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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
|
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. |
|
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?... |
|
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.23 13:40:00 -
[31] - Quote
Milk Supreme wrote:Well darn
Remote Explosives need their damage quadripled tbh, and sticky so you can stick them on Sagaris tanks. Blast radius reduced maybe?
Sticky, maybe.
Damage for sure if they want them to be used against any vehicles.
Also, note about spawn timer, Orin Idea of the timer going up from the start of a match or from when you suicide, is awesome it would allow more quicker spawns. Will bump this feedback thread for those that don't want to look for themselves. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 13:50:00 -
[32] - Quote
Spawnign wont' be fixed if this is what they have in mind. Random spawn point in non-random areas is the same system used in countless of FPS that have spawn camping!
Also why lore is sued to excuse the lack of many FPS feature but for spawning lore is ignored completely? |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.07.23 13:56:00 -
[33] - Quote
Templar Two wrote:Spawnign wont' be fixed if this is what they have in mind. Random spawn point in non-random areas is the same system used in countless of FPS that have spawn camping!
Also why lore is sued to excuse the lack of many FPS feature but for spawning lore is ignored completely?
If we went by lore for spawning, wouldn't our clones need to come out of the CRU's? or something like that for objective spawns? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.07.23 14:06:00 -
[34] - Quote
RolyatDerTeufel wrote:Templar Two wrote:Spawnign wont' be fixed if this is what they have in mind. Random spawn point in non-random areas is the same system used in countless of FPS that have spawn camping!
Also why lore is sued to excuse the lack of many FPS feature but for spawning lore is ignored completely? If we went by lore for spawning, wouldn't our clones need to come out of the CRU's? or something like that for objective spawns?
CRU should still be a lot stronger than they are now. Same goes for every structure in the game. A Turret should pretty much ALWAYS win against any kind of tank coming alone. To FORCE vehicle and infantry cooperation. At the moment, a sagaris can just rush every turret and be done with them in less than a minute => Fuked up.
Also, no spawn should come from nowhere like Royal said (and i say that since i'm in the beta....). Spawning on objective still is a MASSIVE non-sense to me. (remember B in the old biomass map ? i mean WTF, you can't even say "yeah maybe i came from above lol")
Regarding drop uplink for instance, i always assumed we would land nearby instead of popping out what seems to be a radio beacon. |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.07.23 14:40:00 -
[35] - Quote
PEEEEEEETREEEEEEEEEEEEEE wrote:i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
look on the bright side ill get out of my sagaris more :P |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 14:56:00 -
[36] - Quote
Precisely Royal EVE don't have materialization but Dust 514 has it; why? Because that's how spawns work in 99% of FPS. Spawning in Dust 514 It's a copy & paste form other FPS...nothing more. Now, I proposed many options to improve Spawning in this thread. but of course no answer form CCP beside "we will randomize spawns".
Sadly as I said this won't work because other FPS have it and they have all spawn-camping.
Better spawning systems exist but it will take moths to change the current system...months probably we don't have! It took CCP 2 months to make random spawn work : how much time it will take to design another spawn system entirely, from scratch! |
PEEEEEEETREEEEEEEEEEEEEE
Seituoda Taskforce Command Caldari State
781
|
Posted - 2012.07.23 15:00:00 -
[37] - Quote
EnIgMa99 wrote:PEEEEEEETREEEEEEEEEEEEEE wrote:i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
look on the bright side ill get out of my sagaris more :P
*SHAKES FIST FEROCIOUSLY*
PEEEEEEETREEEEEEEEEEEEEE "GET OUT OF THAT TANK ENIGMA!"
EnIgMa99 "No"
PEEEEEEETREEEEEEEEEEEEEE *banging on side of tank, "GET OUT HERE YOU COWARD"
EnIgMa99 "No"
*Boom*
EnIgMa99 (Why are projectiles not reported) PEEEEEEETREEEEEEEEEEEEEE
PEEEEEEETREEEEEEEEEEEEEE "...******* sagaris" |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2012.07.23 15:07:00 -
[38] - Quote
PEEEEEEETREEEEEEEEEEEEEE wrote:EnIgMa99 wrote:PEEEEEEETREEEEEEEEEEEEEE wrote:i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
look on the bright side ill get out of my sagaris more :P *SHAKES FIST FEROCIOUSLY* PEEEEEEETREEEEEEEEEEEEEE "GET OUT OF THAT TANK ENIGMA!" EnIgMa99 "No" PEEEEEEETREEEEEEEEEEEEEE *banging on side of tank, "GET OUT HERE YOU COWARD" EnIgMa99 "No" *Boom* EnIgMa99 (Why are projectiles not reported) PEEEEEEETREEEEEEEEEEEEEEPEEEEEEETREEEEEEEEEEEEEE "...******* sagaris"
i loled hard |
PEEEEEEETREEEEEEEEEEEEEE
Seituoda Taskforce Command Caldari State
781
|
Posted - 2012.07.23 15:23:00 -
[39] - Quote
EnIgMa99 wrote:PEEEEEEETREEEEEEEEEEEEEE wrote:EnIgMa99 wrote:PEEEEEEETREEEEEEEEEEEEEE wrote:i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
look on the bright side ill get out of my sagaris more :P *SHAKES FIST FEROCIOUSLY* PEEEEEEETREEEEEEEEEEEEEE "GET OUT OF THAT TANK ENIGMA!" EnIgMa99 "No" PEEEEEEETREEEEEEEEEEEEEE *banging on side of tank, "GET OUT HERE YOU COWARD" EnIgMa99 "No" *Boom* EnIgMa99 (Why are projectiles not reported) PEEEEEEETREEEEEEEEEEEEEEPEEEEEEETREEEEEEEEEEEEEE "...******* sagaris" i loled hard You're welcome :D
|
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 15:28:00 -
[40] - Quote
Templar Two wrote:Precisely RoyalEVE don't have materialization but Dust 514 has it; why? Because that's how spawns work in 99% of FPS. Spawning in Dust 514 It's a copy & paste form other FPS...nothing more. Now, I proposed many options to improve Spawning in this thread. but of course no answer form CCP beside "we will randomize spawns". Sadly as I said this won't work because other FPS have it and they have all spawn-camping. Better spawning systems exist but it will take moths to change the current system...months probably we don't have! It took CCP 2 months to make random spawn work : how much time it will take to design another spawn system entirely, from scratch!
You don't play eve alot. One of the newer missions acutally goes over the drawbacks of tinkering with manipulating wormholes. A proven technology that the new Sansha nation has been using for thier invasions and kidnapping sprees. One group managed to lose a mini-capital ship becuase of the experiment and its radiation and gravity hazard of a 'ghost ship' have you destroy it or at least make it go away for good.
CRUs could be on the warbarge and very strong signals from capturable objectives can allow clones to have thier wormhole locked in and teleporting in near instantly. Thus any spawn from a captuable point needs to be either a drop pod or a wormhole animation. Weaker signals provided by drop uplinks take a bit more time to lock onto. |
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.23 15:28:00 -
[41] - Quote
Why does this thread have a GM tag on it? |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.23 15:30:00 -
[42] - Quote
no comms fix, party system fixes, hit detection, auto aim removal LOL
i'm not playing next build without atleast a party system
no vehicle nerfs either LOL
yea they raised the price but they increased rewards so that offsets, lame |
Marwan2
Villore Sec Ops Gallente Federation
60
|
Posted - 2012.07.23 15:33:00 -
[43] - Quote
First World Problem:
|
KryptixX
Imperfects Negative-Feedback
321
|
Posted - 2012.07.23 15:40:00 -
[44] - Quote
PDIGGY22 wrote:no comms fix, party system fixes, hit detection, auto aim removal LOL
i'm not playing next build without atleast a party system
no vehicle nerfs either LOL
yea they raised the price but they increased rewards so that offsets, lame
i bet you still play.
and i bet you still complain about it too. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 15:41:00 -
[45] - Quote
PDIGGY22 wrote:no comms fix, party system fixes, hit detection, auto aim removal LOL
i'm not playing next build without atleast a party system
no vehicle nerfs either LOL
yea they raised the price but they increased rewards so that offsets, lame
These are all hersay and he doesnt link offical twitter links, chances are some of these are not going to be featuerd.
Also minor 'bugs' are typically not discussed in length as much as a oh new feature.
Remember unoffical build notes are typically made with best available infomration, since we dont have tools like eve online players able to pull dev sever builds to do a build compare we are unable to generate anything better than hersay.
Far as I am concerned everything I asked in the second reply might make it in or not. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 15:57:00 -
[46] - Quote
Iron Wolf Saber wrote:
You don't play eve alot. One of the newer missions acutally goes over the drawbacks of tinkering with manipulating wormholes. A proven technology that the new Sansha nation has been using for thier invasions and kidnapping sprees. One group managed to lose a mini-capital ship becuase of the experiment and its radiation and gravity hazard of a 'ghost ship' have you destroy it or at least make it go away for good.
CRUs could be on the warbarge and very strong signals from capturable objectives can allow clones to have thier wormhole locked in and teleporting in near instantly. Thus any spawn from a captuable point needs to be either a drop pod or a wormhole animation. Weaker signals provided by drop uplinks take a bit more time to lock onto.
I asked EVE players about materialization and they didn't say anything! Still the problems remain: lore explains materialization but doesn't' make spawning work better.
This spawning system is taken from other FPS and it doesn't work well. In few weeks people will hate it and many will leave DUst 514 because nobody enjoys spawn-camping, especially when vehicles can be used to scour/cap a wide are and can counter randomness.
Now, as I said, it took months to make randomization happen so who much time will it take to create a new spawning system? SOONGäó isn't the answer I assure you!
|
Jesse Jayne
ZionTCD Legacy Rising
206
|
Posted - 2012.07.23 16:05:00 -
[47] - Quote
KryptixX wrote:PDIGGY22 wrote:no comms fix, party system fixes, hit detection, auto aim removal LOL
i'm not playing next build without atleast a party system
no vehicle nerfs either LOL
yea they raised the price but they increased rewards so that offsets, lame i bet you still play. and i bet you still complain about it too. I would like to be part of this bet as well. |
Superluminal Replicant
40
|
Posted - 2012.07.23 16:41:00 -
[48] - Quote
Ourors wrote:
The forge gun will gets its visual charge indicator back
Sweet, now just need its damage doubled, splash radius tripled and a 10X zoom function.
:P
I like the increase cost of vehicles to, will make blowing them up even more satisfying. |
TotalBreakage
Sanmatar Kelkoons Minmatar Republic
410
|
Posted - 2012.07.23 17:01:00 -
[49] - Quote
Vehicles are 4x as expensive? It's sad to see CCP gave into complainers on the forums. LAV's and dropships are already expensive when fully fitted and very diffivult to try and keep for a whole game.
My dropship is 170k ISK and now it will be 680k ISK?! Thats BS. They better have made them more powerful or else CCP giving into complainers will be evident. |
Icy Tiger
496
|
Posted - 2012.07.23 17:34:00 -
[50] - Quote
TotalBreakage wrote:Vehicles are 4x as expensive? It's sad to see CCP gave into complainers on the forums. LAV's and dropships are already expensive when fully fitted and very diffivult to try and keep for a whole game.
My dropship is 170k ISK and now it will be 680k ISK?! Thats BS. They better have made them more powerful or else CCP giving into complainers will be evident. Thats the point. You shouldnt be able to use it every match. And if you play well, you should be able to get about 400 000 isk per game, which means you get a dropship every 4 matches. This will also allow you to be forced to use some lesser dropships as well. |
|
TotalBreakage
Sanmatar Kelkoons Minmatar Republic
410
|
Posted - 2012.07.23 17:46:00 -
[51] - Quote
Icy Tiger wrote:TotalBreakage wrote:Vehicles are 4x as expensive? It's sad to see CCP gave into complainers on the forums. LAV's and dropships are already expensive when fully fitted and very diffivult to try and keep for a whole game.
My dropship is 170k ISK and now it will be 680k ISK?! Thats BS. They better have made them more powerful or else CCP giving into complainers will be evident. Thats the point. You shouldnt be able to use it every match. And if you play well, you should be able to get about 400 000 isk per game, which means you get a dropship every 4 matches. This will also allow you to be forced to use some lesser dropships as well. Why should you not be able to use them every match? Dropships are hard enough to pilot and with minimum rewards now they are making it more expensive? Thats stupid. |
Milk Supreme
ZionTCD Legacy Rising
127
|
Posted - 2012.07.23 17:47:00 -
[52] - Quote
Templar Two wrote:Iron Wolf Saber wrote:
You don't play eve alot. One of the newer missions acutally goes over the drawbacks of tinkering with manipulating wormholes. A proven technology that the new Sansha nation has been using for thier invasions and kidnapping sprees. One group managed to lose a mini-capital ship becuase of the experiment and its radiation and gravity hazard of a 'ghost ship' have you destroy it or at least make it go away for good.
CRUs could be on the warbarge and very strong signals from capturable objectives can allow clones to have thier wormhole locked in and teleporting in near instantly. Thus any spawn from a captuable point needs to be either a drop pod or a wormhole animation. Weaker signals provided by drop uplinks take a bit more time to lock onto.
I asked EVE players about materialization and they didn't say anything! Still the problems remain: lore explains materialization but doesn't' make spawning work better. This spawning system is taken from other FPS and it doesn't work well. In few weeks people will hate it and many will leave DUst 514 because nobody enjoys spawn-camping, especially when vehicles can be used to scour/cap a wide are and can counter randomness. Now, as I said, it took months to make randomization happen so who much time will it take to create a new spawning system? SOONGäó isn't the answer I assure you!
I don't care too much about lore, lore can be made up by devs and players alike.
Gameplay first in my opionion. What SHOULD happen is us being dropped from orbit, now THAT would be awesome
Also do we have a date on this? Early or late August? |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.23 18:12:00 -
[53] - Quote
KryptixX wrote:PDIGGY22 wrote:no comms fix, party system fixes, hit detection, auto aim removal LOL
i'm not playing next build without atleast a party system
no vehicle nerfs either LOL
yea they raised the price but they increased rewards so that offsets, lame i bet you still play. and i bet you still complain about it too.
i'll play to see if it's better but not much, hell i only play a couple hours a week anyway
all my "complaints" are bugs or game breaking imbalance issues. sorry you werent aware |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 18:12:00 -
[54] - Quote
Templar Two wrote:Iron Wolf Saber wrote:
You don't play eve alot. One of the newer missions acutally goes over the drawbacks of tinkering with manipulating wormholes. A proven technology that the new Sansha nation has been using for thier invasions and kidnapping sprees. One group managed to lose a mini-capital ship becuase of the experiment and its radiation and gravity hazard of a 'ghost ship' have you destroy it or at least make it go away for good.
CRUs could be on the warbarge and very strong signals from capturable objectives can allow clones to have thier wormhole locked in and teleporting in near instantly. Thus any spawn from a captuable point needs to be either a drop pod or a wormhole animation. Weaker signals provided by drop uplinks take a bit more time to lock onto.
I asked EVE players about materialization and they didn't say anything! Still the problems remain: lore explains materialization but doesn't' make spawning work better. This spawning system is taken from other FPS and it doesn't work well. In few weeks people will hate it and many will leave DUst 514 because nobody enjoys spawn-camping, especially when vehicles can be used to scour/cap a wide are and can counter randomness. Now, as I said, it took months to make randomization happen so who much time will it take to create a new spawning system? SOONGäó isn't the answer I assure you!
You just asked an eve online player to recall 10 years worth of lore for the possibilty of this technology exisiting.
Mind you that there is alot of BURIED lore in eve online, as in lore that if you dont ever play a certain style you will never find. For example not many players know there are 26 sectors in womrhole space and that so far its a single arm galaxy and it follows what happened to the sleepers, to which I might add nobody has gotten to sector 26 yet, its dangerous a dangerous expdition in which you need alot of supplies becuase none of those deeper sectors ever links back out into the new eden cluster thus its straining on resources and fuel to try to get to sector 26. The mission I mentioned only a small group of players would get to experince it and some dont even read the details at all, and Ill be honest this may not be the only instanace of working with porbable wormhole technology there may be many more instances of it popping up int he last few months and I have yet to see or experince myself yet, CCP has the ability to add missions 'whenever' they feel like it without a patch.
Now then for 'materialization' I am not sure what you are implying, the flesh golems are made from normally dead people's biomass since life can only begat life and thus this is where biomass is so critcally important in clone production, from the looks of it if a clone's body is well known or well documented stamping out a new clone is a short time process, and since it doesnt matter whta our ground based flesh golems look like stamping a generic super soldier is much easier than a capsuleer which is rather fond of his scar over his right eye.
All other materials are put together via insturctions you bought with nanobots and useable materials on hand in the CRU which is why it takes several seconds for you to respawn as its likely part of the forging process. These are probably the same nanites used to contruct a 747 sized starship in 15 minutes, or 18km long ones in a month. So if the nanites are that good then they should be able to handle powered armor in mere seconds. Just like nano-hives ability to read the instructions on your spare magazines and restock the missing ammo. |
Ourors
Doomheim
130
|
Posted - 2012.07.23 18:23:00 -
[55] - Quote
Iron Wolf Saber wrote:
These are all hersay and he doesnt link offical twitter links, chances are some of these are not going to be featuerd.
Also minor 'bugs' are typically not discussed in length as much as a oh new feature.
Remember unoffical build notes are typically made with best available infomration, since we dont have tools like eve online players able to pull dev sever builds to do a build compare we are unable to generate anything better than hersay.
Far as I am concerned everything I asked in the second reply might make it in or not.
as quotes from devs on the IRC re-appear (i constantly forget to screenshot, but i'll just ask them next opportunity i get), i'll link them as sources.
i'll go dig up the sources for the logistics changes and the keyboard/mouse inclusion, those were on the forums but they're kinda buried now
edit; found all the sources for things that came from the forums |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 18:38:00 -
[56] - Quote
I know just even that far out on a build can still mean the difference between getting cut then to now as complciations arise. |
Ourors
Doomheim
130
|
Posted - 2012.07.23 18:40:00 -
[57] - Quote
edit; whops |
Ourors
Doomheim
130
|
Posted - 2012.07.23 18:43:00 -
[58] - Quote
edit; whops again. apparently editing the OP sometimes glitches and posts an entire new post as a quote. |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.07.23 19:22:00 -
[59] - Quote
PEEEEEEETREEEEEEEEEEEEEE wrote:EnIgMa99 wrote:PEEEEEEETREEEEEEEEEEEEEE wrote:i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
look on the bright side ill get out of my sagaris more :P *SHAKES FIST FEROCIOUSLY* PEEEEEEETREEEEEEEEEEEEEE "GET OUT OF THAT TANK ENIGMA!" EnIgMa99 "No" PEEEEEEETREEEEEEEEEEEEEE *banging on side of tank, "GET OUT HERE YOU COWARD" EnIgMa99 "No" *Boom* EnIgMa99 (Why are projectiles not reported) PEEEEEEETREEEEEEEEEEEEEEPEEEEEEETREEEEEEEEEEEEEE "...******* sagaris"
LOL. |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.07.23 19:41:00 -
[60] - Quote
Definitely happy to see Militia vehicle swarms going away, even if it means easy AV kills are less common.
But at 3x the cost, my 250k+ dropships won't be out anytime soon.. not until I can get some reliable gunners who actually prioritize on what is important.. like the AV guy below us, rather than that sniper a 1/2 mile away. |
|
Drake Lyons
Seituoda Taskforce Command Caldari State
209
|
Posted - 2012.07.23 19:42:00 -
[61] - Quote
Rhadiem wrote:Definitely happy to see Militia vehicle swarms going away, even if it means easy AV kills are less common.
...which means AV builds are less common and receive less SP...which means when there is a vehicle on the field, there's no one there to kill it!
Bugger. |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.07.23 19:51:00 -
[62] - Quote
I really think they should keep militia vehicles, but somehow make them lower priority for deliveries. Someone being unable to call in their serious vehicle because their are too many militias running around is a definite problem.
They should also be a different color than serious vehicles, but I don't like the idea of them leaving entirely. I don't know what I'd do about tower campers if I couldn't call in a cheap dropship to get me up to an effective combat distance. (Die a lot while waiting for someone to pick me up, I guess.) |
Rhadiem
Algintal Core Gallente Federation
496
|
Posted - 2012.07.23 19:51:00 -
[63] - Quote
Drake Lyons wrote:Rhadiem wrote:Definitely happy to see Militia vehicle swarms going away, even if it means easy AV kills are less common. ...which means AV builds are less common and receive less SP...which means when there is a vehicle on the field, there's no one there to kill it! Bugger.
Yep. But at 3x the cost, it's still a gamble, especially for Dropship pilots who rely on others for kills. 1 guy with Proto AV gear can take out 750k.. and with those fancy auto-seeking AV grenades, both Pilots and AV guys are getting the short end of the stick.
Good Sagaris / Sureya pilots will probably be ok though. I just hate driving tanks.
|
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.07.23 19:54:00 -
[64] - Quote
PDIGGY22 wrote:KryptixX wrote:PDIGGY22 wrote:no comms fix, party system fixes, hit detection, auto aim removal LOL
i'm not playing next build without atleast a party system
no vehicle nerfs either LOL
yea they raised the price but they increased rewards so that offsets, lame i bet you still play. and i bet you still complain about it too. i'll play to see if it's better but not much, hell i only play a couple hours a week anyway all my "complaints" are bugs or game breaking imbalance issues. sorry you werent aware
If that were the case, and I'm not saying it is, than you need to go in depth as to why it's game-breaking or a bug instead of just saying it's broken. Seriously, and while you're at it, at least get the names right. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.23 19:56:00 -
[65] - Quote
Iron Wolf Saber wrote:
Now then for 'materialization' I am not sure what you are implying...
Simply that for spawning you materialize out of thin air while CRU actually should be structures form which you literally get out!
|
Darky SI
232
|
Posted - 2012.07.23 19:58:00 -
[66] - Quote
HMG fix i hope they address it, otherwise am going to play with something else next build |
Pezz IsDank
Pink Fluffy Bounty Hunterz RISE of LEGION
171
|
Posted - 2012.07.23 20:02:00 -
[67] - Quote
I agree with the 5 second delay before being able to detonate remote explosives, but lowering the count from 5 to 2? Seems like a bit much imho, probably won't use them at all if that's the case. |
Zeran Haggai
Royal Uhlans Amarr Empire
196
|
Posted - 2012.07.23 20:49:00 -
[68] - Quote
Pezz IsDank wrote:I agree with the 5 second delay before being able to detonate remote explosives, but lowering the count from 5 to 2? Seems like a bit much imho, probably won't use them at all if that's the case.
Yeah I'm not sure why they went so overboard with the adjustment, then again they did the same thing with the HMG so it shouldn't be surprising. The number of RE's was never the problem, it was that they made more effective grenades that actual grenades. A 3 second timer, and maybe a reduction in throw distance, was all that was needed IMO. |
|
GM Kiriap
Royal Amarr Institute Amarr Empire
122
|
Posted - 2012.07.23 21:22:00 -
[69] - Quote
Hello folks,
Just want to remind you all about the rule #30 of the Forum Rules
We are aware that you guys canGÇÖt wait to play the new patch; however, we want to keep things under our control and of course we will inform through our different communication channels the only and official patch notes:
SOONGäó
|
|
|
GM Nythanos
CorpA Corp
127
|
Posted - 2012.07.23 21:43:00 -
[70] - Quote
Remember when speculating on what else could be in patch notes it's good to exercise caution when using your Magic Crystal Ball, or any variant thereof. |
|
|
Ire's thug
GunFall Mobilization Covert Intervention
272
|
Posted - 2012.07.23 21:45:00 -
[71] - 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.
This is where the phrase "always cover your angles" comes into play. Im sure you have heard this before? You think people would be happy about the chance of getting spawn camped (which im sure most would agree takes no skill, just a little memory) droping dramaticaly after the next build... yeesh. |
ANDJEH
78
|
Posted - 2012.07.23 21:46:00 -
[72] - Quote
GM Nythanos wrote:Remember when speculating on what else could be in patch notes it's good to exercise caution when using your Magic Crystal Ball, or any variant thereof.
LMAO |
xeto rak
Epidemic. Space Immigration
23
|
Posted - 2012.07.23 21:50:00 -
[73] - Quote
Will we be able to use the mouse and controller at the same time? I am wondering how friendly is the KB part going to be when used with the mouse... if we could use the move navigation combined with mouse it would probably be great.... I am looking forward to testing this.... |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.23 21:53:00 -
[74] - Quote
At least let us have fun guessing and peicing together the surprise party then maybe you guys at the office snicker a bit and give us something we never expected. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.23 22:11:00 -
[75] - Quote
Templar Two wrote:Random spawn point in non-random areas is the same system used in countless of FPS that have spawn camping! I know this is an old post, but it needs to be addressed.
DUST has a couple of BIG advantages that make spawn randomisation all you need.
ONE player with a Militia fit and a handful of Drop Uplinks can break a spawn camp even in the current build. At the moment, it will usually take a couple of tries to get free, but you can do it. Randomised spawn positions will give you that little bit of extra time to get clear and set up an alternative spawn point (or 2, or 3... or 6 if you have a good enough fitting for it). |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
|
Posted - 2012.07.23 23:20:00 -
[76] - Quote
Roccano1 wrote:LOVE the RE changes if those are true. Seriously, im tired of people using them like grenades A better fix would have been to buff grenades so people would throw those down instead.
If the RE is nerfed this much then I hope it gets variants that will be more useful. 5 second arm time will make them almost useless against vehicles, at least in the ways they were used before and in one of the videos.
If we only get 2 of them I hope we can restock them. You need 2 or 3 to take out a low end tank.
They will still be useful for protecting objectives at least. |
Maken Tosch
263
|
Posted - 2012.07.23 23:26:00 -
[77] - Quote
ANDJEH wrote:GM Nythanos wrote:Remember when speculating on what else could be in patch notes it's good to exercise caution when using your Magic Crystal Ball, or any variant thereof. LMAO
Full of win. |
des polo
Villore Sec Ops Gallente Federation
22
|
Posted - 2012.07.23 23:29:00 -
[78] - Quote
GM Nythanos wrote:Remember when speculating on what else could be in patch notes it's good to exercise caution when using your Magic Crystal Ball, or any variant thereof. it doenst help when you us tease with little niblets of info on the next build |
Icy Tiger
496
|
Posted - 2012.07.24 00:16:00 -
[79] - Quote
GM Nythanos wrote:Remember when speculating on what else could be in patch notes it's good to exercise caution when using your Magic Crystal Ball, or any variant thereof. Don't worry, we're using the Prototype version, so it should be fine. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2012.07.24 00:28:00 -
[80] - Quote
Mr TamiyaCowboy wrote: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.
I have suffered zero lag, and have talked to several people that say the same thing. I have 25 up/down. What is your connection speed? |
|
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2012.07.24 00:32:00 -
[81] - Quote
Mr TamiyaCowboy wrote:
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 !!!
Disagree. Part of combat is getting killed by a vehicle. Roadkill is a valid tactic, in my opinion. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2012.07.24 00:35:00 -
[82] - Quote
EnIgMa99 wrote:PEEEEEEETREEEEEEEEEEEEEE wrote:i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
look on the bright side ill get out of my sagaris more :P
I haven't minded you staying in. I like using my RE's on you (I also think the nerf, while needed is a bit too much if its what is posted here). |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2012.07.24 00:36:00 -
[83] - Quote
PEEEEEEETREEEEEEEEEEEEEE wrote:i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
Dude - had a blast fighting by your side this week. Keep an eye out for me, and we can rock Enigma's world again. :) |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2012.07.24 00:37:00 -
[84] - Quote
PEEEEEEETREEEEEEEEEEEEEE wrote:EnIgMa99 wrote:PEEEEEEETREEEEEEEEEEEEEE wrote:i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
look on the bright side ill get out of my sagaris more :P *SHAKES FIST FEROCIOUSLY* PEEEEEEETREEEEEEEEEEEEEE "GET OUT OF THAT TANK ENIGMA!" EnIgMa99 "No" PEEEEEEETREEEEEEEEEEEEEE *banging on side of tank, "GET OUT HERE YOU COWARD" EnIgMa99 "No" *Boom* EnIgMa99 (Why are projectiles not reported) PEEEEEEETREEEEEEEEEEEEEEPEEEEEEETREEEEEEEEEEEEEE "...******* sagaris"
Forlorn - I'm acomin' Peeeeeeeeetreeeeeeee....! |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.07.24 00:40:00 -
[85] - Quote
I'm just happy that the DEVs and GMs are aware that we're disgruntled impatient gits.
|
Wynn80
43
|
Posted - 2012.07.24 01:00:00 -
[86] - Quote
If you read the blog the next feature dropsuit post is going to be all about Command and Pilot suits.
Quote:The battlefield is a selfish place. You work together with your squad largely because it benefits you in some wayGǪ typically, that benefit is staying alive. Nevertheless, teamwork is an important facet of DUST 514GÇÖs gameplay, and the Command dropsuit is the lynchpin of this philosophy. The only suit capable of equipping squad modules, it provides area-of-effect bonuses to allied units or cripples enemies caught within range of its modulesGÇÖ effects. WeGÇÖll talk more about it and the Pilot dropsuit in a future blog.
http://www.dust514.com/community/blog/2012/07/dropsuit-dev-blog-part-two/
Here's hoping they make it in to the next build |
Icy Tiger
496
|
Posted - 2012.07.24 01:50:00 -
[87] - Quote
Wynn80 wrote:If you read the blog the next feature dropsuit post is going to be all about Command and Pilot suits. Quote:The battlefield is a selfish place. You work together with your squad largely because it benefits you in some wayGǪ typically, that benefit is staying alive. Nevertheless, teamwork is an important facet of DUST 514GÇÖs gameplay, and the Command dropsuit is the lynchpin of this philosophy. The only suit capable of equipping squad modules, it provides area-of-effect bonuses to allied units or cripples enemies caught within range of its modulesGÇÖ effects. WeGÇÖll talk more about it and the Pilot dropsuit in a future blog. http://www.dust514.com/community/blog/2012/07/dropsuit-dev-blog-part-two/Here's hoping they make it in to the next build
Definitely what I'm skilling up. |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.24 02:40:00 -
[88] - Quote
Aeon Amadi wrote:PDIGGY22 wrote:KryptixX wrote:PDIGGY22 wrote:no comms fix, party system fixes, hit detection, auto aim removal LOL
i'm not playing next build without atleast a party system
no vehicle nerfs either LOL
yea they raised the price but they increased rewards so that offsets, lame i bet you still play. and i bet you still complain about it too. i'll play to see if it's better but not much, hell i only play a couple hours a week anyway all my "complaints" are bugs or game breaking imbalance issues. sorry you werent aware If that were the case, and I'm not saying it is, than you need to go in depth as to why it's game-breaking or a bug instead of just saying it's broken. Seriously, and while you're at it, at least get the names right.
i dont do that for free, sorry. |
Peter Hanther
Dead Six Initiative
39
|
Posted - 2012.07.24 02:41:00 -
[89] - Quote
SILENTSAM 69 wrote:[quote=Roccano1]LOVE the RE changes if those are true. Seriously, im tired of people using them like grenades A better fix would have been to buff grenades so people would throw those down instead.
If the RE is nerfed this much then I hope it gets variants that will be more useful. 5 second arm time will make them almost useless against vehicles, at least in the ways they were used before and in one of the videos. quote]
Now only if we had anti vehicle grenades that were also getting improved....
|
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.07.24 03:21:00 -
[90] - Quote
PDIGGY22 wrote:Aeon Amadi wrote:PDIGGY22 wrote:KryptixX wrote:PDIGGY22 wrote:no comms fix, party system fixes, hit detection, auto aim removal LOL
i'm not playing next build without atleast a party system
no vehicle nerfs either LOL
yea they raised the price but they increased rewards so that offsets, lame i bet you still play. and i bet you still complain about it too. i'll play to see if it's better but not much, hell i only play a couple hours a week anyway all my "complaints" are bugs or game breaking imbalance issues. sorry you werent aware If that were the case, and I'm not saying it is, than you need to go in depth as to why it's game-breaking or a bug instead of just saying it's broken. Seriously, and while you're at it, at least get the names right. i dont do that for free, sorry. Wait, are you kidding? You do realize what we're here to do, right? Why are you even posting here anymore? |
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Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2012.07.24 03:28:00 -
[91] - Quote
Will we be wiped?
|
Waruiko DUST
G I A N T
90
|
Posted - 2012.07.24 03:57:00 -
[92] - Quote
Icy Tiger wrote:Wynn80 wrote:If you read the blog the next feature dropsuit post is going to be all about Command and Pilot suits. Quote:The battlefield is a selfish place. You work together with your squad largely because it benefits you in some wayGǪ typically, that benefit is staying alive. Nevertheless, teamwork is an important facet of DUST 514GÇÖs gameplay, and the Command dropsuit is the lynchpin of this philosophy. The only suit capable of equipping squad modules, it provides area-of-effect bonuses to allied units or cripples enemies caught within range of its modulesGÇÖ effects. WeGÇÖll talk more about it and the Pilot dropsuit in a future blog. http://www.dust514.com/community/blog/2012/07/dropsuit-dev-blog-part-two/Here's hoping they make it in to the next build Definitely what I'm skilling up.
You and everyone else... I'm guessing that Command Suits will either have little tank, or little damage until you hit proto. That should make the pickings a bit easier. Then I'll be getting points from both support and kills when I play Logi! That said its likely going to be my secondary too. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.07.24 04:40:00 -
[93] - Quote
GM Nythanos wrote:Remember when speculating on what else could be in patch notes it's good to exercise caution when using your Magic Crystal Ball, or any variant thereof.
Not many know of this ancient secret - many Eve Players often go years without knowledge of such archaeological importance.. You are a God amongst men, good sir.. |
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.24 05:02:00 -
[94] - Quote
If that were the case, and I'm not saying it is, than you need to go in depth as to why it's game-breaking or a bug instead of just saying it's broken. Seriously, and while you're at it, at least get the names right. [/quote]
i dont do that for free, sorry.[/quote] Wait, are you kidding? You do realize what we're here to do, right? Why are you even posting here anymore?[/quote]
i already post pretty in depth, im not filling out or logging bugs for them thats what qa testers are for, i play it and give my thoughts/views and what should change, nothing more or nothing less.
if they want things done professionally maybe they should pony up and hire people. JMO.
|
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2012.07.24 05:11:00 -
[95] - Quote
PDIGGY22 wrote:If that were the case, and I'm not saying it is, than you need to go in depth as to why it's game-breaking or a bug instead of just saying it's broken. Seriously, and while you're at it, at least get the names right. -Shakes head.- Man you are one dumb douche-nozzle, you know that..? You signed the agreement to pretty much do everything you're saying that they should hire someone for - and this is CCP; they've had hired play-testers long before you ever got your driver's license.. |
Arcushek Dion
Doomheim
73
|
Posted - 2012.07.24 05:16:00 -
[96] - Quote
PDIGGY22 wrote:Aeon Amadi wrote:PDIGGY22 wrote:KryptixX wrote:PDIGGY22 wrote:no comms fix, party system fixes, hit detection, auto aim removal LOL
i'm not playing next build without atleast a party system
no vehicle nerfs either LOL
yea they raised the price but they increased rewards so that offsets, lame i bet you still play. and i bet you still complain about it too. i'll play to see if it's better but not much, hell i only play a couple hours a week anyway all my "complaints" are bugs or game breaking imbalance issues. sorry you werent aware If that were the case, and I'm not saying it is, than you need to go in depth as to why it's game-breaking or a bug instead of just saying it's broken. Seriously, and while you're at it, at least get the names right. i dont do that for free, sorry.
Then wait till release or quit whining. |
zerkin gerend
Villore Sec Ops Gallente Federation
67
|
Posted - 2012.07.24 06:12:00 -
[97] - Quote
Kira Lannister wrote:Will we be wiped?
come on you are a big boy wipe yourself im not helping you do it im not your mom. lol
also... Laser Rifles?plz....no ok |
tribal wyvern
ZionTCD Legacy Rising
673
|
Posted - 2012.07.24 06:25:00 -
[98] - Quote
WOOOOOOOO GM & DEV in the hizzoooouse!! I love to see those red and blue name tags on threads :) See people......they DO read the posts.
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Ourors
Doomheim
130
|
Posted - 2012.07.24 07:16:00 -
[99] - Quote
GM Kiriap wrote:Hello folks, Just want to remind you all about the rule #30 of the Forum Rules We are aware that you guys canGÇÖt wait to play the new patch; however, we want to keep things under our control and of course we will inform through our different communication channels the only and official patch notes: SOONGäó
everything in the OP is stuff i have directly witnessed on IRC from a dev, or from forum posts. i linked the forum posts as sources next time i catch some of the irc devs on, i'll double-check and get a screenshot from them
i should probably add a "none of this is guaranteed" warning to the op as well |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.07.24 07:25:00 -
[100] - Quote
GM Kiriap wrote:Hello folks, Just want to remind you all about the rule #30 of the Forum Rules We are aware that you guys canGÇÖt wait to play the new patch; however, we want to keep things under our control and of course we will inform through our different communication channels the only and official patch notes: SOONGäó
Why do people seem happy to see dev and GM intervene ? Cause both their intervention pretty much mean : "Everything you mentionned WONT be added in the next build"
So, reason to be happy ? meh. not sure. |
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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.24 07:56:00 -
[101] - Quote
Link to forum post confirming the RE changes: https://forums.dust514.com/default.aspx?g=posts&m=208585#post208585
Personally I don't think they need quite such a long delay. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.07.24 11:43:00 -
[102] - Quote
Agreed. Nerf bat is coming down a bit too heavy on RE in my taste. Remote explosive should be traps.
=> Planted on a road with enough power to damage a tank => Planted on objectives or choke point to destroy an ennemy infantry rush or disturb its lines. |
Creatio Mundane
Osmon Surveillance Caldari State
1
|
Posted - 2012.07.24 15:58:00 -
[103] - Quote
RE's are the only weapons that seem to be able to kill me ATM and I am more than ecstatic about a nerf on these. People tossing them like grenades and detonating them in mid-air kinda eliminates the whole practicality of this weapon. I am hoping that the nerf will be a good balance adjustment. |
Templar Two
Villore Sec Ops Gallente Federation
459
|
Posted - 2012.07.24 16:19:00 -
[104] - Quote
Garrett Blacknova wrote:
DUST has a couple of BIG advantages that make spawn randomisation all you need.
ONE player with a Militia fit and a handful of Drop Uplinks can break a spawn camp even in the current build. At the moment, it will usually take a couple of tries to get free, but you can do it. Randomised spawn positions will give you that little bit of extra time to get clear and set up an alternative spawn point (or 2, or 3... or 6 if you have a good enough fitting for it).
Sorry but a little bit of extra time is the difference between dying in 0 seconds and 5-10 seconds! Nothing heartening in that situation. Randomization around fixed points has been present already for many years and if it doesn't work it's because it's a broken system: you can't make soothing less broken and believe it's fixed. It's not CCP fault, they dind't invent it, but it's their fault if they keep and frustration will continue. We need a another system entirely. Also Drop Uplinks won't help either: in Killzone 2 we had spawn grenades and spawn-camping around them was easy. Once someone founded them he waited, killed the spawners, rinse & repeat. In one of my first matches in this new Built this was already happening: people spawned on a DU but the enemy was waiting around the corner camping. The only way to escape that situation is to use CRU...which then brings us back to the original problem.
Sorry but I have seen these methods already and they don't work.
Dropships are more reliable as spawn points but are not the basic spawn method. |
Forlorn Destrier
ZionTCD Legacy Rising
914
|
Posted - 2012.07.24 22:45:00 -
[105] - Quote
Templar Two wrote:[quote=Garrett Blacknova]
Dropships are more reliable as spawn points but are not the basic spawn method.
Not really - they always seem to crash as soon as I spawn
I think we should be able to spawn anywhere on the map with a 30 second delay (we are dropping from orbit and need time to target landing zone and descend), 20 seconds at drop uplinks (no time needed for targeting, but sill need time to descend) or 10 seconds at CRU's and objectives or designated spawn points beyond the red line (which to be honest should have a CRU out of line of sight/fire - 10 seconds only because you just have to prepare the clone and not fall from the sky).
Thoughts?
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.07.24 23:26:00 -
[106] - Quote
Templar Two wrote:Sorry but a little bit of extra time is the difference between dying in 0 seconds and 5-10 seconds! And when that 5 - 10 seconds is enough to get an Uplink a little further out from the spawn-campers, you just broke the spawn-camp.
Usually with a Dragonfly (or a Militia Scout suit if you don't have one), and a Militia Catalyser, you have enough speed that 5 seconds is enough to get clear and break line of sight, EVEN in the open maps we have now. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.07.25 03:50:00 -
[107] - Quote
Ourors wrote:
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)
Will it return for Skirmish also? |
Tosh Tearg
BetaMax.
53
|
Posted - 2012.07.25 05:07:00 -
[108] - Quote
GM Nythanos wrote:Remember when speculating on what else could be in patch notes it's good to exercise caution when using your Magic Crystal Ball, or any variant thereof.
So that means the promised Unicorns will be in the game?
|
PDIGGY22
Seituoda Taskforce Command Caldari State
189
|
Posted - 2012.07.25 05:21:00 -
[109] - Quote
Roccano1 wrote:LOVE the RE changes if those are true. Seriously, im tired of people using them like grenades
im so tired of people not being aware of there surrounding and taking deaths, then asking for nerfs.
|
UltraMind Regenersis
Algintal Core Gallente Federation
22
|
Posted - 2012.07.25 06:40:00 -
[110] - Quote
TotalBreakage wrote:Vehicles are 4x as expensive? It's sad to see CCP gave into complainers on the forums. LAV's and dropships are already expensive when fully fitted and very diffivult to try and keep for a whole game.
My dropship is 170k ISK and now it will be 680k ISK?! Thats BS. They better have made them more powerful or else CCP giving into complainers will be evident.
Its not giving into complainers - its implementing what they had already said they were going to do. Look at the trailer with the skyfire launch in it. See the price of a tank? Oh yeah its 1.2 Mil. That trailer is well over 6 and maybe 12 months old now. |
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tribal wyvern
ZionTCD Legacy Rising
673
|
Posted - 2012.07.25 06:57:00 -
[111] - Quote
UltraMind Regenersis wrote:TotalBreakage wrote:Vehicles are 4x as expensive? It's sad to see CCP gave into complainers on the forums. LAV's and dropships are already expensive when fully fitted and very diffivult to try and keep for a whole game.
My dropship is 170k ISK and now it will be 680k ISK?! Thats BS. They better have made them more powerful or else CCP giving into complainers will be evident. Its not giving into complainers - its implementing what they had already said they were going to do. Look at the trailer with the skyfire launch in it. See the price of a tank? Oh yeah its 1.2 Mil. That trailer is well over 6 and maybe 12 months old now. Good point you got there |
Garma QUDA
Zumari Force Projection Caldari State
468
|
Posted - 2012.07.25 07:01:00 -
[112] - Quote
PEEEEEEETREEEEEEEEEEEEEE wrote:i'm very anxious for kb/m
Im skeptical about whether it can be implemented correctly while still allowing a level playing field.
:o if your good with kb/m use it. If your good with ds3 use it. I see no unlevel playing field. |
Rugman91
Deep Space Republic
143
|
Posted - 2012.07.25 07:20:00 -
[113] - Quote
Minmatar Slave 74136 wrote: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...
You can already do this |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.25 07:44:00 -
[114] - Quote
3 new maps on thursday for this weekends event.
|
Garma QUDA
Zumari Force Projection Caldari State
468
|
Posted - 2012.07.25 07:47:00 -
[115] - Quote
Iron Wolf Saber wrote:3 new maps on thursday for this weekends event.
LIES! |
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