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Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Minty Essence
DUST University Ivy League
10
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Posted - 2015.10.09 09:15:00 -
[781] - Quote
Scrambler Rifle has become almost unusable! Against armour medium suits (the majority of suits) I struggle to even kill basic suits with a prototype weapon + 3 damage mods before the gun overheats. It now seems that the rifle is a support weapon only, designed to strip the shields and let someone with a better weapon finish off the enemy (at least against armour tankers). :(
Also, grenade spam is getting ridiculous! Pretty sure a buff for them was in the wrong direction... |
Jack McReady
DUST University Ivy League
2
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Posted - 2015.10.09 11:14:00 -
[782] - Quote
just came back from a big break to check what is going on.
and what do I see, my TAR gets 840 base DPS on Gal Assault ?!
lets by a turbo controller... err I mean tear extractor! |
Devadander
Woodgrain Atari
830
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Posted - 2015.10.09 13:04:00 -
[783] - Quote
Kincat cost adjusted? Didn't seem like it.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Colder Rain
Horizons' Edge
0
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Posted - 2015.10.09 13:15:00 -
[784] - Quote
Has anyone else noticed a considerable nerf on the ACR or am I the only one that uses them?? I get the range was nerfed and I don't understand why but I can deal with it. However, I don't know if its do to the shield buffs or the range nerf but my Six Kin was bouncing off of cherries.... |
XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
2
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Posted - 2015.10.09 13:22:00 -
[785] - Quote
Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably.
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
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argel999
T.H.I.R.D R.O.C.K
32
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Posted - 2015.10.09 13:24:00 -
[786] - Quote
XxBlazikenxX wrote:Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably.
Blazi is right, Cardiac Regulator seems to work nicely, also myos got a fine PG increase, fine for me.
...SLAYER...
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Paulus Phen502
Amarr Templars Amarr Empire
78
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Posted - 2015.10.09 13:28:00 -
[787] - Quote
Yeah wasn't the laser rifle suppose to be the support weapon for taking out shields? Does the changes to the SCR maen the Amarr commando is just not worth having along with the gal com and maybe even the minm com(though jumpy commando I guess is a viable role)?
"There's no stoppin' what can't be stopped, no killin' what can't be killed," King Willie Predator II.
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Cloak Dog
Horizons' Edge
563
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Posted - 2015.10.09 13:31:00 -
[788] - Quote
I'm probably only going to be logging in for the daily bonus now. This game isn't worth playing anymore in my opinion. When CCP fixes it, or people chill out with the nades and stuff, I'll come back.
07 bruhs, I'm go play minecraft or something.
I'm more bark then bite...sometimes...
BRUH
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XxBlazikenxX
Pure Evil. Bleeding Sun Conglomerate
2
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Posted - 2015.10.09 13:39:00 -
[789] - Quote
Paulus Phen502 wrote:Yeah wasn't the laser rifle suppose to be the support weapon for taking out shields? Does the changes to the SCR maen the Amarr commando is just not worth having along with the gal com and maybe even the minm com(though jumpy commando I guess is a viable role)? That is a problem. The only viable weapons on the Amarr Commando is now the laser rifle and the ascr.
Director of Pure Evil.
Pure Evil. is mass recruiting, apply today and join a war of the Bleeding Sun vs everyone!
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Devadander
Woodgrain Atari
833
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Posted - 2015.10.09 13:50:00 -
[790] - Quote
XxBlazikenxX wrote:Paulus Phen502 wrote:Yeah wasn't the laser rifle suppose to be the support weapon for taking out shields? Does the changes to the SCR maen the Amarr commando is just not worth having along with the gal com and maybe even the minm com(though jumpy commando I guess is a viable role)? That is a problem. The only viable weapons on the Amarr Commando is now the laser rifle and the ascr.
I duplicated my las-mando and put two scr on it. Charge shot, swap, charge shot, swap. I was not disappointed.
Gêå You want a toe? I can get you a toe dude. Gêå
Joined - 06-28-12 ~Deal with it~
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Immortal 3mpire
ImmortalEmpire
0
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Posted - 2015.10.09 14:29:00 -
[791] - Quote
Maybe swarms should explode when they are with in range to drop ships. |
Gaius Calinus
Incarnation Soldiers
34
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Posted - 2015.10.09 15:11:00 -
[792] - Quote
CCP Rattati wrote:Francois Sanchez wrote:A few things worry me :
The gal RoF bonus seems too good, and keep in mind it will buff variants such as the breach and the tactical that don't need a buff. It will also buff shotguns.
Reducing turn radius of swarm is actually a buff, it allows you to shoot around corners. I can't count the number of times a vehicle tried to escape behind something and my swarms turned so quickly they hit the obstacle. With reduced turn radius they'll get around and hit the vehicule.
Range nerf to ACR... Why? It already performs poorly after 50m
Magsec buff is a bit too much, half the damage buff would seem more adapted
I like the rest breach, burst and tactical all perform worse than the rest. The whole Gallente Rifle family needs a buff.
Right!!!!!
Is there anything in this game beginning or ending with the word Gallente, that doesn't need a buff at all? Don't say now "yes, the HAV"...
Hail Caldari !!
Hail to the Caldari State !!!
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Nirwanda Vaughns
1
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Posted - 2015.10.09 15:13:00 -
[793] - Quote
When are the Recruit C-I and C-II shields gonna get fixed? they've been looked over the past 2 buffs to assault suits - the increase shield and armour hp and missed out on the recent recharge buff too.
I know the BPOs are in small numbers but if suits are gonna be changed then least do a proper job of it. All the other BPO variants got the changes whereas the recruit stuff seems to just be forgotten and abandoned
Please fix my C-II hitpoints!! Jesus and I love you :)
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Nirwanda Vaughns
1
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Posted - 2015.10.09 15:19:00 -
[794] - Quote
Immortal 3mpire wrote:Maybe swarms should explode when they are with in range to drop ships.
i'd liek some kinda ground clearance for swarms so instead of ploughing into the floor or buildings the swarms go around them. it'd stop the scourge of HAVs peeking over hillsides.
atm swarms target centre of mass so keep middle of the HAV lower than peak of a hill and swarms just go into thte floor. before with the 90 degreee turn angle they'd fly over the top of the HAV and come straight down. if they had a 1-2m clearance they'd still hit HAVs.
it wouldn't really help them out that much chasing vehicles either as the missiles would still have to go around objects instead of just crashing into them. Also swarms a re pretty pointless now, hopefully the Assault swarms get changed to ariel specific soon with a longer lock range and lower dps because atm vehicles are just popping swarm guys cos we have to get so damn close now. 175m was a nice balance. 150m is too close
Please fix my C-II hitpoints!! Jesus and I love you :)
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Genral69 death
T.H.I.R.D R.O.C.K
810
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Posted - 2015.10.09 15:32:00 -
[795] - Quote
XxBlazikenxX wrote:Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably. I believe the pg cost went down 2 but somehow it manages to make my suit 2 pg over and no I didn't have myrofibs on there. Also I thought shield extenders where getting smaller cpu/pg , I could of miss read somewhere but I'm sure that was supposes to happen
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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chill penguin
Red and Silver Hand
635
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Posted - 2015.10.09 19:59:00 -
[796] - Quote
Zaria Min Deir wrote:Darth-Carbonite GIO wrote:Are you not entertained?
*grabs popcorn* *eats popcorn*
VAHZZ.'s alt, because like Badger, i ain't scuuurred.
#freecubs
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Megaman Trigger
OSG Planetary Operations
852
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Posted - 2015.10.09 20:17:00 -
[797] - Quote
Genral69 death wrote:XxBlazikenxX wrote:Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably. I believe the pg cost went down 2 but somehow it manages to make my suit 2 pg over and no I didn't have myrofibs on there. Also I thought shield extenders where getting smaller cpu/pg , I could of miss read somewhere but I'm sure that was supposes to happen
Regulators got a cost reduction, not Extenders.
Purifier. First Class.
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Immortal 3mpire
ImmortalEmpire
1
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Posted - 2015.10.09 20:20:00 -
[798] - Quote
To make the game balanced there should be a few things done. (mostly to vehicles)
Dropships need damage buff due to HMG doing full damage. they already do crazy damage to drop-ships. (up to 8000 per clip!!!)
or
tank hardeners need to be toned down.
and
torrents (installations)
need to do less damage or no auto aim to vehicles in the area when you are not even shooting them. |
Genral69 death
T.H.I.R.D R.O.C.K
811
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Posted - 2015.10.09 20:22:00 -
[799] - Quote
Megaman Trigger wrote:Genral69 death wrote:XxBlazikenxX wrote:Devadander wrote:Kincat cost adjusted? Didn't seem like it. The PG cost was reduced considerably. I believe the pg cost went down 2 but somehow it manages to make my suit 2 pg over and no I didn't have myrofibs on there. Also I thought shield extenders where getting smaller cpu/pg , I could of miss read somewhere but I'm sure that was supposes to happen Regulators got a cost reduction, not Extenders. So what got a cpu/pg buff, as my suit is now invalid
https://forums.dust514.com/default.aspx?g=posts&t=213777&find=unread
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Megaman Trigger
OSG Planetary Operations
852
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Posted - 2015.10.09 20:23:00 -
[800] - Quote
Immortal 3mpire wrote:To make the game balanced there should be a few things done. (mostly to vehicles)
Dropships need damage buff due to HMG doing full damage. they already do crazy damage to drop-ships. (up to 8000 per clip!!!)
or
tank hardeners need to be toned down.
and
torrents (installations)
need to do less damage or no auto aim to vehicles in the area when you are not even shooting them.
Only the Assault HMG does full damage to vehicles.
Purifier. First Class.
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
283
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Posted - 2015.10.09 20:25:00 -
[801] - Quote
Immortal 3mpire wrote:To make the game balanced there should be a few things done. (mostly to vehicles)
Dropships need damage buff due to HMG doing full damage. they already do crazy damage to drop-ships.
or
tank hardeners need to be toned down.
and
torrents (installations)
need to do less damage or no auto aim to vehicles in the area when you are not even shooting them.
Drop-ships can be extremely powerful in the right hand's, especially if there's no AV to take them out. So HMG's are fine.
Tanks hardeners, not a tanker, but is still whatever, though honestly I think the hardeners last too long anyway and timer need's to be changed for how long their active.
*Turret's on the other hand are fine and if you make them unable to auto track vehicles their only liable for a buff when directly controlled by a player, if they do less damage then their going to be worthless to even hack, in which case, you may as well destroy it anyway for the extra war point's.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Victor889
warravens Imperium Eden
315
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Posted - 2015.10.09 21:57:00 -
[802] - Quote
OOH
"Breach mass drivers will be a potent anti-vehicle weapon in the hands of the minmatar commando"
Suit up! |
Roger Cordill
The Unholy Legion Of DarkStar DARKSTAR ARMY
444
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Posted - 2015.10.10 00:03:00 -
[803] - Quote
Question: Did Ratatti buff small turrets to do full damage vs. HAV's? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
11
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Posted - 2015.10.10 00:36:00 -
[804] - Quote
Immortal 3mpire wrote:
Dropships need damage buff due to HMG doing full damage. they already do crazy damage to drop-ships. (up to 8000 per clip!!!)
I'm guessing you aren't aware that the AHMG is only good to 40 meters and can't break shield regen.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.10 11:52:00 -
[805] - Quote
Roger Cordill wrote:Question: Did Ratatti buff small turrets to do full damage vs. HAV's? Blasters? Nope. Railguns and Missiles already did (or at least close to full anyway.)
Alt of Halla Murr. Sentinel.
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.10.10 12:43:00 -
[806] - Quote
Today I successfully managed to dodge Swarms with a Python. It took me a few attempts, but here's what I did:
- Linger at ~100 meters range towards enemies and pelt them with rockets until sufficient attention is attracted and a swarmer fires a volley at you. - Flick on afterburner and go to 150 meter range quickly. There should now be two swarms in the air, third one should not lock on. - Tank the first swarm while setting up maximum angular speed towards incoming second volley (what I did was "fly a circle around the approaching missiles" - this ends up looking like a spiral, because I don't know any better maneuvers). - Hopefully ... dodge the first approach of the second volley. - If enough distance is achieved in the meantime the swarms won't manage to come back around for a second hit. [See my swarm missile speed and lifetime changes to rectify this.] - You're ready to attack with minimal damage taken. But you used up an afterburner.
As predicted, this isn't much more useful than just afterburning into the distance, but that is exactly what we were aiming for. The concept seems sound and we can now include missile turn rate as one of the parameters that can be tweaked in order to achieve ADS and SL balance.
By the way, DS are still very far away from being able to dodge missiles. Those still rely on raw ehp, but the range nerf made things much easier. With a missile gunner I can now hover at ~125 m range and dip out of lock on range when things get too tough. I feel that this does significantly decrease the utility of SLs though.
More analysis to come in my SL feedback thread after further testing. |
Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.10 16:04:00 -
[807] - Quote
@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other.
Alt of Halla Murr. Sentinel.
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Cloak Dog
Horizons' Edge
573
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Posted - 2015.10.10 16:12:00 -
[808] - Quote
Kallas Hallytyr wrote:@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other. FINALLY someone says it in a way everyone can understand! Oh my god. If I were to have done it it would have looked like a rant! I'd give you a +3 if I could.
I'm more bark then bite...sometimes...
BRUH
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.10.10 16:39:00 -
[809] - Quote
Kallas Hallytyr wrote:@Stefan: I also think the turning changes are a step in the right direction, they let you artificially increase the distance Swarms have to travel, which helps you actually leave the fight.
I do think Swarms need the variants looked at: having the base SL function like a 'Breach' with high damage but longish lock-on times (for HAV work) and the Assault having lower damage (probably a little lower than the current SL) but with longer lock range, faster lock-on and more shots in the clip.
That would go a long way towards solving SL balance by making them actually balance-capable, instead of OP vs one and UP vs the other. I'm receptive to the idea of separating SLs into long and short range versions. However I advise against separating them too far for several reasons. Most importantly, once we get into a territory where the two variants are separated into "anti-DS SL" and "anti-HAV SL" the utility of each individual SL will be greatly reduced.
It's a good idea to have one SL that does long range supressive damage to both DS and HAV and a short range SL that can kill HAVs and forces DS to immediately flee out of range. But the long range SL needs to be able to deter an HAV that is rolling up to your face and the short range SL needs to be able to keep a DS away. Otherwise people won't use either of them unless they perform so well at their respective jobs that it'll be an unfair fight for the HAV or DS pilots. |
Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.10.10 17:43:00 -
[810] - Quote
True, it'll be an additional balancing act, but it's probably worth it over the constant back and forth balance we have at the moment.
Unless CCP is actually willing to reinvent the mechanics entirely, which I honestly believe would do a whole lot more than just tweaking numbers.
Alt of Halla Murr. Sentinel.
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