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Iron Wolf Saber
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Posted - 2013.05.01 00:37:00 -
[1] - Quote
Well.. I didn't have as much time as Jenza did I was very busy trying to attend many panels as possible or getting stuck in the tournament.
Either way let me know about what I think of some of new features of Uprising and Ill let you guys know. I will say I had the least amount of action on the HAV and Turrets. |
Iron Wolf Saber
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Posted - 2013.05.01 00:42:00 -
[2] - Quote
Cosgar wrote:Are AR still OP?
AR's are not exactly OP they're still the generic goto weapon but they are not the ONLY goto weapon anymore as the scrambler rifle rivals them for different reasons, overall at the max skills the AR is much tighter at higher RoF vs the scrambler which gets unweildly and overheats if you shoot above cadance.
The new iron sights are a joy to be using for any rifle user.
The breach rifle is somewhat back, while lacking the omph of the old days its not utterly useless and has its uses in standoff mixed range attacking.
Tactical Rifle is probably going to get crying nerfs as its back and it hurts like hell with the new AGOC scope making them a very reliable long distance stand off weapon however terrible at close ranges still. |
Iron Wolf Saber
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Posted - 2013.05.01 00:47:00 -
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BobThe843CakeMan wrote:Iron Wolf Saber wrote:Well.. I didn't have as much time as Jenza did I was very busy trying to attend many panels as possible or getting stuck in the tournament.
Either way let me know about what I think of some of new features of Uprising and Ill let you guys know. I will say I had the least amount of action on the HAV and Turrets. do know anyone who had action with HAV's cause that would be awesome.
HAV turrets where fixed in terms of off bore shooting at least they're all down the center firing. Missile tanks are somewhat better I belive. Regnum had the most time on the tanks and killing with them ask him for specifics, he said the tanks feel much clunkier, I didn't notice a thing though as I am normally not a high speed shooter with them but a shoot and scooter sorts unless I am tank vs tanking.
The railgun is so much easier to aim with this build, blasters are about the same on the large turrets, missiles I didnt have the isk to try out (we're very limited on the tournament builds)
Module activation is less frustrating and far more reliable to start than current build at least. Armor tanks don't feel obscenely slow.
Overall toughness of the tank is about the sam-ish with max skill AV on the field. Concentrated effort would quickly still kill a half decent fitted tank. Fitting said tank seemed to be more difficult without assistance of various modules. |
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Posted - 2013.05.01 00:49:00 -
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Lord-of-the-Dreadfort wrote:Iron Wolf Saber wrote:Well.. I didn't have as much time as Jenza did I was very busy trying to attend many panels as possible or getting stuck in the tournament.
Either way let me know about what I think of some of new features of Uprising and Ill let you guys know. I will say I had the least amount of action on the HAV and Turrets. heavies: we a viable class for once? or still the gimps of eve?
My fielding of the heavy felt the same in terms of effectiveness, the new HMG effect does make it hard to see the field though but the effect is still nearly the same in cutting squads down. When outnumbered the heavy does down very quick as expected but overall it didn't feel nerfed or buff relatively. However as a heavy I fear the Flaylock. While the HMG can out-range it, it certainly feels it cannot out damage it. |
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Posted - 2013.05.01 00:56:00 -
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gbghg wrote:Can you give us any fitting details on the ADS (assault dropship)? Or any base stats?
If you know me very well I am not a balance by the numbers guy. I am a balance by feelings sort of person, if I feel something is unfun to get shot by or to be shooting people with I would express it as an imbalance.
Overall the new drop-ship controls are godsend, I can actually enjoy flying again. The only thing I don't like about it is the animation threshhold of getting up to max speed makes it feel the afterburner cranked on. However its possible to go from max speed, airbreak, then hover and quickly proceeding to hammering the ever loving hate out of the soldiers on the ground.
After various tests the missile launcher is seemingly the only viable nose turret. I didn't have any gunners but I feel fully loaded and better tanked ship would be a deadly thing in the sky to deal with.
Collision damage has been properly fixed, slow landings no longer wreck you instantly while full speed slams will as expected (as to being inverse with the current build)
As for anti-vehicle fire consumption the dropships don't feel paper thin anymore but they're still suspect-able to sustained punishment as is any vehicle is. |
Iron Wolf Saber
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Posted - 2013.05.01 00:58:00 -
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Lord-of-the-Dreadfort wrote:Grenades: any changes?
AV grenades still weird, they will still detonate if you cook em. but wont detonate early if cooked.
Overall they're the same cept the flux noise is awareness rousing sorts. |
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Posted - 2013.05.01 01:00:00 -
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Sloth9230 wrote:What's the Flaylock Pistol like against shields and armor?
I am agreeing with my fellow CPM members the flay lock is freakishly very powerful. There are difficulty uses (such as having to track the target) and the projectile is 'dodgeable' but the splash and damage from either direct or spalsh is way too much. 3 round magazine doesn't nerf it enough or the long reload for a pistol.
Either way its my favorite heavy slaying weapon, 3 rockets to the head kills just about anyone and air-burst is pretty cool. |
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Posted - 2013.05.01 01:02:00 -
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Lance 2ballzStrong wrote:HMG range. If you by chance happen to test it out.
Very CQC or is medium range possible? Also, did you notice a skill to reduce the bullet spread of the HMG?
It seems to be more of a mid-stand off range sort of weapon the sort you keep people from crossing the street with but not the sort you get people on the other side of the street to duck their heads. Maybe the assault variant is fixed into being viable in that regards. Damage wise its still lethal and the burst is still just as deadly in winning against normal HMGs. |
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Posted - 2013.05.01 01:07:00 -
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Nguruthos IX wrote:Since "Everything" might be vague, a few points to touch on for drop-ships would be
1. Impressions of new handling. What do people mean by "more responsive". Do they still have that good feel for their mass and momentum?
2. what exactly was the flight ceiling change?
3. Any specs on new ships PG / CPU / Price / HP?
4. Any info on the skills path towards vehicles now?
5. How did the AV/vehicle balance feel this time around?
1 As In I see a wall I am about to run into and I can possibly with good skills prevent that from happening.
2. Pretty high and it seems a 'semi stalling' was added but its more of a soft bounce.
3. Don't remember didnt have time to buy them. Unlike the HAVs the dropships where not as reliant on fitting fit modules.
4. I think it was Vehicle Command > Piloting > Dropships > ASD or LogiDS
5 Same-ish vehicles die just as fast under similar under fire rates. However with the new controls the DS is more likely to not fall victime to anti-aircraft light poles or the similar. I can dance the poles again (IE taking your dropship's nose to a light pole and circle around the pole without crashing or losing contact with said pole) |
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Posted - 2013.05.01 01:09:00 -
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Sloth9230 wrote:Anmol Singh wrote:Iron Wolf Saber wrote:Well.. I didn't have as much time as Jenza did I was very busy trying to attend many panels as possible or getting stuck in the tournament.
Either way let me know about what I think of some of new features of Uprising and Ill let you guys know. I will say I had the least amount of action on the HAV and Turrets. they probably nerfed HAV's and buffed AV, there goes my fun :(, i might quit if HAV's are worse than they are now The proto swarms in the first gameplay vid were doing squat against the tank, so it seems to be the other way around.
Swarms have been nerfed, they don't lock as fast and damage seems reduced and tracking is no longer as lame also they fixed the premature launches not detonating and the initial 'death blossom' is a far wider pattern more prone to nailing into something but the travel distance before tracking is much further out allowing for more around the corner shooting by skilled launcher players. Also its a particle effect now it seems models of the missiles have been removed. |
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Iron Wolf Saber
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Posted - 2013.05.01 01:11:00 -
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Lord-of-the-Dreadfort wrote:FG: getting back any range? or still the ugly duckling rail gun that can't shoot **** at range (seeing as the derpships have a much higher cyling, this is a HUGE concern)
FGs didn't feel nerfed other than knowing that when you do charge you stick out like a sore thumb because you have a ball of lightning on hold and awareness of getting shot and direction of a forge gun shot is far more apparent this time around. |
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Posted - 2013.05.01 01:12:00 -
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Draxus Prime wrote:how are LAVS?
LAVs drives so much better now like you wouldn't believe how much more control you have even at max speeds. It feels like a 2 tonn armored military sports car should feel like. |
Iron Wolf Saber
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Posted - 2013.05.01 01:13:00 -
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Nguruthos IX wrote:Ah thanks, the light 'pole dancing' seems a brilliant test lol.
Back when I was a very good drop-ship pilot it was one of the things I did to practice with on skill honing. I am sure I can go underneath a wear house in 20 seconds without crashing. |
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Posted - 2013.05.01 01:15:00 -
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Draxus Prime wrote:collison dmg and driving physics
Much more consistent of expectecations now. Full speed rammings will kill you while light taps on the armor shouldn't dent much. Vehicle vs vehicle collision is still about the same the heaviest or most aggressive wins. |
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Posted - 2013.05.01 01:16:00 -
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Lord-of-the-Dreadfort wrote:Iron Wolf Saber wrote:Lord-of-the-Dreadfort wrote:Grenades: any changes?
AV grenades still weird, they will still detonate if you cook em. but wont detonate early if cooked. Overall they're the same cept the flux noise is awareness rousing sorts. this is confusing me, ah well lazer rifles, still OP and capable of droping someone in an 1/8th of a second?
Sorry I meant to say they will still detonate if you cook them and not let go but throwing a cooked doesn't do anything. |
Iron Wolf Saber
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Posted - 2013.05.01 01:20:00 -
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KAGEHOSHI Horned Wolf wrote:What sorts of dropsuits are available as militia tier? is it only the basics (light, medium, heavy), or do the specialized ones have militia tier versions as well? Which weapons have militia variants? What are the starter fits? are the starter fit suits based on your race? What are the basic suits like compared to their specialized counterparts? For example, what slots and stats does a basic suit have? How is the heavy compared to the sentinel? EDIT: I also noticed the assault variant of the scrambler rifle isn't available in standard tier, is this the same for other weapons and their variants?
The market was incomplete but every race and frame size had a militia variant, the advanced versions of the frames did not however.
As for militia variant weapons same as current, once again the market was very incomplete.
Starter fits where built for tournament I highly do not expect the same fits on launch day.
Weaker slot wise but more fittings in general, the prices where about the same and I suggested in lowering them to make up for lack of bonuses and viability.
The market was sorta whacky on this, various teirs had different variants, such as sniper rifle tier the charged rifle was prototype level only.
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Iron Wolf Saber
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Posted - 2013.05.01 01:26:00 -
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Draxus Prime wrote:can u shoot down swarms? new structures? active scanners usefulness? new maps feel? new skyboxes?
Cant' shoot down swarms yet would love to see blasters do this though.
One new major 'outpost' I call the processor. Its about 4 floors of intenterior and confusing mayhem. Lots of stairs and cover and bunkers and even several OMS inside and on the roof. It was the one shown on the tournament unlocks http://web.ccpgamescdn.com/dust/news.control/63579/1/940x705-Con-Matrix-Mood.jpg
There are about... 20 new mediums and smalls structures like the fuel rig and some other towers, bunch of new things.
Active Scanners are ninja's new best friend if he doesnt care where he spawns.
New maps feel vibrant and realer in looks, as for battlegrounds there is one narrow "i" shaped one I can see being a very popular grudge match game. Skim junction is still in as is line harvest, I have no idea where ash-lands went.
New Skyboxes are OMG Bob ross level at times. |
Iron Wolf Saber
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Posted - 2013.05.01 01:28:00 -
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Llan Heindell wrote:Any concrete info about the Amarr Assault and Logi suits?
Like, does the Amarr logi has the same number of slots for infantry gear as the Minmatar? Any advantage over other variants in terms of armor tanking or rep bonuses? Is the female model the same as the male? lol
Live long and prosper. Llan Heindell.
All new suits have different models for female and male, this would include the amarr medium, minmatar light and gallente medium.
Many of the suits have various different slot layouts no two are alike in anything just about. There are even suits with no high slots. |
Iron Wolf Saber
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Posted - 2013.05.01 01:30:00 -
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KAGEHOSHI Horned Wolf wrote:Also, what sorts of colors are in the skyboxes? are they all greys and blues? or can we expect greens, reds, purples, etc?
Also, thanks for the answers on the previous questions
Blues and reds so far on the tournament build there are likely more types in final build, there was a brown one as well for a desert storm sort of feel. |
Iron Wolf Saber
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Posted - 2013.05.01 01:30:00 -
[20] - Quote
Scheneighnay McBob wrote:Can nova knives charge while you're cloaked?
Any action while spawn cloak breaks it other than looking around maybe. |
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Iron Wolf Saber
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Posted - 2013.05.01 01:31:00 -
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KrazyEyeKilla wrote:How has the laser been changed? Is the Viziam still as OP? Thanks for taking the time.
Lasers seemed to have been fixed, they can still melt a suit in a second once heated up but overall reach and lameness is not as bad as it used to be. Its still somewhat viable but no longer the goto weapon it was before. |
Iron Wolf Saber
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Posted - 2013.05.01 01:32:00 -
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Llan Heindell wrote:Iron Wolf Saber wrote:Llan Heindell wrote:Any concrete info about the Amarr Assault and Logi suits?
Like, does the Amarr logi has the same number of slots for infantry gear as the Minmatar? Any advantage over other variants in terms of armor tanking or rep bonuses? Is the female model the same as the male? lol
Live long and prosper. Llan Heindell. All new suits have different models for female and male, this would include the amarr medium, minmatar light and gallente medium. Many of the suits have various different slot layouts no two are alike in anything just about. There are even suits with no high slots. KITTEN YES! I'm sorry. I was truly concerned about getting stuck in a male model as the amarr heavy. \o/ Live long and prosper Iron Wolf. Llan Heindell.
BTW amarr female is already in the game (and if you dont look carefully you cannot tell the difference) |
Iron Wolf Saber
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Posted - 2013.05.01 01:33:00 -
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kenderr cillo wrote:One of the drawbacks of the actual laser is that when u shoot, everybody knows where u are, happens this with the scrambler laser?
Scrambler rifle is very much functionally the AR for amarrians it takes it a bit for it to kill you vs the laser rifle would. |
Iron Wolf Saber
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Posted - 2013.05.01 01:36:00 -
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Icy Tiger wrote:Can you give me information on all 3 new suits, specifically the Gallente Assault and Amarr Assault.
All 3?
I guess its better if I list all the suits
Amarr Medium Amarr Heavy (rebalanced) Caldari Medium Minmatar Light Minmatar Medium Gallente Light Gallente Medium Amarr Logistics Amarr Assault Amarr Sentinel Caldari Logistics Caldari Assault (rebalaned) Minmatar Scout Minmatar Logistics (rebalanced) Minmatar Assault Gallente Scout (rebalanced) Gallente Logistics Gallente Assault
Each has a Base, Advanced, and Prototype Level 54 new suits
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Posted - 2013.05.01 01:38:00 -
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Scheneighnay McBob wrote:Back to what I originally wanted to ask- minmatar scouts (if they're really going to be in): are they ridiculously squishy? I just have a bad feeling that they'll be able to kill 1 person, then get stomped by everyone else in the area.
They're a bit faster than the gallente scout that is a given, they seem to be stealthier too. They can eat a few bullets before dropping but are likely to get out of danger quickly. I went on a stabbing spree with one of them got 5 guys in a row. |
Iron Wolf Saber
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Posted - 2013.05.01 01:39:00 -
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Protoman Is God wrote:how's the burst rifle?
No idea, if anything the new sight alone is a buff for them. |
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Posted - 2013.05.01 01:39:00 -
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crazy space 1 wrote:I'm confused why isn't the flaylock something you shoot, then press a button to blow up? 1 ammo at a time, remote mine thrower basically. But can only do damage to dropsuits, not enough to kill LAVs/Tanks/Buildings.
Flaylocks on one reserve can kill a turret. |
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Posted - 2013.05.01 01:41:00 -
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Lord-of-the-Dreadfort wrote:Iron Wolf Saber wrote:Icy Tiger wrote:Can you give me information on all 3 new suits, specifically the Gallente Assault and Amarr Assault.
All 3? I guess its better if I list all the suits Amarr Medium Amarr Heavy (rebalanced) Caldari Medium Minmatar Light Minmatar Medium Gallente Light Gallente Medium Amarr Logistics Amarr Assault Amarr Sentinel Caldari Logistics Caldari Assault (rebalaned) Minmatar Scout Minmatar Logistics (rebalanced) Minmatar Assault Gallente Scout (rebalanced) Gallente Logistics Gallente Assault Each has a Base, Advanced, and Prototype Level 54 new suits yet not ONE bloody new heavy suit and what do you mean by "rebalanced"? more hp, speed? seeing as everything else i have read here and elsewhere has made it seem we STILL are useless
You get 3 new suits which are a bit faster and harder to kill. HP of shields and armor on the heavy suits are also matching now and it seems their fittings is relaxed a bit thus no need to fit fitting enhancers.
and by reblanced I mean numbers or bonuses are scrambeled in, they're functionally not the same suit as we currently have. |
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Posted - 2013.05.01 01:42:00 -
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Lord-of-the-Dreadfort wrote:Iron Wolf Saber wrote:crazy space 1 wrote:I'm confused why isn't the flaylock something you shoot, then press a button to blow up? 1 ammo at a time, remote mine thrower basically. But can only do damage to dropsuits, not enough to kill LAVs/Tanks/Buildings. Flaylocks on one reserve can kill a turret. it's a bloody mini-FG
Its a rocket pistol, direct hits are deadly. |
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Posted - 2013.05.01 01:43:00 -
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Lord-of-the-Dreadfort wrote:Iron Wolf Saber wrote:Lord-of-the-Dreadfort wrote:Iron Wolf Saber wrote:Icy Tiger wrote:Can you give me information on all 3 new suits, specifically the Gallente Assault and Amarr Assault.
All 3? I guess its better if I list all the suits Amarr Medium Amarr Heavy (rebalanced) Caldari Medium Minmatar Light Minmatar Medium Gallente Light Gallente Medium Amarr Logistics Amarr Assault Amarr Sentinel Caldari Logistics Caldari Assault (rebalaned) Minmatar Scout Minmatar Logistics (rebalanced) Minmatar Assault Gallente Scout (rebalanced) Gallente Logistics Gallente Assault Each has a Base, Advanced, and Prototype Level 54 new suits yet not ONE bloody new heavy suit and what do you mean by "rebalanced"? more hp, speed? seeing as everything else i have read here and elsewhere has made it seem we STILL are useless You get 3 new suits which are a bit faster and harder to kill. HP of shields and armor on the heavy suits are also matching now and it seems their fittings is relaxed a bit thus no need to fit fitting enhancers. and by reblanced I mean numbers or bonuses are scrambeled in, they're functionally not the same suit as we currently have. ah, thanks, the list implied we barely got anything done for us
yeah the sentinel suits. |
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Iron Wolf Saber
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Posted - 2013.05.01 01:44:00 -
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Cosgar wrote:How's the mass driver feel with the terrain fix? Is it more reliable? What about the sights?
The mass driver now feels like something I can possibly learn now. It feels more consistent with angle = distance. All projectiles no longer get stuck so a near railing hit will detonate instead of fizzing out.
As for LOD issues most of them seem to be gone so no more 'ghost' walls as far as I could see. |
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Posted - 2013.05.01 01:45:00 -
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BobThe843CakeMan wrote:Iron Wolf Saber wrote:Lord-of-the-Dreadfort wrote:Iron Wolf Saber wrote:crazy space 1 wrote:I'm confused why isn't the flaylock something you shoot, then press a button to blow up? 1 ammo at a time, remote mine thrower basically. But can only do damage to dropsuits, not enough to kill LAVs/Tanks/Buildings. Flaylocks on one reserve can kill a turret. it's a bloody mini-FG Its a rocket pistol, direct hits are deadly. could they kill a tank. solo
probably a parked one. It would be pure idocy of a pilot to die to one solo. |
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Posted - 2013.05.01 01:48:00 -
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KAGEHOSHI Horned Wolf wrote:I don't know if I aked you this before, I may have, but how do controls feel with the DS3? is it more precise? smoother? is it easier to make tiny movements?
I didn't have to fight the sniper rifle much when I was practicing on nailing targets on top of the towers on line harvest. So the rate of turn accelleration seems to be less 'jerky' by that notion, I don't recall having a dead zone but I didn't get to snipe much to notice. |
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Posted - 2013.05.01 01:50:00 -
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Draxus Prime wrote:u play on the nightmap with that big ass moon?
wasn't on the rotation it seems but there where quite a few other combinations of moods going on. |
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Posted - 2013.05.01 01:53:00 -
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Centurion mkII wrote:Can you describe the feel of the scrambler rifle? How does it feel compared to the gallente assault.
Armor takes up low slots and damage mods take up highs. Do you see the people who currently do all damage mods in highs switching to armor suits?
Are there different base movements speeds for the various suits?
Does Amarr have more HP then gallenete?
Does minimtar type I absorb its damage through shields? Are there some minimtar suits that absorb there damage through armor even though there type I ?
Scrambler Rifle seems to have the absolute need to do very short and very controlled bursts for nailing targets down range, up close its okay to let go full blast on the assault variant. But if firing too much to fast the gun overheats and the shots become more unweildly vs the plasma rifle, which may be attributed to sharpshooter skill.
Yes I see people going into armor damage tanks and shield tanking suits crying for nerfs but thats the point, armor is supposed to dish that sorts out in trading their mobility.
Yes, the minmatar scout suit was like 0.2 faster than the gallente scout suit.
Amarr seem to in general have more armor hp than their counterparts.
Minmatar is a mixed bag but balanced. The bonuses seems to attribute to damage tanking (IE kill them first) |
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Posted - 2013.05.01 01:56:00 -
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Cosgar wrote:Would you yourself consider uprising as going back to its strafing FPS roots as intended, or has it fallen further into the twitch gaming arcade style of CoD?
Overall it felt the same in terms of the playing field. Certain things are more apparent now such as armor and shield tanks and being ill prepared can still net you losing even though being the better twitchier.
Scrambler rifle makes it painfully obvious when shooting at a gallente or amarrian suit that shields go away on it nearly instantly but its nearly a grudematch to chew though the armor in time before they gun you down with hybrid weapons.
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Posted - 2013.05.01 01:59:00 -
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Centurion mkII wrote:Draxus Prime wrote:map size bigger? instant battle 24v24? I think they mentioned before the current map size could support more players. Ill wait for wolf though.
Its hard to say but overall the maps are already huge in comparison to other games (I mean how many other 'map' games do you have to march all over the field? battlefield is the only one that comes to mind) I mean skim junction now has like multiple large slots on it now and its far more cluttered than it used to be, even manus peak feels more massive with the bowl removed.
I guess its a matter of perception though maybe the new clutter just makes it more interesting overall and while its same size the amount of interesting foot real estate is much larger. |
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Posted - 2013.05.01 02:00:00 -
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slypie11 wrote:What is the range situation on the plasma AR. I heard somewhere you couldn't hit something inside a 5 sec run
standard engagement range. Very rarely did I felt like I was under ranged from expectations. |
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Posted - 2013.05.01 02:00:00 -
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Godin Thekiller wrote:Going to China to kill CCP Shangai. Sorry, but I don't think they can fairly dish out updates. Therefore, they must die. Peace, Godin
Uprising 3 months to build. |
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Posted - 2013.05.01 02:02:00 -
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Centurion mkII wrote:Iron Wolf Saber wrote:Centurion mkII wrote:Can you describe the feel of the scrambler rifle? How does it feel compared to the gallente assault.
Armor takes up low slots and damage mods take up highs. Do you see the people who currently do all damage mods in highs switching to armor suits?
Are there different base movements speeds for the various suits?
Does Amarr have more HP then gallenete?
Does minimtar type I absorb its damage through shields? Are there some minimtar suits that absorb there damage through armor even though there type I ? Scrambler Rifle seems to have the absolute need to do very short and very controlled bursts for nailing targets down range, up close its okay to let go full blast on the assault variant. But if firing too much to fast the gun overheats and the shots become more unweildly vs the plasma rifle, which may be attributed to sharpshooter skill. Yes I see people going into armor damage tanks and shield tanking suits crying for nerfs but thats the point, armor is supposed to dish that sorts out in trading their mobility. Yes, the minmatar scout suit was like 0.2 faster than the gallente scout suit. Amarr seem to in general have more armor hp than their counterparts. Minmatar is a mixed bag but balanced. The bonuses seems to attribute to damage tanking (IE kill them first) Oh okay ty then. I hope they keep armor as the slow damage dealers. This feel of two damage abosrbing methods is unique to dusy514 and something i love about eve. I was thinking for months and theory crafting what they might do if the rebalance armor tanking xD. I predict alot of people going to minmatar then. Further questions.Do specific suits have a benefit to using there race specific suit ? For instance the amarr armor has low speed so a longer range weapon makes sense. That isn't what im asking though is there a suit bonus like 3% to gallente assault or something. Further along this line of questioning would be does the amarr gun and its fitting requirements make it easier to fit on race specific suits. For instance maybe it has a heft cpu price compared to the assault seeing as the armor items require less cpu then shield items.
The suit bonuses where variable and different but somewhat in theme of the races mostly cept the amarr heavy raised the most questionable for me as it seemed to be more of a laser rifle user. Maybe the 'beam cannon' builds up alot of heat and damage to the user. |
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Posted - 2013.05.01 02:03:00 -
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Cosgar wrote:Iron Wolf Saber wrote:Cosgar wrote:Would you yourself consider uprising as going back to its strafing FPS roots as intended, or has it fallen further into the twitch gaming arcade style of CoD? Overall it felt the same in terms of the playing field. Certain things are more apparent now such as armor and shield tanks and being ill prepared can still net you losing even though being the better twitchier. Scrambler rifle makes it painfully obvious when shooting at a gallente or amarrian suit that shields go away on it nearly instantly but its nearly a grudematch to chew though the armor in time before they gun you down with hybrid weapons. I should probably rephrase the question. Do players die as fast as they do in the CoDex build?
Generally no they die slower now. Things you expect to kill very quickly still do though, ie forge gun to the face. Grenades tank shots ect ect. |
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Posted - 2013.05.01 02:05:00 -
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Draxus Prime wrote:Iron Wolf Saber wrote:Centurion mkII wrote:Draxus Prime wrote:map size bigger? instant battle 24v24? I think they mentioned before the current map size could support more players. Ill wait for wolf though. Its hard to say but overall the maps are already huge in comparison to other games (I mean how many other 'map' games do you have to march all over the field? battlefield is the only one that comes to mind) I mean skim junction now has like multiple large slots on it now and its far more cluttered than it used to be, even manus peak feels more massive with the bowl removed. I guess its a matter of perception though maybe the new clutter just makes it more interesting overall and while its same size the amount of interesting foot real estate is much larger. 24v24?
Not yet. Maybe soon or in the final built itself, after all we only played around with the tournament/fanfest rushed build and it may been a week or two old from the one in the dust 514 office right now. |
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Posted - 2013.05.01 02:14:00 -
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Draxus Prime wrote:trees in update after uprising?(guess) no trees, plenty of grass and bushes. |
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Posted - 2013.05.01 02:15:00 -
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Lord-of-the-Dreadfort wrote:Cosgar wrote:Lord-of-the-Dreadfort wrote:
da ****!?!??
why would the ammar heavy be best for laser rifle? was SUPPOSED to be HMG/FG last i checked. or did we just become obsolete in that regard?
even though, you know, we're the only ones.....that...can...use them....
Notice he said laser cannon only place i've ever heard of a lazer cannon, so assumed he meant lazer rifle
No I meant the bonus seems to be tailored for a weapon that has yet to exist yet on the sentinel suits. Only weapon its compatible with right now is a laser rifle. |
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Posted - 2013.05.01 02:20:00 -
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Caeli SineDeo wrote:Going back to dropships
First off
1. Handling. You talk about it being more responsive. Big question is. Is it back to Precursor mechanics. This is a big thing for me. Precursor was a amazing time even better then codex where dropships became OP. Does it handle simular to then?
2. Afterburner. Does it give a bigger boost then the current one does. Currently the afterburner does not seem to do much.
3. Nano Fibers. Where you able to test shield dropships with these? If so do they actually effect the flight of a dropship back in precursor it was pretty effective throwning a couple of these babies on. Now you gain nothing.
4. Missile turret skills. How does this effect them. Still damage given? Or do we gain some splash radius.
5. Missile turrets is the splash radius damage the same also is the direct hit damage the same?
6. You mentioned dropships feel more tanky. Are the modules better? AKA shield extenders, boosters, armor plates, reps give more? or does the ships just have more base HP. Or do they gain a natural resist?
7. Are their any changes for any of the small turrets?
8. Do you know if you gain assist points for droping people off yet?
9. Is the front turret fixed? Or do you have up down movement? Do you have limited Side to Side movement?
10. Do swarms and forges still bounce dropships around?
11. Are they are they a little faster in general?
(if I skipped assumed I didn't have time to try it)
1. Its still similar to the current chomosome build, however it doesnt feel likes its on ice in the air, its much easier to break now and turn. 4. Still damage 5. Missiles are lethal again able to kill reliably from the air, its the other two guns that where more difficult to use in CAS roles (though railgun I can see being a long range bombardment) 6. I didn't look at the numbers but they certainly by gawd dont instantly explode anymore to anything other than slamming full into the ground at max speed. 9. Front turret can be aimed up or down, however left to right requires moving the entire dropship. As for maintaining aim and hovering its possible under a skilled pilots hands but it will take practice. 10. Not as much to be an annoyance but more of a 'realism' sort of thing. It can still probably get you killed if at the wrong time. 11. I believe the wind tunnel effects lie to me on the speed.
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Posted - 2013.05.01 02:22:00 -
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P14GU3 wrote:Shotguns? Range, damage?
Shotguns sound like harbringers of death now.
Damage is still the same.
Spread is a bit different as well as the range but if you operate a shotgun normally not much changed. |
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Posted - 2013.05.01 02:22:00 -
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Draxus Prime wrote:Iron Wolf Saber wrote:Draxus Prime wrote:trees in update after uprising?(guess) no trees, plenty of grass and bushes. after uprising i mean,can u guess?
There are pictures from the keynotes with alien trees in it. |
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Posted - 2013.05.01 02:34:00 -
[48] - Quote
ReGnUM Public Relations wrote:Iron Wolf Saber wrote: Regnum had the most time on the tanks and killing with them ask him for specifics, he said the tanks feel much clunkier ^ This is incorrect. I did not touch the tanks at Fanfest.
Well maybe if you stop impostering people you'd know which of the regnums I was talking about. |
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Posted - 2013.05.01 02:35:00 -
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P14GU3 wrote:Iron Wolf Saber wrote:P14GU3 wrote:Shotguns? Range, damage? Shotguns sound like harbringers of death now. Damage is still the same. Spread is a bit different as well as the range but if you operate a shotgun normally not much changed. Good to hear. Thx for info. Anything on smg? Still about the same as well?
SMGs sound much meaner. (I swear I was firing a mini-buffors with the breach variant) |
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Posted - 2013.05.01 02:38:00 -
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Lance 2ballzStrong wrote:Do heavies have more high slots / low slots?
Sadly no... |
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Posted - 2013.05.01 03:01:00 -
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Xender17 wrote:Well shield tanks be balanced with armor tanks?
Consider that scrambler rifles literally eats though shields like they're nothing I foresee nerf crying over it. Armor tankers on the other hand will be questioning to why there is such. |
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Posted - 2013.05.01 03:01:00 -
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KAGEHOSHI Horned Wolf wrote:Is there color variety in the grasses? or all they all Earth-standard green?
Some red, some green, some yellow to brown. mostly green though. |
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Posted - 2013.05.01 03:20:00 -
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Draxus Prime wrote:any new modules?
The active scanner but no new module basic types known. |
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Posted - 2013.05.01 04:06:00 -
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Vrain Matari wrote:So when everything is said and done, how would you compare the new player experience in Uprising to the new player experience in Chromosome?
Sadly its a bit worse because the tutorial is badly broken down and needs repair and updating. Once again this may be the deal with the tourney build.
The new skill tree will be helpful to new players and the quicker ui flow is a certain plus. |
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Posted - 2013.05.01 04:08:00 -
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KAGEHOSHI Horned Wolf wrote:How is terrain traversal? is it easier to climb hills? does getting snagged and stuck happen a lot?
Well you wont get trip damage anymore but there are still some trouble spots at unexpected angles of terrain, Line Harvest near cap point A for example. |
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Posted - 2013.05.01 04:34:00 -
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Raze galder wrote:What is the sentinel dropsuit is it like the heavy or is it something else.
its one of soon to be two advanced heavy suits, the other being commando which only has 2 light weapons instead of one heavy weapon slot.
Sentinels are tougher and have higher mobility. |
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Posted - 2013.05.01 04:34:00 -
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Sontie wrote:I'm a passive scanning scout and I noticed that the scanning skills got nerfed in the SiSi. Does the minmitar scout have better passive scanning stats to counter this? Did the scanning modules change at all? (complex range was 45%)
Most of the skills are shifted over into the module benefits. |
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Posted - 2013.05.01 10:22:00 -
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Scramble Scrub wrote:is the small rail turret a viable weapon now?
Damage wise no but its ability to be aimed is far better against even infantry at distances. |
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Posted - 2013.05.01 10:22:00 -
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WyrmHero1945 wrote:Why are logibros yellow now?
Dunno rather see white used for the medics. |
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Posted - 2013.05.01 10:24:00 -
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Exmaple Core wrote:Jesus of all that is Heavy! there is N-O-T-H-I-N-G that shows the heavy is going to stand a chance here. in fact, i dare say i dident see anything about a bonus for heavys. jeeze... we are forsaken
Stop running out in the open. |
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Posted - 2013.05.01 10:25:00 -
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Bojo The Mighty wrote:Dear Ironwolf:
I am curious as to any changes made to the Mass Driver? Breach in particular as I've just taken a liking to it. Secondly if not too much, I would like to know if any new infrastructure/geological features were introduced to maps, such as anything like hoodoos or new pillboxes or even underground passages. In short: Any new twists on these old maps grass aside?
The wear house as we normally call them has been cleaned up underneath and there are flashy lights underneath and the sorts. |
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Posted - 2013.05.01 10:29:00 -
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Acturus Galaxy wrote:Iron Wolf Saber wrote:WyrmHero1945 wrote:Why are logibros yellow now? Dunno rather see white used for the medics. White would be too easy to spot on the battlefield, unless the reddots stop shooting at the logi's I would prefer the yellow color if it is not too vibrant. Better camouflage against desert backgrounds. Would be great when we can choose our own color layouts to match the terrain we are going to fight in. Maybe add it as skill that allows you to change suit colors in game.
Its like neon highlighter yellow...
At least protos get to look like hornets. |
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Posted - 2013.05.01 10:32:00 -
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Takahiro Kashuken wrote:Are the Sagaris/Suryas still in?
They where not in the build I played in and I am fearing based on Sisi they're gone. |
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Posted - 2013.05.01 10:40:00 -
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Acturus Galaxy wrote:Iron Wolf Saber wrote:Acturus Galaxy wrote:Iron Wolf Saber wrote:WyrmHero1945 wrote:Why are logibros yellow now? Dunno rather see white used for the medics. White would be too easy to spot on the battlefield, unless the reddots stop shooting at the logi's I would prefer the yellow color if it is not too vibrant. Better camouflage against desert backgrounds. Would be great when we can choose our own color layouts to match the terrain we are going to fight in. Maybe add it as skill that allows you to change suit colors in game. Its like neon highlighter yellow... At least protos get to look like hornets. Auch, they really should make it less vibrant to avoid drawing all fire from the enemy. Maybe it is added as a drawback to prevent logi suits with all their module slots to run around as assault players.
This is true they use the same model now, it may be some time before we get new ones. |
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Posted - 2013.05.01 13:40:00 -
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Requin Toblat wrote:Iron Wolf Saber wrote:Godin Thekiller wrote:Going to China to kill CCP Shangai. Sorry, but I don't think they can fairly dish out updates. Therefore, they must die. Peace, Godin Uprising 3 months to build. Remember that the big updates like Uprising and Chromosome have to go to Sony QA which takes about 2 months If I remember correctly. Although the devs can start working on the next build after one thats with Sony QA, they can't get too into it as the may have stop what they are working on to work on the fixes required from the Sony QA session.
Well this build started being put together (sprinted) shortly after the analytic on the server move was measured and tweaked with. That server move was a doozie on resources and waiting on stuff to get done. |
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Posted - 2013.05.01 14:29:00 -
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Raze galder wrote:Iron Wolf Saber wrote:Raze galder wrote:What is the sentinel dropsuit is it like the heavy or is it something else. its one of soon to be two advanced heavy suits, the other being commando which only has 2 light weapons instead of one heavy weapon slot. Sentinels are tougher and have higher mobility. so is just a heavy with more hp and shields? And the commando suit isint that the one that can give the team buffs or was that commander.
Commander - MCC commander
Crusader is the Team buffer. |
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