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duster 35000
656
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Posted - 2015.11.30 02:33:00 -
[181] - Quote
True Adamance wrote:duster 35000 wrote: souls' series special's
Don't you dare bring Souls into this. Most such special abilities you refer to we're absolute crutches anyway that actually only made it easier for good players take you apart. It got to the point where with 'Dead Angles' alone I was clearing Hosts from their worlds by the dozen. are you triggered :^)
not all of them were broken but they all left you open for backstab
We'll bang ok?
Shitposting at level 5 proficiency 5
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Cloak Dog
Horizons' Edge
900
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Posted - 2015.11.30 02:43:00 -
[182] - Quote
Francois Sanchez wrote:How are we supposed to know what you might have missed whereas we don't know what you're working on? Anyway I'd like a cloak rework, the delay design is terrible it should be no action after decloaking instead of time to switch to something else even when the cloak is desactivated. Reduce cloak scan range penalty and add a precision penalty. Also make penalties decrease between tiers to make the PRO cloak useful You can't fix what's already perfect.
I'm more bark then bite...sometimes...
BRUH
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Cloak Dog
Horizons' Edge
900
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Posted - 2015.11.30 02:48:00 -
[183] - Quote
Also the only thing I want is the inability to leave a battle unless you pay a fee of 200k.
That way, hopefully, people will stay in a battle, EVEN IF THE ODDS ARE OBVIOUSLY UNFAIR. Freaking deal with it, have an MCC party, test your officer weps in the MCC. Throw a BBQ in the MCC. Sleep on a nanohive in the MCC. The options are endless when your in the god damn MCC because everyone on the other side is a god damn crazy beserker with a gun.
Beer pong in the MCC.
I'm more bark then bite...sometimes...
BRUH
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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 -
[184] - 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. |
Cloak Dog
Horizons' Edge
900
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Posted - 2015.11.30 02:52:00 -
[185] - Quote
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?
I'm more bark then bite...sometimes...
BRUH
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Ralden Caster
Random Gunz Rise Of Legion.
382
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Posted - 2015.11.30 02:59:00 -
[186] - Quote
Jadek Menaheim wrote:All dropsuits having a nanite injector in a hidden free equipment slot. You can override the injector by placing your own in an equipment slot.
The hidden slot nanite injector's power is based on the meta level of the suit, i.e. mlt suit get a hidden slot mlt injector, officer suit gets the 100% injector in the hidden free slot. So...
What happens if I roll with 4 nanohives?
Gallente is photon gear confirmed.
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WeapondigitX V7
U.S.N.E. Army Learning Alliance
456
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Posted - 2015.11.30 03:01:00 -
[187] - 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 -
[188] - 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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IceShifter Childhaspawn
Rebels New Republic The Ditanian Alliance
830
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Posted - 2015.11.30 03:27:00 -
[189] - Quote
I would recommend that all items in inventory be assigned a sell value.
For myself my shock assault suits and one of my forge gun variants were unsellable.
Getting rid of server switching would be a boon.
Oh and FOLDERS for fittings.
It's hard to beat up hundreds of armor piercing bullets using only your face...
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Saint Winter
Royal Uhlans Amarr Empire
173
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Posted - 2015.11.30 04:03:00 -
[190] - Quote
Hello everyone.
Instead of putting stacking penalty put a limit stacking as you did with the myofibrills.
This way there will no longer stack on some objects, although I do not think there is better to make a apilamine limit for each module available in the gaming market. |
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Saint Winter
Royal Uhlans Amarr Empire
173
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Posted - 2015.11.30 04:18:00 -
[191] - Quote
The logistics of the races with two bonuses with their respective equipment:
Ammar: 2+ limits resuscitations and 5% - or 3% - timeout deployment, by level (For Drop uplinks)
Minmantar: 10% + beam length and 5% + EFFECTIVENESS to repair, by level (For Armor Repairer)
Gallente: 5% + scan presicion and 5% + scanning range, by level (For Active Scanner).
Caldari: 10% + range of replenishment and 5% + replenishment EFFECTIVENESS, by level . (For Nanohives) |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.11.30 04:20:00 -
[192] - Quote
Jadek Menaheim wrote:All dropsuits having a nanite injector in a hidden free equipment slot. You can override the injector by placing your own in an equipment slot.
The hidden slot nanite injector's power is based on the meta level of the suit, i.e. mlt suit get a hidden slot mlt injector, officer suit gets the 100% injector in the hidden free slot.
no way. You want to do logi work, run a logi or give up that nanohive in your equipment slot.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
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Professor Mehaffey
Amarr Templars Amarr Empire
42
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Posted - 2015.11.30 04:23:00 -
[193] - Quote
Tesfa Alem wrote:Jadek Menaheim wrote:All dropsuits having a nanite injector in a hidden free equipment slot. You can override the injector by placing your own in an equipment slot.
The hidden slot nanite injector's power is based on the meta level of the suit, i.e. mlt suit get a hidden slot mlt injector, officer suit gets the 100% injector in the hidden free slot. no way. You want to do logi work, run a logi or give up that nanohive in your equipment slot. I think he was joking...
Then again, with Jadek you never know
FREEEDDDOOOMMM
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jdom503
world wide killaz
33
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Posted - 2015.11.30 06:16:00 -
[194] - Quote
Officer AK0 Sentinel Long over due of the un-nerfing of HMG Either nerf myofibs or split it into 2 modules
Other than that I'd prefer the end of nerfing. You can spend lots of time specing into and refining a loadout just to see something just not be good anymore. It has driven players off the game. After every nerf/buff I've noticed its when people say screw it and stop playing. I know people complain but most people complain even if they get what they want. |
Professor Mehaffey
Amarr Templars Amarr Empire
43
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Posted - 2015.11.30 06:19:00 -
[195] - Quote
jdom503 wrote:Officer AK0 Sentinel Long over due of the un-nerfing of HMG Either nerf myofibs or split it into 2 modules
Other than that I'd prefer the end of nerfing. You can spend lots of time specing into and refining a loadout just to see something just not be good anymore. It has driven players off the game. After every nerf/buff I've noticed its when people say screw it and stop playing. I know people complain but most people complain even if they get what they want. You have to admit, just the proto ak.0 sentinel wrecks everything in sight in cqc. I can only imagine what an officer ak.0 sentinel would be doing.
Although I am intrigued by the notion, I believe that we should have the addition of Experimental Suits, not more Officer suits.
FREEEDDDOOOMMM
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jdom503
world wide killaz
33
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Posted - 2015.11.30 06:25:00 -
[196] - Quote
Professor Mehaffey wrote:jdom503 wrote:Officer AK0 Sentinel Long over due of the un-nerfing of HMG Either nerf myofibs or split it into 2 modules
Other than that I'd prefer the end of nerfing. You can spend lots of time specing into and refining a loadout just to see something just not be good anymore. It has driven players off the game. After every nerf/buff I've noticed its when people say screw it and stop playing. I know people complain but most people complain even if they get what they want. You have to admit, just the proto ak.0 sentinel wrecks everything in sight in cqc. I can only imagine what an officer ak.0 sentinel would be doing. Although I am intrigued by the notion, I believe that we should have the addition of Experimental Suits, not more Officer suits.
Ex suits would be good. It would be a reward for those spec'd into racial suits with no officer variant. |
Maken Tosch
DUST University Ivy League
12
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Posted - 2015.11.30 06:31:00 -
[197] - Quote
Allow players to trade respecs with each other while simultaneously implementing more secure options for trade such as contracts and live trade windows like you see in Eve Online.
Not only will this restore confidence in players regarding the security of their transactions with strangers but it will also improve revenue for CCP like how PLEX in Eve Online did for CCP.
EDIT: Ok it looks like you meant changes regarding server side. In that case, I don't suppose they could at least fix the receipt system that hasn't worked since player trade began, right?
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.11.30 06:43:00 -
[198] - Quote
Himiko Kuronaga wrote:The ability to damage the MCC with turrets.
Just do it and let's see what happens. Might be surprised.
Should be a very simple change.
That use to happen one time in closed beta. Did not go well for the gameplay experience.
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.11.30 06:49:00 -
[199] - Quote
Worthless Target wrote:It sounds silly, but I'd like to see mercenaries living in their warbarges be actual cannon.
The current warbarge lobby would make for a great alternative to the merc quarters. The tools for the market, assets, fittings, and skills are already built in. And we would have a great view of the planet for once.
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.11.30 06:52:00 -
[200] - Quote
One more thing... the chat channels need to be fixed. We can't see anyone in our squad chat during battle.
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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 -
[201] - Quote
Edited my first post in this thread on page 10 |
jpmannu
123
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Posted - 2015.11.30 09:37:00 -
[202] - Quote
The Bon's Sin shooting sound sucks
PIJATELAINDERCHIUL
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jpmannu
124
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Posted - 2015.11.30 09:39:00 -
[203] - Quote
The Roden sniper rifle no more available after exp lab changes, and its not tradedable.
PIJATELAINDERCHIUL
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Jadek Menaheim
1nner.Heaven
8
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Posted - 2015.11.30 10:19:00 -
[204] - Quote
Ralden Caster wrote:Jadek Menaheim wrote:All dropsuits having a nanite injector in a hidden free equipment slot. You can override the injector by placing your own in an equipment slot.
The hidden slot nanite injector's power is based on the meta level of the suit, i.e. mlt suit get a hidden slot mlt injector, officer suit gets the 100% injector in the hidden free slot. So... What happens if I roll with 4 nanohives? The idea is giving everyone the ability to revive because as it is now, people don't seem to want to place it on their suits as they can't justify the slot/fitting cost.
Maybe a better approach is removing all nanite injectors from the market and having a base level nanite injector on your hidden slot, which its healing power goes up as you skill into nanocircuitry.
As for Caldari faction injectors, buying Caldari loyalty store dropsuits (all levels) would contain a boost to nanite injectors giving you (if you had max skills) 100% revive.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Himiko Kuronaga
Fatal Absolution Bleeding Sun Conglomerate
5
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Posted - 2015.11.30 11:53:00 -
[205] - Quote
Maken Tosch wrote:Himiko Kuronaga wrote:The ability to damage the MCC with turrets.
Just do it and let's see what happens. Might be surprised.
Should be a very simple change. That use to happen one time in closed beta. Did not go well for the gameplay experience.
During the closed beta period when MCC's were vulnerable it was never an issue. In fact this was all the way back during skirmish 1.0 from what I recall and the reason tanks were spammed was due to a couple other factors. First and foremost...
1. Tanks were free during this period. As were dropships. Both were spammed equally, as small turrets had incredible splash and ridiculous range. Dropships at the time also had no damage from collision, so they were used to smash into people on the ground in a highly trolly manner. Swarms couldnt really do much, so it was a case of either get in a tank and avoid being dropship crushed/spammed from towers, or get in a dropship yourself.
2. Defense relays/installations had to be busted in order to win. You did this with tanks. It was a necessary part of the gameplay at the time, so you couldnt really avoid it.
MCC's were made invulnerable shortly after when we went to the skirmish 2.0 we have now, with one exception. For a length of time, the underside missile launcher of the MCC could be hit to deal damage to it. This situation was eventually patched, but it never resulted in the epidemic of tank spam that everyone seems to fear.
Neither of the issues mentioned above are a part of the gameplay anymore and I think it's appropriate to give the mechanic another shot.
Usually banned for being too awesome.
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Keister Shrapnel
K-Mart
110
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Posted - 2015.11.30 13:39:00 -
[206] - Quote
How about a scrambler rifle variant with the safety protocols engaged? Maybe 1 per tier, both assault and standard. Could behave like a blaster or railgun installation when overheated, versus melting in your hand.
Officially graduated from Noob to Scrub
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Daddrobit
You Can Call Me Daddy
2
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Posted - 2015.11.30 14:11:00 -
[207] - Quote
Himiko Kuronaga wrote:
During the closed beta period when MCC's were vulnerable it was never an issue. In fact this was all the way back during skirmish 1.0 from what I recall and the reason tanks were spammed was due to a few other factors. First and foremost...
1. Tanks were free during this period. As were dropships. Both were spammed equally, as small turrets had incredible splash and ridiculous range. Dropships at the time also had no damage from collision, so they were used to smash into people on the ground in a highly trolly manner. Swarms couldnt really do much, so it was a case of either get in a tank and avoid being dropship crushed/spammed from towers, or get in a dropship yourself.
You may remember that one week earlier in the year when payout was bugged and people were making millions in every match. People would use all kinds of expensive stuff during that period, and that just proves people will go HAM with stuff if there are no consequences.
2. Defense relays/installations had to be busted in order to win. You did this with tanks. It was a necessary part of the gameplay at the time, so you couldnt really avoid it.
1. Well, mostly it was that there was a bug which happened to call in infinite tanks one after another for only the cost of the first so whenever it happened, the team with the bug would all pile in and shoot the MCC down if they were defending. As for the dropship crushing, that was more prevalent in the build that followed.
2. You ~could~ do it with tanks, and it was more ~effective~ to do it with tanks, but the infantry could also do it by planting a bomb a la the hacking method for everything else. Unfortunately tanks destroying the initial nodes was one of the reasons Skirmish 1.0 got canned. If a team called in tanks and rushed the nodes down to the exclusion of all else, the defenders couldn't win at all. The MCC was able to dock no matter how the defender fared. The null cannons couldn't shoot the MCC fast enough, and unless the defender team got the vehicle bug and collectively loaded them up, they were doomed. And even then you would still lose if the attackers even made mild attempts to neutralize your null cannons. At the end of Mordus Private Trials and Skirmish 1.0, if you were defending, you were already done for because everyone knew to call in a tank and rush down the nodes to insta-win.
**EDIT**
As for an improvement I'd like to see. Grant the losers of FW a gratuity gift of 25 Loyalty rank points. Playing FW is too rough to not get ~anything~ for your loyalty growth just because you lost even though you stuck through to the end.
O.G. Pink Fluffy Bunny
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zzZaXxx
SO FUKN HATED
833
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Posted - 2015.11.30 18:35:00 -
[208] - Quote
Ion Pistol Fitting OP changed to PG PLEASE!!!
And buff the Ion Pistol please!! Reduce dispersion and make GalAss bonus apply to it or increase damage.
Aaaand... - Buff Bolt Pistol: increase ROF - Buff SCR: reduce heat and/or recoil - Changer Laser damage to +15%/-15% - Buff TAR: reduce recoil - Make CalAss bonus apply to sidearms
I win
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zzZaXxx
SO FUKN HATED
834
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Posted - 2015.11.30 18:45:00 -
[209] - Quote
And making nanite injectors auto on every suit is genius. Right now it's kind of a wasted slot because people don't call out for help enough. People don't call out partly because they trust blues' timing with it but also because they don't want a dirty needle.
One solution: make it so there's only one needle in the game, the auto needle that comes with every suit except sentinals. Make that needle 70% effective. Give all logis a flat 25% bonus to needle efficacy. 87.5% would be the result.
I win
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Bremen van Equis
Incorruptibles
830
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Posted - 2015.11.30 18:55:00 -
[210] - Quote
Proto Assault Dropships. o7
Buckle up, boysGǪthis ramp leads to space. -Axe Cop
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