
MIN4LIFE AT YOUTUBE
MIN4LIFE CORP
0
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Posted - 2015.05.08 00:33:00 -
[96] - Quote
RATTATI WTF I WAS ABOUT TO GET A 5 HIGH SLOT SUIT THEN U ******* PUT ON THE STACK PENALTY? I WANT 2 JUMP REMOVE THE STACKS |
MIN4LIFE AT YOUTUBE
MIN4LIFE CORP
0
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Posted - 2015.05.08 00:39:00 -
[97] - Quote
Twelve Guage wrote:CommanderBolt wrote:Did you actually nerf myo`s to only 3 per suit? If you have I am going to cry...... When I pull out the beast Cal Assault jump suit I find I am like the only one on the battlefield even using myos. This nerf is ridiculous if it actually went through. Don't think of it like that. This is C.C.P. fixing something that was never intended to work that way in the first place. This is not a nerf. YES IT ******* IS YA ***** |
Ralden Caster
Random Gunz Rise Of Legion.
220
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Posted - 2015.05.08 01:45:00 -
[98] - Quote
CCP Rattati wrote:Dreis ShadowWeaver wrote:This is good news. The only request I have is letting us view SKINs in-game. That's the only thing that's stopping me from buying one. They look just like the pictures. Maybe ask Jadek to put up a catwalk for you? Gallente Marine skin is absent.
"I am frequently misquoted."
-Aeon Amadi
Welcome to my TIME MACHINE!
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Starlight Burner
Arrary of Clusters
235
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Posted - 2015.05.08 02:05:00 -
[99] - Quote
Ma man Nice update, Thanks!
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
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sebastian the huds
Corrosive Synergy Rise Of Legion.
211
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Posted - 2015.05.08 02:25:00 -
[100] - Quote
CCP Rattati wrote: LAVGÇÖs have been given additional fitting capacity and an extra slot to reward dedicated LAV drivers
thank you rattati.
if i give you a clock, could you tell me the time?
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CCP Rattati
C C P C C P Alliance
22102
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Posted - 2015.05.08 03:57:00 -
[101] - Quote
Kallas Hallytyr wrote:From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (45s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention?
Yes, armor is slow and long, shields are more nimble hit and run
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Vulpes Dolosus
Molon Labe. RUST415
3270
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Posted - 2015.05.08 05:25:00 -
[102] - Quote
CCP Rattati wrote:Kallas Hallytyr wrote:From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (45s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention? Yes, armor is slow and long, shields are more nimble hit and run SoGǪ from what I understand, shields are supposed to be fast, hit-and-run, higher damage, lower defense (but high repair) while armor is the slower, tanker, for "siege" type engagements (long and drawn out).
But, at least for tanks, that seems to be the near opposite:
- Armor tanks are natively faster, which I guess is supposed to offset the penalty for plates, except that penalty gets nearly removed thanks to the armor comp. skill.
- Armor tanks aren't even fitting plates and instead are fitting mainly repairers, followed by hardeners, and nitros. This not only goes back to the above problem, but makes armor tanks repair far more quickly than shields ever could (even before the nerf), as well as being able to repair +200hp/s with no delay through damage. Armor has become the burst tankers and shields the buffer.
I think a fitting increase to heavy repairers in order, as well as an increase in cycle time (from 1s to 3s probably; proto would go from 120r/s to 360r/3s). Perhaps even an increase in rep rate to offset the nerfs a little.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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WeapondigitX V7
The Exemplars
384
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Posted - 2015.05.08 06:01:00 -
[103] - Quote
Bri Bub wrote:CCP Rattati wrote:...we will be limiting Myofibrils to 3 per loadout which is almost the same effect. It was silly fun while it lasted, but, ultimately not the designed intent... Serious bummer!!! I skilled into Hand to Hand prior to the jumping expressly for the Melee increase and I use four Myos on my Proto MinAssault so I can effectively punch suckas +50... The jumping was added and, well, I had some good fun with that too but really I would have preferred for melee and jumping to be broken out from one another... Now with this limitation of three Myos meleeing is going to be considerably more difficult... Melee is one of the most satisfying kills for me- this makes me ... Please consider moving jumping to another module or equipment that can be charged for the desired jump height in order to limit jumping to your intended effect...
Heavy suits don't have equipment slots.
For melee mods to be viable without jump height effects, the myros would need to be seriously buffed, increased range, arch area of effect instead of pinpoint attacks, much higher melee damage (or higher suit default damage) etc. |
hold that
Capital Acquisitions LLC
816
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Posted - 2015.05.08 06:13:00 -
[104] - Quote
They fix proto hives amount carried yet? |
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CCP Rattati
C C P C C P Alliance
22103
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Posted - 2015.05.08 06:17:00 -
[105] - Quote
Vulpes Dolosus wrote:CCP Rattati wrote:Kallas Hallytyr wrote:From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (45s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention? Yes, armor is slow and long, shields are more nimble hit and run SoGǪ from what I understand, shields are supposed to be fast, hit-and-run, higher damage, lower defense (but high repair) while armor is the slower, tanker, for "siege" type engagements (long and drawn out). But, at least for tanks, that seems to be the near opposite:
- Armor tanks are natively faster, which I guess is supposed to offset the penalty for plates, except that penalty gets nearly removed thanks to the armor comp. skill.
- Armor tanks aren't even fitting plates and instead are fitting mainly repairers, followed by hardeners, and nitros. This not only goes back to the above problem, but makes armor tanks repair far more quickly than shields ever could (even before the nerf), as well as being able to repair +200hp/s with no delay through damage. Armor has become the burst tankers and shields the buffer.
I think a fitting increase to heavy repairers in order, as well as an increase in cycle time (from 1s to 3s probably; proto would go from 120r/s to 360r/3s). Perhaps even an increase in rep rate to offset the nerfs a little.
Any big changes to fitting to fix HAV problems, hits Dropships harder.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Sequal's Back
Dead Man's Game RUST415
587
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Posted - 2015.05.08 06:24:00 -
[106] - Quote
Finally Res throw length decreased ! I'll try this update out asap^^ Seems nice
Fix the game before trying to add anything else.
(Hint: hit detection, lags, glitches,.. you've got some work :) )
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Vulpes Dolosus
Molon Labe. RUST415
3270
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Posted - 2015.05.08 06:49:00 -
[107] - Quote
CCP Rattati wrote:Any big changes to fitting to fix HAV problems, hits Dropships harder.
While I don't speak for everyone, my armor dropship fits use complex light reps since they're almost as good as STD/ADV heavy reps at a fraction of the fitting. Even theorycrafting, I don't find many heavy-rep fits that make the extra ~30r/s worth sacrificing all the extra buffer/utility/weaponry. This is why I suggest limiting the changes to heavy armor reps only.
I'll try and give it more thought and maybe come up with some numbers that make me happy.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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dzizur
Nos Nothi
272
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Posted - 2015.05.08 06:55:00 -
[108] - Quote
@ Rattati, are packed remotes really working? or did you just remove killing tanks with remotes?
Oh yeah.. pics or didn't happen ;)
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EET SUM MOR
Fraternity of St. Venefice Amarr Empire
32
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Posted - 2015.05.08 07:33:00 -
[109] - Quote
People who abuse myofibril modules+mass drivers or flaylocks have ruined DUST gameplay, you guys look like clowns, you make me laugh very hard each time I see you. Go to circus twats. |
Eldest Dragon
Nos Nothi
493
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Posted - 2015.05.08 08:09:00 -
[110] - Quote
Is the krins dmg mods fixed yet, I never use em bc when I put em on suit the dmg bonus isnt applied, you can look at bonus multipliers in fittings. If there not fixed plz fix em guys. |
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DeathwindRising
ROGUE RELICS
1028
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Posted - 2015.05.08 08:18:00 -
[111] - Quote
CCP Rattati wrote:Vulpes Dolosus wrote:CCP Rattati wrote:Kallas Hallytyr wrote:From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (45s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention? Yes, armor is slow and long, shields are more nimble hit and run SoGǪ from what I understand, shields are supposed to be fast, hit-and-run, higher damage, lower defense (but high repair) while armor is the slower, tanker, for "siege" type engagements (long and drawn out). But, at least for tanks, that seems to be the near opposite:
- Armor tanks are natively faster, which I guess is supposed to offset the penalty for plates, except that penalty gets nearly removed thanks to the armor comp. skill.
- Armor tanks aren't even fitting plates and instead are fitting mainly repairers, followed by hardeners, and nitros. This not only goes back to the above problem, but makes armor tanks repair far more quickly than shields ever could (even before the nerf), as well as being able to repair +200hp/s with no delay through damage. Armor has become the burst tankers and shields the buffer.
I think a fitting increase to heavy repairers in order, as well as an increase in cycle time (from 1s to 3s probably; proto would go from 120r/s to 360r/3s). Perhaps even an increase in rep rate to offset the nerfs a little. Any big changes to fitting to fix HAV problems, hits Dropships harder.
so go find your design team and tell them to do some work. if balancing HAVS is impacting dropships... make it so that doesnt happen. maybe, you could just go and make dropship specific mods... nobody told you to use the same mods for all vehicles |
DeathwindRising
ROGUE RELICS
1028
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Posted - 2015.05.08 08:20:00 -
[112] - Quote
Vulpes Dolosus wrote:CCP Rattati wrote:Kallas Hallytyr wrote:From the notes: Shield Hardener Recharge (seconds) decreased10060
In game, this is only applied to the basic hardener, resulting in the Basic Shield Hardener being superior to all other Shield Hardeners, since: it has the same uptime; same resistance; cheaper fitting costs; and cheaper ISK costs.
If this change was intended to bring Shield Hardeners into line with Armour Hardeners, with Shields having a faster cooldown, then the numbers should be: Basic: 60s (45s max skills) Advanced: 48s (36s max skills) Complex: 36s (27s max skills)
This would have the effect that sHardeners are faster to end, but faster to regenerate. Is that the intention? Yes, armor is slow and long, shields are more nimble hit and run SoGǪ from what I understand, shields are supposed to be fast, hit-and-run, higher damage, lower defense (but high repair) while armor is the slower, tanker, for "siege" type engagements (long and drawn out). But, at least for tanks, that seems to be the near opposite:
- Armor tanks are natively faster, which I guess is supposed to offset the penalty for plates, except that penalty gets nearly removed thanks to the armor comp. skill.
- Armor tanks aren't even fitting plates and instead are fitting mainly repairers, followed by hardeners, and nitros. This not only goes back to the above problem, but makes armor tanks repair far more quickly than shields ever could (even before the nerf), as well as being able to repair +200hp/s with no delay through damage. Armor has become the burst tankers and shields the buffer.
I think a fitting increase to heavy repairers in order, as well as an increase in cycle time (from 1s to 3s probably; proto would go from 120r/s to 360r/3s). Perhaps even an increase in rep rate to offset the nerfs a little.
fix shield boosters and theyll stop buffer tanking. but apparently ccp doesnt know how to fix them even after 1 year |
Dead Cavino
RestlessSpirits
63
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Posted - 2015.05.08 09:15:00 -
[113] - Quote
Really like the small blasters now. Makes my blaster incubus somewhat more viable at actually killing things
Can't wait for your dropship ideas.
Less jumping massholes
Not sure if intended, but i can fit all adv mods on my Nomad, but still has basic weaponry. Haven't tested my others too much, but i like it. I've also noticed Fw matches are filled with these modded APEX suits, sans the epic qsyncs. Kinda cool IMO.
Now for LP skins. *Taps foot impatiently*
I don't like two-legged things.
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The Lion ElJonson
1st Legion The Dark Angels Learning Alliance
194
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Posted - 2015.05.08 11:13:00 -
[114] - Quote
RE throwing distance always seemed wierd to me it was a merc throwing a satchel charge as far as a grenade. Glad thats all sorted out
The chat channel 'player trade' is open for adding contacts and placing item advertisements in game.
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general drake55
G.R.A.V.E The Ditanian Alliance
15
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Posted - 2015.05.08 11:31:00 -
[115] - Quote
CCP Rattati wrote:Dear players, This patch is simply meant to address Echo and Warlords 1.1 issues. As the plan was always to allow APEX users to use SKINs, we have gone ahead and tailored each APEX loadout to exactly the fitting capacity it needs with the current items and skills and unlocked them for editing. All slots will be mandatory so it will not possible to remove all items and fit advanced and prototype weapons or gear. We will be monitoring the situation on APEX suits over the following weeks. This will allow players to do the following commonly requested things to APEX loadouts * Rearrange equipment, very necessary for logistics players * Swap SKINs, especially sought after by owners of LP APEXGÇÖs, especially with upcoming Marine Issue SKINs * Customize by swapping a similar item based on preferred playstyle, Rail Rifle from an Assault Rail Rifle, etc. * Rename them so they are aligned with the playerGÇÖs existing loadouts APEX loadouts have been moved to a separate category under Loadouts in the Marketplace as Visual Customization will be through SKINs after Warlords 1.1. To counter any PG/CPU mod shenanigans we have used the opportunity to make a change we have wanted for a long time. We are moving PG mods to high slots and adding a CPU cost to them, this will make them more useful as they donGÇÖt occupy the PG heavy low slot anymore. We are also adding a PG fitting cost to CPU upgrades as they had zero fitting cost before. As was plainly explained with the Myofibril mods, we wanted to increase the jumping height so that stacking 3 would allow to get on top of the large containers. The plan was for stacking penalties to take care of the rest, as the 4th and 5th module under stacking penalties add incrementally almost zero improvement under normal circumstances. However, the stacking penalty does not work currently, and we havenGÇÖt found the cause. Until the cause has been found and a fix deployed, we will be limiting Myofibrils to 3 per loadout which is almost the same effect. It was silly fun while it lasted, but, ultimately not the designed intent. Remote Explosives throwing distance has been reduced, as activation delay settings seem to be bugged. Remote Explosives are designed to be placeables, or traps in essence, not super-grenades. Packed Remote Explosives should be the go to Anti-Vehicle Explosive, with an increased throw distance at the cost of damage radius. Packed RE users should be mindful that they need to be thrown at the center mass of vehicles due to the smaller radius of the explosion and throwing at the front tracks of HAVGÇÖs, for example, may not be enough. Other FixesExperimental Assault Combat Rifle now has the proper Experimental stats, 3% increased damage, 25% faster reload and 10% higher clip and ammo capacity. LAVGÇÖs have been given additional fitting capacity and an extra slot to reward dedicated LAV drivers whereas SHAVs no longer have pre-fitted Small Turrets as intended. A number of smaller tweaks to Small Blasters, Assault Heavy Machine Guns, Vehicle Modules, Infantry Equipment, Vehicle Turrets are detailed here. I'm still able to fit proto gear on my apex I just bought,I removed it after I logged back in,i didn't think apex could fit anything as it said they could not be modified, are you remove the ability to fit advanced/proto gear completely?I don't understand?
fight for freedom and what's right,only you have the power to stop the madness.
>Rush at me trolls,I dare you!
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skinn trayde
Archangel's Causeway
160
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Posted - 2015.05.08 12:27:00 -
[116] - Quote
general drake55 wrote:CCP Rattati wrote: All slots will be mandatory so it will not possible to remove all items and fit advanced and prototype weapons or gear.
I'm still able to fit proto gear on my apex I just bought,I removed it after I logged back in,i didn't think apex could fit anything as it said they could not be modified, are you remove the ability to fit advanced/proto gear completely?I don't understand?
I thinnk the point is that you could not go all proto, or leave a slot empty to give the PG/CPU needed.
> They pull a knife, you pull a gun. He sends one of yours to the hospital, you send one of his to the morgue.
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general drake55
G.R.A.V.E The Ditanian Alliance
15
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Posted - 2015.05.08 12:40:00 -
[117] - Quote
skinn trayde wrote:general drake55 wrote:CCP Rattati wrote: All slots will be mandatory so it will not possible to remove all items and fit advanced and prototype weapons or gear.
I'm still able to fit proto gear on my apex I just bought,I removed it after I logged back in,i didn't think apex could fit anything as it said they could not be modified, are you remove the ability to fit advanced/proto gear completely?I don't understand? I thinnk the point is that you could not go all proto, or leave a slot empty to give the PG/CPU needed. So I can still fit a proto assault riffle,but nothing else below basic,the reason I bought the two apex suits is to minimize my isk losses,I have a bad habit of dying against proto's that are spamming,that's why I needed the apex.
fight for freedom and what's right,only you have the power to stop the madness.
>Rush at me trolls,I dare you!
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cammando 007
Immortal Guides Learning Alliance
14
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Posted - 2015.05.08 12:54:00 -
[118] - Quote
how about unlocking every thing for the apex but they can only use the fractional stuff ...seems legit right ? might need a few tweaks...but seems legit think about it |
general drake55
G.R.A.V.E The Ditanian Alliance
15
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Posted - 2015.05.08 13:24:00 -
[119] - Quote
cammando 007 wrote:how about unlocking every thing for the apex but they can only use the fractional stuff ...seems legit right ? might need a few tweaks...but seems legit think about it the problem is most of the time you need a proto suit just survive long enough to get kills,honestly,I wouldn't mind them putting a bpo proto creodrone breach assault riffle and some advance armor plates on the apex spartan assault,maybe they could modify it to where you couldn't modify the Apex's that have proto weapons,they are proto gear after all,but more than likely this won't happen,as I said,the main thing is surviving long enough against the proto stompers to actually get kills,most of the time people quit the battle when the opposite team is full proto.
fight for freedom and what's right,only you have the power to stop the madness.
>Rush at me trolls,I dare you!
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CCP Rattati
C C P C C P Alliance
22127
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Posted - 2015.05.08 13:30:00 -
[120] - Quote
dzizur wrote:@ Rattati, are packed remotes really working? or did you just remove killing tanks with remotes?
Oh yeah.. pics or didn't happen ;)
I blew up loads of tanks on the testserver. You have to aim for center mass though, the turret area on a madrugar f.ex.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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