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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Ourors
Doomheim
130
|
Posted - 2012.07.23 07:43:00 -
[1] - Quote
sources of these are either from talks with the devs over irc, or posts by them on the forums. sources will be linked as they become available through IRC screenshots or forum posts
THIS IS NOT EVERYTHING THAT WILL BE IN THE BUILD, JUST WHAT WE KNOW ABOUT SO FAR NONE OF THIS IS GUARANTEED EITHER, IT COULD CHANGE OR NOT BE THERE AT ALL
- REs will gain a 5 second delay before they arm, and you'll only be able to carry 2 of them instead of 5. the throw distance will be reduced, and the icon above them will only appear when they are armed. their damage will remain the same
Source; https://forums.dust514.com/default.aspx?g=posts&m=208585#post208585
- The forge gun will gets its visual charge indicator back
- spawning will be fixed. in skirmish, players will spawn in one of many possible spawn locations surrounding a control point, instead of just one. the way-back spawn will also shift around if enemies are nearby. Spawning in exactly one location is actually a bug, it was never supposed to be how it is now.
- Logistics suits will get some shield buffs to be more in line with assault suits
- Anyone carrying a nanite injector will see fallen teammates on their HUD as little indicators with distances, and anyone who has fallen will see an indicator for nearby nanite injector users
*Source; https://forums.dust514.com/default.aspx?g=posts&m=182538#post182538
- whenever you die, there will always be a minimum 3 second period where you lay on the ground before going to the overview map, any extra time spent on the ground is subtracted from your next respawn time. to give logistics guys plenty of chance to help. But once you select a spawn point from overview, you'll spawn within 2 seconds by default (so the total wait is still 10 seconds)
*Sources; https://forums.dust514.com/default.aspx?g=posts&m=182707#post182707
- KEYBOARD AND MOUSE SUPPORT WILL BE ADDED
*Source; https://forums.dust514.com/default.aspx?g=posts&m=177025#post177025
- Biomass will be returned to rotation. it was removed due to strange memory errors, part of the reason for the infamous freezes last build. those will be fixed (uncertain, hopefully it will be ready in time)
- vehicles will almost quadruple in price, a well fit prototype tank will cost about 1.2mil. rewards from matches will increase to compensate, so decent HAV pilots will probably not notice much of a difference. militia vehicles will be removed
**more to be added** |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 07:46:00 -
[2] - Quote
Laser Rifles?
Electronic Warfare?
Social Functions?
Type III suits?
Skill Clusters?
Vtol Fighter?
Minmatar LAV?
Command Modules?
Command Dropsuit?
Pilot Dropsuit?
Skill Adjustments?
Module/Weapon Adjustments? |
Ourors
Doomheim
130
|
Posted - 2012.07.23 07:46:00 -
[3] - Quote
Iron Wolf Saber wrote:Laser Rifles?
Electronic Warfare?
Social Functions?
Type III suits?
Skill Clusers?
Vtol Fighter?
Minmatar LAV?
Command Modules?
Command Dropsuit?
Pilot Dropsuit?
Skill Adjustments?
Module/Weapon Adjustments?
i have heard no hint or mention of any of these
|
Flame Highsea
Doomheim
28
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Posted - 2012.07.23 07:51:00 -
[4] - Quote
Working Move controller would be nice |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2012.07.23 08:00:00 -
[5] - Quote
Ourors wrote:But once you select a spawn point from overview, you'll spawn within 2 seconds by default (so the total wait is still 10 seconds)
Actually I'm a little worried by this. How are we going to be able to disarm the objectives now (and hack the CRU's as well). It won't be enough to have one guy covering their spawnpoint while you hack, since spawns will be more random.
Either increase the spawn timer to 5 seconds (while either keeping the mandatory bleedout timer at 8 seconds or lower that to 5 seconds) or make it so you can't spawn on objectives or CRU's while someone is actually hacking the objective/CRU.
|
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 08:04:00 -
[6] - Quote
2 seconds is too short imo just in case i decide to change my mind. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.07.23 08:09:00 -
[7] - Quote
Bendtner92 wrote:Ourors wrote:But once you select a spawn point from overview, you'll spawn within 2 seconds by default (so the total wait is still 10 seconds)
Actually I'm a little worried by this. How are we going to be able to disarm the objectives now (and hack the CRU's as well). It won't be enough to have one guy covering their spawnpoint while you hack, since spawns will be more random. Either increase the spawn timer to 5 seconds (while either keeping the mandatory bleedout timer at 8 seconds or lower that to 5 seconds) or make it so you can't spawn on objectives or CRU's while someone is actually hacking the objective/CRU.
No. This was the entire point of the change. |
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 08:12:00 -
[8] - Quote
Ourors wrote:
KEYBOARD AND MOUSE SUPPORT WILL BE ADDED
....
Mwah....
Mwahaha...
Mwahahahahaha!
Cannot wait to read the forums after that goes live. Only problem I can imagine is all the false accusations... |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.07.23 08:18:00 -
[9] - Quote
Drake Lyons wrote:Ourors wrote:
KEYBOARD AND MOUSE SUPPORT WILL BE ADDED
.... Mwah.... Mwahaha... Mwahahahahaha! Cannot wait to read the forums after that goes live. Only problem I can imagine is all the false accusations...
Oh I'm totally going to be accused of hacking with my KBM skills >_>; |
Jose the Destroya
Royal Uhlans Amarr Empire
8
|
Posted - 2012.07.23 08:26:00 -
[10] - Quote
"vehicles will almost quadruple in price, a well fit prototype tank will cost about 1.2mil. rewards from matches will increase in turn. militia vehicles will be removed"
I really hope this is true. |
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Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2012.07.23 08:37:00 -
[11] - Quote
Aeon Amadi wrote:Bendtner92 wrote:Ourors wrote:But once you select a spawn point from overview, you'll spawn within 2 seconds by default (so the total wait is still 10 seconds)
Actually I'm a little worried by this. How are we going to be able to disarm the objectives now (and hack the CRU's as well). It won't be enough to have one guy covering their spawnpoint while you hack, since spawns will be more random. Either increase the spawn timer to 5 seconds (while either keeping the mandatory bleedout timer at 8 seconds or lower that to 5 seconds) or make it so you can't spawn on objectives or CRU's while someone is actually hacking the objective/CRU. No. This was the entire point of the change. The point of the change was to give people a chance to revive people?
|
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2012.07.23 08:38:00 -
[12] - Quote
They could keep the militia vehicles but dont make them blueprints so basically worthless. |
Zerlathon
Algintal Core Gallente Federation
213
|
Posted - 2012.07.23 08:46:00 -
[13] - Quote
I'm looking forward to KB&M support.
I really want to use it, just a case of figuring out how to get a comfortable setup whilst sat comfortably on my bed or sofa (maybe I'll just have a wood tray).
*Edit* - Just had a look, and it anyone is worried about how to use a keyboard and mouse whilst not using a desk, you can get something called an eTray. Never used one myself but I'm tempted to get one. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.07.23 08:48:00 -
[14] - Quote
Bendtner92 wrote:Aeon Amadi wrote:Bendtner92 wrote:Ourors wrote:But once you select a spawn point from overview, you'll spawn within 2 seconds by default (so the total wait is still 10 seconds)
Actually I'm a little worried by this. How are we going to be able to disarm the objectives now (and hack the CRU's as well). It won't be enough to have one guy covering their spawnpoint while you hack, since spawns will be more random. Either increase the spawn timer to 5 seconds (while either keeping the mandatory bleedout timer at 8 seconds or lower that to 5 seconds) or make it so you can't spawn on objectives or CRU's while someone is actually hacking the objective/CRU. No. This was the entire point of the change. The point of the change was to give people a chance to revive people?
Nah bruh, was talking about this dude's little tactic of spawn camping in order to hack a point and requesting to make it to where while it's being hacked no-one can spawn there. S'ridiculous. |
dust badger
BetaMax.
283
|
Posted - 2012.07.23 08:58:00 -
[15] - Quote
im happy with militia vehicles being free as now people have AV skills they are easier to kill than a heavy i think there need to be a bigger price gap between the tier 2 HAVs and the militia tanks,whihc it seems it is coming |
Roccano1
152
|
Posted - 2012.07.23 08:59:00 -
[16] - Quote
LOVE the RE changes if those are true. Seriously, im tired of people using them like grenades |
Renzo Kuken
Seraphim Initiative. CRONOS.
369
|
Posted - 2012.07.23 09:13:00 -
[17] - Quote
Ourors wrote:sources of these are either from talks with the devs over irc, or posts by them on the forums. this is not all that will be in the build, just what we know so far
REs will gain a 5 second delay before they arm, and you'll only be able to carry 2 of them instead of 5. their damage will remain the same
The forge gun will gets its visual charge indicator back
spawning will be fixed. in skirmish, players will spawn in one of many possible spawn locations surrounding a control point, instead of just one. the way-back spawn will also shift around if enemies are nearby
Logistics suits will get some shield buffs to be more in line with assault suits
Anyone carrying a nanite injector will see fallen teammates on their HUD as little indicators with distances, and anyone who has fallen will see an indicator for nearby nanite injector users
whenever you die, there will always be an 8 second period where you lay on the ground before going to the overview map, to give logistics guys plenty of chance to help. But once you select a spawn point from overview, you'll spawn within 2 seconds by default (so the total wait is still 10 seconds)
KEYBOARD AND MOUSE SUPPORT WILL BE ADDED
Biomass will be returned to rotation. it was removed due to strange memory errors, part of the reason for the infamous freezes last build. those will be fixed (uncertain, hopefully it will be ready in time)
vehicles will almost quadruple in price, a well fit prototype tank will cost about 1.2mil. rewards from matches will increase in turn. militia vehicles will be removed
**more to be added** after mandatory 8 secs you will have 30 seconds to bleed out so the nanite user has plenty of time to get to you |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.23 09:13:00 -
[18] - Quote
Ourors wrote:whenever you die, there will always be an 8 second period where you lay on the ground before going to the overview map, to give logistics guys plenty of chance to help. But once you select a spawn point from overview, you'll spawn within 2 seconds by default (so the total wait is still 10 seconds) NOT correct.
8 second delay is correct.
But you missed the maximum of 30 seconds before bleeding out. And the 2 second amount ISN'T.
Your time before suicide is counted towards the respawn timer, BUT there's a 3 second minimum.
If you spawn at a normal spawn point, you have a 10 second timer. Minus 8 seconds (unless you get instakilled rather than just "downed" - or killed by enemy fire before bleeding out. If that figure is less than 3 seconds, you have a 3 second delay.
And this will apply to ALL spawn points. If you're spawning at a Militia Drop Uplink after suiciding as soon as the game allowed you to, you wait 12 seconds. If you wait an extra 8 seconds (total of 16), you'll only have a 4 second spawn delay. |
KingBlade82
Crux Special Tasks Group Gallente Federation
56
|
Posted - 2012.07.23 09:59:00 -
[19] - Quote
Ourors wrote:sources of these are either from talks with the devs over irc, or posts by them on the forums. this is not all that will be in the build, just what we know so far
REs will gain a 5 second delay before they arm, and you'll only be able to carry 2 of them instead of 5. their damage will remain the same
The forge gun will gets its visual charge indicator back
spawning will be fixed. in skirmish, players will spawn in one of many possible spawn locations surrounding a control point, instead of just one. the way-back spawn will also shift around if enemies are nearby
Logistics suits will get some shield buffs to be more in line with assault suits
Anyone carrying a nanite injector will see fallen teammates on their HUD as little indicators with distances, and anyone who has fallen will see an indicator for nearby nanite injector users
whenever you die, there will always be an 8 second period where you lay on the ground before going to the overview map, to give logistics guys plenty of chance to help. But once you select a spawn point from overview, you'll spawn within 2 seconds by default (so the total wait is still 10 seconds)
KEYBOARD AND MOUSE SUPPORT WILL BE ADDED
Biomass will be returned to rotation. it was removed due to strange memory errors, part of the reason for the infamous freezes last build. those will be fixed (uncertain, hopefully it will be ready in time)
vehicles will almost quadruple in price, a well fit prototype tank will cost about 1.2mil. rewards from matches will increase in turn. militia vehicles will be removed
**more to be added**
where did u see the forge gun thing? i have my own informational topic on the promises CCP made about this game |
Milk Supreme
ZionTCD Legacy Rising
127
|
Posted - 2012.07.23 09:59:00 -
[20] - Quote
Well darn
Remote Explosives need their damage quadripled tbh, and sticky so you can stick them on Sagaris tanks. Blast radius reduced maybe? |
|
4447
ZionTCD Legacy Rising
649
|
Posted - 2012.07.23 10:12:00 -
[21] - Quote
no new map |
dust badger
BetaMax.
283
|
Posted - 2012.07.23 10:22:00 -
[22] - Quote
i will be happy for the old one back for now, loved that map |
ANDJEH
78
|
Posted - 2012.07.23 10:35:00 -
[23] - Quote
Any word about grouping,party system, corporation management etc yet? |
Ourors
Doomheim
130
|
Posted - 2012.07.23 10:50:00 -
[24] - Quote
dust badger wrote:im happy with militia vehicles being free as now people have AV skills they are easier to kill than a heavy i think there need to be a bigger price gap between the tier 2 HAVs and the militia tanks,whihc it seems it is coming
miitia vehicles, aside from the cheap lavs, were always meant to be a temporary test of large scale vehicle balance |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.07.23 10:51:00 -
[25] - Quote
Just a note: OP said that this is what he read so far, there may be a lot more included in this new build.
As much as the support player in me hates to say this - if there is a max 30 second bleed time before death, then we might have to be allow to coup de grace the wounded to keep them from coming back on us.
Of course, you also might want to hang around and see if you can use the wounded guy as bait to sucker in the medic and cack him too...
|
Mr TamiyaCowboy
Condotta Rouvenor Gallente Federation
121
|
Posted - 2012.07.23 11:21:00 -
[26] - Quote
WAR ON LAG ?
it is becoming worse, and less able to pinpoint exact area it happens.
All maps seem to suffer from lag, enduced either by network of a stressed CPU usage on the PS3.
huge data transfering/reading from HDD also causes a large stutter factor into gameplay. missile spam/tank spam/dropship spam is causing lag ( network/graphical).
HEARING enemy over COMS !!. wtf i sat listening to my team in a match, (head to B they shouted) so i did. only to find a pack of red enemys. works out i had a cross contaminaion of coms hearing both defenders and attackers. This NEEDS FIXING !!
nice to hear the next build may have KB/M, but will that interface also sport keyboard re-mapping / controller re-mapping. would me nice to re-map the nades to the R2 and gun selection to L2.
Ground Effect on dropships, to stop players squishing others.
if you run over a player with a dropship/tank/jeep, you should at the end of match, that player should have the isk removed and a cut of the LP removed to. the lp/isk is given to the player that was run over. if they wanna run people over go play GTA !!! |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.07.23 12:12:00 -
[27] - Quote
I still think the nerf on remote explosive is way too strong. It needed an anti-"throw at the feet and boom" mechanism but 5 seconds delay seems way too long. And going from 5 to 2 RE ? That's harsh....
3 seconds delay and 3 RE would have been perfect. Let's not forget they're also supposed to be used against tanks. Now, it will be pretty impossible.
Also, i seem to understand there will be some group system added in next build ? |
VigSniper101
204
|
Posted - 2012.07.23 12:27:00 -
[28] - Quote
Thanks for the update.
Im also not to sure on the cut down on RE use...5 seconds is a LOT of time to get out of the way of.
Make em sticky at least. |
PEEEEEEETREEEEEEEEEEEEEE
Seituoda Taskforce Command Caldari State
781
|
Posted - 2012.07.23 12:43:00 -
[29] - Quote
i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
|
Mcfons knapperd
Sanmatar Kelkoons Minmatar Republic
41
|
Posted - 2012.07.23 13:09:00 -
[30] - Quote
Aeon Amadi wrote:Bendtner92 wrote:Aeon Amadi wrote:Bendtner92 wrote:Ourors wrote:But once you select a spawn point from overview, you'll spawn within 2 seconds by default (so the total wait is still 10 seconds)
Actually I'm a little worried by this. How are we going to be able to disarm the objectives now (and hack the CRU's as well). It won't be enough to have one guy covering their spawnpoint while you hack, since spawns will be more random. Either increase the spawn timer to 5 seconds (while either keeping the mandatory bleedout timer at 8 seconds or lower that to 5 seconds) or make it so you can't spawn on objectives or CRU's while someone is actually hacking the objective/CRU. No. This was the entire point of the change. The point of the change was to give people a chance to revive people? Nah bruh, was talking about this dude's little tactic of spawn camping in order to hack a point and requesting to make it to where while it's being hacked no-one can spawn there. S'ridiculous.
hack the point with 2-3 man at the same time. Realy, has no one noticed how fast it goes with 3 man hacking?... |
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