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Thread Statistics | Show CCP posts - 7 post(s) |
Onar Kion
Dark Horizon Industries
26
|
Posted - 2012.10.15 11:02:00 -
[121] - Quote
It's been a while since I've posted, have had the worst summer. So forgive me for not reading through every post, or asking a question that has been asked.
Things I've noticed, I've trained weapons up, weapon sharpshooter. I got a Breach Assault Rifle, but for some reason it's like none of my up skiling seems to work for that weapon. It's like I am shooting marsh mellows at them. Where the standard rifle I get hits, the burst rifle I get hits, the Breach Rifle nothing happens, the range seems to be shorter the damage seems to be far less (for me).
Lag which other people have stated, a few games I had to quite because I could barely move, or use the menu screens in battle. But I was able to die with 100% efficiency.
Switching to equipment seems kind of awkward now. I throw down Nanohives when I want Injectors.
How do salvage get rewarded? I was in a battle that last long then usual it seemed I actually did pretty well, was at the top of the score board. Yet my ISK was kind of low, my skill points where so so, and no salvage. I play another game, little wait before it puts me in the game, I don't even get to spawn. I see the map for a split second then it says Defeat. Yet I get more ISK, Skill Points about the same, and I get two things of salvage...? When I didn't help in that battle at all.
Being a squad leader, unless I am missing something, I have no clue that I am squad leader. I have to go to the map and try to select a target to see if it works or now. Switching to the map seems to have long delays. A quicker method of picking targets. Also I find it odd that 20,000-30,000 years in the future, that our MCC can't visually see fixed structures on the ground. And can't relay that information to the squad leader. It only seems to show A, B, C, D, etc. Orbital Strikes is there a trick to it? I've gotten the queue that I can now use them but I can't seem to get them to work. And I can't see the fixed structures that aren't A, B, C, etc. When I click the button I just get Rally, Defend, but no strike.
Weapon Rigging hope comes in to play, so I can have different optics, grenade launchers, different ammo types (like in EVE). So my ammo types will effect my weapon differently aside from my skill books, again like in EVE.
Steering in free fall from the MCC.
I like skirmish games, but something I find odd is the whole MCC concept. Why? I mean I know it's for game mechanics. But in the future why would I call in a strike from EVE players to hit a bunch of little guys. In reality I'd say shoot the bug slug looking ship that is hovering above us! I think MCC seem kind of silly, it should be about getting land, taking land. It's odd to me that is is about a unarmed ship that floats above you. Maybe no MCC's (just talking here) where you capture land, then land has a timer that it can be recaptured in a set amount of time. Before moving on to the next. This would push the players in together. Where maybe the objectives you can only take one at a time, but the side objectives turrets, clone stations, weapon stations can be taken and recaptured like now.
Maybe deployment is one team drops from space, and the other team starts on the ground. We already know there are invisible space ships above us, because we call support from them, they drop equipment off. Even in the intro movie the Amar have cargo ship make a low pass dropping guys off on to the field.
If there are going to be MCC's, how come dropships can't spawn from them? So we can load up in the MCC and fly down to the battlefield.
Would like to see missions like refered to in the movie shooting rogue drones, maybe pirates, NPC forces from factions. Just for the ISK, were you can squad up, or platoon up with friends. You won't earn war points, but you will earn ISK. Like in EVE having different levels to them, and you can still lose your equipment and will tell need different tech levels for higher missions. I know several people that like first person shooters, but aren't in to competitive play. They like the co-op games, this would be fun to run missions for the sake of ISK.
Are there going to be bigger maps? Right now you can spot a drop ship easily. I want to fly a DragonFly! :D
More equipment, binoculars!
I know I am a minority but I'd like some modes that don't have a set clone limit, take hours to play out. But you can come and go doing the battle, you get the credit for what you did. To feel and see the push and pull over a long battle. This mode is not about staying for the whole thing (but you can if you want).
Will we be able to make equipment? Like in EVE nearly everything you can use in EVE has a blueprint you can make. It is just the time you want to invest to do it. Or am I going to have to play my EVE guy with the sole purpose of making ISK, so my Dust guy can use the money?
|
I-Shayz-I
ZionTCD Legacy Rising
172
|
Posted - 2012.10.16 01:34:00 -
[122] - Quote
So I just played a match where I literally didn't do anything at all except run around in my LAV waiting for people to show up. By the time people actually showed up, I decided to keep running around in my LAV being a good squad leader.
I got a total of 0 kills, 1 death, and 150 WP being at the top of the board with only 3 people on my team and 2 on the other. I also spent the entire time in that match.
Ended up getting 80k isk and 11k sp.
I hope this feedback helps in some way. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.16 23:51:00 -
[123] - Quote
If assault rifles get some sort of nerf (like more kick), take into consideration that the breach AR is inferior to the basic AR, so spare it whatever nerf you might do, or nerf it to a lesser degree than the basic AR variant.
You guys have a tendency to overnerf things sometimes, please don't do anything too harsh when rebalancing. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.17 00:53:00 -
[124] - Quote
Min Rei Rei wrote:Okay, I'll get this out of the way: I'm a sniper. That guy who's taking potshots at you 500+m away and 1/2/3-shot'ing you and probably causing some form of "WTF" as a consequence? That's me. If it make you feel better, I prefer counter-sniping (they're easier to headshot).
Something I'm noticing when I'm sniping is that there are shots where I'm clearly hitting the target, but not seeing a hit marker or reduction in health. There's some kind of bright-blue flare (shield?) where it hits the person, but there is no damage. I'm wondering if this is a bug or if this is some kind of equipment or other module that is causing this.
On a semi-related note, I'm noticing that when I have my "cross-hairs" over a soon-to-be-dead guy who's making the mistake of not constantly moving around there's a percentage that pops up under their health bars. What does that percentage correspond to? Exposure? Chance to hit? Stamina? It's just a minor question.
Sorry if these have been answered, but several searches didn't pop up anything.
Thought this might interest you guys. |
DUST Fiend
Immobile Infantry
1904
|
Posted - 2012.10.17 01:47:00 -
[125] - Quote
I posted this in a separate thread, then realized you aren't supposed to post lists >_< Hopefully it's alright to post this here.
- Melee is still too close. Maybe consider adding in the slightest jolt forward when you melee, to make melee a viable emergency option
- Floating mercs in the War Barge. When initially loaded, sometimes mercs just float a few feet above ground
- Grenades don't like to be thrown when told. Sometimes I have to pull the trigger two or three times to get them to throw, other times I need to hold it down and wait for the grenade to pull. This also occasionally happens to equipment
- Issuing Rally orders with R3 and pointing often causes the rally point to appear in the middle of nowhere / off the map. It seems that it doesn't register elevated terrain or something
- Lag is much more frequent for me this build, specifically in Skirmish. Some of the 5 point maps cause me to crash, and have unbearable lag
- Swarm missiles fly to the back of dropships, and then home in. They should follow the shortest path. I haven't bothered with dropships this build, but if swarms still rock the boat too much, that should really be toned back a bit.
- Orbital strikes were way too frequent, now they're far too infrequent. You used to make way too many *** for squad orders, now you don't make enough. The radius on squad orders used to be too wide, and now it's too small
- Militia Vehicle Module BPOs are far too cheap for AUR, please consider introducing some form of scaling when it comes to price on things like this.
- The general pace of the game feels a bit too slow right now. Perhaps the tiniest increase to strafe speed, and definitely consider adding in more movement types, such as dodges, rolls, and crouch runs. It would be so cool to dive for cover or roll out into the open on one knee and just start killing or dieing >_<
- SP limit is great, though it needs to be more even. Right now, you get a ton of SP on your first day or two, and the rest of the week you get nothing, it just really takes away incentive to play. Also consider raising ISK rewards a little bit, or finally give us the option to sell all that loot you're making us horde >_<
- Lots and lots of invisible walls. I seem to be getting hung up all over the place, primarily on any kind of incline, though it's happened on flat terrain as well. You'll just be walking, and then you stop, and can't move
- Collision with other dropsuits is horrendous. If you so much as touch an ally, you both get caught up in each other, causing your screens to shunt about as you both get pushed against and away from each other. This is very very bad.
- Laser rifles seem just a bit too niche. Maybe toning back their damage just a hair and giving them more ammo / longer heat buildup would help to make them more of a support weapon, instead of a weird AR that sucks at close range
- Tanks sometimes fly up into the air when coming into contact with things on the ground. Somewhat rare, but I've seen it a couple times now
- You really need to be able to switch characters without having to completely exist from the game, this should be a no brainer
- Textures sometimes take a while to load, making every thing look very pasty
- I still say ARs need a bit more kickback. I'm pretty garbage with them, but I still get descent kills and I literally have 0 SP invested in them. With skills, I can see why this is by far the preferred weapon of the game. It just needs some form of drawback, and a bit more kickback is probably the best way to do that.
- Please add at least one more round to the Breach Shotgun, or give it faster reload, it's such a sad little thing right now
- Mass drivers may need their damage toned back just a hair now that they have the increased splash, and the fact that they finally seem to be functioning
- Sometimes the map doesn't fully load, and has big white squares with diagonal lines throughout
- WHY YOU BLOCK OFF SIDES OF WARBARGE CCP!?!?! I miss my window =_=
- HAV turning and acceleration is really low, cripplingly so for armor tanks
- Forge guns should probably have a little falloff damage at extreme ranges
- Nanohives and drop uplinks sometimes disappear temporarily
- Snipers should probably never completely lose sway
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.17 03:29:00 -
[126] - Quote
I agree with everything DUST Fiend said except for the mass driver thing. That is an amazing list compiled. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.17 23:53:00 -
[127] - Quote
1_ For the sake of weapon variety on the battlefield, I suggest all weapons should have militia variants. Militia variants are no longer BPOs so I see no harm in it. It would be especially good for testing weapons.
2_ I think the ability to disable some HUD options would be nice. Things I would like to turn off: Point pop ups (I don't need to see +50 to know I got a kill, and I can check warpoints on the scoreboard)
Squad list (when it comes in the future, squad isn't important when you're joining a highsec Ambush battle for some quick fun)
Kill feed (I find this useless clutter most of the time)
3_ Assault rifle sounds too much like a regular boring old military FPS assault rifle, and not really scifi. I would prefer it if it sounded more scifi, the gun is shooting burning hot plasma, so I think that warrants a more interesting sound than a standard assault rifle noise. The sound doesn't have to be some kind of "peew peew" (though I would be ok with that), Ideally it should reflect the sound of burning plasma being blasted at high speeds and ripping through the air, and maybe the sound of the internal machinery of the gun as it produces the plasma. Same goes for the shotgun since it is a plasma weapon as well.
I have some complaints about the weapon model of the AR in this, but I think it might be too late for that at this point.
4_ Take a look at some of these active scanner threads, there seems to be a lot of confusion about them, like if they're even working: Here, and here. There needs to be a way to make war points with them, like spot assists. Spotting with active scanner should have a practical advantage over regular dropsuit detection scan, like longer duration. Edit: Allow to spot cloaked players when cloaking is implemented.
5_ Squad leaders need a notification that tells them that they are squad leader, as well as the button combination to open the squad. I find many squad leaders still using the map to set orders because they don't know about the wheel, or not knowing they can set orders at all. There also needs to be away to cycle leaders if a squad leader is inactive with his commands (with warning and timer for the current squad leader). |
Ghural
The Southern Legion
63
|
Posted - 2012.10.18 08:14:00 -
[128] - Quote
Lag is still a massive problem. Sometimes it's ok. Sometimes its terrible. Even when a game is ok, loading buildings causes lag. It's creating a really uneven playing field and is extraordinarily frustrating. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.18 15:10:00 -
[129] - Quote
I'm not a pilot, but I'm not really sure how anyone is suppose to make a living with piloting as their main career in the game. The cheapest tanks and dropships cost 130K-150K even without all the modules, so if one of them is destroyed in battle then you're basically not making a profit, and its pretty easy for them to be destroyed by 1 or 2 forge gun users.
If vehicles will stay very weak against AV, then their price should reflect that. An alternative would be to buff them, but I really don't want to see indestructible super tanks just because people have the money for them, so I would much much much rather see super cheapened currently weak vehicles on the battlefield. 50K-80K for a militia dropship and militia HAV ideally.
This pilot posted this thread of feedback about the financial problems of being a full time HAV pilot, you guys should give it a look: https://forums.dust514.com/default.aspx?g=posts&t=41610&find=unread |
Sin3 DeusNomine
Doomheim
142
|
Posted - 2012.10.18 15:35:00 -
[130] - Quote
Dropships feedback
I would like to have a option to switch back to precursor dropship handling. I loved the ability to be able to have quick control on my dropship allowing me to take turns very quickly and avoid hitting Bola's when they drop of stuff and also allowed me to do close to ground flying better because of the quick response when needed. Right now it feels just sluggish on response and I think it hurt the good dropships pilots when you switched to this more sluggish control set up. |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.18 17:40:00 -
[131] - Quote
Possible laser rifle + sharshooter BUG: https://forums.dust514.com/default.aspx?g=posts&t=41674&find=unread High damage zone length of laser rifle's beam should increase as beam's length increases from sharpshooter skill. It should remain proportional.
Not sure if I said it before here, but please bring back the previous form of restocking, or let us have both. The current method of restocking in this build is cumbersome. Here is a thread on the subject full of input from others about it: https://forums.dust514.com/default.aspx?g=posts&t=36924&find=unread
Text chat is functionally lacking. There needs to be timestamps to know if something like a "looking for a squad message" is current, ability to see if someone is in battle or not from the chat, and the ability to invite people to a squad from the chat. Semi-related: The ability to see what battle a contact is in, as well as an option to join that battle. This could be abused by trolls, but the block option should make this feature unaccessible when blocked.
Please make Ambush longer, it feels way too short.
Also, ladders can be tricky to grab on to, please increase the range from which they can be grabbed.
WHY?! does a standard laser rifle cost 4k more ISK than a standard assault rifle? I really don't understand how you guys price price weapons. Weapons that are suppose to be equally useful have big price differences, variants (like breach) which are inferior cost more than a basic variant. Maybe you guys are trying to incentivize us to use basic assault rifles instead of other guns? I'm really confused about it. |
Oxskull Duncarino
Shadow Company HQ
165
|
Posted - 2012.10.18 23:01:00 -
[132] - Quote
The stick control for the DS3 pad are feeling off. Was there a change made to them. There's no smooth increase in speed as you push the stick further off center. It feels very jerky to move the cross-hairs with any precision. This is only since downtime today. |
SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
|
Posted - 2012.10.20 00:13:00 -
[133] - Quote
[quote=DUST Fiend]I posted this in a separate thread, then realized you aren't supposed to post lists >_< Hopefully it's alright to post this here.
- Melee is still too close. Maybe consider adding in the slightest jolt forward when you melee, to make melee a viable emergency option
- Floating mercs in the War Barge. When initially loaded, sometimes mercs just float a few feet above ground
- Grenades don't like to be thrown when told. Sometimes I have to pull the trigger two or three times to get them to throw, other times I need to hold it down and wait for the grenade to pull. This also occasionally happens to equipment
- Issuing Rally orders with R3 and pointing often causes the rally point to appear in the middle of nowhere / off the map. It seems that it doesn't register elevated terrain or something
- Lag is much more frequent for me this build, specifically in Skirmish. Some of the 5 point maps cause me to crash, and have unbearable lag
- Swarm missiles fly to the back of dropships, and then home in. They should follow the shortest path. I haven't bothered with dropships this build, but if swarms still rock the boat too much, that should really be toned back a bit.
- Orbital strikes were way too frequent, now they're far too infrequent. You used to make way too many *** for squad orders, now you don't make enough. The radius on squad orders used to be too wide, and now it's too small
- Militia Vehicle Module BPOs are far too cheap for AUR, please consider introducing some form of scaling when it comes to price on things like this.
- The general pace of the game feels a bit too slow right now. Perhaps the tiniest increase to strafe speed, and definitely consider adding in more movement types, such as dodges, rolls, and crouch runs. It would be so cool to dive for cover or roll out into the open on one knee and just start killing or dieing >_<
- SP limit is great, though it needs to be more even. Right now, you get a ton of SP on your first day or two, and the rest of the week you get nothing, it just really takes away incentive to play. Also consider raising ISK rewards a little bit, or finally give us the option to sell all that loot you're making us horde >_<
- Lots and lots of invisible walls. I seem to be getting hung up all over the place, primarily on any kind of incline, though it's happened on flat terrain as well. You'll just be walking, and then you stop, and can't move
- Collision with other dropsuits is horrendous. If you so much as touch an ally, you both get caught up in each other, causing your screens to shunt about as you both get pushed against and away from each other. This is very very bad.
- Laser rifles seem just a bit too niche. Maybe toning back their damage just a hair and giving them more ammo / longer heat buildup would help to make them more of a support weapon, instead of a weird AR that sucks at close range
- Tanks sometimes fly up into the air when coming into contact with things on the ground. Somewhat rare, but I've seen it a couple times now
- You really need to be able to switch characters without having to completely exist from the game, this should be a no brainer
- Textures sometimes take a while to load, making every thing look very pasty
- I still say ARs need a bit more kickback. I'm pretty garbage with them, but I still get descent kills and I literally have 0 SP invested in them. With skills, I can see why this is by far the preferred weapon of the game. It just needs some form of drawback, and a bit more kickback is probably the best way to do that.
- Please add at least one more round to the Breach Shotgun, or give it faster reload, it's such a sad little thing right now
- Mass drivers may need their damage toned back just a hair now that they have the increased splash, and the fact that they finally seem to be functioning
- Sometimes the map doesn't fully load, and has big white squares with diagonal lines throughout
- WHY YOU BLOCK OFF SIDES OF WARBARGE CCP!?!?! I miss my window =_=
- HAV turning and acceleration is really low, cripplingly so for armor tanks
- Forge guns should probably have a little falloff damage at extreme ranges
- Nanohives and drop uplinks sometimes disappear temporarily
- Snipers should probably never completely lose sway
[/q GOOD CALL BRO!!!! |
SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
|
Posted - 2012.10.20 00:14:00 -
[134] - Quote
[quote=SuperSaiyan4 Gogeta][quote=DUST Fiend]I posted this in a separate thread, then realized you aren't supposed to post lists >_< Hopefully it's alright to post this here.
- Melee is still too close. Maybe consider adding in the slightest jolt forward when you melee, to make melee a viable emergency option
- Floating mercs in the War Barge. When initially loaded, sometimes mercs just float a few feet above ground
- Grenades don't like to be thrown when told. Sometimes I have to pull the trigger two or three times to get them to throw, other times I need to hold it down and wait for the grenade to pull. This also occasionally happens to equipment
- Issuing Rally orders with R3 and pointing often causes the rally point to appear in the middle of nowhere / off the map. It seems that it doesn't register elevated terrain or something
- Lag is much more frequent for me this build, specifically in Skirmish. Some of the 5 point maps cause me to crash, and have unbearable lag
- Swarm missiles fly to the back of dropships, and then home in. They should follow the shortest path. I haven't bothered with dropships this build, but if swarms still rock the boat too much, that should really be toned back a bit.
- Orbital strikes were way too frequent, now they're far too infrequent. You used to make way too many *** for squad orders, now you don't make enough. The radius on squad orders used to be too wide, and now it's too small
- Militia Vehicle Module BPOs are far too cheap for AUR, please consider introducing some form of scaling when it comes to price on things like this.
- The general pace of the game feels a bit too slow right now. Perhaps the tiniest increase to strafe speed, and definitely consider adding in more movement types, such as dodges, rolls, and crouch runs. It would be so cool to dive for cover or roll out into the open on one knee and just start killing or dieing >_<
- SP limit is great, though it needs to be more even. Right now, you get a ton of SP on your first day or two, and the rest of the week you get nothing, it just really takes away incentive to play. Also consider raising ISK rewards a little bit, or finally give us the option to sell all that loot you're making us horde >_<
- Lots and lots of invisible walls. I seem to be getting hung up all over the place, primarily on any kind of incline, though it's happened on flat terrain as well. You'll just be walking, and then you stop, and can't move
- Collision with other dropsuits is horrendous. If you so much as touch an ally, you both get caught up in each other, causing your screens to shunt about as you both get pushed against and away from each other. This is very very bad.
- Laser rifles seem just a bit too niche. Maybe toning back their damage just a hair and giving them more ammo / longer heat buildup would help to make them more of a support weapon, instead of a weird AR that sucks at close range
- Tanks sometimes fly up into the air when coming into contact with things on the ground. Somewhat rare, but I've seen it a couple times now
- You really need to be able to switch characters without having to completely exist from the game, this should be a no brainer
- Textures sometimes take a while to load, making every thing look very pasty
- I still say ARs need a bit more kickback. I'm pretty garbage with them, but I still get descent kills and I literally have 0 SP invested in them. With skills, I can see why this is by far the preferred weapon of the game. It just needs some form of drawback, and a bit more kickback is probably the best way to do that.
- Please add at least one more round to the Breach Shotgun, or give it faster reload, it's such a sad little thing right now
- Mass drivers may need their damage toned back just a hair now that they have the increased splash, and the fact that they finally seem to be functioning
- Sometimes the map doesn't fully load, and has big white squares with diagonal lines throughout
- WHY YOU BLOCK OFF SIDES OF WARBARGE CCP!?!?! I miss my window =_=
- HAV turning and acceleration is really low, cripplingly so for armor tanks
- Forge guns should probably have a little falloff damage at extreme ranges
- Nanohives and drop uplinks sometimes disappear temporarily
- Snipers should probably never completely lose sway
[/q
GOOD CALL BRO!!! I FEEL UR PAIN ENTIRELY!!
|
Paul Etrades
Tronhadar Free Guard Minmatar Republic
12
|
Posted - 2012.10.21 20:19:00 -
[135] - Quote
Every now and then (in skirmish) the clone reanimation units, supply module thingy, and the turrets, their meshes just like become jadded and weird it's almost like they were inverted , or something. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.22 02:04:00 -
[136] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=42034
It's not what is wrong. It's what isn't right. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.22 21:51:00 -
[137] - Quote
Posted to many threads on this build already but it all comes down to being boring to play , controls are sticky and not fluid enough with either under or over acceleration on stick movement.
Speed normilisation has spoilt the uniqueness each suit had,
Weapons in each group are identical models of each other with no sight , iron or reflex options.
Game just lacks the fun factor at the moment . |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.23 04:08:00 -
[138] - Quote
I miss the old Skirmish with defense relays. Skirmish is pretty simple and boring now, and having 5 control points is not a good idea; it divides up a small amount of players on an oversized map even smaller. Having only 3 points though is bad for balance though since it makes it too easy for one side to dominate. Increasing the player count would fix this. Please hurry up with that multi-stage mode I heard you guys are working on.
Generally speaking, maps are way too open. They don't foster fun CQC battles, but instead lead to long range AR battles which I find very enjoyable; at greater ranges, the slightest movements from an enemy requires more aim adjustments, that plus the low bullet damage (making kills take a long time) makes long range gun fights pretty boring. I am not asking for an increase in damage, but maps like the old canyon terrain from many builds ago that had those paths carved through rocks. Because these paths were between raised rocks, it meant that they were inaccessible for long range battles, and fostered fun frantic close range battles.
Map rotation is heavily biased in favor of the spiky rocky map. There may be a glitch with the map rotation or something
Spiky rocky map needs more skies and lighting effects. Its always just white fog, and that makes it even more boring.
Vehicles should be very weak against AV, but should be very cheap to reflect that weakness. Right now vehicle prices are way too high which makes them very inaccessible, and very cost ineffective. If they have to be nerfed to get a massive price cut, then nerf them. |
V1RONXSS
AL0NE Inc.
4
|
Posted - 2012.10.23 15:28:00 -
[139] - Quote
Login screen - check - this flying coffin, some dust wallpaper can bit it for sure.
P.S. noticed some skill-books become prefix "Infantry" today, like shield upgrades etc., will it be separate from vehicles in future? |
Overlord Zero
Doomheim
75
|
Posted - 2012.10.24 02:24:00 -
[140] - Quote
I used to make 90,000-145,000 a match, after this update today I'm now making 20,000-50,000. I believe this is a bug, but If I'm mistaken.... well unless you plan to let us sell loot really soon, this is going to be an ungodly bad issue for those of us who didn't get all of that ISK the other day. A heads up on whether or not this is a bug would be nice |
|
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2012.10.24 14:53:00 -
[141] - Quote
KAGEHOSHI Horned Wolf wrote:I miss the old Skirmish with defense relays. Skirmish is pretty simple and boring now, and having 5 control points is not a good idea; it divides up a small amount of players on an oversized map even smaller. Having only 3 points though is bad for balance though since it makes it too easy for one side to dominate. Increasing the player count would fix this. Please hurry up with that multi-stage mode I heard you guys are working on.
Generally speaking, maps are way too open. They don't foster fun CQC battles, but instead lead to long range AR battles which I find very enjoyable; at greater ranges, the slightest movements from an enemy requires more aim adjustments, that plus the low bullet damage (making kills take a long time) makes long range gun fights pretty boring. I am not asking for an increase in damage, but maps like the old canyon terrain from many builds ago that had those paths carved through rocks. Because these paths were between raised rocks, it meant that they were inaccessible for long range battles, and fostered fun frantic close range battles.
Map rotation is heavily biased in favor of the spiky rocky map. There may be a glitch with the map rotation or something
Spiky rocky map needs more skies and lighting effects. Its always just white fog, and that makes it even more boring.
Vehicles should be very weak against AV, but should be very cheap to reflect that weakness. Right now vehicle prices are way too high which makes them very inaccessible, and very cost ineffective. If they have to be nerfed to get a massive price cut, then nerf them.
Yup be more fun if it played similar (not exactly the same) as combat missions on medal of honor , one team fighting to capture ground, installation and gradually pushing the defenders back before captureing there command post or not if the defenders are able to hold the ground. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.25 01:32:00 -
[142] - Quote
Dropship turrets seem a bit too effective. Dropships should be effective troop transports and support, not super killing machines (this isn't about the outrunning swarms).
Also, I suggested that there should be turretless variants of dropships with more HP before in Wolfman's variant thread before, but I think it would be simpler just to allow the removal of turrets. This will allow dropships to fit more defensive modules to increase survivability (thus making it better for troop transport).
Unrelated request: On a different thread someone proposed that mortally wounded teammates in need of a medic should have towering beams of light coming from them to signal their location to nanite injector carriers. This would be a practical and visually appealing use of TACNET augmented reality. |
mike kenzo
Crux Special Tasks Group Gallente Federation
1
|
Posted - 2012.10.25 20:26:00 -
[143] - Quote
It would also be nice if we were able to resell items that we already purchased or recieved from salvage |
HEAT SoulRipper
ZionTCD Legacy Rising
45
|
Posted - 2012.10.26 02:35:00 -
[144] - Quote
mike kenzo wrote:It would also be nice if we were able to resell items that we already purchased or recieved from salvage
They're working on this and also making a "armor room" for the corps from what I've seen so far. Just need to hurry up and wait for them to get it coded. |
Dee Jiensai
BetaMax Beta
0
|
Posted - 2012.10.27 13:42:00 -
[145] - Quote
Hi,
my only complaint so far is:
wait...
wait...
wait...
wait...
wait...
wait...
wait...
wait...
Loading screens.
The only other PS3 game i play is wipeout, and it does have loading screens, but the wait is shorter by far. Why is the lobby gone? it at least gave you something to do while waiting for the battle to be populated.
Please make faster load times a priority, because with the current build, i can play one match per session and spend more than half my available playing time waiting.
At least bring back the pre fight lobby. or let us stay in our quarters until the battle actually starts.
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.27 20:26:00 -
[146] - Quote
Another way to balance weapons could just be to buff other light weapons instead of nerfing the AR. The AR is very fun to use, I would not want to see it nerfed ideally. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.28 23:07:00 -
[147] - Quote
Melee animation feedback: With most guns, it looks like you're elbowing instead of hitting someone with a gun. I find it kind of silly as a result. Its a minor detail, but it could use some work.
Fall damage is a bit excessive, even at small heights falling damages our high tech futuristic suits. Shield damage is understandable at small heights, but armor damage shouldn't be possible at small heights. |
IwillNameHim GEORGE
Villore Sec Ops Gallente Federation
14
|
Posted - 2012.10.31 21:42:00 -
[148] - Quote
My LAV feels like its made of paper. I know its supposed to be light... but please make it heavier or give it shock absorbtion so it doesnt it do a 360 in the air everytime i hit a bump on the ground |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.01 15:36:00 -
[149] - Quote
Sound and effects feedback. Plasma weapons need to sound more scifi, especially the AR (I think I said it in here before) Locus grenade should be more scifi instead of just being a regular FPS grenade. Maybe it should grow, and have a bubble of light before exploding; something visually interesting.
Also, take a look at this.
Illuminaughty-696 wrote:When no one, and I mean no one, puts a blaster on a DS there is either something wrong with missiles or something wrong with blasters. Not jumping on the nerf missiles wagon, yet, but if all anyone uses is one of two options, then there is an imbalance there. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.02 00:57:00 -
[150] - Quote
Noc Tempre wrote:The free lav should be 4 seats, no gun, no modules. The paid lavs should have freaking roofs. Any roadkill should do equal damage back, potentially leading to awesome stand your ground moments with heavies
This post got over 20 likes for a reason. https://forums.dust514.com/default.aspx?g=posts&m=383537#post383537
Also, about vehicles: They need a massive price cut. Their current power and usefulness doesn't justify their price. A forge gun can destroy a vehicle 10 times its prices (or more).
Do not increase the swarm speed of all swarm launcher swarms. Speed should depend on the tier of the swarm launcher (militia should have slowest swarm, and prototype should have fastest swarms). Maybe add a skill to increase swarm speed. Giving all swarm launchers a speed buff would punish dropship users who spent lots of ISK and SP on their drophips, while rewarding swarm launcher users that only use the free swarm launcher fits without making any ISK or SP investment.
I might have said this before, I don't know.
EDIT: I notice frame rate drops drastically when the vehicle you are in is about to be destroyed (which guarantees you can't get out in time).
Consider having non-AV weapons do full damage to vehicles as a possible balancing element in your AV/Vehicle balance formulas. Won't be enough to take down a sagaris or something, but would allow non-AV players to be good support to assist an AV specialist, or generally not be completely defenseless.
More on vehicle prices, here is an example: I spent over 400k on 2 "cheap" militia HAV fits, they were almost worthless. Yes they are militia, but the money could have been 100x more useful and productive if used to buy infantry fits instead. A standard/advanced infantry fit cost much much less then a militia HAV fit, yet the infantry fit is much more useful. Vehicle prices need a large price cut. |
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