Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Iceyburnz
316
|
Posted - 2012.07.19 19:23:00 -
[1] - Quote
Remote Explosives - should not be able to be used as grenades. Suggestion: Should be place able only.
Nanoinjectors - Presently useless due to in game mechanics. With the way ammo works, often its better just to respawn with a fresh guy that bother waiting for someone to rez you. Suggeston: have a flat generic respawn time of 30 seconds, that can be reduced with drop uplinks, SP skills and rezs.
Massdrivers - This could be a bug, but seriously everyone should try these just to see how monumentally bad they are. There is no reward for skill with this weapon, you do a tiny amount of damage, often none at all. It does not feel like a grenade launcher it feels like a nerf gun. Even if you zero someone and hit them in the face with the "grenade" you can do almost no damage. This is the only weapon I have seen that bunny hopping actually works as a way of reducing damage to zero.
Swarm Launchers: Much better than in Replication. Actually a AT weapon now.
Small Missiles Turret: is painfully overpowered, acts as a awesome AT and AI weapon. You can one shot militia guys with the splash. Unlike the other weapons that require you to aim and have some skill , you can just spam missiles all day and rack up the kills. Awesome when your doing it, not so fun when your the victim. Needs sorted.
Assault Rifles: Presently the assault rifle is too good at all things except maybe AT. You actually don;t have to train anything else, because the assault rifle at Meta 3 plus is a perfect weapon. If this is actually what CCP wants, then fine. I think if this game becomes Assault Rifle 514 then it would be a real pity.
Shotguns: Still suffer from hit detection issues.
That is all. See you on the battlefield. |
Asno Masamang
Odd Shadows Inc
122
|
Posted - 2012.07.19 19:52:00 -
[2] - Quote
Greetings,
Iceyburnz wrote:Small Missiles Turret: is painfully overpowered, acts as a awesome AT and AI weapon. You can one shot militia guys with the splash. Unlike the other weapons that require you to aim and have some skill , you can just spam missiles all day and rack up the kills. Awesome when your doing it, not so fun when your the victim. Needs sorted. Two very simple solutions are to make Missiles lock-on only and yes make them so they can lock on to infantry as well, and turn on friendly fire for all explosives. And this would even solve the complaints that DS gunners have about shooting from a moving platform. If they do both of those I would recommend doubling splash damage.
|
Iceyburnz
316
|
Posted - 2012.07.20 11:04:00 -
[3] - Quote
So everyone thinks the mass driver is okay, its just me then? |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.20 12:13:00 -
[4] - Quote
If lag goes your way with the Mass Driver, and you dodge the glitch where explosives sometimes just don't go off (which never hits REs for some reason), then it's pretty lethal. I've been killed by them a few times. But they're unreliable and can be frustrating. |
Sneakatoke
3
|
Posted - 2012.07.21 06:16:00 -
[5] - Quote
I actually agree with Op. The mass drivers are considerably weak when using other weapons... and if it's supposed to to do the damage it says it does I certainly believe there are balancing issues with it.
I honestly believe that everything needs more tuning, I just want this stated again and again because I want launch to be a fun time, and lately i just feel like I'm noticing so many new things that are bothering me. From the suits at different levels, to the weapons, the assault rifles are extremely overpowered and those blaster turrets are useless. I know I'm moving away from the topics' subject, but this issue DEFINITELY needs to be babied the most. Tuning is so important.
ALSO bothering me: Whyy do I only get 4 rounds in my mass driver, when they have artwork and modeling for 6-8 round barrels of grenades!? (animation for reloading mass driver shows a 6-8 round barrel). Forgive me for sounding annoying, but this seriously bothers me. You can't expect people, and it's not just me, to want to play or pay money, if I'm thinking about stuff like this when I'm playing. I still might, but this is just something that cannot be overlooked. I want to be immersed in New Eden man! The reload animation for the mass driver is awesome, and the sound effects are superb! ALSO: Please check the animation for reloading, cause at the end of the arm "jamming" the barrel into the driver, his arm turns into noodles and goes all weird before disappearing, it doesn't look that good. I'm sure you've got it on the radar. :)
REQUEST: Give us more rounds with less damage, or order your art team to create a 4 round barrel for the grenade barrel. PLEASE. =] I find this unacceptable from a Product Managing standpoint. And as someone to works in the gaming industry, I only want this experience to be as immersive as possible, and I know CCP wants the same. Yay DUST 514! :D I love this game though, despite the above! |
Rend Tulmane
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2012.07.22 17:18:00 -
[6] - Quote
Noticed an issue with a Dropship mounted missile turret in that it seemed as if the splash damage was intermittent. At times a projectile would detonate directly beside a target and show a "hit indicator" on the crosshairs but not actually show any damage to the targets shielding or armor.
Note: This seemed to happen more frequently with Infantry targets as opposed to vehicles or structures. |
Bresker Veyne
Algintal Core Gallente Federation
152
|
Posted - 2012.07.22 17:25:00 -
[7] - Quote
Yup, pretty much aggree with everything the OP said. Hope CCP will look into this. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.22 18:07:00 -
[8] - Quote
Iceyburnz wrote:Remote Explosives - should not be able to be used as grenades. Suggestion: Should be place able only.
They've announced the balance pass RE will be getting: 5 second arming timer after being set, a greatly decreased throw distance, and their ammunition is being reduced to two.
Quote:Nanoinjectors - Presently useless due to in game mechanics. With the way ammo works, often its better just to respawn with a fresh guy that bother waiting for someone to rez you. Suggeston: have a flat generic respawn time of 30 seconds, that can be reduced with drop uplinks, SP skills and rezs.
There are zero accommodations for medic gameplay, yeah, and this hurts nano injector usage a lot. I don't think the solution is necessarily to force people to wait longer to respawn, though. Rather, selecting a respawn point should not make you ineligible for revival. There should be no "Press O to suicide" prompt, you should simply select your respawn point and wait for the timer.
Meanwhile, anyone equipped with a nano injector would see you as a downed ally on your map with the time remaining until you respawn superimposed over the "dead ally" icon, and you would similarly see allies with nano injectors on your map as you wait to respawn. Should your friend with the nano injector reach you in time, you would be given the option of reviving, or respawning at your chosen location.
Quote:Massdrivers - This could be a bug, but seriously everyone should try these just to see how monumentally bad they are. There is no reward for skill with this weapon, you do a tiny amount of damage, often none at all. It does not feel like a grenade launcher it feels like a nerf gun. Even if you zero someone and hit them in the face with the "grenade" you can do almost no damage. This is the only weapon I have seen that bunny hopping actually works as a way of reducing damage to zero.
I agree, mass drivers are pretty lackluster. The thing is, I'm not really sure what niche they're meant to fill. Their arc and lack of bounce means that stuff you'd be able to do with, say, a demoman from Team Fortress 2, is impossible with mass drivers. And their ammunition supply is really pretty limited, such that you're basically required to fit with a nano hive.
So, what I'd suggest is that they make the mass driver grenades be able to travel further and bounce more, and up the ammunition store for them a fair bit. If you can't use mass drivers to indirectly attack enemies behind cover or obstacles through bouncing them off or arcing them over things, then I don't know that they'll have much use, as shooting them directly at someone shooting back at you with an assault rifle isn't going to work in your favour.
Quote:Small Missiles Turret: is painfully overpowered, acts as a awesome AT and AI weapon. You can one shot militia guys with the splash. Unlike the other weapons that require you to aim and have some skill , you can just spam missiles all day and rack up the kills. Awesome when your doing it, not so fun when your the victim. Needs sorted.
I agree. Missile turrets are amazing, blasters are awful, and large railgun turrets are great but the small ones are pretty terrible too.
Personally, I think the solution would be to pigeon-hole them more. Eliminate the blast from railguns, reduce the blast from missiles and low their damage, and give blasters a small blast, with slightly increased damage.
From there, to be honest, I think giving vehicles limited ammunition is the way to go. Make railguns have such limited ammunition that firing on infantry with them would be considered a waste. Make missiles have okay ammunition, and give blasters a lot of ammunition.
Quote:Assault Rifles: Presently the assault rifle is too good at all things except maybe AT. You actually don;t have to train anything else, because the assault rifle at Meta 3 plus is a perfect weapon. If this is actually what CCP wants, then fine. I think if this game becomes Assault Rifle 514 then it would be a real pity.
Assault rifles are good all-around, yeah. Unfortunately, shotguns kind of suck and the HMG also kind of sucks. I've suggested a possible niche for HMGs in my "HMG Sustained Fire Mode" thread, basically suggesting HMGs be allowed to "deploy" in such a way that their accuracy and heat dispersion goes up a lot. Basically making them kind of like machine guns from Battlefield 3, or Day of Defeat, or whatever other game.
Otherwise, shotguns need to have their damage increased I'd say, and probably their magazine size as well, at least for the breach versions. Having essentially no mid-range firepower is a pretty big negative. Shotguns should be fearsome in close range. Currently they're pretty mediocre at close range and I seem to take them out fine with my assault rifle in the few times I've fought them, although if a strafing scout is using them I sometimes lose as strafing scouts are pretty close to immune to all damage. |
Rend Tulmane
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2012.07.23 04:37:00 -
[9] - Quote
Rend Tulmane wrote:Noticed an issue with a Dropship mounted missile turret in that it seemed as if the splash damage was intermittent. At times a projectile would detonate directly beside a target and show a "hit indicator" on the crosshairs but not actually show any damage to the targets shielding or armor.
Note: This seemed to happen more frequently with Infantry targets as opposed to vehicles or structures.
I noticed the same issue while on the receiving end of turret fire tonight. My damage indicator was telling me where the damage was coming from but was not actually receiving and damage to my dropsuit shielding or armor. I was hit roughly 6-8 times and took no damage. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.07.23 06:16:00 -
[10] - Quote
If a friendly shoots you, you will receive a damage indicator despite not actually taking damage. |
|
|
|
|
Pages: 1 :: [one page] |