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WeapondigitX V7
U.S.N.E. Army Learning Alliance
456
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Posted - 2015.11.30 02:50:00 -
[1] - Quote
The current max capacity of loadouts players can create, save and use in battle is 30, within the dropsuit loadouts/fittings menu (located in the neo-com menu). Please increase the amount of loadouts players can create, save and use, up to a maximum of 90, both inside and outside of DUST514 public battle matches, Faction Warefare and planetary conquest. (Or increase it as far as you can without significant game performance drops).
Make sure that we can select any of our 90 saved loadouts in the 'battlefield overhead view UI interface' before spawning into battle. This interface is seen just before spawning into battle.
The 30 loadout restriction is preventing me from creating all the fittings that I need to adapt to battle. |
WeapondigitX V7
U.S.N.E. Army Learning Alliance
456
|
Posted - 2015.11.30 03:01:00 -
[2] - Quote
Vicious Minotaur wrote:Vicious Minotaur's list of demands:
- Make the other HMGs aside from the "Assault" and officer worth using. Nerf, buff, just make it so the Assault doesn't outclass the other variants.
- Make the Forge Guns make more sense. The fastest shooting variant also has the second highest per-shot damage? Dafuq you smoking? A borderline-useless breach variant that unnecessarily infringes upon movement? Again, what drugs are you putting into yourself?
- Fix EWAR, damn it! IT IS BORKED, YO!
- Make the Active Scanner sleep with the fishes, next to Vinnie.
Breach forge gun can OHK a few pro tanks, but not all proto tanks (when hardeners are in cooldown or not activated), if you hit them in the back weak spot (approx 5000 unmodified damage = 290% of 1750 breach forge gun damage)
Please make range enhancers more powerful. std: 14%, adv: 16%, pro: 18%
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
456
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Posted - 2015.11.30 03:06:00 -
[3] - Quote
Cloak Dog wrote:WeapondigitX V7 wrote:The current max capacity of loadouts players can create, save and use in battle is 30, within the dropsuit loadouts/fittings menu (located in the neo-com menu). Please increase the amount of loadouts players can create, save and use, up to a maximum of 90, both inside and outside of DUST514 public battle matches, Faction Warefare and planetary conquest. (Or increase it as far as you can without significant game performance drops).
Make sure that we can select any of our 90 saved loadouts in the 'battlefield overhead view UI interface' before spawning into battle. This interface is seen just before spawning into battle.
The 30 loadout restriction is preventing me from creating all the fittings that I need to adapt to battle. You can adapt, but can you scroll through 89 other suits fast enough to have it make a difference?
It will make a difference.
It will also allow me to use fittings that I want to use as fun cheap loadouts while not needing to delete reliable and needed fittings before battle matches.
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
456
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Posted - 2015.11.30 09:13:00 -
[4] - Quote
Edited my first post in this thread on page 10 |
WeapondigitX V7
U.S.N.E. Army Learning Alliance
458
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Posted - 2015.12.01 12:49:00 -
[5] - Quote
The black eagle scout suit has very low CPU and PG capacity values, it makes fitting the suit fully with modules almost impossible when the suit has also equipped 2 light weapons and 1 side arm and 1 equipment. Please increase the CPU and PG capacity of the black eagle scout suit to 40 PG and 190 CPU. These proposed PG and CPU capacity stats are between standard and advanced gallente scout suit tiers. This will make the black eagle scout functional when all weapon slots are filled and still have the ability to fully fit itself with std and adv tier modules and equipment.
Proposal: Please make the cloak fitting reduction SP skill bonus for all scout suits apply as a flat bonus. This means that the cloak fitting reduction bonus for all scouts will still be 75% reduction as a total, but players can have a 75% cloak fitting reduction at lvl 1 for dropsuit SP skills (for scouts). The fitting reduction would be static regardless of the SP invested in any of the scout dropsuit SP skills. This will allow new players to test and use a fully functioning std cloak much sooner and actually have the ability to evade groups of players much better. This will help newer players move around proto stomps in pub matches and turn the tide of battle by hacking CRUs and objectives and assassinations of 'tunnel vision' heavies that are not alert.
Make std and adv nova knifes have damage values closer to proto nova knifes. Proposal: std: 165 damage adv: 185 damage proto: 200 damage Make militia nova knifes have the same damage stats as std nova knifes. (Increase the PG and CPU cost of the weapons if you feel it necessary)
Increase melee range by an extra 0.6 to 1.0 meters (the result would be a 1.1 to 1.5 meter range total) The current melee range is roughly 0.5 meters. Lag is making hit detection for melee very hard when the target is moving away. You can see and hear yourself hitting the image of the target but no damage is done. The target can also hear and see you hitting them even when no damage is done because you are not within range. (I have seen it happen)
Increase the direct damage of all flaylock pistols at all tiers by an extra 100 units. It is extremely hard to get a direct hit on infantry. It is far more reliable to shoot the ground and use splash damage to kill a infantry target. Using direct hits costs players time and DPS because they take much longer to aim. (Increase the PG or CPU cost of the pistols if you feel it necessary, just make the pistols worth using as skill shot weapons)
Get rid of the 'aim down sights' shaking effect when ion pistols are in the 'gun charging up' process and when they are also in a fully charged state. It makes the gun non functional using charge shots while aiming down sights. It is far too great of a drawback.
Grenades are great, dont change there stats. They are working well, allowing suits to gain a sufficient upper hand before they enter a fire fight if they throw accurately.
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
460
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Posted - 2015.12.02 04:49:00 -
[6] - Quote
Back in open beta battle matches used to have some music that had many electronic sounds within it.
Please bring that open beta music back into all battle matches.
I think there was some voice audio sounds that used to be in the 'uprising game build' when players got hit by bullets and when shot in the head (voice grunting sounds mostly)
If there was any gasping noises or 'noisy deep breathing in' sounds, please make those sounds occur when the player gets revived and when they spawn in. I want to hear my character having new life breathed into her every time she spawns.
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
462
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Posted - 2015.12.03 08:16:00 -
[7] - Quote
The imperial amarr 'Seraph' logistics suit BPO within the loyalty store has 4 out of 5 of its low slots filled with modules. It should have all of its low slots filled with basic modules. Fill the empty slot with a basic reactive plate.
The forge gun HAV weakspot damage modifier seems ok at the moment. I have had enough testing to feel like the forge gun is worth using instead of a combination of swarm launchers and Packed AV grenades. (PAV grenades)
The weakspot at the back of all HAVs needs to give all plasma cannons a larger damage modifier. I would suggest increasing the damage modifier roughly by an extra 95%.
After giving my plasma cannon suit fitting a few tests against unhardened enemy tanks I concluded it was not worth using (plasma cannon and PAV grenades) compared to any forge gun. (when trying to hit weakpsots) Plasma cannons have a small 'user friendly and practical' range which is roughly 45m range. This is due to the arc of the bullet and slow velocity of the bullet compared to forge guns. It is hard to judge how high to aim to hit a weakspot at 45m ranges and further.
Forge guns are much easier and safer to use because the bullet does not arc and has much higher ranges while allowing you to view the enemy data at the bottom of the screen to tell you when you are aiming correctly. You usually dont have to deal with infantry at 100-300m forge gun engagement ranges. Forge guns also have a much higher damage per bullet as well as a higher HAV weak spot damage modifier. This makes its DPS much higher than plasma cannons when HAV weak spots are hit. Forge guns in combination with PAV grenades work well to almost kill unhardened tanks. (some times you do kill them if they dont run away in time)
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
463
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Posted - 2015.12.06 05:36:00 -
[8] - Quote
Clifford 747 wrote:Add lower tier contact grenades to game?
Move the Thukker contact grenade (and the Aurum Advanced contact grenade in shown in skill description but not market) from the locus grenade market tab to the Contact grenade market tab.
It would probably make the game more interesting if there were std and adv contact locus grenades that only cost ISK.
I do not support moving contact grenades to the contact grenade tab, as that extra tab was likely intended for different contact grenades with different effects to locus grenades. Additionally moving the thukker and other existing contact grenades to a different tab would likely be more unnecessary work for CCP that would not affect gameplay within battles.
Side note: Make 'crouching down' on the ground reduce weapon recoil by an extra 50% for all weapons. This would improve the functionality of some weapons like the AR, AssaultCR, BurstCR, Rail rifles and ARRs, sniper rifles, and some other weapons. It would give players a better reason to crouch in long range combat. (crouching already applies a recoil reduction, but that effect is far too little on most weapons)
Caution: Some players may see contact grenades as 'cheap and unworthy' tactics. I see contact grenades being very useful but would be distasteful for in many players eyes because they use 'low HP' armor and shield suits. The contact grenades would likely be unreliable at std level, and maybe adv level as well. I dont know. I look at fused grenades today and see that they would be hard to use and cost more PG and CPU. Players have divided views on what they want to see in the game. Some want strafe speed to be reliably used to dodge bullets like Neo within Matrix. Others want the game to be based on positioning and mathematics mostly. Others want some suits to have a reliable chance in a fight where they were ambushed from behind. Regardless of there views, I feel the game is mostly where I like it to be. |
WeapondigitX V7
U.S.N.E. Army Learning Alliance
463
|
Posted - 2015.12.08 11:02:00 -
[9] - Quote
Change all the gallente burst assault rifles to fire 6 rounds per burst instead of 3. This would make it easier to use and increase its overall average DPS. It would make it worthwhile to use, this is similar to the burst assault rifle stats in open beta, where it fired 7 rounds per burst.
The game used to show players they were being repaired by infantry repair tools by displaying a yellow glow (to the repaired player) on the outer edges of the TV screen. Return that feature to the game if possible or create something similar.
Increase the animation speed of players activating and throwing grenades by 70%. Hopefully this does not change the time it takes for grenades to detonate after activation.
Some players dont like myrofibrils stimulants giving a bonus to jump height, I would be alright with preventing players firing weapons while airborne if possible. But I would not support limiting the modules use further or reducing the jump height bonuses per module in most circumstances. The current jump heights allow players to jump over important walls and bypass areas into cities that are bloodbaths. It helps reduce deaths and loss of ISK because we are not fighting multiple opponents unless we choose to. It gives us more control over the flow of battle.
Unusual Suggestion: Make players turn to the colour black when crouched and also not display gun barrel flashes and not display gun barrel tracer bullets to other players and themselves. It will help players blend into shadows and enhance stealth gameplay. Optional suggestion: Gun sounds also silenced while crouched, but that would enhance CQC stealth play, not long range stealth gameplay.
Increase direct damage of breach mass driver by an extra 100 units and make its HAV 'fuel tank' weakspot damage modifier 430% for all HAVs (the weakspot at the back of HAVs). You need to be very close to hit a HAV weakspot consistently with breach mass drivers.
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
464
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Posted - 2015.12.10 01:58:00 -
[10] - Quote
Increase the clipsize of all tactical snipers to 14 shots and increase the damage of all tiers by an extra 50 units and increase there max ammunition to 56. But decrease the optimal range of all tactical snipers to 150m and increase there reload times to 12 seconds.
I have been testing tactical sniper rifles and I have noticed that the tactical sniper rifle relies more on body shots without aim assist. It relies on hitting a target 3-9 times to kill them at short ranges. To reliably hit targets 5 times i needed to be within 150m ranges because targets can change direction so suddenly without any inertia affecting them (optimal range of tactical sniper rifles are currently 350m). Missing shots was a very common occurrence. I needed many damage mods and adv tier tactical sniper rifle for my fits to be able to be functional and kill targets before needing to reload. (I needed a much higher damage per clip/magazine ) |
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
464
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Posted - 2015.12.10 11:03:00 -
[11] - Quote
Increase the base HP of basic light frame suits at all tiers and all races.
amarr light frame: +approx 120 armor hp
caldari light frame: +approx 120 shield hp
gallente light frame: +approx 120 armor hp
minmatar light frame: + approx 120 shield hp
This will make light frames become light assault suits with only small amounts of ewar. If I remember correctly Rattati had wanted to make them light assaults by giving them less speed but more HP compared to scouts. (they already have less speed)
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
464
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Posted - 2015.12.13 09:04:00 -
[12] - Quote
Increase the blast radius of individual bullets for small flux orbital strikes up to approx 60 meters. The blast radius in currently approx 15 meters when seen in battle. If it as already roughly 60 meters, increase the radius 300% so the small flux orbital strikes are far more useful against large groups of uplinks close together. The blast radius of individual bullets/shots for small flux orbital strikes are too small. They are used only to reliably destroy 1 infantry spawn uplink equipment every time.
Give infantry small orbital laser strikes from warbarges to use at a cost of 1000 WP in public and Faction warefare battle modes. (Blast radius and damage for individual bullets are the same as large laser strikes, however only 1 bullet/shot would be fired instead of approx 20 bullets like large laser orbital strikes)
Make tactical scrambler pistols available on the market place for 10 000 ISK per unit
Increase the optimal and effective range of tactical scrambler pistols by 10 meters. <--- not too important
Make standard variants of burst and tactical ARs available on the market.
Decrease the hipfire recoil of all burst scrambler pistols by 50%. It is far too inaccurate.
Make the colour of the blast radius of snowball launchers bright fluorescent blue with a blast radius of 20 meters (keep its damage at zero)
(fix problem) Make the light caldari frames show caldari hands within 'first person view' in battles instead of gallente light frame hands.
Make faction warefare award the losing side a small amount of points towards getting higher faction loyalty ranks.
Make the single battle 'hack terminal' objective change positions in quicker time intervals (within acquisition game mode). Example: Change position every interval of 105 seconds. |
WeapondigitX V7
U.S.N.E. Army Learning Alliance
464
|
Posted - 2015.12.21 01:31:00 -
[13] - Quote
For faction warefare and public matches: Increase the war point rewards to 100 WP for killing players equipped with any ISK variant proto suit.
Increase the war point rewards to 150 WP for killing players equipped with any officer suit. |
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