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![Zekain Kade Zekain Kade](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
Zekain Kade
BetaMax.
931
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Posted - 2012.07.07 18:26:00 -
[61] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
if we have to wait 8 seconds to suicide, can you please lower the re spawn timer down to 8, or 6 or something? it's going to take really long to get back into battle if we have to wait for 8 more seconds.
|
![Buzzwords Buzzwords](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_4_male_128.jpg)
Buzzwords
Deadly Blue Dots RISE of LEGION
416
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Posted - 2012.07.07 18:29:00 -
[62] - Quote
he said on the last page that time on the ground counts against your respawn timer. so in effect it only adds a second or 2
you just stare at the map less and stare at the ground more. |
![Zekain Kade Zekain Kade](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
Zekain Kade
BetaMax.
931
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Posted - 2012.07.07 18:31:00 -
[63] - Quote
Buzzwords wrote:he said on the last page that time on the ground counts against your respawn timer. so in effect it only adds a second or 2
you just stare at the map less and stare at the ground more. Yea I just saw, and was about to edit my post.
Also, what do you guys think about the idea of giving Logi suits the ability to use heavy weapons?
Also, can you give players the ability to finish off downed players? |
![PEEEEEEETREEEEEEEEEEEEEE PEEEEEEETREEEEEEEEEEEEEE](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
PEEEEEEETREEEEEEEEEEEEEE
Seituoda Taskforce Command Caldari State
781
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Posted - 2012.07.07 18:45:00 -
[64] - Quote
Ourors wrote:CCP Remnant wrote:As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
oh hell yes, hell ******* yes
my thoughts exactly! :D |
![Zekain Kade Zekain Kade](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
Zekain Kade
BetaMax.
931
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Posted - 2012.07.07 18:55:00 -
[65] - Quote
With these updates, I'll be sure to carry around a nantie injector with my assault suit now. |
![Ayures0 Ayures0](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Ayures0
259
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Posted - 2012.07.07 21:42:00 -
[66] - Quote
Holy freaking awesome. I <3 U, CCP Remnant. |
![Mobius Wyvern Mobius Wyvern](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
Mobius Wyvern
BetaMax.
1216
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Posted - 2012.07.07 21:46:00 -
[67] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
The only aspect of this I found odd was adding a bonus to hacking terminals to that particular suit. Such a bonus would seem to me to be better served as a Scout bonus, given their supposed role of getting behind enemy lines. |
![Wynn80 Wynn80](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Wynn80
43
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Posted - 2012.07.07 23:00:00 -
[68] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
It's like my Birthday came early thank you so much for making the game fun for us support people |
![Reverend Frost Reverend Frost](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Reverend Frost
Villore Sec Ops Gallente Federation
13
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Posted - 2012.07.08 05:58:00 -
[69] - Quote
BL4CK FRIAR wrote:CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
Also keep in mind, when a logi calls in the first player initiated orbital strike...people are gonna cry nerf.
Ummm..... HELL YES!!! I loved Logistics already cause it was just straight up hard to do, and my team loved me. Time to grind to proto... |
![Darius Ashran Darius Ashran](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_3_male_128.jpg)
Darius Ashran
BetaMax.
23
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Posted - 2012.07.08 06:50:00 -
[70] - Quote
Mobius Wyvern wrote:CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
The only aspect of this I found odd was adding a bonus to hacking terminals to that particular suit. Such a bonus would seem to me to be better served as a Scout bonus, given their supposed role of getting behind enemy lines.
Keep in mind however while all suits wont get the role bonus he did say there would be modules so you could put those on a scout suit build =D
|
|
![Wynn80 Wynn80](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Wynn80
43
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Posted - 2012.07.08 23:16:00 -
[71] - Quote
Since this is the biggest Logi theard
Oh super Devs can we have it that nanite injectors work with out switching your gun out, I've been shoot in the head a few times do to weapon swapping. Have it like when we hack a node just be over the body and hold a button down. |
![Seran Jinkar Seran Jinkar](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.07.09 13:29:00 -
[72] - Quote
Concerning the finding of downed players I'd suggest a module that shows downed players on map. Something liek Triage or First Aid Scanner. |
![Dro2072 Dro2072](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
Dro2072
Doomheim
35
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Posted - 2012.07.09 17:21:00 -
[73] - Quote
@mobius wyvern how would that suit the scout class exactly? he isnt a technician just i can pick you off from as far away as possible and u wont see me hiding in the brush kinda guy and a logi has all kinds of support roles and abilites hes like a rocket scientist (not really but you get the point) thats why its better suited to logi. |
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gangsta nachos
Osmon Surveillance Caldari State
377
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Posted - 2012.07.09 17:36:00 -
[74] - Quote
CCP Remnant wrote:YouGÇÖre all pretty spot on. The Logistics suit hasnGÇÖt quite found its niche yet, due in small part to stats and in large part to his dependence on having a variety of equipment to use (which just isnGÇÖt there). His strength lies in his versatility, but without the tools to do so heGÇÖs obviously not living up to his full potential. HeGÇÖs not perfect, but much improved in the build weGÇÖre using in the office. Some things to look forward to in the next update:
- Logistics suits have a 10% bonus to hacking speed. New hacking modules will be available on the market to boost this as well.
- Bumped the Logistics shield up by 10 HP so it has the same max. shield as the Assault and a tiny bump to shield recharge rate. A minor conceit to his fragility. Every little bit helps, after all :P
As for downed victims:
- Victims can no longer suicide immediately. There is a mandatory eight-second delay after which they can choose to suicide. If they choose not to, they can wait for up to 30 seconds for someone with a nanite injector to reach them.
- Victims get a notification when someone with a nanite injector is nearby so that they know help is on the way.
- When fitted with a nanite injector, HUD icons will appear showing you the location of downed friendlies.
Some general notes:
- The repair tools were removed because we felt they were still too clunky and not that fun to use. WeGÇÖre fixing them up and theyGÇÖll be back as soon as possible. The fact that only AUR versions exist on the market was an oversight. They should have all been removed from the market.
- There ARE repair nanohives. Look for any nanohive with the (R) designation in its name. These replenish ammo and repair armor.
So since we are at least going to have 8 seconds now or 30 if they want to wait how about this idea.
Since we are limited on stamina and we are trying to get to them before the 8 seconds is up could we get some kind of boost on stamina something like( pulling out nanite injector will let us go past our stamina and start to drain the shield around our dorpsuit kinda like back up stamina ) might sound kinda dumb thought I would throw that in there maybe someone could build on it. Might be OP idk It would just suck to be so close and barely miss someone. thoughts?
never mind ill adapt or die |
![Alexei Darkbloom Alexei Darkbloom](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Alexei Darkbloom
Royal Uhlans Amarr Empire
17
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Posted - 2012.07.10 16:27:00 -
[75] - Quote
If anything 8 seconds isn't long enough. Right now there isn't much of a penalty to dying. You can kill a gang of guys and (depending on the spawn location) they could be back causing problems in 30 seconds or less. Even better would be to have a limit to number of respawns per match. These would encourage less kamikaze play and more brain usage. |
![Wynn80 Wynn80](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Wynn80
43
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Posted - 2012.07.10 16:42:00 -
[76] - Quote
Alexei Darkbloom wrote:If anything 8 seconds isn't long enough. Right now there isn't much of a penalty to dying. You can kill a gang of guys and (depending on the spawn location) they could be back causing problems in 30 seconds or less. Even better would be to have a limit to number of respawns per match. These would encourage less kamikaze play and more brain usage.
I think once people start using load outs worth some real isk they going to wait on us to rez them. |
![lDocHollidayl lDocHollidayl](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_4_male_128.jpg)
lDocHollidayl
Imperfects Negative-Feedback
171
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Posted - 2012.07.10 16:55:00 -
[77] - Quote
Daxos Cavaletto wrote:NO to the 8 second delay. Not cool.
Look I understand you want to find a niche or need for logi (people want to be healers) but don't hurt the rest of us so that you can MANUFACTURE A FALSE need for them. Which if you read the idea is really all you did. Instaed of addressing the actual problem of use and game play for logi suits you penalized dying more.
Just from exp with dust so far even if there were active healers on map the majority of the time they would NOT be able to get to you. when you look at the size of the maps and how many players and objectives there are its unfair to assume there will be enough logi to support all areas.
PLEASE go back to the drawing board on this one. Very BAD IDEA.
Right now testing is basically public server play. Logi healing isn't a key part. when we get to corp v corp battles it will be a whole different story.
Give logi versitility and survivability for public play and proper equipment to heal and res in team play. Then and only then will I put you back on my christmas card list.
You died...8 second punishment is perfect. Respawning needs to be far from instant. 8 sec. death...10 seconds to look over map and deploy...this means logi will have a role and players will be them. Just like when there are too many vehicles on the map one switches to vehicle kill loadout. Adapt. |
![Azura dark Azura dark](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Azura dark
31
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Posted - 2012.07.10 17:19:00 -
[78] - Quote
edit: deleted
CCP Remnant wrote:Time spent downed will be subtracted from your respawn time (there is a minimum 3 second spawn time, though). We've been playing it a lot internally and I don't think we've had a single complaint about the mandatory downtime (I forget the exact duration, but it takes 2-3 seconds just to hit the ground in 1P after death so the extra few seconds don't feel like an eternity). At any rate, try it out and if you absolutely hate it I'm sure you'll make sure we know ![Blink](https://forums.dust514.com/Images/Emoticons/ccp_blink.png)
i didnt read this until after i posted, so deleted my post as this is basicly what i was suggesting to do, i'm fine with this. |
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gangsta nachos
Osmon Surveillance Caldari State
377
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Posted - 2012.07.10 18:17:00 -
[79] - Quote
Wynn80 wrote:Since this is the biggest Logi theard
Oh super Devs can we have it that nanite injectors work with out switching your gun out, I've been shoot in the head a few times do to weapon swapping. Have it like when we hack a node just be over the body and hold a button down. Ive said in another thread I just want to run up and hit r3 melee to medic |
![Rykenth Drekk Rykenth Drekk](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_2_male_128.jpg)
Rykenth Drekk
Villore Sec Ops Gallente Federation
76
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Posted - 2012.07.10 18:42:00 -
[80] - Quote
<3 Spider tanking.... Muahahahahaha! Hahahaha! Hahaha! Ha! ![Twisted](https://forums.dust514.com/Images/Emoticons/ccp_twisted.png)
(Have considered it...) |
|
![Ni4Ni Venix Ni4Ni Venix](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_4_male_128.jpg)
Ni4Ni Venix
An Eye For An Eye AN EYE F0R AN EYE
29
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Posted - 2012.07.10 23:39:00 -
[81] - Quote
I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information. |
![Rykenth Drekk Rykenth Drekk](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_2_male_128.jpg)
Rykenth Drekk
Villore Sec Ops Gallente Federation
76
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Posted - 2012.07.10 23:42:00 -
[82] - Quote
Ni4Ni Venix wrote:I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information.
The standard respawn timer is 10 seconds. The 8 second bleedout before death is subtracted from the respawn timer as per normal. So that means that you will spawn exactly 2 seconds after you have selected which fitting, and dropsuit you select. This was covered by a dev earlier in this forum. ![Shocked](https://forums.dust514.com/Images/Emoticons/ccp_shocked.png) |
![Ni4Ni Venix Ni4Ni Venix](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_4_male_128.jpg)
Ni4Ni Venix
An Eye For An Eye AN EYE F0R AN EYE
29
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Posted - 2012.07.10 23:58:00 -
[83] - Quote
Rykenth Drekk wrote:Ni4Ni Venix wrote:I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information. The standard respawn timer is 10 seconds. The 8 second bleedout before death is subtracted from the respawn timer as per normal. So that means that you will spawn exactly 2 seconds after you have selected which fitting, and dropsuit you select. This was covered by a dev earlier in this forum. ![Shocked](https://forums.dust514.com/Images/Emoticons/ccp_shocked.png)
It was covered that it would not be able to go down to 2 seconds. So it may be 3 or 4.
Edit: I liked your post in another thread, so I just wanted to say my reply was not personal. Just stating what was said. ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png) |
![ILLUMIKNIGHT Martinez ILLUMIKNIGHT Martinez](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
ILLUMIKNIGHT Martinez
Doomheim
6
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Posted - 2012.07.11 01:12:00 -
[84] - Quote
I like this guy!!! also great how you guys are communicating. |
![Ayures0 Ayures0](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Ayures0
259
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Posted - 2012.07.11 01:13:00 -
[85] - Quote
ILLUMIKNIGHT Martinez wrote:I like this guy!!! also great how you guys are communicating.
CCP devs are pretty cool like that. They'll even party and drink with you in Iceland at their fanfest events. |
![Rykenth Drekk Rykenth Drekk](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_2_male_128.jpg)
Rykenth Drekk
Villore Sec Ops Gallente Federation
76
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Posted - 2012.07.11 01:15:00 -
[86] - Quote
Ni4Ni Venix wrote:Rykenth Drekk wrote:Ni4Ni Venix wrote:I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information. The standard respawn timer is 10 seconds. The 8 second bleedout before death is subtracted from the respawn timer as per normal. So that means that you will spawn exactly 2 seconds after you have selected which fitting, and dropsuit you select. This was covered by a dev earlier in this forum. ![Shocked](https://forums.dust514.com/Images/Emoticons/ccp_shocked.png) It was covered that it would not be able to go down to 2 seconds. So it may be 3 or 4. Edit: I liked your post in another thread, so I just wanted to say my reply was not personal. Just stating what was said. ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png)
Haha! My bad mate. Must have missed it. I've been on the forums since 4:30 about this morning. It's now 8:30 where I am now. So that's like. 16 hours? haha. I'm a little confused, but still have a lot of homework to do. |
![Malfearion Malfearion](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_4_male_128.jpg)
Malfearion
Jadablade Black Core Alliance
18
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2012.07.17 14:59:00 -
[87] - Quote
Daxos Cavaletto wrote:NO to the 8 second delay. Not cool.
Look I understand you want to find a niche or need for logi (people want to be healers) but don't hurt the rest of us so that you can MANUFACTURE A FALSE need for them. Which if you read the idea is really all you did. Instaed of addressing the actual problem of use and game play for logi suits you penalized dying more.
Just from exp with dust so far even if there were active healers on map the majority of the time they would NOT be able to get to you. when you look at the size of the maps and how many players and objectives there are its unfair to assume there will be enough logi to support all areas.
PLEASE go back to the drawing board on this one. Very BAD IDEA.
Right now testing is basically public server play. Logi healing isn't a key part. when we get to corp v corp battles it will be a whole different story.
Give logi versitility and survivability for public play and proper equipment to heal and res in team play. Then and only then will I put you back on my christmas card list.
Dude (I use the term very sarcastically) you evidently do not understand the concept of organized group play. In the bigger picture of Ev.. errr Dust514 there will be a lot of things to do beside play capture the flag.. think of what we are doing now is just advanced boot camp to lean basic strategies and how things work.. if they are broken we submit it to be fixed or improved upon. if all you want to do is run around and shoot stuff go play zomie killers on halo or what ever you do in COD. If you think this is a bad idea let me put this in language you can understand you no need to be here |
![Garrett Blacknova Garrett Blacknova](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
Garrett Blacknova
Codex Troopers
1849
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2012.07.17 15:33:00 -
[88] - Quote
Ni4Ni Venix wrote:Rykenth Drekk wrote:Ni4Ni Venix wrote:I think it would be nice to know a total re-spawn time. Between an 8 second death, 6-10 second load time, and a 4+ second re-spawn, that is an awful long time to be dead (18-25 seconds). If the load time was no so bad (or counted as your re-spawn time), then I would not have a problem with it. Anything over 15 seconds total is pretty aggravating. The majority of games have a timer that is static. So if you pick a new class and spawn point, you get to wait out the timer. If you do not pick, then the timer still ticks, and you can join instantly when you have decided.
My main issue is that while I am laying there dead, I am not useful, so that 8 seconds is going to be pretty lame. If i am picking my new class after death, I can see the map and what is going on, thus, relay information. The standard respawn timer is 10 seconds. The 8 second bleedout before death is subtracted from the respawn timer as per normal. So that means that you will spawn exactly 2 seconds after you have selected which fitting, and dropsuit you select. This was covered by a dev earlier in this forum. ![Shocked](https://forums.dust514.com/Images/Emoticons/ccp_shocked.png) It was covered that it would not be able to go down to 2 seconds. So it may be 3 or 4. Edit: I liked your post in another thread, so I just wanted to say my reply was not personal. Just stating what was said. ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png) I think it's worth adding, you can spend up to 30 seconds waiting for a revive, and that time can also be subtracted from your respawn.
So if you wait 17 seconds or more for a possible revive, you only have a 3 second delay even if you're using a Militia Uplink to respawn. |
![Maken Tosch Maken Tosch](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Maken Tosch
263
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Posted - 2012.07.17 16:20:00 -
[89] - Quote
No. They don't need any buffs with only one exception: The ability to see who needs to be revived with a nanite injector.
1. They have a lot of available slots to compensate for their lack of firepower. 2. They are meant to assist, not tank or attack. Learn to take cover and stick with a buddy.
That is all. |
![Xeno Crendraven Xeno Crendraven](https://forums.dust514.com/themes/ccpDust514/dust-avatar-128.png)
Xeno Crendraven
Fraternal Order of Providence The Revenant Order
1
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Posted - 2012.07.18 00:49:00 -
[90] - Quote
Maken Tosch wrote:No. They don't need any buffs with only one exception: The ability to see who needs to be revived with a nanite injector.
1. They have a lot of available slots to compensate for their lack of firepower. 2. They are meant to assist, not tank or attack. Learn to take cover and stick with a buddy.
That is all.
Ability to see who needs to be revived, and possibly a shout for those in need. 100% agree there needs to be more HUD elements to help us out. It seems like people are really ignoring the cost factor of taking the suicide. I assume there will come a time where people realize that they actually want to avoid bleed outs to save their gear. |
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