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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Arthur Tavares
Bloodwolves Battalion
7
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Posted - 2013.06.02 06:15:00 -
[241] - Quote
its uncalled for is all it is
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Thurak1
Psygod9 RISE of LEGION
5
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Posted - 2013.06.04 01:29:00 -
[242] - Quote
Heavy suits need more work than ever before. There is so little difference from the starter suit to the proto suite its pathetic. The HMG finally does at least respectable damage but other weapons are now overpowered like the duvoll tactical AR. Heavy suits are already very much balanced out via the movement minus. If someone in a assault suite simply runs around me its nearly impossible for me to turn fast enough to shoot them. |
OZAROW
Elements Of Death Elite
26
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Posted - 2013.06.04 14:35:00 -
[243] - Quote
Damn it lol cloak my scout ASAP |
OZAROW
Elements Of Death Elite
26
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Posted - 2013.06.04 14:53:00 -
[244] - Quote
Flat out dumb! Fix heavies fix the CPU pg size on a scout fix the sg targeting your gonna fix damage befor u fix range? REALLY! I can't even hit a guy with sg the targeting so bad I left the weapon , not to mention ar range an power is crazy so u do damage before range? Madness Fix the sg targeting so I can at least hit one of these fools if I manage to ever get close enough not to die |
D legendary hero
One-Armed Bandits Unclaimed.
78
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Posted - 2013.06.05 02:09:00 -
[245] - Quote
Thurak1 wrote:Heavy suits need more work than ever before. There is so little difference from the starter suit to the proto suite its pathetic. The HMG finally does at least respectable damage but other weapons are now overpowered like the duvoll tactical AR. Heavy suits are already very much balanced out via the movement minus. If someone in a assault suite simply runs around me its nearly impossible for me to turn fast enough to shoot them.
this is why i proposed various changes to the heavy dynamic. including but not limited to: increased turning and movement speed, increased base EHP 1000 base resistance to small arms fire by 30%
read my post, https://forums.dust514.com/default.aspx?g=posts&t=81725 |
D legendary hero
One-Armed Bandits Unclaimed.
78
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Posted - 2013.06.05 02:14:00 -
[246] - Quote
Dj grammer wrote:Before I state what I am talking about, I did use both the GLU-5 and Duvolle Tactical AR's. BUT....
I understand the balancing of the weapons by adding some more damage to them to compensate for the sheer amount of shields a person could have. But when a weapon is over-powered and overused shouldn't that send a red flag alert out there? What I mean is all of the tactical assault rifles (GLU and Duvolle). Both giving damage of 75 and 78.5 hp/bullet is ridiculous. Stack damage mods and the assault rifle proficiency to it they can deal from 86.25 and 90.275 hp/bullet. To add more insult to injury, the officer weapons can not match up to them and the officer weapons are supposed to be the best of the best. In other words any new person or any person with not enough shield/armor will be demolished by these guns. I have seen more tactical AR's ran more than any other AR's in the game. All that I am asking (along with thousands of others) is please consider another weapon balancing
also, adding the blanket 10% and the 15% from the proficiency and thats an additional 25%. so that 86.25 and 90.275 just got bumped to 101.75~ and 108.225~ respectively. that means in 3 shots a scout is dead, and in 8 or 9 shots you've killed a heavy. |
D legendary hero
One-Armed Bandits Unclaimed.
78
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Posted - 2013.06.05 02:32:00 -
[247] - Quote
bcs1a wrote:God Anpu TheImmortal wrote:These changes sound nice but you still increased the damage of all weapons and heavys still can kill a militia scout enclose . U guys said that this is a futuristic shooter. Hah. Makes no sense in this present time or any other were a heavy machine gun couldn't tear appart what was in front of it. You guys should have classes respect other classes by knowing what range to engage another as of now u guys dog heavy's. Any class sees a heavy and charges in on them now . Were always the last class to get anything unique but the first class for something to be taken from. Like I said before either. Make the class respectively the way it should be or do away with it there thousands of people who love and pour hours of time into this game as a heavy and after the reset I feel ripped off . o/ Anpu... I couldn't agree more... as heavies we are more laughing stocks now than anything... o/ Bill
they need to fix heavies range, damage, speed and resistance. right now per shot the smg does more damage. the hmg should not be balanced out against a smg.
13.8 hp per shot for the assault hmg? thats a joke. i swaer itonly adds 6 more feet. the argument is that the hmg has a hire fire rate... still why should the hmg have to fire more rounds to get the same effect as an smg?
https://forums.dust514.com/default.aspx?g=posts&t=81725 |
Podge89
KILL-EM-QUICK RISE of LEGION
0
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Posted - 2013.06.05 06:46:00 -
[248] - Quote
Gaff Origami wrote:Master Jaraiya wrote:Liner ReXiandra wrote:It's really unbelieveable that this was allowed to happen.
We've spend a year in beta with subpar graphics that got excused by the "we want to focus on getting the core shooter game good". Then you upgrade the graphics and throw the entire core gun gameplay out with the bathwater.
Removing a skill because 'everyone will skill to 5 anyway' is a poor excuse; but if you want me to indulge you about truly useless skills: why can I skill up "dropsuit command" to 5, when there are no skills up the tree that need requirements beyond level 3? The skill itself gives no bonus to anything whatsoever. Why don't you nerf *that* instead? I was wondering about this myself. If I remember correctly in Chromosome you needed Dropsuit Command Lvl 5 in order to unlock Heavy dropsuits. Dropsuit Command also gave a bonus to your scan profile. Now Heavy at level 3 with nothing beyond. I skilled straight to lvl 5 Dropsuit Command as I knew I would be running heavy. Then I looked and seen I only needed lvl 3 DOH! Admittedly that is my fault entirely but, something needs to be given for the extra two levels of dropsuit command. Probably reserved for future expansion...Different suit classes, etc.
Even back then you only needed level 3 for heavy suit |
Heidoukan
Forsaken Immortals Gentlemen's Agreement
24
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Posted - 2013.06.05 10:03:00 -
[249] - Quote
D legendary hero wrote:Thurak1 wrote:Heavy suits need more work than ever before. There is so little difference from the starter suit to the proto suite its pathetic. The HMG finally does at least respectable damage but other weapons are now overpowered like the duvoll tactical AR. Heavy suits are already very much balanced out via the movement minus. If someone in a assault suite simply runs around me its nearly impossible for me to turn fast enough to shoot them. this is why i proposed various changes to the heavy dynamic. including but not limited to: increased turning and movement speed, increased base EHP 1000 base resistance to small arms fire by 30% read my post, https://forums.dust514.com/default.aspx?g=posts&t=81725
So a shotgun scout dropsuit will need instead of 2 shots - 3-4 shotgun shots point blank range to kill a heavy. That is helpful considering that my range is complete crap to begin with + there are no skills atm which increase shotgun damage.
The thing is if you change a dropsuit modus operandi, everything else should change a little bit otherwise its Heavy514. |
D legendary hero
One-Armed Bandits Unclaimed.
84
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Posted - 2013.06.05 21:44:00 -
[250] - Quote
^^that is completely wrong. this only making the heavy more competative. in one shot with a militia shotgun you can do 320hp, plus basic damage mods 322.8 hp- 30% = 225hp per shot (actually 250 because of blanket 10%) if you get head shots you will still drop heavies in 2 shots.
in this way good players are not punished, but people who just like to spam heavies for easy points wont be able to.
now when you factor in you, the heavies low mobility, slow turn speed, and you shotgun scouts high mobility and turn speed it balances.
you are looking at this from the prospective, if my scout with his/her shotgun stands directly infront of this heavy and shotguns him.... thats wrong right there, no one should be able to stand directly infront of a heavy with a minigun and kill him in 2 shots, ever. it defeats the point to there being a heavy |
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oldgrump
Villore Sec Ops Gallente Federation
1
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Posted - 2013.06.05 23:41:00 -
[251] - 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 In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges.
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oldgrump
Villore Sec Ops Gallente Federation
1
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Posted - 2013.06.05 23:42:00 -
[252] - Quote
Good way to handle the range rates. |
D legendary hero
One-Armed Bandits Unclaimed.
119
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Posted - 2013.06.07 05:36:00 -
[253] - Quote
still needs a buff in the damage department |
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