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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Buster Friently
Rosen Association
383
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Posted - 2013.05.10 15:16:00 -
[121] - Quote
How is the damage fall off at range going to affect the already over nerfed MD? This weapon doesn't need more nerfs. It's already increasingly difficult to hit at range much more so that other weapons. We don't need the round to do less damage as well. |
David Spd
Red Star. EoN.
3
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Posted - 2013.05.10 15:28:00 -
[122] - Quote
Tac rifle will be insanely OP now... |
Stexn byd
IMPSwarm Negative-Feedback
14
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Posted - 2013.05.10 15:36:00 -
[123] - Quote
All the weapons definitely need it, truth is you've taken then entire point to MMO in the game and wiped it along with breaking the FPS mechanics of the game in Uprising. If this is supposed to be CQC only please do say so, and change the name of the AR from Assault rifle or give us some realistic range, I mean a weekend shooter can be reasonably accurate at 100 meters with an AR-15 and our future mercs get half that a when seasoned shooter can be expected to be fairly accurate at almost 200 meters? Sharp shooter skill was a crutch because it applied to every weapon CQC specific ones as well as ranged weapons, and you gave it a proficiency skill set as well, but lets face it if after all the ***kissing is said and done in this thread it's not going to save your game, you don't only want to attract MMO players but FPS players as well and take the advise from one right now, no matter how much fantasy you include in this game if we can't fight according to the styles we use in other FPS games, with some adjustment of course, and the realism of the weapons is completely missning, as is the case with the ranged weapons at the moment especially with the nerfed weapons and missing sharpshooter skill, not a lot of us are going to stick around for a CQC only game when we want not only variety in weapons but in play style as well. You should have fixed the issue with SS applying to CQC weapons, nerfed the laser a tad, and given us new graphics only with this build because then you would have had a winning game on your hands, I have my doubts you'll save it with this small and unsatisfactory olive branch... no matter how much the fanboys sing your praises for it. |
Rogatien Merc
Ill Omens EoN.
27
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Posted - 2013.05.10 15:45:00 -
[124] - Quote
SirManBoy wrote:The mass driver needs some serious TLC. Some arbitrary 10% buff isn't going to adequately address its extensive list of new shortcomings, including its damage (it needs far more than a 10% buff), its splash area, and its aiming. In its current state, the mass driver is a hot mess that no longer commands any respect on the battlefield, which means all of its tactical value is gone. This is especially true for logi bros who used it to enhance their support role. A mass driver used to scare people away long enough to make revives, throw down nanos, and make repairs. This is no longer the case.
From an outside perspective it looks like it is actually doing fine now ... maybe not pre-Uprising levels but I've seen a few MDs this morning that had me running whereas yesterday, yeah, a joke. Play before you make comments like that Rasputen. |
Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 15:49:00 -
[125] - Quote
David Spd wrote:Tac rifle will be insanely OP now...
The TAC rifle will be exactly as OP as it was beforehand.
If every weapon gets a 10% damage buff, the relative balance doesn't change at all. Only HMG is getting more damage over the baseline increase.
The change just makes the combat faster and more lethal overall, less reloading in the middle of a one-on-one firefight. |
Rogatien Merc
Ill Omens EoN.
27
|
Posted - 2013.05.10 15:56:00 -
[126] - Quote
Joey-Number1 wrote:Wait thanks for this CCP but what about our nanohives.. I know its done to specialize into them, but its quite frustrating when those advance and prototype variants which has the best range of different kinds requires like 60 to 90 CPU and to 16 PG... Please do something about it and offer at least some variants on advanced tier that can carry 3 and 2 active nanohives.. the main issue with this is the CPU and PG requirements the skilling into them isn't. I don't mind other items that much as nanohives.
Though the nano nerf is a PITA, there is a valid reason for it. And Ammo management adds a new dynamic to the game. Dynamics are cool. Pre-Uprising we basically had infinite ammo due to all the damn nano hives everywhere. AND people were farming WP using Nanos fire-and-forget nanos that persisted after you died. NOW you have to actually consider where you use this tactical resource and Logis have to consider what pieces of advanced equipment they are going to bring to achieve the best results for their team. This also makes the ammo capacity skill and general marksmanship and ammo management worth something.
Having ammo issues? Switch to the Tac AR which has more damage potential per round. Be advised though that this comes at the price of being semi-automatic so it takes additional RL skill to aim it, and a fast-mover SMG, Shotgun, or Nova Knives can completely obliterate you in CQC since you can't spray and pray. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
185
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Posted - 2013.05.10 15:58:00 -
[127] - Quote
Thank you for the communique CCP. Thank you for working tirelessly to address the issues in the game. But the communication was the important part. Thank you. Thank you. Thank you.
I like that the SMG has become relevant again with the distance capped. It will be interesting to see how the game move forward. And 3-4 clips to kill someone was rediculous so upping the damage is good in general... we'll see if it is enough for the HMG.
One can measure how well the correction works by fear of the HMG. Like some have said, "good thing it's only and HMG." When it changes to, "get the hell outta here! HMG!" then the corrections are adequate. The same should be said for the Heavies - until they are feared again they are broken. But this is a start. |
IgniteableAura
Pro Hic Immortalis RISE of LEGION
21
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Posted - 2013.05.10 15:58:00 -
[128] - Quote
Not a fan of the 10% to all weapons. Not all of them need it, and some are going to get a bigger buff than others from the blanket addition. At least currently it requires people to aim and hit their targets.
The lack of people running good hives, less supply pts, and more hits to kill somone all compounds the issue. But dont give a blanket 10% |
Driftward
Subdreddit Test Alliance Please Ignore
53
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Posted - 2013.05.10 16:01:00 -
[129] - Quote
I like how everyone ignored the 5% dispersion decrease for the HMG. I fairly certain this will have as large an impact as the damage. It effectively increases the range of the HMG (which is a good thing in my opinion) from the current ~20 m (see this forum link https://forums.dust514.com/default.aspx?g=posts&t=73100&find=unread ) to the *hopefully* actual ranges that CCP Remnant quoted.
I used to round a corner in my shotgun scout and run like hell when I saw a heavy facing me, now I go in strafing thinking about my free points. Maybe now I'll have to actually work for my kills. |
Iron Wolf Saber
Den of Swords
4033
|
Posted - 2013.05.10 16:08:00 -
[130] - Quote
Watermelon Bandit wrote:Why not just make Weaponry 2% per level again? It would make a lot more sense. Now you're just giving away the 10% without actually having to skill into anything.
Because anything with %Damage felt like an incentive to MUST train it, similar to the old SS skill, while I would like to see it back ish I agree it was a bad move overall and ultimately widens the gap between vets and rookies to far when you combine it with B-A-P Weaponry. |
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Your Absolut End
SVER True Blood Unclaimed.
46
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Posted - 2013.05.10 16:08:00 -
[131] - Quote
ChromeBreaker wrote:WAIT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Please please dont say its a blanket +10% !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Tactical AR's dont need it. Forge guns dont need it Grenades dont need it!!!!!!!!!!!!!
PLEASE be careful with this! HMG i can understand but 10% might mess with everything else
Exactly this.
And besides this, if CCP mentions to take out skills because everybody skills into it, CCP should also take out the AR-Skill. Because I think every player who plays this game some kind of serious has a decent AR fit. And all the Blueberries and People who came from other games will skill into AR aswell.
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semperfi1999
Internal Error. Negative-Feedback
429
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Posted - 2013.05.10 16:13:00 -
[132] - Quote
TBH..... I have mixed feelings on this.
On one hand I thought....finally heavies get to have their HMG super nerfed and now they can see what other have felt like when there were massive changes to their weapon of choice and those changes unbalanced the weapon. When ARs got nerfed with both recoil (needed) and then a horrible ADS sight (unneeded) all heavies and other players said was HTFU. AR users learned to deal with the horrible ADS sight and became good again and the nerf threads died out because there was no longer a point since CCP never responsed and heavies would just yell HTFU the whole time. In truth if this nerf on the HMG has stayed then heavies would have eventually learned to deal with it however that doesnt mean the HMG would be balanced. So my thoughts are it was nice that HMG users got to feel what it was like when this happened to the AR users.
Now though the unbiased side of myself says....this is a good change. HMGs were a joke now they will be strong again in their optimal ranges. I say good for CCP on fixing this issue relatively quick and I am glad you HMG users have a decent weapon again (no you should not have massive range but in close you should be super deadly). I think all in all this was probably a good decision made by CCP and although I am no fanboy I have enough sense to know when a good decision is made and commend them for it and when there is an issue and they need to be informed of that issue. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
94
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Posted - 2013.05.10 16:15:00 -
[133] - Quote
Driftward wrote:I like how everyone ignored the 5% dispersion decrease for the HMG. I fairly certain this will have as large an impact as the damage. It effectively increases the range of the HMG (which is a good thing in my opinion) from the current ~20 m (see this forum link https://forums.dust514.com/default.aspx?g=posts&t=73100&find=unread ) to the *hopefully* actual ranges that CCP Remnant quoted. I used to round a corner in my shotgun scout and run like hell when I saw a heavy facing me, now I go in strafing thinking about my free points. Maybe now I'll have to actually work for my kills.
The problem is that their ranges are so small as to be utterly ridiculous. Who cares that I can reach 5 or 10 more meters with a few more bullets?
That CCP is telling us with a straight face that an HMG should only be as effective as the distance you can throw a baseball is unreal. |
iLLMaTiC619
KiLo.
63
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Posted - 2013.05.10 16:16:00 -
[134] - Quote
thank you!!!!!!!!!!!!!!!!! CCP for bring damage back to HMG as well as all weapons!! best company ever!!!!!!!!!!!!!!!! |
P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
1
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Posted - 2013.05.10 16:23:00 -
[135] - Quote
I just hope that relative to all the skill bonuses y'all removed(which I needed), y'all keep in mind that this game uses advanced technology, which should make it more than actually possible for certain short range weapons to be effective beyond their 'what is to be expected' range... & I'm almost certain, that it may have Real World weapons of the same class, capable of being effective, at a greater range than that of certain weapons in this game... ...For your(the developers)consideration... |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
342
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Posted - 2013.05.10 16:45:00 -
[136] - Quote
Joey-Number1 wrote:Wait thanks for this CCP but what about our nanohives.. I know its done to specialize into them, but its quite frustrating when those advance and prototype variants which has the best range of different kinds requires like 60 to 90 CPU and to 16 PG... Please do something about it and offer at least some variants on advanced tier that can carry 3 and 2 active nanohives.. the main issue with this is the CPU and PG requirements the skilling into them isn't. I don't mind other items that much as nanohives.
Please clarify a bit. If I understood you correctly, you're saying the fitting requirements (PG/CPU) are too high? But you want to have hives with large supply range??? |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
23
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Posted - 2013.05.10 16:52:00 -
[137] - Quote
and this is why CCP has so many "fan boys" and support......bc u guys listen to your players and try your best to do things right by us. thank you very much for that
its been said already, but the blanket fix isnt that great of an idea. but i wont complain bc u have put the HMG back on the map, so to speak.
another thing i think.....is that i like having upgradeable skills. that would include skills that have dmg % per level, like we used to have. (forgot the name of the skill, even tho its been mentioned multiple times already. call it a brain fart)
that is all. good lookin out, remnant, and CCP |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
342
|
Posted - 2013.05.10 16:53:00 -
[138] - Quote
Disturbingly Bored wrote:David Spd wrote:Tac rifle will be insanely OP now... The TAC rifle will be exactly as OP as it was beforehand. If every weapon gets a 10% damage buff, the relative balance doesn't change at all. Only HMG is getting more damage over the baseline increase. The change just makes the combat faster and more lethal overall, less reloading in the middle of a one-on-one firefight.
Not quite as simple as you suggest, For already greater DPS the same %-increase gives way more added damage. So, those weapons are gaining more effectiveness because damage is compared versus dropsuits, not mere DPS stats between weapons.
An oversimplified example: Assume all guns need two bullets to kill a dropsuit. Damage buff given to all guns. Some guns reach a point where a single bullet kills a dropsuit - Those guns gain a HUGE edge over others, way beyond the numerical %-dps-increase.
As you might guess from this post, I too am conserned about TAC ARs being strong and even more stronger. BUT I say again: Let's TEST these figures and THEN tune individual weapons!!! |
Luke Vetri
D3ath D3alers RISE of LEGION
84
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Posted - 2013.05.10 17:02:00 -
[139] - Quote
Like a lot of people have said, the +10% is a really bad idea, I think we would all like more technical details on why this was decided upon, other than because we took our the skill. Whats wrong with a slightly slower gunfight?
Getting taken down in 2 secs without the chance to even react is no fun for anyone, making the damage higher is going to compound the current issues with lag, rubberbanding and teleporting.
Maybe a happy medium of +5% across the board would have been a better starting place?
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SILVERBACK 02
BetaMax. CRONOS.
11
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Posted - 2013.05.10 17:05:00 -
[140] - Quote
CCP WINNING |
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Cross Atu
Conspiratus Immortalis League of Infamy
938
|
Posted - 2013.05.10 17:07:00 -
[141] - Quote
Very pleased with pretty much every aspect of this post/fix.
Thanks CCP!
Cheers, Cross |
Kazu Fujiwara
Hostile Acquisition Inc
0
|
Posted - 2013.05.10 17:13:00 -
[142] - Quote
Excellent! From here we should be able to see a bit better what needs tweaking where. A little worried about the 10% blanket buff, but I suppose it's better to have all the weapons a little OP, rather than having it as it stands just now with the AR being the completely dominating weapon.
Good update CCP! |
Goretint
Isuuaya Tactical Caldari State
1
|
Posted - 2013.05.10 17:44:00 -
[143] - Quote
CCP Cmdr Wang wrote:Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Tl;dr version: GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff.
Basic light and mediums run straight at my hmg and die again.. |
Disturbingly Bored
Universal Allies Inc.
196
|
Posted - 2013.05.10 18:03:00 -
[144] - Quote
KEROSIINI-TERO wrote:An oversimplified example: Assume all guns need two bullets to kill a dropsuit. Damage buff given to all guns. Some guns reach a point where a single bullet kills a dropsuit - Those guns gain a HUGE edge over others, way beyond the numerical %-dps-increase.
As you might guess from this post, I too am conserned about TAC ARs being strong and even more stronger. BUT I say again: Let's TEST these figures and THEN tune individual weapons!!!
Respectable argument, but my counterpoint is that high-damage, low ROF weapons feel the pain of a missed shot more severely than low-damage, high-ROF weapons.
What matters is damage-per-second, and all weapons get a 10% DPS increase this way, and so they maintain the same relative balance.
(I've seen this very argument has been waged a thousand times on the EVE forums, but it needs to be rehashed from time to time. There it's called alpha VS rate-of-fire.)
Side note:
TACs, from what I've read up on, have a DPS problem. If their rate of fire weren't limited only by how fast you can pull the trigger, the high damage wouldn't be an issue. |
KA24DERT
Not Guilty EoN.
29
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Posted - 2013.05.10 18:04:00 -
[145] - Quote
SirManBoy wrote:The mass driver needs some serious TLC. Some arbitrary 10% buff isn't going to adequately address its extensive list of new shortcomings, including its damage (it needs far more than a 10% buff), its splash area, and its aiming. In its current state, the mass driver is a hot mess that no longer commands any respect on the battlefield, which means all of its tactical value is gone. This is especially true for logi bros who used it to enhance their support role. A mass driver used to scare people away long enough to make revives, throw down nanos, and make repairs. This is no longer the case.
Yeah, the MD has gotten hit pretty hard:
MD Specific: 1) Splash Radius 2) Misleading Smoke Trail 3) Damage nerf 4) Range Nerf
General, but hits MD hard: 1) Nanohive Nerf (my smg kills have gone way up.)
This has changed the weapon entirely. People can hide behind obstacles and be safe, People can run from cover to cover at a distance and be safe. People can charge at me and absorb my damage while taking me down (easier than before).
I've adjusted my playstyle to this. And am now finding myself charging into groups of enemies and using the MD like a blind man's shotgun. It works, but i'm not sure that's the weapon's intended role.
If the 10% damage buff is across the board, then bringing back the splash radius and increasing the range will bring this weapon back up to snuff. |
Beren Hurin
OMNI Endeavors
437
|
Posted - 2013.05.10 18:05:00 -
[146] - Quote
It looks like CCP Eterne's devpost summarizing all this suggested that your new spreadsheet had new information that fully showed weapon range stats, but it doesn't have optimal, effective, absolute range or dispersion amounts. There are also modules I haven't seen before called range amplifiers, and a new skill called range amplification. I don't see any field modifier for it so I'm not sure what the modules do. |
develsgun
Sunset Warriors Legacy Rising
24
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Posted - 2013.05.10 18:12:00 -
[147] - Quote
A 10% weapon dmg boost across the board. Ok some need it but as a dropship pilot I got to say.
Without the 10% increase to their dmg av seemed balance with dropships finally . Us pilots were finally able to take a hit from militia launchers and shrug it off givin we have 6mill sp invested into are dropships tanks and gear.
The other vehicles are getting a boost to thier health but dropships the most exposed ain't touched I hope ccp doesn't keeep dropships paper bags like in chromosome
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tonjiru1231
KAIBA-Corporation
0
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Posted - 2013.05.10 18:17:00 -
[148] - Quote
I need thatGǪWe need that! |
WyrmHero1945
SyNergy Gaming EoN.
252
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Posted - 2013.05.10 18:26:00 -
[149] - Quote
Wow 18 HP per bullet is a bit too much for the STD HMG lol. |
Kazu Fujiwara
Hostile Acquisition Inc
0
|
Posted - 2013.05.10 18:56:00 -
[150] - Quote
WyrmHero1945 wrote:Wow 18 HP per bullet is a bit too much for the STD HMG lol.
Eh, we'll see. The main reason I personally upgrade my HMGs is for the heat reduction, not the damage increase. Of course, more damage per bullet is nice, but not the be all and end all. It just means that the standard HMG will be useful beyond basically being a stop-gap to higher tier weapons. |
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