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YourDeadAgain76
Red Star.
133
|
Posted - 2013.01.04 19:16:00 -
[31] - Quote
NAV HIV wrote:I am not very happy with the HAV, but i when i look at the DS i can smile a bit. Took out 3 with my blaster. They were flying way too low. AV's are just unbalanced, they dont need a nerf, they just need a bit of tweaking
Nerf everything. Then skill is all we will have...hand to hand combat maybe. Like Nintendo "Mike Tyson Punchout" on steroids. can i get an Amen. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.04 19:23:00 -
[32] - Quote
Paran Tadec wrote:1. Remove flight ceiling. 2. Either give missiles range or splash radius. 3. Give rails a slight splash radius buff. 4. reduce damage from AV grenades.
Buff tank missiles AND nerf their counters?
That sounds vehicle biased......AV grenades are fine the way they are. Most tank drivers run in the spawn once their shields take a 10% hit and you can't get close enough to throw AVs anyway.
Vehicles are fine the way they are now...and so are the AV grenades. I wish the AVs were stronger but then I'm biased. |
YourDeadAgain76
Red Star.
133
|
Posted - 2013.01.04 19:33:00 -
[33] - Quote
Ydubbs81 RND wrote:Paran Tadec wrote:1. Remove flight ceiling. 2. Either give missiles range or splash radius. 3. Give rails a slight splash radius buff. 4. reduce damage from AV grenades. Buff tank missiles AND nerf their counters? That sounds vehicle biased......AV grenades are fine the way they are. Most tank drivers run in the spawn once their shields take a 10% hit and you can't get close enough to throw AVs anyway. Vehicles are fine the way they are now...and so are the AV grenades. I wish the AVs were stronger but then I'm biased.
I disagree Nerf AV grenades they are OP. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2013.01.04 19:38:00 -
[34] - Quote
YourDeadAgain76 wrote:Ydubbs81 RND wrote:Paran Tadec wrote:1. Remove flight ceiling. 2. Either give missiles range or splash radius. 3. Give rails a slight splash radius buff. 4. reduce damage from AV grenades. Buff tank missiles AND nerf their counters? That sounds vehicle biased......AV grenades are fine the way they are. Most tank drivers run in the spawn once their shields take a 10% hit and you can't get close enough to throw AVs anyway. Vehicles are fine the way they are now...and so are the AV grenades. I wish the AVs were stronger but then I'm biased. I disagree Nerf AV grenades they are OP.
Nerf the homing crap AV nades have
If you cant throw it at that big thing which happens to be in front of you then it shouldnt cause damage, not our fault that you wasnt close enough to hit the HAV you should get in a better position not have the game make up for your bad positioning |
YourDeadAgain76
Red Star.
133
|
Posted - 2013.01.04 19:42:00 -
[35] - Quote
Icy Tiger wrote:Replication you mean? Heavy's were OP in that one, but are fine now. I consistently see Heavys pulling off 16-1's and 20-3's.
I do agree with your thoughts. At the moment, things are too.... similar. Protosuit needs it's own "power". For example, give it a higher jump. Or give it drastically increased speed. HP isn't the only factor that can be messed around with. It's the easiest, but that's looking from a 2d perspective. A Protosuit overall needs more. Same with advanced, give each tier of suit a function or bonus no other tier has.
Nerf proto suits they are OP. Make everyone use Militia gear. |
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.01.04 20:11:00 -
[36] - Quote
Berserker007 wrote:Vrain Matari wrote:Jaiden Longshot wrote:Snake,
I get that you are frustrated but I think you are exaggerating a bit:
1) The PROTO variants are way better than militia in every respect. If they weren't, you would see guys going 36-1 in full militia fits rather than Duvolles fit on ADV, PROTO, or Type II's. Is it more efficient than militia, No. That's why it should be reserved for the important fights and not every public match you play in. Since you are comparing to EvE....It's not like every time a pilot undocks he does so in a Dark Blood, Sansha, or Officer fit Battleship.
2) You are saying just because CCP has narrowed the gap between variants they might as well remove all skills and give us sling shots. That's like telling your parents to cancel Christmas because they gave you 10 yr old car instead of a new Benz.
3) The market will have an impact if only because you will be able to sell your loot drops of items you don't plan on using which essentially gives you another income stream to fund your craving to rock PROTO gear all day errryday. Not to mention the free market will create price competition and you can expect all variants to have price fluctuation. If you want your gear cheaper, get to producing it or find an EvE Corp who will do so for you at a reduced cost.
This game isn't just about leveling and skilling. The depth of universe and the ongoing war is the end game.
Besides....An older player in this universe isn't necessarily going to be better with an AR than a properly skilled 3 month old player. He can just use more than the AR whereas the 3 month old player probably cannot do so or, if he can, he can't use other weapons as effectively as the older player. +1 in admiration for clear, reasoned and concise analysis. Plus the ability to see beyond the immediate. Plus vision. parts of this i agree w/ yet others....ah, not so much Firstly, i do like that you are looking to the future, however, much of what you said WONT be there on release. A lot of the player driven market and stuff like that won't be added till 6 months in (as CCP said it wont be on release); and as it is, we can only discuss what is affecting us NOW, as for all we know things will change later on that either validates all this or doesnt. To narrowing the gaps of weapons; simply put = bad. I am not the most skilled gun (can admit it), but a benefit of running proto weapons & suits in prior builds helped in my & others survivability. Now the suits and guns dont really help in that. From a T2 suit to a Vk.1 , if you are on a buffer fit, the only real difference is 128 shield, which translates to 4 bullets from an AR, which comes down to a bit more then a quarter of a second of holding the trigger. So yes, skill is good to have; but for the amount of time & SP required to get proto gear should have reasonable edge. As to compare SP, a T2 to a proto is separated by about ~2mil SP (i believe), yet the only difference is a bit of extra shield/damage & maybe a regulator. As to proto variants being better then all others; they are, but it isnt enough to warrant the use when u look at ISK cost and SP cost. This gets worse when you compare proto weapons/gear of differ categories against each other. If you lok at a proto AR vs a basic HMG. The skilling potential is almost equal w/ the flattening of damage. Before a proto/adv AR has a good chance to beat an HMG in CQC which they should b/c of the SP they put into their character. Yet now, that is a totally different story. Reason is, in even last build; a GEK AR, had semi "trouble" taking on a basic/adv heavy in CQB ranges b/c of the dps a hmg does along w/ the tanking a heavy naturally comes with. Yet now, the Duvolle now is barely above whata GEK was, so AR (which are a jack of all trade weapon), have been semi kicked out of a CQC arena, and put o medium range, which they aren't good for anymore b/c of iron sights; where LR now rule. The flattening of damage affected weapon roles (and reason to skill them) by causing a disparity when compared to other gear/weapon levels. As it was last build and prior builds, it was good for a proto AR to take out a basic/adv heavy in "CQC" range is warranted b/c of the SP & time put in; however the reason (at moment) for grinding for the ability has been removed. All im getting at here (as people will prob agree or flame) is that skill is a factor needed; but not everyone is on equal skilling; and that GEAR should help and play a role but also not be a sole factor; yet at the moment the gear doesn't match up to the SP & ISK required to use them
It doesn't have to be one absolute over the other. I think MANY people agree, suits are pretty good, there is enough of a difference between militia and proto. Several hundred more HP, faster shield regen, armor repping, cpu and pg, etc. Guns are debatable. IMO, they're a little too close together in terms of damage, BUT, I'm not sure if putting them back to original values is the right answer. Closer to old values... yes, but maybe leave them just shy of old values. It doesn't have to be all or nothing.
BTW, once everything is implemented, and you have full integration of secondary markets, high/low/null sec, etc, we can always take another look at weapon stats, and ccp can further tweak and return weapon values to 30/33/36.
PS. I agree with other poster, Breach variants should be returned to old values. Once the hit detection was fixed, that auto improved the higher ROF weapons. Breach variants didn't need to be touched. |
BMSTUBBYx
Doomheim
83
|
Posted - 2013.01.04 20:20:00 -
[37] - Quote
+1 to you all! This is one of the better threads on theses forums that I have seen. I hope CCP is seeing this. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2013.01.04 20:28:00 -
[38] - Quote
If they would just bring back tier restricted games, newbs and not so good players would actually have a place to play. Instead of a place to constantly be slaughtered by experienced groups running high level gear. New groups could actualy start playing the game, which brings new ideas. Many of the replication testers are bitter and jaded. Myself included.
The community has asked for this to be REINSTATED numerous times.
Major broken gameplay issues include head glitching snipers, redline tank scrubbery and grenade spam / laser camping. Nerfing range of tank/snipers is NOT the way. It's the maps. Now, it's great that we're going to have so many maps (one day), but it's just going to be a god awful mess.
On MAG it took around 100 hours to learn ROUGHLY what the maps were all about. Around 200 you were confident, and after 500 hours, you knew exactly what you were up to. This is an impossible task in Dust. For hardened FPS gamers, it will be a unique challenge. For your average PS3 microtransaction consumer however? I don't think so. While a great deal of people seem to think Dust is a niche market game, it's not.
Dust is CCP's best hope for survival when Star Citizen and Elite:Dangerous are released (2014 apparently).
So people, getcha whining tinfoil hat on. Let's not dumb things down. Let's refine what we have, and make something worthy of CCP's time and effort. |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
|
Posted - 2013.01.04 20:39:00 -
[39] - Quote
Tony Calif wrote:If they would just bring back tier restricted games, newbs and not so good players would actually have a place to play. Instead of a place to constantly be slaughtered by experienced groups running high level gear. New groups could actualy start playing the game, which brings new ideas. Many of the replication testers are bitter and jaded. Myself included.
The community has asked for this to be REINSTATED numerous times.
Major broken gameplay issues include head glitching snipers, redline tank scrubbery and grenade spam / laser camping. Nerfing range of tank/snipers is NOT the way. It's the maps. Now, it's great that we're going to have so many maps (one day), but it's just going to be a god awful mess.
On MAG it took around 100 hours to learn ROUGHLY what the maps were all about. Around 200 you were confident, and after 500 hours, you knew exactly what you were up to. This is an impossible task in Dust. For hardened FPS gamers, it will be a unique challenge. For your average PS3 microtransaction consumer however? I don't think so. While a great deal of people seem to think Dust is a niche market game, it's not.
Dust is CCP's best hope for survival when Star Citizen and Elite:Dangerous are released (2014 apparently).
So people, getcha whining tinfoil hat on. Let's not dumb things down. Let's refine what we have, and make something worthy of CCP's time and effort.
Neither Star Citizen or the new Elite will support the meta game that goes on in EVE since the one be single player mostly and the other instanced. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.01.04 20:57:00 -
[40] - Quote
Berserker007 wrote:Vrain Matari wrote:Jaiden Longshot wrote:Snake,
I get that you are frustrated but I think you are exaggerating a bit:
1) The PROTO variants are way better than militia in every respect. If they weren't, you would see guys going 36-1 in full militia fits rather than Duvolles fit on ADV, PROTO, or Type II's. Is it more efficient than militia, No. That's why it should be reserved for the important fights and not every public match you play in. Since you are comparing to EvE....It's not like every time a pilot undocks he does so in a Dark Blood, Sansha, or Officer fit Battleship.
2) You are saying just because CCP has narrowed the gap between variants they might as well remove all skills and give us sling shots. That's like telling your parents to cancel Christmas because they gave you 10 yr old car instead of a new Benz.
3) The market will have an impact if only because you will be able to sell your loot drops of items you don't plan on using which essentially gives you another income stream to fund your craving to rock PROTO gear all day errryday. Not to mention the free market will create price competition and you can expect all variants to have price fluctuation. If you want your gear cheaper, get to producing it or find an EvE Corp who will do so for you at a reduced cost.
This game isn't just about leveling and skilling. The depth of universe and the ongoing war is the end game.
Besides....An older player in this universe isn't necessarily going to be better with an AR than a properly skilled 3 month old player. He can just use more than the AR whereas the 3 month old player probably cannot do so or, if he can, he can't use other weapons as effectively as the older player. +1 in admiration for clear, reasoned and concise analysis. Plus the ability to see beyond the immediate. Plus vision. parts of this i agree w/ yet others....ah, not so much Firstly, i do like that you are looking to the future, however, much of what you said WONT be there on release. A lot of the player driven market and stuff like that won't be added till 6 months in (as CCP said it wont be on release); and as it is, we can only discuss what is affecting us NOW, as for all we know things will change later on that either validates all this or doesnt. To narrowing the gaps of weapons; simply put = bad. I am not the most skilled gun (can admit it), but a benefit of running proto weapons & suits in prior builds helped in my & others survivability. Now the suits and guns dont really help in that. From a T2 suit to a Vk.1 , if you are on a buffer fit, the only real difference is 128 shield, which translates to 4 bullets from an AR, which comes down to a bit more then a quarter of a second of holding the trigger. So yes, skill is good to have; but for the amount of time & SP required to get proto gear should have reasonable edge. As to compare SP, a T2 to a proto is separated by about ~2mil SP (i believe), yet the only difference is a bit of extra shield/damage & maybe a regulator. As to proto variants being better then all others; they are, but it isnt enough to warrant the use when u look at ISK cost and SP cost. This gets worse when you compare proto weapons/gear of differ categories against each other. If you lok at a proto AR vs a basic HMG. The skilling potential is almost equal w/ the flattening of damage. Before a proto/adv AR has a good chance to beat an HMG in CQC which they should b/c of the SP they put into their character. Yet now, that is a totally different story. Reason is, in even last build; a GEK AR, had semi "trouble" taking on a basic/adv heavy in CQB ranges b/c of the dps a hmg does along w/ the tanking a heavy naturally comes with. Yet now, the Duvolle now is barely above whata GEK was, so AR (which are a jack of all trade weapon), have been semi kicked out of a CQC arena, and put o medium range, which they aren't good for anymore b/c of iron sights; where LR now rule. The flattening of damage affected weapon roles (and reason to skill them) by causing a disparity when compared to other gear/weapon levels. As it was last build and prior builds, it was good for a proto AR to take out a basic/adv heavy in "CQC" range is warranted b/c of the SP & time put in; however the reason (at moment) for grinding for the ability has been removed. All im getting at here (as people will prob agree or flame) is that skill is a factor needed; but not everyone is on equal skilling; and that GEAR should help and play a role but also not be a sole factor; yet at the moment the gear doesn't match up to the SP & ISK required to use them
I understand that you are looking at what we have to work with now but:
There is no denying that PROTO is, in fact, way better than militia gear. If you are losing 1 v 1 PROTO v Militia you are doing it wrong.
I wholeheartedly agree that based on what we have right now it is not efficient or practical to use the higher end gear. However, when you are defending something that is important or you are fighting in a corp battle where you get zero ISK for losing, I'm going to go out on a limb and say that you agree it makes much more sense to use PROTO gear despite the inherent cost.
The current issue is that in 95% of the matches you play (Non Corp Battles) you get paid to lose. The minute you don't get paid to lose then my guess is that it will make much more sense to use your best gear.
I like to use shiny stuff too....but just because I can't validate using it in a pubby doesn't mean it's not working as intended. Now, if we can't earn enough ISK in Corp battles or FAC War battles (while winning) then there is a problem.
Also, I'm fairly confident you will be able to sell gear back well before 6 months after release. It's much less likely that we will see player made gear until much later but the market should be much better than it is now. |
|
DON RODIE II
Deep Space Republic
168
|
Posted - 2013.01.04 21:09:00 -
[41] - Quote
U can't really judge the game until it is out of beta. To me, Planetside 2 looks boring compared to what this game is and can become. I would rather have different huge maps that represent planets. Then one boring open world planet and you will probably know what to expect every battle. In Dust it looks like you will have a different battle every planet u fight for. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.01.04 21:15:00 -
[42] - Quote
The killer feature is the sandbox. For some reason they are trying to pigeon-hole balance with RPS instead of creating different playstyles. Early on there were dozens of viable ways to play. As they keep restricting things, through maps, weapons, vehicles, and other various nerfs (especially the maps), the game has gotten stale. It is hard to be surprised, because all the interesting freedom keeps going away. |
EnIgMa99
Imperfects Negative-Feedback
219
|
Posted - 2013.01.04 21:24:00 -
[43] - Quote
I just wish most of the stuff worked how it was suppose to say for instance vehicle turrets. You move the vehicle and you are suddenly not shooting where your cross hair is points. |
Sobriety Denied
Universal Allies Inc.
432
|
Posted - 2013.01.05 00:09:00 -
[44] - Quote
YourDeadAgain76 wrote:NAV HIV wrote:I am not very happy with the HAV, but i when i look at the DS i can smile a bit. Took out 3 with my blaster. They were flying way too low. AV's are just unbalanced, they dont need a nerf, they just need a bit of tweaking Nerf everything. Then skill is all we will have...hand to hand combat maybe. Like Nintendo "Mike Tyson Punchout" on steroids. can i get an Amen.
i can still get to soda pop kazinski without continuing
mike tysons punch out online would be a sick MMO the more i think about it
it could be called tysons punchout 2132 and they have cloned michael jackson but also discovered the bones of goliath and made a hybrid clone then you have to form raids to take down mike tyson and theres also pvp |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.01.05 00:09:00 -
[45] - Quote
OP's statement is about 88% accurate. Many of the changes were made to better accommodate those with low fps experience. Tanks back then, if fitted in a certain manner by good driver, were downright 90% indestructible; therefore, necessary nerf. Overall health from the Heavy dropsuit should have remained at a total of 800 HP and not 750. Overall HP increase in higher tier suits should be at a 10% as it's composed of better materials. With better suits, other base stats are supposed to get a slight increase to get a better feel of its improvements over previous models.
As for weapons, the main reason to increase its skill would be to either use Officer tier weapons or increase weapon performance. The difference bettween the STD/ADV/PRO weapons sold at the market is hardly noticeable. Take the SMG and Sniper rifle as an example:
STD submachine gun: 21 dmg ADV submachine gun: 22 dmg
STD sniper: 190 dmg ADV sniper: 199 dmg
Now can someone explain to me how are ADV/PRO weapons considered a significant 'improvement'? A difference of 5% or less should not require me to pay more ISK.
The tanks appear to be fine the way they are as long as no one treats the railgun as an oversized sniper while in the red zone or some mountain. Missiles should keep its splash damage radius as it was before the update... it's a missile, not a poorly made explosive that can't hit people farther than a mass driver. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.05 01:01:00 -
[46] - Quote
Alldin Kan wrote:.....
Now can someone explain to me how are ADV/PRO weapons considered a significant 'improvement'? A difference of 5% or less should not require me to pay more ISK.
.....
oh really? How much would it cost to get 5% more output from a formula one engine? That last 5% is hellaciously, exponentially more expensive when you're pushing the edge of the technological envelope. Same argument applies to redundancy. Same argument applies to reliability. From the backstory for DUST, our weapons are pushing the edge of the envelope and then some.
Next 'realistic' argument please.
|
KingBabar
Seraphim Initiative. CRONOS.
441
|
Posted - 2013.01.05 01:10:00 -
[47] - Quote
Here is an example from my setups.
Tybe-B suit, 120k isk VK1 suit 230K isk
This is what the proto suit has extra
1 shield recharger 1 shield regulator 1 medkit
Every other stat, guns, nades everything is exactly the same.
110K ekstra isk for some faster shield recharge and a medkit is somewhat expensive. |
Alldin Kan
Imperfects Negative-Feedback
169
|
Posted - 2013.01.05 01:28:00 -
[48] - Quote
Vrain Matari wrote:Alldin Kan wrote:.....
Now can someone explain to me how are ADV/PRO weapons considered a significant 'improvement'? A difference of 5% or less should not require me to pay more ISK.
..... oh really? How much would it cost to get 5% more output from a formula one engine? That last 5% is hellaciously, exponentially more expensive when you're pushing the edge of the technological envelope. Same argument applies to redundancy. Same argument applies to reliability. From the backstory for DUST, our weapons are pushing the edge of the envelope and then some. Next 'realistic' argument please.
I believe you're not allowed to make comments/replies of this sort towards me... |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.01.05 02:13:00 -
[49] - Quote
Vrain Matari wrote:Alldin Kan wrote:.....
Now can someone explain to me how are ADV/PRO weapons considered a significant 'improvement'? A difference of 5% or less should not require me to pay more ISK.
..... oh really? How much would it cost to get 5% more output from a formula one engine? That last 5% is hellaciously, exponentially more expensive when you're pushing the edge of the technological envelope. Same argument applies to redundancy. Same argument applies to reliability. From the backstory for DUST, our weapons are pushing the edge of the envelope and then some. Next 'realistic' argument please.
Honestly....If there was such an unremarkable difference nobody would use PROTO gear but as it stands I rarely, if ever, go a whole game without seeing a PROTO AR or 5 pop up in the kill feed.
You also have to consider ROF and the difference in accuracy. People before have done the math and noted that there still isn't a 'big enough' gap between the weapons. I still say the proof is in the pudding because there is a rather big difference, IMO, between my STD Burst rifle and the Allotek and if there I wasn't I wouldn't ever want to use the Allotek and you wouldn't see people complaining about the cost of PROTO gear because nobody would be using it.
I think if people remove ISK from the variables then you wouldn't see so many complaints about the gaps.
All I am saying is if you were given a proper place to use your PROTO gear where the ISK reward was higher or you were defending a district you controlled, I doubt you would even care if it was efficient to use PROTO gear in public matches.
Unless your just really bad at the game and you can only go positive using PROTO vs STD & militia and you sleep better at night doing so. Then by all means. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.01.05 02:49:00 -
[50] - Quote
Jaiden Longshot wrote: Unless your just really bad at the game and you can only go positive using PROTO vs STD & militia and you sleep better at night doing so. Then by all means.
Are you silly enough to think this why anyone is arguing for more gear difference?
Get better at making your point.
Tiel has a thread currently locked with actual numbers instead of your feelings. Come post in it AFTER reading the math. |
|
xxwhitedevilxx M
Maphia Clan Corporation CRONOS.
229
|
Posted - 2013.01.05 03:35:00 -
[51] - Quote
Icy Tiger wrote:Replication you mean? Heavy's were OP in that one, but are fine now. I consistently see Heavys pulling off 16-1's and 20-3's.
I do agree with your thoughts. At the moment, things are too.... similar. Protosuit needs it's own "power". For example, give it a higher jump. Or give it drastically increased speed. HP isn't the only factor that can be messed around with. It's the easiest, but that's looking from a 2d perspective. A Protosuit overall needs more. Same with advanced, give each tier of suit a function or bonus no other tier has.
Completely agreed. But I strongly disagree with the HP buff: my opinion is that a good militia player should be able to kill a protoguy. It's really simple: if I unload a clip on a guy's head in prototype suit (referring to the assault one for example) in the back he's supposed to die, he shouldn't have time to turn around and shoot me back! These suits already give you an enormous advantage: one extra slot and more PG/CPU, otherwise you will play an mmorpg, and i don't think this is going to be this kind of game.
!!!Sorry for bad english!!!! |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2013.01.05 03:55:00 -
[52] - Quote
I personally would like to see the old values of weapons brought back, an example for the AR would be 30 HP for militia rifle, 33 for Gek, and 36 for Duvoll. Also the suits should get some kind of armor/shield boost for each new tier. I mean it's pretty whack that the proto assault suit has the exact same HP as a militia suit, only difference is they can stack more armor/shield enhancers, which takes up valuable slots for other fun things.
If there was like 5-6 slots for high/low and a boat load of PG/CPU, then yeah it would be more worth it as I could stack/combine all kinds of things so my weapons could pack a massive punch and my suit could take a severe beating. But as it is now, it's pretty much a stronger suit or stronger weapons or an overall balanced suit with no real specialty.
Wouldn't mind seeing multiple slots for grenades and equipment as well (for all advanced/proto suits). In the end the solution to this could simply a lot more slots for all types of suits when advancing into higher tiers. |
Mikel Dracionas
L.O.T.I.S. Legacy Rising
14
|
Posted - 2013.01.05 04:14:00 -
[53] - Quote
Vrain Matari wrote:Alldin Kan wrote:.....
Now can someone explain to me how are ADV/PRO weapons considered a significant 'improvement'? A difference of 5% or less should not require me to pay more ISK.
..... oh really? How much would it cost to get 5% more output from a formula one engine? That last 5% is hellaciously, exponentially more expensive when you're pushing the edge of the technological envelope. Same argument applies to redundancy. Same argument applies to reliability. From the backstory for DUST, our weapons are pushing the edge of the envelope and then some. Next 'realistic' argument please.
the 5% isnt considered a signifacant improvement even in your example 10 or 15 % would be but not 5 |
Enji Elric
Matari Combat Research and Manufacture Inc. Zombie Ninja Space Bears
176
|
Posted - 2013.01.05 04:15:00 -
[54] - Quote
someone... who doesn't play the beta anymore... made an interesting argument to me when I felt like the OP in JUNE he said
"CCP knows where they want this game to be at when it hits release. They are going to create problems for people to deal with, like nerfing and buffing, to see what people do in response... .... the data they collect from these decisions will ultimately impact the game when it hits commercial release."
I told him he was full of crap and this game cannot live up to the hype it has had for 3-going on 4 years because all I could see was anyother generic HALO and logged off for 1.5 months
but I am starting to see that now...
if they Nerf one thing and make it unusable then that forces players to use other things....
nerf HAVs makes players use suits. IF HAVs dominate the battlefield, and you get all the data you need from that, then nerf them so the players test what you want them to. BUFF ARs then players use ARs NERF them to an usuable stat then players will be forced to branch out... testing the other weapons giving more data on them
then on normal release, put it all back at balanced proportions....
IDK but I can hope... then again I wont be able to play this game till 1 year after release because of my deployment......... *Sigh* |
Mikel Dracionas
L.O.T.I.S. Legacy Rising
14
|
Posted - 2013.01.05 04:18:00 -
[55] - Quote
i think the biggest problem is they are trying to improve things based on your charecter skill choices rather then gear then need to focus on bot equally add 10% base attributes to all tiers of weapons and 10 to 15% base attributes to all tiers of suits then aloow the skils to take the rest |
RECON BY FIRE
BetaMax.
51
|
Posted - 2013.01.05 04:34:00 -
[56] - Quote
Ill agree that the game is pretty boring atm, but I am sick of seeing this whole "militia is greater than all" bs. If militia is that great then why are there constantly people in proto gear going 20+/5- in every single game I join lately? If proto gear isnt that great then why are people using it? Furthermore, the proto gear doesnt need more hp! It gets an entire extra high slot for you to buff your hp with! Some of you people are just mad that your "god mode" was taken away and you cant solo 3 people shooting you at once anymore. Hell, most of the time I see proto bros still soloing 3 militia guys at once. |
Mac Dac
Wraith Shadow Guards
42
|
Posted - 2013.01.05 04:40:00 -
[57] - Quote
I honesty think it is because we aren't testing anything important. Every build seems to get more dumbed down because we are testing less and less.
Right now i think we are only testing the Instant battle feature and balancing. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.01.05 04:48:00 -
[58] - Quote
Telcontar Dunedain wrote:Jaiden Longshot wrote: Unless your just really bad at the game and you can only go positive using PROTO vs STD & militia and you sleep better at night doing so. Then by all means.
Are you silly enough to think this why anyone is arguing for more gear difference? Get better at making your point. Tiel has a thread currently locked with actual numbers instead of your feelings. Come post in it AFTER reading the math.
The math only matters when considering 2 players standing at optimal weapon distance for each weapon type, in the open, with every round hitting target.
Call me silly if I doubt that happens more times than not.
So, basically you are saying you'll never use PROTO gear because militia is just as good or close enough that it doesn't matter?
You're clearly not picking up what I'm putting down. I'm all for more gear difference but not at the cost of pubstomping players in High Sec with little to no penalty.
Having gear restrictions in High Sec would be a better option, IMO. However, we are in closed beta and separating the players at this point would probably be a bad idea so I think this is a reasonable compromise. We don't even have access to all of the gear variants yet.
CCP didn't do this just get your panties in a bunch. I'm going to suggest they have access to a few more numbers than you do and there were many threads about how there should be a better balance between gear and player skill.
I'll close by again stating that I don't like it that it seems impractical to use my higher end gear right now but I understand why CCP chose to do so. Sometimes you have to consider more variables than just your own enjoyment or ability to do what you want during a beta test, No?
Maybe CCP needs some time with weapon stats the way they are for testing purposes? Nah, they just want you to have less fun |
Rayan Storm
ZionTCD Legacy Rising
358
|
Posted - 2013.01.05 05:38:00 -
[59] - Quote
The issue here is that we have been doing the same thing for a while. When this game started, we all went WOW. Now, we want more or better but CCP is still testing. Patience people, patience. |
fenrir storm
Tronhadar Free Guard Minmatar Republic
314
|
Posted - 2013.01.05 07:00:00 -
[60] - Quote
Taken you a long time to realise this snake. I remember players as your self running full proto and and being a challenge to kill all the while makeing me try harder to gear up and try to improve myself.
The builds prior to the last 2 although buggy and glichy were actually fun to play and pretty spot on in terms of game play.
Proto gear was something to aim for and not just a take it or leave it option same with weapons.
Scout suits actualy played as I imagined they would be like, fast agile but weak, a good player in one was the devil himself to kill (sha khan clone springs to mind), instead of the weak assault like suit it is now.
A heavy with a hmg made you cringe if space was tight but in the open you had a chance to out strafe him instead of we all strafe at the same speed game now.
Skirmish was fun to play instead of the BF3 conquest game we have now.
All in all the game kept on pulling you back even when you lost , now it feels more frustrateing than fun to play and I dont feel the inclination to log on as I used to because it's become so dull watered down and boreing.
May be dust is not for me because eve interaction is not enough to hold me here it's like the game has taken 2 steps forward but 3 back
EDIT, Never undertsood why logis were so easy to kill they should be have been like heavys but lacking in offensive capabilitys |
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