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Red at Math
Royal Uhlans Amarr Empire
41
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Posted - 2012.07.05 10:13:00 -
[1] - Quote
To help CCP with some of their internal processes, we wanted to get the feedback that we've been kicking around on the IRC channel into the forums so that they'd be more available for viewing. To that end, these are the various things we could come up with from memory that have been discussed over the last week. If there's anything you see not on this list, or if you'd just like to elaborate on something to expand it from the bullet point format, feel free to do so.
- The new map is cool, but we need variance to not go crazy. I think that a weekend restricted to testing a new map is fine, but we're getting a little burnt out on the same thing over and over.
- HMG needed a nerf, but has been hit too hard. Specifically the new overheat rate feels really good, but combined with the damage reduction makes the HMG a subpar weapon. Could also do with a range increase, as the Heavy suit already has a turn speed penalty making very close range difficult, there isn't a very large margin where the HMG excels.
- Bring back charge indicators on the UI for Forge/Sniper/Railguns.
- Swarm Launcher missiles bounce erratically when inside a confined space. In general collision detection on Swarm Launcher missiles needs to be looked at as it's inconsistent.
- Regarding the new map, the missile installation pointing directly into C needs to be moved, or the containers need to be shifted to provide better cover. Currently splash damage can allow a defender to cover C while tucked inside their redzone.
- Being on top of the towers and immune to retribution feels unbalanced, whether due to limitations of the draw distance or some unforeseen additional feature that will limit this tactic.
- In Ambush, sometimes you spawn ontop of one of the two hangers. This feels like an awkward place to be rewarded with randomly as being up their provides a tactical advantage
- There is a spot on the east side of the map, under the tubes where you can get stuck.
- You can get caught in the terran to the southwest of "A" between concrete struts and inclined terrain
- The milita vehicles should not be free as they currently skew the risk/reward ratio as they have no cost to using carelessly. Leading to tactics whereby a HAV driver simply jumps out if taking any damage, or a Dropship pilot uses it as a free taxi and then abandons.
- The AUR Advanced Heavy Suits lack a lowslot compared to the ISK version.
- The market is experiencing frequent hangs where specific market categories will not load for some people while other categories will. A client/system reset sometimes fixes the issue, and sometimes does not. If it does not, the problem has been seen to escalate until a person is unable to purchase from the market, including restocking existing fittings.
- Electronics upgrade skill is missing from the market
- Comms sometimes get mismatched, allowing you to hear/talk to the opposing team.
- Damage Mods for Vehicles don't work.
- ISK Repair tools are missing from the market.
- If you dont hold down L1, the HAV goes crazy when firing a large missile turrent.
- Putting the "fallback spawn" of each team inside the redzone is a good change, however some additional cover is required at these locations as it's currently possible to fire into them and/or run in and run out within the 20s timer.
- Redzone on Ambush is 10s while on Skirmish is 20s, this seems inconsistent.
- In the previous build, it was possible to hack defense relays from 3 of the 4 sides. This was most likely a bug, but made it far more difficult for a single person to cover an objective alone with no chance of retribution via sniping or remote explosives. The change has allowed this tactic to flourish, and again feels like it's skewing the risk/reward ratio allowing easy kills at little to no risk. Allowing objectives to be hacked from a radius around the terminal that includes 3 sides is requested.
Again, anything not on the list? Feel free to add to it below. |
Boksoon
Osmon Surveillance Caldari State
11
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Posted - 2012.07.05 10:21:00 -
[2] - Quote
Hit detection still needs a TON of work. The improvements between Beta 1 and the E3 build are massive in terms of hit detection, but playing with a shotgun is still a complete gamble whether you'll hit a target or not.
In the past few days the new map has turned into whoever can spawn camp the other side first. This might be a problem of disorganization between teams, but it gets old pretty fast.
The swarm launcher is pretty unintuitive to use. The one or two times I've selected the militia suit to take down a vehicle, I've been unable to lock-on to anything or tell if I've locked on to anything. A UI revamp for the laucher is something you should look into.
Shotgun damage feels a little low as more people get SP. At base stats for everyone the shotgun has quite a bit of power, but (especially the breach) as people get more Shield/Armor its power falls considerably. Rather than having Shotgun Operation decrease spread (which destroys this gun due to wonky hit detection), possibly change it to increasing the amount of pellets or something?
Quote:Being on top of the towers and immune to retribution feels unbalanced, whether due to limitations of the draw distance or some unforeseen additional feature that will limit this tactic.
In its current state I agree with you, and rather than removing the ability to get up to spots like this, I'd rather see ladders or something to get on top of structures. I absolutely love the freedom of movement CCP is affording us on these maps. Letting these positions be flanked could open up some awesome gameplay opportunities.
Almost forgot my biggest complaint: on foot terrain mechanics. Sprinting across maps is very annoying when you fall half a centimeter and it stops your forward momentum. The size of the maps in DUST means you're sprinting a lot and constant hiccups are very annoying. Jumping can also be a death sentence on inclined terrain. I've kill myself countless times by dropping a couple centimeters and taking my whole shield worth of damage.
Overall the new patch is awesome. |
Otosan Ookami
Royal Uhlans Amarr Empire
33
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Posted - 2012.07.05 10:25:00 -
[3] - Quote
Room to flank in battle, if not to pull far enough away out of the fight as "enemies" to test various fits/vehicles for damage, functional modules etc. (it's fun being shuttled around on the roof by a Blue with his team trying to chase you down)
US Comm had some great badlands. Plateau ambush is just too claustrophobic for my tastes.
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gangsta nachos
Osmon Surveillance Caldari State
377
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Posted - 2012.07.05 10:27:00 -
[4] - Quote
people running/walking in the distance look like they are on skateboards no leg movement.
when hacking and the circle comes up that says hacking when it drops in and out its because someone else started a different hack or just finished a hack while you were in the process.
jumping out of dropships gives you the animation falling through the air and hitting the ground when tapping X during free fall. but jumping from everything else and tapping X only gives you the hitting the ground animation and not the dropping through the air animation
to go with getting on top of towers also add the mcc |
Karras Hearn
Seituoda Taskforce Command Caldari State
15
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Posted - 2012.07.05 10:29:00 -
[5] - Quote
Not specifically related to this build, but something that had annoyed me is damage indicators showing up when shot by, or shooting at a team mate. I have spent a lot of time trying to find who was shooting at me before discovering that it was a team mate, or shooting/throwing grenades into the distance because I saw damage indicators pop up. I can think of no reason why we would get those indicators for friendly fire when ff isn't turned on
EDIT: Post match screen is too short, I will agree that there needs to be a timer, but what ever it is set to is just too short. |
Brock Taggert
BetaMax.
3
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Posted - 2012.07.05 12:25:00 -
[6] - Quote
Bugs I've found and repeated.
Swarm Launcher UI corruption. locking a target and having it go out of range does not reset the screen and I have a constant lock indicator on my screen that will sometimes go away when I lock a new target, but will persist if I switch weapons.
Swarm launcher will not lock/fire if I pull the trigger too early after a launch, this will go away if you switch weapons and switch back to the swarm launcher.
And this is the most annoying, Vehicle/infantry tags are severely messed up at times. I've seen people running around with the HAV, dropship, and LAV tags and vehicles with the incorrect tag also. It's slightly annoying to have a swarm and think you're running up on a tank or lav to be shot in the face by an AR.
If I remember any more from yesterday I'll add more. |
Steve Renuken
BetaMax.
23
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Posted - 2012.07.05 19:48:00 -
[7] - Quote
FoF markers on distant vehicles please!
I don't want to have to be really close when using a forge gun. it leads to death. |
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CCP Frame
Royal Amarr Institute Amarr Empire
351
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Posted - 2012.07.05 19:58:00 -
[8] - Quote
Remember, bug reports can also be submitted here: http://bugreports.questionpro.com/ and are greatly appreciated.
Also, thank you for the list! We are looking at IRC, but this really helps to catch up with the things that we may have missed. |
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crazy space
ZionTCD Legacy Rising
879
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Posted - 2012.07.05 20:24:00 -
[9] - Quote
hey I would like to add that Remote charges should stick to things like vehicles. How else will we load up a buggy full of c4 and drive it off a cliff to send it right into an enemy building?
I'm not kidding, this is like an fps sandbox standard nowadays and I want to have it in dust.
also for taking out tanks, running up behind we should be able to stick our mines on it.
Also speaking of mines I would have them take the grenade slot. We should have to sack something to get remote mines.
also... Have you thought about just redoing the way drop suits progress? Right now you have to get to level 4 before anythign changes... That's kinda... extreme isn't it? Shouldn't it be more like eve spaceships? Have the free version, the level 1 version, the advanced version at level 3 and the tech 2 at level 5.
Make it so tech 2 is better but mostly different than tech 1. Like you have no in game, but boost tech 2 to be on level with prototype gear.
FINALLY, please make it so each level in a drop suit skills gives all suits a boost. Like in eve, scout suit gets 5% to speed per level, tech 2 suit gets 5% per level for speed, and 5% reduction in damage to shield per level of some other skill.
And so on. Please ccp? It works in eve, it'll work in dust. Right now it's useless to train up skill to 2 and 3. That's a long time to wait getting nothing. In eve every skill level grants you something. Some skills in dust allready do that to be fair.
Almost forgot, you shouldn't be able to drive a tank if you don't have the skills for it. Even if that means you have to add skill bonuses per level of tank skill. So if someone does take your tank they are an easy target. Right now it's stupid.
final edit: the OP is this thread is spot on in every way. |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
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Posted - 2012.07.05 20:29:00 -
[10] - Quote
Red at Math wrote:
Swarm Launcher missiles bounce erratically when inside a confined space. In general collision detection on Swarm Launcher missiles needs to be looked at as it's inconsistent.
Expanding on this, swarm missiles seem to wrap around solid objects instead of colliding with them. They'll do single frame 60 degree turns around corners and fly up and over hills if they're fired as locked-on (I feel this should allow them to be guided to the target, not cause them to perfectly path their way around any obstacle to reach it). Also, if fired from extreme ranges, the missiles seem to be invisible, making it impossible to know they're coming or from which direction, you're just sitting there and then suddenly damage.
Edit: Also, Mechanics skill says it applies to both dropsuits and vehicles (+% armor per level). It currently either doesn't apply to vehicles, or doesn't show it in the fitting menu. |
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Karras Hearn
Seituoda Taskforce Command Caldari State
15
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Posted - 2012.07.07 01:17:00 -
[11] - Quote
The LAV controls seem a little bit loose to me. It fishtails far to easily. |
Lilianna Sentinel
Bragian Order Amarr Empire
295
|
Posted - 2012.07.07 01:42:00 -
[12] - Quote
I must have been playing EVE too long because I accidentally read the thread title as "Please nerf Megathron" |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.07.07 02:33:00 -
[13] - Quote
I didn't want to hijack a thread about IRC people's feedback with a massive spamthread about my own feedback. So, here is that. |
Drake-696
Doomheim
53
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Posted - 2012.07.07 15:01:00 -
[14] - Quote
Great thread, great points, nothing to add, but the op and several other posters have done a good job covering the most prominent issues. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.07 15:44:00 -
[15] - Quote
Lilianna Sentinel wrote:I must have been playing EVE too long because I accidentally read the thread title as "Please nerf Megathron" And I've been playing and watching Transformers too much because I accidentally read your post as "Please nerf Megatron" |
Darky SI
232
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Posted - 2012.07.07 16:08:00 -
[16] - Quote
Red at Math wrote:
HMG needed a nerf, but has been hit too hard. Specifically the new overheat rate feels really good, but combined with the damage reduction makes the HMG a subpar weapon. Could also do with a range increase, as the Heavy suit already has a turn speed penalty making very close range difficult, there isn't a very large margin where the HMG excels.
+1 to that and here is a feedback about the HMG from me and other users all in one thread: https://forums.dust514.com/default.aspx?g=posts&t=24998&find=unread |
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