Pages: 1 2 3 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2013.01.04 13:45:00 -
[1] - Quote
Ther is really nothing special or unique gameplay wise except for the orbitals from EVE players
Since that build where we could only play on the 4pt map its all got easier and dumbed down, on that build i worked to get into a prototype assault suit and fully fit proto gear with it and tbh i did feel like a god but i had grinded the **** out of the game to get ther.
It gave me powers to wipe the floor with milita/basic users without trying and if you were in advanced or proto then you could compete
The proto suit gave more hp overall aswell as slots and CPU/PG and tbh it worked, we didnt need the smack everysuit with the same hp tbh - that extra hp alone made ppl decide to grind for it even tho its cost a bit
Same with proto weapons, i used the top line breach AR 58dps i think i cant remember and it worked well since hit detection was ****** so you needed shots to count now that gun has died
Heavys were ******* heavys and not to be ****** with in CQC at least
Vehicles were damn hard to kill needing an organized AV unit to take them out, but not just organized they also had to grind to a decent standard of AV to cause damage
Vehicles in general were used tho more often, dropships were about more being used, all 3 turrets on HAVs were used granted railgun was favourite but the missiles and blatser still had ther places as did armor tanks
That build felt balanced, it was fun, it was different, it stood out and it was so New Eden, hard and cruel to an extent but put in the work and you could have been god in your suit
Now for me this current build is a few steps backward
Everything feels the same, ther is no incentive to progress because milita>all
I can use a full milita suit and milita fittings and kill a full prototype user no problem when back in the day it was next to impossible unless you played damn smart
Weapons are closer to each other damage wise and even the breach now feels a shadow of its former self, ther is no identity with any of the ARs - the breach fired slow and hit hard, now its fires slow and hits like a feather and all the rifles we have left are fast ROF and thats it depending on how many times you press R1 if using the burst or single shot
HMG should beat out a AR user in CQC the majority of the time
MD/Shotguns work
SL/FG needs tweeking but overall even standard AV is too ******* good, you can easily use this basic equipment to kill a decent fitted tank and its way to ******* easy
Vehicles in general are meh, dropships non existant, HAVs weaker and are less like tanks, AV broken, to put it simply you can solo a HAV no problem
Yup im asking for gear to make more of a difference than it does now, it gave you something to aim for, the difference between milita/basic/advanced and proto was substantial and it gave more choices overall. Do you aim to go for the advanced dropsuit or the advanced HMG or increase your shield etc etc etc instead of now il still with milita anyways its cheap and still does the job
Sure it makes it harder on new guys but high sec can sort that out and hopefully proper match making, where you can do PvE with your clan and earn ISK/SP in your milita gear and bring out proto for clan battles but at least you know that proto will make a difference in the match and not just to your/corp wallet
Plus if they do keep the hard cap no one will be running away either so everyone is on the same level more or less
For me the game is bland, ther is very little difference between most items/weapons/suits and even FW/Null sec wont mean **** if the gameplay blows
|
KingBabar
Seraphim Initiative. CRONOS.
441
|
Posted - 2013.01.04 14:06:00 -
[2] - Quote
For once I actually agreee with you.
(The missels needed a nerf obviously, but not this much.) |
Odiain Suliis
ZionTCD Legacy Rising
112
|
Posted - 2013.01.04 14:13:00 -
[3] - Quote
My thoughts exactly. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.04 14:23:00 -
[4] - Quote
The ar damage between the tiers shouldn't be flattened and the higher tier suits should have more health. Make it a 22 hp. (Basic shield extender) difference in shields between the tiers.
Not saying these things will make the game more exciting. But it'll stick to the game's concept. We are missing more than half of the things promised for release, so this game should be exciting. They just have to improve certain core features |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.04 14:30:00 -
[5] - Quote
Snake there are times when what you say just shines and this is one of those times. I didnt get to play the earlier build where heavies were super strong but I can tell you that I do want a game where the proto suits/weapons have a true advantage over their lower level counterparts. I do want a hardcore game that pushes the players limits. |
NAV HIV
The Generals
151
|
Posted - 2013.01.04 14:33:00 -
[6] - Quote
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 |
Necandi Brasil
Conspiratus Immortalis
245
|
Posted - 2013.01.04 14:47:00 -
[7] - Quote
My only concern is the damage flattening we suffered ... |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.01.04 15:03:00 -
[8] - Quote
While I agree that there have been some over reaction nerfs, I reserve judgement of the game's staying power until we have full release content.
As it is now, Dust 514 is a generic shooter with TDM, obective based mode and fairly deep skill / progression system.
However, most of us know that will not be the case down the line. There will be the ability to take districts and planets, more toys, integrated New Eden market, risk / reward and most importantly.....tears
I still see a pretty good difference between STD and PROTO gear and TBH, the places you will more than likely use PROTO gear there will be nothing but ADV and PROTO gear....so who really cares about the difference between Militia and PROTO. IMO, we shouldn't see that much PROTO in pubbies once we have sec space differences....and if you can PROTO pubstomp in high sec space then it should be at the risk of being terribly inefficient when you die more than once or twice. Why else would anyone ever leave High Sec.
It's a tough balance guys....I don't envy CCP on this one. Previously people were complaining that fights were too gear dependant and there needed to be more emphasis on the player's skill. At the very least, the narrowing of difference between the gear variants prevents below average gun game from looking like beast gun game because of the inherent gear.
Not sure where I stand on tanks yet. I think we could have used more time with them for 16 v 16 corp battles in their prior state rather than basing a nerf on public matches where there is little to no coordination. |
ICECREAMK1NG
WARRIORS 1NC
391
|
Posted - 2013.01.04 15:06:00 -
[9] - Quote
Normally I ignore everything you say, because you want your super tank to go 50 for 0.
However, you are right about this game being bland, dull and boring.
It has become exactly that. |
BigussDikkuss
Amarr Templars Amarr Empire
42
|
Posted - 2013.01.04 15:10:00 -
[10] - Quote
EnglishSnake wrote:There is really nothing special or unique gameplay wise except for the orbitals from EVE players
Everything feels the same, there is no incentive to progress because milita>all
Yup im asking for gear to make more of a difference than it does now, it gave you something to aim for, the difference between milita/basic/advanced and proto was substantial and it gave more choices overall.
My thoughts exactly. |
|
mikegunnz
Pink Fluffy Bounty Hunterz RISE of LEGION
425
|
Posted - 2013.01.04 15:19:00 -
[11] - Quote
One of the big things we need, ismore complex game modes. Bring back the old skirmish! Also, MAG had a game mode (acquisition) where you had to attack/defend a map. Goal was for the attacker to get to rear of map, and steal a vehicle. Vehicle could be any objective, but it was great because it was different than deathmatch or contol points. |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2013.01.04 15:47:00 -
[12] - Quote
KingBabar wrote:For once I actually agreee with you. (The missels needed a nerf obviously, but not this much.) It seems to be CCP's M.O.,over nerf the things that they think needs nerfing.
Hopefully (but not likely),they will realize that they need to do more tweaking,and less nerfing.Dumbing down the game to attract more casuals isn't a good thing in the long run because 1)after the initial excitement,they will realize that it's not that much different than any other shooter,and they will leave for the next COD or BF,or 2)they might not even bother showing up in the first place because they might feel like it's just like every other shooter,and in that case,why leave what you are already playing to grind at something new?
CCP needs to nut up and keep this game on outer edges of what people consider to be casual shooters. |
Odiain Suliis
ZionTCD Legacy Rising
112
|
Posted - 2013.01.04 15:53:00 -
[13] - Quote
Th3rdSun wrote:KingBabar wrote:For once I actually agreee with you. (The missels needed a nerf obviously, but not this much.) It seems to be CCP's M.O.,over nerf the things that they think needs nerfing. Hopefully (but not likely),they will realize that they need to do more tweaking,and less nerfing.Dumbing down the game to attract more casuals isn't a good thing in the long run because 1)after the initial excitement,they will realize that it's not that much different than any other shooter,and they will leave for the next COD or BF,or 2)they might not even bother showing up in the first place because they might feel like it's just like every other shooter,and in that case,why leave what you are already playing to grind at something new? CCP needs to nut up and keep this game on outer edges of what people consider to be casual shooters.
I think you have had enlightenment that EVE players have had long time ago, concerning CCP's tendencies to nerf things. "Why use scalpel when you can use sledgehammer!"
And yes I agree on latter part of your post also. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
|
Posted - 2013.01.04 16:17:00 -
[14] - Quote
Jaiden Longshot wrote:While I agree that there have been some over reaction nerfs, I reserve judgement of the game's staying power until we have full release content.
As it is now, Dust 514 is a generic shooter with TDM, obective based mode and fairly deep skill / progression system.
However, most of us know that will not be the case down the line. There will be the ability to take districts and planets, more toys, integrated New Eden market, risk / reward and most importantly.....tears
I still see a pretty good difference between STD and PROTO gear and TBH, the places you will more than likely use PROTO gear there will be nothing but ADV and PROTO gear....so who really cares about the difference between Militia and PROTO. IMO, we shouldn't see that much PROTO in pubbies once we have sec space differences....and if you can PROTO pubstomp in high sec space then it should be at the risk of being terribly inefficient when you die more than once or twice. Why else would anyone ever leave High Sec.
It's a tough balance guys....I don't envy CCP on this one. Previously people were complaining that fights were too gear dependant and there needed to be more emphasis on the player's skill. At the very least, the narrowing of difference between the gear variants prevents below average gun game from looking like beast gun game because of the inherent gear.
Not sure where I stand on tanks yet. I think we could have used more time with them for 16 v 16 corp battles in their prior state rather than basing a nerf on public matches where there is little to no coordination.
With respect to your post that i bolded. I say so what? Let gear make a difference. The only Reason its an issue is because of the way the CAP works. IF "skilled" player were able to grind to the level of a person who has a 1-2 month lead on them or if they simply grind for those items early it wouldnt be a problem because they could get the gear as well and then once on equal footing with gear "skill" would again be the predominant factor.
Problem currently is were all forced in the same sandbox which it isnt plausible for the sustainability of the beta. And even now gear makes the difference in the aspect that anyone who has played long enough has the ability to switch to multiple classes of dropsuits or simply call in a proto tank to which id say b/w 80-95% of the player base simply has no answer for. The only reason the gear overriding skill argument was valid is because of the manner in which currently we are all matched into the same games.
When other security sectors open they can adjust the ISK rewards properly that using proto/adv in our current lobbies(assume they are highsec) would simply not be feasible,(better yet make them militia/std gear restricted or even better put a Meta level limit so it give players the chance to tinker and customize their fittings to a degree.
Do all this then the only time gear overrides skill is if a player ventures into a territory they are not yet ready to handle(Which is the basic fundamental of EVERY RPG) this aspect of the RPG needs to be respected despite the FPS purest wanting to be able to go anywhere anytime they please in whatever fit they want and let their skill be the only factor. Im not saying skill shouldnt matter im just saying put your time in and build your character, so when you are on a level field in terms of gear it wont matter anymore.
But as ive stated before this is the fundamental divide b/w players who want more FPS and RPG minded players. I think the balance i suggest makes sense, the only counter ive heard to this so far is that would allow "rich" corps to somehow dominate FW/nullsec as they would be the only ones who could afford adv/proto gear with sustanability.
My responses are 1. If they adjust the payouts well then you should be able to make enough profit in those nullsec zones to sustain the losses after you "save" up in other zones and build a "slushfund"
2. If your aim is to create a self-sufficient DUST CORP that has no need to rely on other corps especially EVE CORPS than you kinda missed the point of NEW EDEN. More to the point if your DUST CORP is "skilled" then it will attract the attention of EVE CORPS who will "invest" in your corp and fund what you need, and if you are good as you believe than you will be able to make enough money in those areas where proto is needed to sustain its use. If you cant sustain it then perhaps the skill isnt there or its just bad financial management(something that makes managing player/corp a bit more interesting than simply just a regular gaming clan).
|
Paran Tadec
Imperfects Negative-Feedback
902
|
Posted - 2013.01.04 16:25:00 -
[15] - Quote
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. |
Major Assitch
Royal Uhlans Amarr Empire
103
|
Posted - 2013.01.04 16:26:00 -
[16] - Quote
Erased the original post after re-reading the OP. I got off topic and went into the blandness of the overall feeling of the game and the lack of any kind of emotion or personality in it. I'm now fixing to get more on track with the OP....I think! I'll save the previous post for another time and place.
Yep...the gameplay is pretty bland/boring for sure! Of course I've felt that way for 6 months now. I do feel it's somewhat improved actually (which is opposite of the OP opinion) over time, but not enough to make it a 'must have' kind of game.
For me personally, the gunplay has always been the biggest area of BLAH in the entire game. It just doesn't ever feel exciting! As I've said many times before, I can't really put in words what ti is that's lacking but when I'm in a 1-on-1 or even a 1-on-2, I just never get that rush of adrenaline that's common in other FPS games I've played.
I don't feel any sense of urgency to dive behind cover because my life is draining quickly. No rapid heart beat because I feel like the next second or 2 is going to be the death of either him or me...and I hope it's him. No feeling the blood rush to my head because I know that the final, killing bullet is going to hit one of us any time now.
There's just not any feeling in the gun fights IMO, and there never has been! They did add a little bit of heart beat sound or something, I did notice. But it's just not quite enough to get the adrenaline pumping in me for some reason. Even still...6 months later...there are many times where I just don't even realize I'm taking bullets at all until I drop over dead.
Definitely some more work could and should be done to increase the entertainment factor of battle. I always make a big deal about the gun fights and gun play but it's not just that area that needs work, I know. Much improvement in many areas of gameplay still need...something...just more! |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
|
Posted - 2013.01.04 16:29:00 -
[17] - Quote
What we need is more gear modulels, game modes its only boring and bland because you have been in effect playing with close to the same stuff since June or even before that i cant remember when i joined, while i still see the Gear balencing as valid from the monster proto gear that existed in the old build i have come to realise that despite having Proto being much more effective than miltia now due to more slot this is simply because sheild extenders and damge mods are the only things worth fitting so far, suits could do with a hp difference but only if there is gear that is a valid option as a replacment for Hp buffs and Damage Buffs as this is all anyone needs to fit to be good with proto or even adv so far,
Things like webs would be a good trade off for sheild or damage mods that dont effect how good you suit hp of damage is but it does make you better in a specialised area, get close and more or less stop people to do a quick effienct kill, we need some properly usefull alternative gear stuff like sensor booasters should be the only way to passivly spot enemies the only other way should be manualy like in Battlefield that would be a valid trade off, cloacking devices again this would be something people would actually use instead of extra sheild,
I dont know if this is how CCP invisioned it but when i heard of the fitting system i was expecting many people running around with different and interesting ways to kill maybe web and shoot, scramble your tacnet to not allow you to see them coming, using some sort of Xray scanner to spot track people behind walls, not just ive got more hp but do less damage sort of thing |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2013.01.04 16:36:00 -
[18] - Quote
Ydubbs81 RND wrote:The ar damage between the tiers shouldn't be flattened and the higher tier suits should have more health. Make it a 22 hp. (Basic shield extender) difference in shields between the tiers.
Not saying these things will make the game more exciting. But it'll stick to the game's concept. We are missing more than half of the things promised for release, so this game should be exciting. They just have to improve certain core features
22hp?
Lets do that in the example
Milita - 100hp Basic - 122hp Advanced - 144hp Proto - 166hp
From milita to proto - 66hp difference - 2 bullets worth if it causes 33hp
Its basically about that now, 2 bullets worth
Are you really going to fork out for example a 200k proto outfit for around 2-5 bullets worth when compared with a milita fit?
The answer is no, its not ISK efficient and for the amount of SP you have to put in it is shocking tbh because the milita guy can save his SP and put it into his weapons instead and not bother with the suit
Sure ppl may say your not going to use milita in CB or in FW or whatever but sure you can, why waste all that ISK for next to no improvement
Makes no sense to have all this equipment/weapons/suits when really they are barely an upgrade on each other yet they cost so much more in ISK/SP
Jaiden Longshot wrote:While I agree that there have been some over reaction nerfs, I reserve judgement of the game's staying power until we have full release content.
As it is now, Dust 514 is a generic shooter with TDM, obective based mode and fairly deep skill / progression system.
However, most of us know that will not be the case down the line. There will be the ability to take districts and planets, more toys, integrated New Eden market, risk / reward and most importantly.....tears
I still see a pretty good difference between STD and PROTO gear and TBH, the places you will more than likely use PROTO gear there will be nothing but ADV and PROTO gear....so who really cares about the difference between Militia and PROTO. IMO, we shouldn't see that much PROTO in pubbies once we have sec space differences....and if you can PROTO pubstomp in high sec space then it should be at the risk of being terribly inefficient when you die more than once or twice. Why else would anyone ever leave High Sec.
It's a tough balance guys....I don't envy CCP on this one. Previously people were complaining that fights were too gear dependant and there needed to be more emphasis on the player's skill. At the very least, the narrowing of difference between the gear variants prevents below average gun game from looking like beast gun game because of the inherent gear.
Not sure where I stand on tanks yet. I think we could have used more time with them for 16 v 16 corp battles in their prior state rather than basing a nerf on public matches where there is little to no coordination.
The gamemodes can be easily sorted out tbh, it shouldnt be that hard to think of a few and maps wise they already have it sorted with all the installtions and that map generator
But its pointless having a market place with all that gear and ther is barely any changes up from basic half the time yet you are paying upto 10x more for it and the SP needed is stupidly through the roof
Players talk about players skill and that fine because for me its easy, if you cant aim and hold aim you wont kill him simple as and even if your in proto gear if you still cant aim that proto outfit will not aim for you and kill him but it will help you survive a bit longer if your that bad
If we really want skill then do away with SP/Skill books and have 1 milita item for everything and then mix and match and we have only 1 type of gun/shields/dropsuit the whole lot and then that is gear done with and out of the equation?
Hell no its **** and boring and like every other game currently out ther where you hit the lvl cap in a week and thats it you have everything game is done
I dont get this why are players afraid of something that will break the mould, why shouldnt better gear help you survive and make you tougher to kill for once? is that the whole point of gear to begin with so you survive and the other guy dies?
The way it was back then was New Eden, hard cruel and milita stuff sucked and proto stuff was worth its weight in gold but at least everything had its place and uses
|
Crm234
Wraith Shadow Guards
166
|
Posted - 2013.01.04 16:41:00 -
[19] - Quote
It really always comes down to Dust having no clue , what kind of players it wants and ends up pissing off both sides.
Your looking for a RPG because the name has Eve in it and wont be happy till it is a RPG all the way. Where others including myself saw MMOFPS and wont be happy till its a MMOFPS.
RPG players want to grind to get stronger and FPS players want to grind to get more toys to play with and this is the greatest divide of the player base.
RPG players want the rag to riches story and FPS players want the battle hardened rookie soldier progression
|
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.01.04 16:47:00 -
[20] - Quote
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. |
|
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.04 16:56:00 -
[21] - Quote
I could agree with suits getting speed bonuses/jump bonuses for militia to standard. Could even be a minimal increase per lvl like .1 per level like standard would get .1 then type 2 would get an additional .1 and then adv A would get another .1 so on until proto vk0. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz RISE of LEGION
216
|
Posted - 2013.01.04 17:39:00 -
[22] - Quote
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. |
Yay Adski
Doomheim
53
|
Posted - 2013.01.04 17:47:00 -
[23] - Quote
I gotta agree with you on this one. When I first started playing I liked that I had to play more tactical to beat higher end gear users (unless they straight up sucked). Imo it should be as it was, isn't it supposed to be about "it's a brutal world out there tough ****"?. It was appealing to me knowing that it wasn't going to be just another dumbed down game but something that took time and effort but you would be rewarded for those efforts. It felt like before you had select roles to specialize in and once you did it was worth it, now I don't see much of a clear line between them. Reminds me of the saying "jack of all trades, master of none". |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
|
Posted - 2013.01.04 17:59:00 -
[24] - Quote
I think part of the issue right is that the suit s have no bonuses as of yet. When they finally get around to adding and differentiating between the suits in racial variants and capabilities is when we should see to the more advanced types begin to truely be worth the costs. Until then there is no real difference. |
Lavirac JR
DUST University Ivy League
129
|
Posted - 2013.01.04 18:00:00 -
[25] - Quote
In my opinion the whole suit system needs to be reworked. Suits should be like ships in Eve, each has a various bonuses and different roles. In example, there should be a scout suit specialized in stealth, one specialized in speed, one specialized in damage, and one basic scout suit that is a jack of trades with regard to stealth, speed and damage. And that is just the gallante variant of scout suits. Suits should not just be like mods basic, advanced, and proto, instead they should confer identity and roles. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2013.01.04 18:02:00 -
[26] - Quote
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. They are not way better for the amount of ISK and SP it takes to get into one and fully fit tbh, its why across the board you dnt see that many proto suits tbh but even then if you see one you can kill him easy enough now than before
2. What? But tbh atm half the mods are not really that useful because the overall difference is meh even if you put them all together its what 1-2 bullets worth? This is New Eden wher you can travel through a wormhole how can they not increase basic HP on advanced/proto dropsuits its like having a rifter and skilling up to battlecruiser and finding out its a rifter with more slots and bit more PG/CPU
3. Market has nowt to do with it, im on about the items.suits and weapons and how they are all being flatlined and made to be basically the same except with a few things
End game means nothing to me unless i enjoy the gameplay
@ Icy Tiger - I would add to that, they can add race specific bonuses to the suits, or role bonuses, or item/weapon bonuses but not on all suits so that you not forced to use a specific suit so for example you have 2 suits like 2 assaults suits 1 with a role bonus for AR and the other may have 1 for speed or even a 3rd suit with no bonuses so you dont feel that you have go down a certain route
In EVE ships have bonuses, why not suits |
Sobriety Denied
Universal Allies Inc.
432
|
Posted - 2013.01.04 18:16:00 -
[27] - Quote
yea breach AR is absoulute trash, i can live with the dmg but they can go2hell with that 36 round clip.. the exile is the new duvolle.. soon lasers will be nerfed along with shotguns and everyone will pack exiles or forgeguns until both of those are nerfed, again, too.
they should just nerf the breach AR again, i mean, 3 times a charm right?
most of all this crap is because the new players don't wanna grind like everyone else did before them and they want 1 vs 1 balance and feel entitled becuase they're a "casual player" and "it's not fair" that they have to grind like everyone else before them- bla bla bla |
Major Assitch
Royal Uhlans Amarr Empire
103
|
Posted - 2013.01.04 18:29:00 -
[28] - Quote
Crm234 wrote:It really always comes down to Dust having no clue , what kind of players it wants and ends up pissing off both sides.
Your looking for a RPG because the name has Eve in it and wont be happy till it is a RPG all the way. Where others including myself saw MMOFPS and wont be happy till its a MMOFPS.
RPG players want to grind to get stronger and FPS players want to grind to get more toys to play with and this is the greatest divide of the player base.
RPG players want the rag to riches story and FPS players want the battle hardened rookie soldier progression
Good point and it's right on I think!
I've said it before...Dust is definitely a game that's going to need some delicate handling! Past examples of developers trying to build a game to please everyone ended in disaster for the game, the players and the developers.
Dust is attractive to 2 very far divided types of players. Not only are they divided in the type of game they prefer to play but they are also divided on other fronts. We're still in beta and already seen several examples of just how different these 2 types of players are and how different their expectations for Dust are.
Personally, I can be happy either way because I love both types of games. From a practical point though I would say that CCP needs to stick to the platform for building this game. I've been saying that from the start and I still think it's important for the life of the game.
When I say 'stick to the platform' I mean they need to (and always should have) build the game for the FPS players. From the time I first saw this game was in the works it was hailed as a MMOFPS. It should continue to be built as a FPS and that's a line CCP should have drawn in the sand early on and then stuck to it. I just don't see how anything different makes any sense at all from either a practical view or a marketing view. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.04 18:46:00 -
[29] - Quote
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. |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2013.01.04 19:12:00 -
[30] - Quote
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 |
|
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 |
|
|
|
|
Pages: 1 2 3 :: [one page] |