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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Cmdr Wang
C C P C C P Alliance
1908
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Posted - 2013.05.10 09:43:00 -
[1] - Quote
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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Ryder Azorria
Amarr Templars Amarr Empire
299
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Posted - 2013.05.10 09:50:00 -
[2] - Quote
+1 Good stuff CCP.
And thanks for giving us the info before actually making the change, definitely a big step in the right direction. |
dustwaffle
Ill Omens EoN.
11
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Posted - 2013.05.10 09:54:00 -
[3] - Quote
2nd....
And good post +1 can't wait to get home to play tonight |
Himiko Kuronaga
SyNergy Gaming EoN.
378
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Posted - 2013.05.10 09:56:00 -
[4] - Quote
Good stuff Commander.
Glad to see you guys listen to reason. |
Aoena Rays
Bragian Order Amarr Empire
12
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Posted - 2013.05.10 10:02:00 -
[5] - Quote
LOVING THIS |
Kekklian Noobatronic
Goonfeet
8
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Posted - 2013.05.10 10:02:00 -
[6] - Quote
Excellent step in the right direction! Once the control issues are hammered out and the hard stop is removed, I think we'll have a very sexy game on our hands indeed!
Cheers, CCP! |
Kiso Okami
Militaires Sans Jeux
74
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Posted - 2013.05.10 10:02:00 -
[7] - Quote
Hmm the whole weapon range fixes seem promising... I guess I should just hold off on playing the game until then... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3780
|
Posted - 2013.05.10 10:10:00 -
[8] - Quote
YAY! |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
625
|
Posted - 2013.05.10 10:12:00 -
[9] - Quote
+1 |
Musta Tornius
BetaMax. CRONOS.
330
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Posted - 2013.05.10 10:14:00 -
[10] - Quote
My boundless is loaded and ready, pew pew! |
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Fingal Senga
Codpiece Conundrum
26
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Posted - 2013.05.10 10:19:00 -
[11] - Quote
That is great thanks Cmdr Wang and thanks also for the heads up on the future plans. |
Chibi Andy
Forsaken Immortals Gentlemen's Agreement
152
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Posted - 2013.05.10 10:25:00 -
[12] - Quote
woohoo!!! us heavies can finally live again!
do we have an idea of when these fixes will come? |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
475
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Posted - 2013.05.10 10:31:00 -
[13] - Quote
Great changes across the board, thank you! |
Musta Tornius
BetaMax. CRONOS.
330
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Posted - 2013.05.10 10:31:00 -
[14] - Quote
Chibi Andy wrote:woohoo!!! us heavies can finally live again!
do we have an idea of when these fixes will come?
During today's extended downtime in 30 minutes. |
Watermelon Bandit
Subdreddit Test Alliance Please Ignore
21
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Posted - 2013.05.10 10:34:00 -
[15] - Quote
Finally not going to feel like I'm running around with an oversized water gun. |
Chibi Andy
Forsaken Immortals Gentlemen's Agreement
152
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Posted - 2013.05.10 10:35:00 -
[16] - Quote
Musta Tornius wrote:Chibi Andy wrote:woohoo!!! us heavies can finally live again!
do we have an idea of when these fixes will come? During today's extended downtime in 30 minutes.
Ah thank you very much! And a big thank you to CCP for these fixes!! |
ChromeBreaker
SVER True Blood Unclaimed.
447
|
Posted - 2013.05.10 10:38:00 -
[17] - Quote
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 |
steadyhand amarr
NW WARLORDS
511
|
Posted - 2013.05.10 10:39:00 -
[18] - Quote
I'm very happy that u guys head to your guns on the Ss that makes me confident that dispite epic QQ u guys can work out what the actual issue is props to the devs very impressed on the turn around |
Timothy Reaper
ZionTCD Unclaimed.
337
|
Posted - 2013.05.10 10:41:00 -
[19] - Quote
Yesterday, I spawned in an Ambush in a scout suit right in front of a heavy with an HMG. When that happened one of my first thoughts was 'good thing it was an HMG!' While it saved my team a clone, I know it wasn't right. I glad to see that the gun is having some work done. |
StarCrash II
The Shadow Cavalry Mercenaries DARKSTAR ARMY
2
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Posted - 2013.05.10 10:45:00 -
[20] - Quote
Good call ccp but just one question are you going to put the ranges in the list of stats on each gun coz it would be nice to know what my opt and fall off ranges are when i look to see which gun i want to use on the map. |
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DJINN Kujo
Hellstorm Inc League of Infamy
74
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Posted - 2013.05.10 10:46:00 -
[21] - Quote
I know this is going to be amazing news for a lot of the players in the Dust Community, obviously the SS skill has been in question by a lot of the Dust Community as a whole. I can see why you at CCP plan on implementing different ranges showing the integrity of a single shot at point blank range opposed to a more distant target. I know the re-balance on the HMG will bring up a lot of smiles also from heavies that have not been up to par to what they used to be. Glad to see things come together in the eyes of CCP, and by reading recent posts regarding the CPM, seems like the people at CCP are really trying to make notable changes whether it's for/against individuals desires. Obviously you can't please everyone, which is a downfall, yes; but the sanity of Dust 514 wouldn't be so diverse if every goal was accomplished through every players' depiction. |
Ignoble Son
3dge of D4rkness SoulWing Alliance
195
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Posted - 2013.05.10 10:46:00 -
[22] - Quote
That'll do pig. That'll do.
+1 |
Watermelon Bandit
Subdreddit Test Alliance Please Ignore
21
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Posted - 2013.05.10 10:47:00 -
[23] - Quote
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. |
Jack McReady
DUST University Ivy League
158
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Posted - 2013.05.10 10:48:00 -
[24] - Quote
haha
I can kill people 35m away with the current standard HMG....
cant wait for the wave of "HMG OP" threads again, will be real fun. |
ANGRY BURRITO
Pro Hic Immortalis RISE of LEGION
2
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Posted - 2013.05.10 10:50:00 -
[25] - Quote
im whet. |
Monitus
Zumari Force Projection Caldari State
0
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Posted - 2013.05.10 10:51:00 -
[26] - Quote
Sweet! The current range cap feels a bit too awkward |
Liner ReXiandra
Zumari Force Projection Caldari State
24
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Posted - 2013.05.10 10:51:00 -
[27] - Quote
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? |
Master Jaraiya
Ultramarine Corp Orion Empire
29
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Posted - 2013.05.10 10:52:00 -
[28] - Quote
+1 Very good news to hear.
Thank you CCP for listening to the players' requests and feedback about these issues. |
ANON Illuminati
A.N.O.N.Y.M.O.U.S.
31
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Posted - 2013.05.10 10:53:00 -
[29] - Quote
good deal but i do have a question on your post and patch notes. well im wondering if you guys are going to do anything about the movement of the player and or bringing back the iron sight movement and look from chromosome? because alot of players are also pushing for this and i just wanted to know if it was discussed at all or will it be something to look into? and if so or if its already being looked into can we please get a reply from you sir? thanks. |
Rei Shepard
Spectre II
221
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Posted - 2013.05.10 10:55:00 -
[30] - Quote
How about we fix the aiming issues before you up the damage by 10%?
10% damage bonus @ 0 percent hit rate = still 0% damage bonus. |
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J Lav
Opus Arcana Orion Empire
62
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Posted - 2013.05.10 10:57:00 -
[31] - Quote
The described weapon mechanics of having an optimal range - effective range - etc... sounds good. Given the size of maps, and engagement distances, I hope these numbers are mature, encouraging skillful gunplay. I look forward to the coming hotfix :) |
ChromeBreaker
SVER True Blood Unclaimed.
447
|
Posted - 2013.05.10 10:57:00 -
[32] - Quote
DONT DO IT
please think some more about this!!
No one has complained about the damage of any other weapon. just the hmg.
Dont blanket fix a +10% increase
Grenades are close to OP as it is, Forge guns, tactical AR's, Lasers... think a bit more about this people. |
Master Jaraiya
Ultramarine Corp Orion Empire
29
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Posted - 2013.05.10 10:57:00 -
[33] - Quote
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.
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General Tiberius1
ZionTCD Unclaimed.
640
|
Posted - 2013.05.10 10:58:00 -
[34] - Quote
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you |
Alex Bradshaw
The Merc Net
29
|
Posted - 2013.05.10 10:59:00 -
[35] - Quote
good news, should address the weak feel of ARs and pistols since the last build. |
ChromeBreaker
SVER True Blood Unclaimed.
447
|
Posted - 2013.05.10 11:00:00 -
[36] - Quote
General Tiberius1 wrote:thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
Yes HMG fix good....
BUt what about 10% genade dmg? or Tactical ARS
someone tell me different |
General Tiberius1
ZionTCD Unclaimed.
641
|
Posted - 2013.05.10 11:00:00 -
[37] - Quote
StarCrash II wrote:Good call ccp but just one question are you going to put the ranges in the list of stats on each gun coz it would be nice to know what my opt and fall off ranges are when i look to see which gun i want to use on the map.
this, this is needed, we have it in eve, lets us set up our prefered engagment range, guestimating in dust though is NOT fun |
Gaff Origami
ZionTCD Unclaimed.
62
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Posted - 2013.05.10 11:01:00 -
[38] - Quote
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. |
Musta Tornius
BetaMax. CRONOS.
331
|
Posted - 2013.05.10 11:02:00 -
[39] - Quote
General Tiberius1 wrote:StarCrash II wrote:Good call ccp but just one question are you going to put the ranges in the list of stats on each gun coz it would be nice to know what my opt and fall off ranges are when i look to see which gun i want to use on the map. this, this is needed, we have it in eve, lets us set up our prefered engagment range, guestimating in dust though is NOT fun
Here you go guys:
https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unread
Excuse the unfinished update after uprising, not enough sp to test everything, more ppl needed for giving a helping hand! |
Djheffer
O.Q.R.D.
1
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Posted - 2013.05.10 11:02:00 -
[40] - Quote
Kicking so many fixes and balances, great job! |
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General Tiberius1
ZionTCD Unclaimed.
641
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Posted - 2013.05.10 11:03:00 -
[41] - Quote
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.
think i did this too, a year of needing it as a heavy made it a habit that was hard to break |
Chibi Andy
Forsaken Immortals Gentlemen's Agreement
152
|
Posted - 2013.05.10 11:03:00 -
[42] - Quote
hmmmm a 10% increase to the other weapons would be bad since they are already powerful as it is. CCP should just increase the HMG damage. |
General Tiberius1
ZionTCD Unclaimed.
641
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Posted - 2013.05.10 11:04:00 -
[43] - Quote
ChromeBreaker wrote:General Tiberius1 wrote:thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you Yes HMG fix good.... BUt what about 10% genade dmg? or Tactical ARS someone tell me different
lol, more grenade spams and the tactical is a seasonal weapon, not worried. think some tankers are going to be mad about the FG buff though |
General Tiberius1
ZionTCD Unclaimed.
641
|
Posted - 2013.05.10 11:06:00 -
[44] - Quote
Musta Tornius wrote:General Tiberius1 wrote:StarCrash II wrote:Good call ccp but just one question are you going to put the ranges in the list of stats on each gun coz it would be nice to know what my opt and fall off ranges are when i look to see which gun i want to use on the map. this, this is needed, we have it in eve, lets us set up our prefered engagment range, guestimating in dust though is NOT fun Here you go guys: https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unreadExcuse the unfinished update after uprising, not enough sp to test everything, more ppl needed for giving a helping hand!
holy hell....well done man, well done
request linked thread be stickied if numbers are correct |
Weapon Kaiser
The Southern Legion RISE of LEGION
3
|
Posted - 2013.05.10 11:07:00 -
[45] - Quote
Good stuff!
Hope the mouse tweaks fix the issues we've been having!
Atm it feels like i'm playing the ******** olympics version of shooting. |
martinofski
Rebelles A Quebec Orion Empire
82
|
Posted - 2013.05.10 11:07:00 -
[46] - Quote
Raw damage output inst the issue on the hmg, it's the crazy dispersion and hit detection. Which cut the effective range about in half. So a boundless shooting effectively to 40m on papers is actually doing good at 20m since half is bullets hit, or even less(this considering the player stay on target all the time).
Having 110% dmg in effective range on the already strong AR and 95% dmg for the hmg should be all 100%, and from what I read, it will.
Lets see how this hot fix turn out. Will be better for sure.
But weaponry 10% given to everyone? Tactical will be even more separated I guess with their 71.6 dmg per shot. |
Rurouni Kenshin
Mannar Focused Warfare Gallente Federation
3
|
Posted - 2013.05.10 11:07:00 -
[47] - Quote
Guys tryit first before you judge. There is a aiming fix in the patch notes today and the 10% damage are for handheld weapons only which I believe does not include grenades. Double check the skill tree. I believe it's under explosives.
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Otoky
DIOS EX. Gentlemen's Agreement
64
|
Posted - 2013.05.10 11:07:00 -
[48] - Quote
CCP Cmdr Wang wrote: GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus.
Noooooo Why dont you give back weaponary skill bonus? |
Medic 1879
The Tritan Industries RISE of LEGION
272
|
Posted - 2013.05.10 11:09:00 -
[49] - Quote
Any chance of fixing the MD so where the smoke trail lands and where the explosion occurs are the same place? I can live with its radius nerf but its hard to be accurate when you have to fire and ignore the tracer effect knowing that the explosion is usually a few meters further away than where the smoke part lands. It is effectively like aiming a rifle with sights that are bent yes you know what happens and you can adjust your aim knowing the problem but it is annoying none the less. |
ChromeBreaker
SVER True Blood Unclaimed.
447
|
Posted - 2013.05.10 11:09:00 -
[50] - Quote
General Tiberius1 wrote:ChromeBreaker wrote:General Tiberius1 wrote:thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you Yes HMG fix good.... BUt what about 10% genade dmg? or Tactical ARS someone tell me different lol, more grenade spams and the tactical is a seasonal weapon, not worried. think some tankers are going to be mad about the FG buff though
think of it as a 10% decrease to your sexy new hp buff
The HMG NEEDED something done... blanket fixes are bad |
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jonahbenhurrrr
Crux Special Tasks Group Gallente Federation
0
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Posted - 2013.05.10 11:09:00 -
[51] - Quote
what is being done about the nanite injectior/pick up stick problem it still wont let ya raise people when standing on them ? |
Master Jaraiya
Ultramarine Corp Orion Empire
30
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Posted - 2013.05.10 11:10:00 -
[52] - Quote
Musta Tornius wrote:General Tiberius1 wrote:StarCrash II wrote:Good call ccp but just one question are you going to put the ranges in the list of stats on each gun coz it would be nice to know what my opt and fall off ranges are when i look to see which gun i want to use on the map. this, this is needed, we have it in eve, lets us set up our prefered engagment range, guestimating in dust though is NOT fun Here you go guys: https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unreadExcuse the unfinished update after uprising, not enough sp to test everything, more ppl needed for giving a helping hand!
Thanks dude but it would be really nice if we could see this in game under the attributes tab for each weapon. It just makes sense to have the info readily available to all DUST players.
|
Himiko Kuronaga
SyNergy Gaming EoN.
378
|
Posted - 2013.05.10 11:12:00 -
[53] - Quote
ChromeBreaker wrote:General Tiberius1 wrote:ChromeBreaker wrote:General Tiberius1 wrote:thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you
thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you Yes HMG fix good.... BUt what about 10% genade dmg? or Tactical ARS someone tell me different lol, more grenade spams and the tactical is a seasonal weapon, not worried. think some tankers are going to be mad about the FG buff though think of it as a 10% decrease to your sexy new hp buff
If I pretend I was playing chromosome before downtime, it's still an HP buff |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
340
|
Posted - 2013.05.10 11:12:00 -
[54] - Quote
CCP Cmdr Wang wrote: GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
LIKE! That's a huge improvement!
Congratulations on honest, analytical, informative and defining post. |
Rurouni Kenshin
Mannar Focused Warfare Gallente Federation
4
|
Posted - 2013.05.10 11:13:00 -
[55] - Quote
jonahbenhurrrr wrote:what is being done about the nanite injectior/pick up stick problem it still wont let ya raise people when standing on them ?
Dude go and read the maintenance hot fix notes in the announcements section. |
Chilled Pill
Pro Hic Immortalis RISE of LEGION
56
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Posted - 2013.05.10 11:14:00 -
[56] - Quote
While I agree that the HMG does need a buff, I don't think the 10% cross the board increase in handheld weapon damage would not be wise for a number of reasons:
1. The longer fire fights and strafe contests are due to people still adjusting to the new aiming paradigm of Uprising. Once people get used to it, with this added damage, expect more QQ-ing.
2. That 10% damage increase would simply reward 'getting lucky' hits in those strafe contests a boon instead of rewarding good marksmanship. Since aiming is still...well...weird.
3. Currently, having a bit of difficulty taking out targets promotes team play. Focus firing as a squad anyone?
4. The Duvolle Tac AR will do 80++ damage. Taking out scouts in 3-4 hits. (I'm a Scout who uses Tac ARs -- full disclosure) |
Medic 1879
The Tritan Industries RISE of LEGION
272
|
Posted - 2013.05.10 11:16:00 -
[57] - Quote
Rurouni Kenshin wrote:jonahbenhurrrr wrote:what is being done about the nanite injectior/pick up stick problem it still wont let ya raise people when standing on them ? Dude go and read the maintenance hot fix notes in the announcements section.
That announces that call for help will be automatic now but the main problem is the injector just refuses to work sometimes no matter how much you stab, even with a symbol it can sometimes be impossible to find the "stabby spot." and also if people are looking at the kill screen you can stab them but they wont get up till you stab them after they close that screen. |
bolsh lee
Ahrendee Mercenaries
92
|
Posted - 2013.05.10 11:17:00 -
[58] - 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 wtf this is a mistake if the above gets the buff..... ? |
SolusNothos
The Southern Legion RISE of LEGION
14
|
Posted - 2013.05.10 11:18:00 -
[59] - Quote
I'm sure I'm going to get flamed massively for this, but I don't think raw damage is the issue. I think it feels like it is because of a mix of it being a lot harder to aim this build compared to last and everyone running proto/complex builds due to having all their isk back.
Moving around feels so much heavier this build. I'm slowly getting used to it and as I am, I'm finding it easier to kill people. It's also getting easier as people start to bleed off their isk and are dropping back to fits they'd normally run rather than dropping like a million isk worth of Proto gear in a match.
On the range thing, can you guys check out what's up with the Breach? (Low ROF, high damage one) Rifle. It feels like it has shorter range than an SMG.
Also double complex damage mod Proto Tac rifles are crazy good, might want to check that :P
Everything else is feeling really great though. Game looks really good, sounds amazing. I really hope there's a cool new intro video :) |
Ydubbs81 RND
Ahrendee Mercenaries
1216
|
Posted - 2013.05.10 11:19:00 -
[60] - Quote
I hate to be the one to say it.....but what is going to be done about the aiming????????
I am glad that ccp is attempting to solve some issues and it shows they are listening but the gamebreaking issue (aiming and sluggish movements) have yet to be addressed. |
|
Sgt Kirk
SyNergy Gaming EoN.
583
|
Posted - 2013.05.10 11:23:00 -
[61] - 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 Yeah seriously not every weapon needs it, think about what you do before you do it CCP, you''ve been acting like my teenage friends with the not fully processed actions you've been doing lately. |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
426
|
Posted - 2013.05.10 11:25:00 -
[62] - Quote
ChromeBreaker wrote: -- snip wailing against making the game more playable --
Well, I am afraid that you are wrong regarding this.
I have a list of people* that think the game, as it stands, is not worth playing. ARs don't hit and targeting in general is broken. It takes nearly a clip to take anything down. Heavies can require a team. We have no ammo. The militia Hive will not refill an AR plus grenades. Which means players are running away from fights to get more ammo.
You need to read his post a little closer. The reason for the 10% boost is the time to make a kill has increased not because players are complaining. Which means their ammo Nerf is more dramatic than even They thought it would be.
* one to the point of selling his PS3, not coming back now regardless of hot fixes or patches.
|
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
340
|
Posted - 2013.05.10 11:25:00 -
[63] - 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
@ChromeBreaker, Bolsh Lee:
While you are true in those weapons being powerful atm, this hotfix of "bringing back the chromosome tank-vs-dps -balance" is meant to address different thing.
The balancing of weapons between each other is another job and I'm sure CCP will have a look at it after general field balance is at acceptable level. Then, going back deep into specific weapons and their performance, which is no small thing. |
Sontie
Ill Omens EoN.
281
|
Posted - 2013.05.10 11:25:00 -
[64] - Quote
Bravo!
Though I'm scared now that AR's might actually be able to hurt my scout suit :( |
ChromeBreaker
SVER True Blood Unclaimed.
448
|
Posted - 2013.05.10 11:27:00 -
[65] - Quote
Right good, the realisation is coming
10% dmg blanket increase... because of a pevious build!?!?! I thought you balanced the hp of the new suits to the nnew numbers?? The HMG was broken, we all agree. But your effecting EVERYTHING with a blanket buff. Firefights will be shorter/ more one sided.
An effective 10% decrease on all suit HP |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
426
|
Posted - 2013.05.10 11:28:00 -
[66] - Quote
Otoky wrote:Why dont you give back weaponary skill bonus? Code. This solution requires no code changes thus no extensive QA. Quick, simple and reduces time to kill back to design parameters. |
Cat Merc
BetaMax. CRONOS.
961
|
Posted - 2013.05.10 11:29:00 -
[67] - 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 Think of it like in Chromosome, it will feel the same. Everyone and their mother had weaponry maxed out, so that means everyone and their mother had +10%. Also, HMG's problems isn't really the damage and CCP said so themselves. They will be having more tweaks in the future. |
Rurouni Kenshin
Mannar Focused Warfare Gallente Federation
4
|
Posted - 2013.05.10 11:30:00 -
[68] - Quote
I sense that the people pushing for the 10% weaponry skill damage back are those that did not read the skill description and pumped their SP to lvl 5 weaponry.
Hahahahahahahaha |
Monsku Kifini
Rautaleijona
10
|
Posted - 2013.05.10 11:30:00 -
[69] - Quote
Weapon range changes are step to the right direction. Dont know if 10% dmg buff to all weapons is good (grenades, forgeguns, swarms???), for anti-infantry weapons it should be ok.
What is the situation with aiming? for me its the biggest issue together with hit detection in this current build (ds3 user). It doesnt matter if aim assistant is on or off, game still tries to move my aim off from targets making tracking allmost impossible. Also sensitivity options dont seem to work because aiming is either very slow or too fast.. no way to get "natural" feel for aiming atm. dont wanna talk about cqb aiming its impossible atm.. spray and pray!
Overall I'm happy that you dev guys are posting here. transparency ftw! |
ChromeBreaker
SVER True Blood Unclaimed.
448
|
Posted - 2013.05.10 11:31:00 -
[70] - Quote
KalOfTheRathi wrote:ChromeBreaker wrote: -- snip wailing against making the game more playable --
Well, I am afraid that you are wrong regarding this. I have a list of people* that think the game, as it stands, is not worth playing. ARs don't hit and targeting in general is broken. It takes nearly a clip to take anything down. Heavies can require a team. We have no ammo. The militia Hive will not refill an AR plus grenades. Which means players are running away from fights to get more ammo. You need to read his post a little closer. The reason for the 10% boost is the time to make a kill has increased not because players are complaining. Which means their ammo Nerf is more dramatic than even They thought it would be. * one to the point of selling his PS3, not coming back now regardless of hot fixes or patches.
That isnt damage, thats tracking and aiming which is also being looked at!
all your problems will be improved just by improving your hit ratio. you want to balance something by changing both? no you change one and then see if the other is needed.
Fix aiming first, then see if you need more dmg
And if your friend rage quit because of a new patch before it can be adressed then lol |
|
ChromeBreaker
SVER True Blood Unclaimed.
448
|
Posted - 2013.05.10 11:34:00 -
[71] - Quote
Cat Merc wrote: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 Think of it like in Chromosome, it will feel the same. Everyone and their mother had weaponry maxed out, so that means everyone and their mother had +10%. Also, HMG's problems isn't really the damage and CCP said so themselves. They will be having more tweaks in the future.
Not as easy as that as the dropsuit hp values have changed to the new dmg numbers.
The HMG needed a fix, wether this is whats needed needs to be tested |
Ten Wolves
D3LTA FORC3 Orion Empire
9
|
Posted - 2013.05.10 11:37:00 -
[72] - Quote
Good to hear your going to be working on the range. |
CrotchGrab 360
Better Hide R Die
32
|
Posted - 2013.05.10 11:39:00 -
[73] - Quote
Thank you!
Although I won't be playing this game until aiming has been fixed. The damage is just changing a value so I understand how that can be applied as or to a hot-fix and also that the aiming will take some more time.
You mention that the range won't be fixed in this hot-fix so is range more than changing a value?
Either way if aiming (and everything therein i.e: hit detection), range and damage are fixed by the 14th then you will once again have my custom. |
Ferocitan
Planetary Response Organization
7
|
Posted - 2013.05.10 11:42:00 -
[74] - 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. I think people can agree on that skills that only lock up stuff at 1, 3 and 5 without any mentionable bonus is not rewarding enough. I can live with 100k+ xp to get to lvl 3, but the 500k-1,5 mill xp to get to 5 after that takes the fun out of it. Meaning Those skill could just be a 3 rank skill. |
DJINN leukoplast
Hellstorm Inc League of Infamy
423
|
Posted - 2013.05.10 11:43:00 -
[75] - Quote
Too many heavy buffs... one step at a time please, CCP. Heavies only needed a tiny nudge, that's it. Let those fat turkeys learn how to play their role properly (support) before buffing them due to mass QQ in forums.
And +10% damage to all players? Why? It was nice not insta-dying in 1/16th a second. Now it's going back to being insta-killed if exposed for a split second.
Dust needs to be more of an arcade shooter, and letting everybody kill eachother 10% faster is not the right choice. |
Athena Omega III
OMEGA-SECTOR DARKSTAR ARMY
0
|
Posted - 2013.05.10 11:46:00 -
[76] - Quote
For the "Good, Bad, and the Ugly" of it (with the pros and cons of today's hot-fix), I'm glad that something at least is being done and addressed with the issues that came up with the Uprising Build. Most of us were hit with a curve ball of sorts and in the immortal words of Yoda, we had to "unlearn what 'we' had learned" to a certain degree.
After playing for a few days, I'm beginning to adapt and adjust to some of these changes although it's safe to admit that yes, certain things do need to be fixed per se.
I applaud the diligence of the devs, et al. Keep rolling out these fixes between now and the kick-off on the 14th and beyond to make an already fantastic game to be really epic. |
martinofski
Rebelles A Quebec Orion Empire
82
|
Posted - 2013.05.10 11:48:00 -
[77] - Quote
So now a AR can use only lvl 3 in weaponry and get 10% dmg buff, while we are stuck to use lvl 5 for the same 10%
this is a 242,000 sp difference.
Some at CCP say it is understandable that we should earn more wp when investing more SP. This show otherwise, since we can't do anything else than killing.
Not to forget the HMG doesn't have any skill that reduced the dispersion...but has the most uncontrolable bullet spread of all guns.
|
ChromeBreaker
SVER True Blood Unclaimed.
448
|
Posted - 2013.05.10 11:49:00 -
[78] - Quote
DJINN leukoplast wrote:Too many heavy buffs... one step at a time please, CCP. Heavies only needed a tiny nudge, that's it. Let those fat turkeys learn how to play their role properly (support) before buffing them due to mass QQ in forums.
And +10% damage to all players? Why? It was nice not insta-dying in 1/16th a second. Now it's going back to being insta-killed if exposed for a split second.
Dust needs to be more of an arcade shooter, and letting everybody kill eachother 10% faster is not the right choice.
? how would you like them to support ?
Sitting back at a taken objective (mmm sounds fun) Or helping the front line shooting marshmellows at the enemy?
the 10% bit is right on.
|
Ferocitan
Planetary Response Organization
7
|
Posted - 2013.05.10 11:50:00 -
[79] - Quote
KalOfTheRathi wrote:ChromeBreaker wrote: -- snip wailing against making the game more playable --
Well, I am afraid that you are wrong regarding this. I have a list of people* that think the game, as it stands, is not worth playing. ARs don't hit and targeting in general is broken. It takes nearly a clip to take anything down. Heavies can require a team. We have no ammo. The militia Hive will not refill an AR plus grenades. Which means players are running away from fights to get more ammo. You need to read his post a little closer. The reason for the 10% boost is the time to make a kill has increased not because players are complaining. Which means their ammo Nerf is more dramatic than even They thought it would be. * one to the point of selling his PS3, not coming back now regardless of hot fixes or patches.
I'd have an offer on ebay right away when he would sell it underpriced because he is pissed off. |
REDRUM JACK
Shining Flame Amarr Empire
9
|
Posted - 2013.05.10 11:50:00 -
[80] - Quote
Certainly the right step forward CCP. My fingers are crossed that this brings back the true presence of Heavies back into the game. Good. |
|
Torr Wrath
Subdreddit Test Alliance Please Ignore
219
|
Posted - 2013.05.10 11:51:00 -
[81] - Quote
+1 |
Musta Tornius
BetaMax. CRONOS.
333
|
Posted - 2013.05.10 11:53:00 -
[82] - Quote
General Tiberius1 wrote:Musta Tornius wrote:General Tiberius1 wrote:StarCrash II wrote:Good call ccp but just one question are you going to put the ranges in the list of stats on each gun coz it would be nice to know what my opt and fall off ranges are when i look to see which gun i want to use on the map. this, this is needed, we have it in eve, lets us set up our prefered engagment range, guestimating in dust though is NOT fun Here you go guys: https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unreadExcuse the unfinished update after uprising, not enough sp to test everything, more ppl needed for giving a helping hand! holy hell....well done man, well done request linked thread be stickied if numbers are correct
Damnit, forums ate my post.
GM Unicorn stickied the weapon range thread in rookie section half a year ago already :P
CCP Wolfman confirmed some of the numbers in IRC during Chromosome build so I think I got them quite spot on.
The devs did state a reason why weapon ranges weren't in info, something to do with different optimals for different ppl and whatever else, can't remember exactly. Hopefully when we get the new weapon ranges system the ranges will also be included in the info window. |
ORI Clone 2731
ORI Ground Forces
4
|
Posted - 2013.05.10 11:54:00 -
[83] - Quote
This seems to address alot of the things I find myself bitching about lately. Hope it turns out as well as it sounds.
Now if only we could customize the key mappings, and get the draw distance turned up I think we'd be on the way to a great game. |
Mobius Wyvern
BetaMax. CRONOS.
1466
|
Posted - 2013.05.10 11:57:00 -
[84] - Quote
Good ****! Can't wait to see all these implemented! |
Marc Rime
Zumari Force Projection Caldari State
65
|
Posted - 2013.05.10 11:58:00 -
[85] - Quote
Sounds good ;).
Only one thing that doesn't make sense:
CCP Cmdr Wang wrote: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. Why retain a skill you felt was pointless even before you removed its bonus? You more or less turned a pretty pointless "mandatory skill" into a pure SP sink. |
SirManBoy
Planetary Response Organization
35
|
Posted - 2013.05.10 12:04:00 -
[86] - Quote
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. |
Master Jaraiya
Ultramarine Corp Orion Empire
31
|
Posted - 2013.05.10 12:05:00 -
[87] - Quote
Musta Tornius wrote: The devs did state a reason why weapon ranges weren't in info, something to do with different optimals for different ppl and whatever else, can't remember exactly. Hopefully when we get the new weapon ranges system the ranges will also be included in the info window.
That is true...but it is true of almost every single other weapon attribute as well (accuracy, ammo capacity, damage, etc.). I just think it would be nice to see the base stat for range of each weapon listed in the attribute tab. |
DJINN leukoplast
Hellstorm Inc League of Infamy
423
|
Posted - 2013.05.10 12:10:00 -
[88] - Quote
ChromeBreaker wrote:DJINN leukoplast wrote:Too many heavy buffs... one step at a time please, CCP. Heavies only needed a tiny nudge, that's it. Let those fat turkeys learn how to play their role properly (support) before buffing them due to mass QQ in forums.
And +10% damage to all players? Why? It was nice not insta-dying in 1/16th a second. Now it's going back to being insta-killed if exposed for a split second.
Dust needs to be more of an arcade shooter, and letting everybody kill eachother 10% faster is not the right choice. ? how would you like them to support ? Sitting back at a taken objective (mmm sounds fun) Or helping the front line shooting marshmellows at the enemy? the 10% bit is right on.
Let's see, how about supporting your fellow logi, assault, and even scout shotgun players? You fatboys arent meant to be one-man slayers that can take on anybody and everybody. You are supposed to backup all other classes by laying down blankets of cover fire with your massive amount of of health to distract and injure the enemy player, while the rest of us do our jobs (or actually go AV as you were designed for, but obviously nobody in Dust expects heavies to go AV .. that's like hell, and some place freezing over ).
Fatties need to play their roles correctly and stop QQing on the forums to get buffs they don't need or deserve.
|
hartnixn
Planetary Response Organization
0
|
Posted - 2013.05.10 12:17:00 -
[89] - Quote
Awsome, thanks for listning to us |
hiddendephs
Love Squad Confederation of xXPIZZAXx
0
|
Posted - 2013.05.10 12:19:00 -
[90] - Quote
LOVE THIS! :D |
|
NAV HIV
The Generals EoN.
206
|
Posted - 2013.05.10 12:29:00 -
[91] - Quote
Thank you... |
ChromeBreaker
SVER True Blood Unclaimed.
450
|
Posted - 2013.05.10 12:30:00 -
[92] - Quote
DJINN leukoplast wrote:ChromeBreaker wrote:DJINN leukoplast wrote:Too many heavy buffs... one step at a time please, CCP. Heavies only needed a tiny nudge, that's it. Let those fat turkeys learn how to play their role properly (support) before buffing them due to mass QQ in forums.
And +10% damage to all players? Why? It was nice not insta-dying in 1/16th a second. Now it's going back to being insta-killed if exposed for a split second.
Dust needs to be more of an arcade shooter, and letting everybody kill eachother 10% faster is not the right choice. ? how would you like them to support ? Sitting back at a taken objective (mmm sounds fun) Or helping the front line shooting marshmellows at the enemy? the 10% bit is right on. Let's see, how about supporting your fellow logi, assault, and even scout shotgun players? You fatboys arent meant to be one-man slayers that can take on anybody and everybody. You are supposed to backup all other classes by laying down blankets of cover fire with your massive amount of of health to distract and injure the enemy player, while the rest of us do our jobs (or actually go AV as you were designed for, but obviously nobody in Dust expects heavies to go AV .. that's like hell, and some place freezing over ). Fatties need to play their roles correctly and stop QQing on the forums to get buffs they don't need or deserve.
I agree lol, however we cant put down cover fire or demand attention as the HMG doesnt have the range or dmg. The enemy shoots the assault next to you because theyre more dangerous. Heavies are easily flanked, charge one, one on one, and you deserve to die. get in under the gun or out range him.
(well... see how this hot fix works....)
... I run proto Assault FG's... i get get more kills with them then the hmg lol |
Dazereth the 2nd
Stoned Kloned Killers
33
|
Posted - 2013.05.10 12:36:00 -
[93] - Quote
CCP Cmdr Wang wrote: GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
Hopefully soon, it's unplayable. Please increase AR range to mid-range. There are short range and long range weapons, but no mid-range weapons. I can throw a grenade further than the max range on the ARs. |
DJINN leukoplast
Hellstorm Inc League of Infamy
423
|
Posted - 2013.05.10 12:37:00 -
[94] - Quote
ChromeBreaker wrote:
I agree lol, however we cant put down cover fire or demand attention as the HMG doesnt have the range or dmg. The enemy shoots the assault next to you because theyre more dangerous. Heavies are easily flanked, charge one, one on one, and you deserve to die. get in under the gun or out range him.
(well... see how this hot fix works....)
... I run proto Assault FG's... i get get more kills with them then the hmg lol
I don't enjoy being forge sniped any more than the next player, but at least you are prepared to take on some kind of vehicle (that is if the vehicle is more intriguing than the infantry player ) |
Kharga Lum
Seraphim Initiative. CRONOS.
47
|
Posted - 2013.05.10 12:39:00 -
[95] - Quote
Will the ranges for hand held weapons be displayed in their profile? |
ChromeBreaker
SVER True Blood Unclaimed.
450
|
Posted - 2013.05.10 12:41:00 -
[96] - Quote
DJINN leukoplast wrote:ChromeBreaker wrote:
I agree lol, however we cant put down cover fire or demand attention as the HMG doesnt have the range or dmg. The enemy shoots the assault next to you because theyre more dangerous. Heavies are easily flanked, charge one, one on one, and you deserve to die. get in under the gun or out range him.
(well... see how this hot fix works....)
... I run proto Assault FG's... i get get more kills with them then the hmg lol
I don't enjoy being forge sniped any more than the next player, but at least you are prepared to take on some kind of vehicle (that is if the vehicle is more intriguing than the infantry player )
If it helps its a little more difficult atm, you dont show up so easily on the overview, and of course the general aiming difficulties we're having.
Vehicle hunting is back to being a bit more of a skill. |
martinofski
Rebelles A Quebec Orion Empire
83
|
Posted - 2013.05.10 12:43:00 -
[97] - Quote
DJINN leukoplast wrote:ChromeBreaker wrote:DJINN leukoplast wrote:Too many heavy buffs... one step at a time please, CCP. Heavies only needed a tiny nudge, that's it. Let those fat turkeys learn how to play their role properly (support) before buffing them due to mass QQ in forums.
And +10% damage to all players? Why? It was nice not insta-dying in 1/16th a second. Now it's going back to being insta-killed if exposed for a split second.
Dust needs to be more of an arcade shooter, and letting everybody kill eachother 10% faster is not the right choice. ? how would you like them to support ? Sitting back at a taken objective (mmm sounds fun) Or helping the front line shooting marshmellows at the enemy? the 10% bit is right on. Let's see, how about supporting your fellow logi, assault, and even scout shotgun players? You fatboys arent meant to be one-man slayers that can take on anybody and everybody. You are supposed to backup all other classes by laying down blankets of cover fire with your massive amount of of health to distract and injure the enemy player, while the rest of us do our jobs (or actually go AV as you were designed for, but obviously nobody in Dust expects heavies to go AV .. that's like hell, and some place freezing over ). Fatties need to play their roles correctly and stop QQing on the forums to get buffs they don't need or deserve.
You understand that from the moment everyone know that HMG make nothing more than a scary Heavy gun sound with nothing to back it off, your covering fire is damn useless. We don't want slayers, just something we can also earn some points with. Give me point for making covering fire then, even though I don't kill anything, I'll be making covering fire from the MCC lol since this isnt even fun
Heavy being a covering fire role only to attact the attention and spounge bullet is a misconception from the other player who think this is what it should be really. From BRP description, it shouldn't be like that...
Heavy Weapons are a different animal altogether, and can only be wielded by mercenaries in heavy dropsuits. They also tend to utilize a high amount of dropsuit power, making them unsuitable for a more GÇ£generalistGÇ¥ approach to your weapon and equipment load out. They are, however, devastating in the right hands, and heavy gunners are feared across battlefields the galaxy over.
Where is the fear it should bring now?
Also said the dropsuit should survive going toe-to-toe against vehicles...lol to that. I am getting rolled over by LAv more easily than other suits since I can run away.
|
Heavy Breaks
Ill Omens EoN.
43
|
Posted - 2013.05.10 12:45:00 -
[98] - Quote
Yay!
I'm so glad I stick with my HMG!
Thank you CCP. |
ReGnUM Public Relations
Imperfects Public Relations
208
|
Posted - 2013.05.10 12:58:00 -
[99] - Quote
Keeping it classy Mr Wangster |
Vexen Krios
The Tritan Industries RISE of LEGION
5
|
Posted - 2013.05.10 13:07:00 -
[100] - Quote
I personally don't care for or against the HMG nerf or buff...whatever...doesn't bother me. Headshots do wonders. The thing that bugs me is that CCP stated that Heavies were meant to defend an objective, not be the frontline soldiers everyone tried to use them as. CCP didn't mean for militia fit heavies with all bpo gear and a militia HMG to be going 41-3. I could understand a heavy gunning down two assaults depending on who fires first. But if two assaults get the jump on a heavy he should be toast if the Assaults are any good.
Heavies using HMG's should not be running around taking out four man squads and only getting their shields taken out. Heavies and HMG's and scout shotgunners are the current "I win" button. I was in a match the other night where most of the team were minmatar shotgunners....I think that was the race, who ever had the speed bonus, use that scout suit with the speed bonus, a few damage mods and sprint boosters and a shotgun? decimate all.
1.because shotguns can take out 200+ shields and 300+armor with one shot. 2.they jump around like theyre playin freakin halo...who needs gravity?! 3.the speed they currently have (if skilled right I assume) is ridiculous.
They were moving so quick that I couldn't turn my gun fast enough to even lead the shot!! and that was while trying to hip fire. that's insane. But rarely do I complain about anything so there is my small rant. |
|
Pugnacious Squirrel
Planetary Response Organization
0
|
Posted - 2013.05.10 13:09:00 -
[101] - Quote
Give me a break. If they are essentially giving everyone their weaponry bonus back then EVERY weapon should get it. I am really tiring of all these heavies crying.
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
|
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
102
|
Posted - 2013.05.10 13:10:00 -
[102] - Quote
These changes sound awesome |
ChromeBreaker
SVER True Blood Unclaimed.
450
|
Posted - 2013.05.10 13:13:00 -
[103] - Quote
Pugnacious Squirrel wrote:Give me a break. If they are essentially giving everyone their weaponry bonus back then EVERY weapon should get it. I am really tiring of all these heavies crying. 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
They are giving everything the bonus. thats the problem lol |
Dazereth the 2nd
Stoned Kloned Killers
35
|
Posted - 2013.05.10 13:16:00 -
[104] - Quote
Vexen Krios wrote:I personally don't care for or against the HMG nerf or buff...whatever...doesn't bother me. Headshots do wonders. The thing that bugs me is that CCP stated that Heavies were meant to defend an objective, not be the frontline soldiers everyone tried to use them as. CCP didn't mean for militia fit heavies with all bpo gear and a militia HMG to be going 41-3. I could understand a heavy gunning down two assaults depending on who fires first. But if two assaults get the jump on a heavy he should be toast if the Assaults are any good.
Heavies using HMG's should not be running around taking out four man squads and only getting their shields taken out. Heavies and HMG's and scout shotgunners are the current "I win" button. I was in a match the other night where most of the team were minmatar shotgunners....I think that was the race, who ever had the speed bonus, use that scout suit with the speed bonus, a few damage mods and sprint boosters and a shotgun? decimate all.
1.because shotguns can take out 200+ shields and 300+armor with one shot. 2.they jump around like theyre playin freakin halo...who needs gravity?! 3.the speed they currently have (if skilled right I assume) is ridiculous.
They were moving so quick that I couldn't turn my gun fast enough to even lead the shot!! and that was while trying to hip fire. that's insane. But rarely do I complain about anything so there is my small rant.
Agreed, these speed scouts need to be nerfed. I watched a guy in a scout kit sprint around nova knifing everyone, like this was bloody halo. |
Thog A Kuma
Planetary Response Organisation
77
|
Posted - 2013.05.10 13:19:00 -
[105] - Quote
[lots of snarky peevish comments I have no business making about CCP that they don't deserve to hear, I know you are trying and are working hard] It seems like you guys are kinda knee jerking, chill out. y'all changed a large # of variables all at once. You should have left game play essentially the same and just improved the visuals (then rolled out your balance changes) , but what is done is done, good luck.
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.
Are there 200 MD players? is it that there aren't many of us so we (logically) aren't a very high priority? CCP, you didn't even mention you were feeling like taking the nurf bat to the MD, now there are us tiny insignificant portion of your player base stuck tossing water balloons at power-lifters wondering where all our bruises came from.
There have been a few mostly troll free threads on the MD detailing the misleading visual smoke trail the misplaced and/or miss timed explosion at the end. we've mentioned that our oponents seem to be able to jump over our damage. We've mentioned that the accumulated effect of nurfing nanohive, adding to peoples shield tanking, and severely limiting scan resolution (the only other weapon nearly as hurt by surprise encounters is the FG but at least the heavy cannot kill himself), with all the overt nurfs to our weapon you have kinda made us a joke. heck, when I do manage to kill someone you removed the sound effect and his body disappears so we very often have to go looking through our smoke screen to make sure he's really dead.
Can you please throw us a bone and explain the thought process behind the MD nurf, what do you see the MD roll as in the future? |
Disturbingly Bored
Universal Allies Inc.
196
|
Posted - 2013.05.10 13:28:00 -
[106] - Quote
Thanks for listening CCP! The gun game is going to feel much more like the last build this way. (Sans sharpshooter.)
Honestly, I sorely missed the 10% Weaponry bonus. Guns just felt squishy and less lethal overall in Uprising, and this will help address it.
HMG is a doorkicker/near-range bruiser again, which suits me just fine.
|
Joey-Number1
Maniacal Miners INC The Omega Industries
41
|
Posted - 2013.05.10 13:28:00 -
[107] - Quote
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. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
88
|
Posted - 2013.05.10 13:31:00 -
[108] - Quote
I have to say, these changes do not address the core problem of range for the HMG (and indeed, all weapons). This is by far the biggest issue.
You're going to release PC with heavies and tanks still non-viable??? This is an enormous mistake.
I know, May 14th, 5-14, hurr durr! Seriously though, the core game mechanics have been fubarred with Uprising. You need more drastic fixes to release such a major game component. |
Aighun
Zumari Force Projection Caldari State
839
|
Posted - 2013.05.10 13:31:00 -
[109] - Quote
All good news. Especially about the upcoming changes to how damage will work over range.
The 10 % overall increase in weaon damage will set a new baseline which should be an improvement on where we are right now. The new baseline should be a better place to start out from when dialing down damage to achieve better weapon balance.
|
Sponglyboy Squaredoo
Not Guilty EoN.
23
|
Posted - 2013.05.10 13:32:00 -
[110] - 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.
Yeah nanohives also deserve a upgrade |
|
Scramble Scrub
Osmon Surveillance Caldari State
165
|
Posted - 2013.05.10 13:55:00 -
[111] - Quote
Yay, more pew pew pew! |
Beren Hurin
OMNI Endeavors
434
|
Posted - 2013.05.10 13:58:00 -
[112] - Quote
It would be nice to know how dispersion interacts with falloff... Is it a direct cone of spread? My MD doesn't care so much, but I think others might. Could your dispersion be such that even inside your optimals, the full cone of spread hits outside a normal suit's width effectively reducing damage amount below 100%? |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
381
|
Posted - 2013.05.10 14:02:00 -
[113] - Quote
Thank you CCP! For the second time since the 6th I'm excited to play.
Great job with the hotfix; I really did not expect these results so quickly.
|
Alina Heart
DIOS EX. Gentlemen's Agreement
117
|
Posted - 2013.05.10 14:21:00 -
[114] - 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
Tacticals are still the same as they were when we had the weaponry skill, this applies to all weapons in fact. Consider this going back to Chromosome DMG levels, which was balanced. Direct Damage on Forge guns and Grenades have always been OHKO's. |
Cygnus 2112
D3LTA FORC3 Orion Empire
5
|
Posted - 2013.05.10 14:40:00 -
[115] - Quote
+1 Thanks for listening CCP. I dont usually play as a heavy but if their listening to this perhaps there is hope Dust can regain its former awesomeness. |
Jak'Saan
3dge of D4rkness SoulWing Alliance
4
|
Posted - 2013.05.10 14:44:00 -
[116] - Quote
Sweet! This explains what happened to my beloved breach. |
Jin Robot
Polar Gooks
424
|
Posted - 2013.05.10 14:50:00 -
[117] - Quote
I hope everyone that was rude to CCP feels bad and I hope they also will have more faith and patience now. It is less than a week into the build and they are already resolving issues. CCP, you guys are pretty tops as far as game devs go. |
Lucivar Athonille
Planetary Response Organisation
0
|
Posted - 2013.05.10 14:58:00 -
[118] - Quote
CCP listens It's why we love CCP Please keep it up friend |
Atticus Wolf
ROGUE SPADES EoN.
18
|
Posted - 2013.05.10 14:58:00 -
[119] - Quote
This is an excellent step in the right direction. Now can we have our old aiming system back too.
I am not sure what happened to the aiming system ... Point detection, smaller hit boxes...... Can't put my finger on it but it is not the same. The new system is a downgrade as I end up dancing a lot with people at close range and can't hit at medium/long, I know my corp mates are experiencing the same thing. I know the extra damage will help but that aiming system was just better in chromosome.
I will also voice my concern about giving the TAC AR more damage, that thing is beast |
TECH-SARGE
Talon Strike Force LTD Orion Empire
3
|
Posted - 2013.05.10 15:02:00 -
[120] - Quote
Still i feel little change after a few games, the HMG still seems to be a paper gun compared to tac AR. I think you got it all wrong, tac AR should do low damage but have more range than normal AR and HMG should have huge damage output and low range spread gets bad after 100m. Nothing feels changed.
I do appreciate them trying to hotfix, but the buff should have happened for certain things not all.
Good Luck CCP
Also think about the matchmaking system whole teams of noobs are going up against whole team of proto players this has to change drastically. |
|
Buster Friently
Rosen Association
383
|
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
|
Posted - 2013.05.10 15:28:00 -
[122] - Quote
Tac rifle will be insanely OP now... |
Stexn byd
IMPSwarm Negative-Feedback
14
|
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
|
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
|
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
|
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
|
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
|
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. |
|
Your Absolut End
SVER True Blood Unclaimed.
46
|
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.
|
semperfi1999
Internal Error. Negative-Feedback
429
|
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
|
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
|
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
|
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
|
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
|
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
|
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?
|
SILVERBACK 02
BetaMax. CRONOS.
11
|
Posted - 2013.05.10 17:05:00 -
[140] - Quote
CCP WINNING |
|
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
|
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
|
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
|
tonjiru1231
KAIBA-Corporation
0
|
Posted - 2013.05.10 18:17:00 -
[148] - Quote
I need thatGǪWe need that! |
WyrmHero1945
SyNergy Gaming EoN.
252
|
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. |
|
Disturbingly Bored
Universal Allies Inc.
196
|
Posted - 2013.05.10 19:08:00 -
[151] - Quote
WyrmHero1945 wrote:Wow 18 HP per bullet is a bit too much for the STD HMG lol.
It's the same damage the HMG had in Chromosome, once you calculate in the extra 10% damage Weaponry used to provide.
(Technically, it's 2.2% more damage than the HMG had in Chromosome. Which means the HMG is getting a slight overbuffGǪthat enough to break it?
If CCP wanted to restore it perfectly to Chromosome, base HMG would do 17.6 damage, Advanced would do 18.48, Proto would do 19.36. Maybe they don't like weird decimals.) |
Driftward
Subdreddit Test Alliance Please Ignore
53
|
Posted - 2013.05.10 19:53:00 -
[152] - Quote
I've been looking at the new CSV file and more specifically at the HMG damage stats....I don't see a single "18" associated with HMG damage.
Also, it's difficult to see changes when the old csv file with the 6th patch didn't include weapon damages for the HMG.
As much as I love CCP giving us data before they implement the changes....ummm well yah. Can I get a Dev/other forum warriors to confirm what I'm seeing here?
https://docs.google.com/spreadsheet/ccc?key=0AjhtV2Pl_-oLdExRYnM2TFpOaVN6bC1zdS13RmZPa3c&usp=sharing
*google doc with imported data* |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
23
|
Posted - 2013.05.10 19:53:00 -
[153] - Quote
feels like it was back in chromosome, without the range.
actually, i can deal with it being the way it is now.
thanks guys
and dont forget, heavies are NOT afraid to unify xD |
Sponglyboy Squaredoo
Not Guilty EoN.
32
|
Posted - 2013.05.10 19:59:00 -
[154] - Quote
Very pleased. Keep up the good work CCP.
Now for the Range and I'll be active again like never before. |
Vin Vicious
Sinq Laison Gendarmes Gallente Federation
64
|
Posted - 2013.05.10 20:09:00 -
[155] - Quote
i like what youre doing with the hmg, but i think increasing all weapons by 10% is to high. 4%-6% would be ideal and going from there. making all weapons do the same damage as last build is just going to restart all "nerf this, AR's OP, etc etc" threads.
basically were going backwards.
Personally i would recommend testing the middle percentages before going for a hard 10% increase across the board. |
Xin Tiger
Dead Six Initiative Lokun Listamenn
3
|
Posted - 2013.05.10 20:55:00 -
[156] - Quote
There's NO point increasing the damage of HMG'S if the hit detection still doesn't work properly I mean its so ridiculous and the range makes combat even more difficult still. Step in the fight direction but still along way to go. |
flesth
Red Star. EoN.
26
|
Posted - 2013.05.10 20:59:00 -
[157] - Quote
Thank you CCP
|
WR3CK HAVOC
SVER True Blood Unclaimed.
22
|
Posted - 2013.05.10 21:00:00 -
[158] - Quote
I need a respec now that shotguns are trash and have no range. Very unhappy with this update. |
Kazu Fujiwara
Hostile Acquisition Inc
0
|
Posted - 2013.05.10 22:14:00 -
[159] - Quote
Ok, so the HMG feels a lot more what it used to. At close range, it can chew through people, and people are now actually scared of it again.
At medium range, it's still effective. Not AS effective as it used to be (which is hardly a bad thing), but I still think it needs a range buff - though that's coming with the overall range rework for weapons.
And at long range it's garbage, just as it should be. |
Haruhi d'Empress
Anti-Skill
1
|
Posted - 2013.05.10 22:19:00 -
[160] - Quote
The only problems that I had before with heavies was that they moved too fast and needed either 1) range nerf or 2) dmg nerf. Not both which is why now I feel bad for them. I don't know about the other weapons since I spec in laser weapons, but so far what I have experienced is that ARs have more range than my laser rifle and do much more damage before my laser rifle can even build up its damage, not to mention it also overheats. Not that I have any major problems with overheating since I receive Amarr's bonus. But I even have SP in laser rifle proficiency which increases its damage. I'm just a little frustrated with the difference in weapons. What's the point in having other weapons when they're nothing compared to ARs. At least give me some variety that I can work with. Hopefully things will be better. |
|
Himiko Kuronaga
SyNergy Gaming EoN.
387
|
Posted - 2013.05.10 23:21:00 -
[161] - Quote
WyrmHero1945 wrote:Wow 18 HP per bullet is a bit too much for the STD HMG lol.
Said no one ever |
xxBIG DIRTYxx
D3LTA FORC3 Orion Empire
9
|
Posted - 2013.05.10 23:28:00 -
[162] - Quote
You have my gratitude and respect Remnant/ Wang.. |
xxBIG DIRTYxx
D3LTA FORC3 Orion Empire
9
|
Posted - 2013.05.10 23:34:00 -
[163] - Quote
Sponglyboy Squaredoo wrote:Very pleased. Keep up the good work CCP.
Now for the Range and I'll be active again like never before. Yeah, I'm pumped to test the assault variants with DM's, oops.. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
101
|
Posted - 2013.05.10 23:48:00 -
[164] - Quote
xxBIG DIRTYxx wrote:Sponglyboy Squaredoo wrote:Very pleased. Keep up the good work CCP.
Now for the Range and I'll be active again like never before. Yeah, I'm pumped to test the assault variants with DM's, oops..
All variants are just "meh" without any range. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
23
|
Posted - 2013.05.11 02:19:00 -
[165] - Quote
and I'm still getting chewed to pieces from 200ft away (or more) by Duvolles, GEKs, and GLUs in a matter of about 2 seconds...
Thanks for nothing, my almost 1k hp heavy is still useless. |
Disturbingly Bored
Universal Allies Inc.
200
|
Posted - 2013.05.11 03:20:00 -
[166] - Quote
bcs1a wrote:and I'm still getting chewed to pieces from 200ft away (or more) by Duvolles, GEKs, and GLUs in a matter of about 2 seconds...
Thanks for nothing, my almost 1k hp heavy is still useless.
Duck and cover, fellow fattie.
My experience: HMG Heavy feels balanced after today's hotfix. I'm not the midrange murder machine I was last build, but if I weave from cover to cover until I'm within 10-15m now, I can mulch half a squad.
Alternately, if I plant my fat butt on a point, I can usually fend off an assaulting team long enough for help to arrive. (Usually they arrive after I'm already a corpse and the team is half-way through hacking, but it prevents the point flipping nonetheless.)
Heavy feels good again, CCP. Thanks for listening, and for addressing the problem so fast! |
Domacretus Crux
Blood Oath Alliance
0
|
Posted - 2013.05.11 04:24:00 -
[167] - Quote
real quick run down the heavies needed the slight fix to their HMGs that's a give-in i ran a scout in previous build and was slightly worried about them but found the challenge trying to get rid of them before being eaten by them quite amusing but since the uprising update on the 6th i just don't ever worry about heavies anymore and this thing about scouts being to fast? i fail to see why you complaining we are easy to kill without that speed which is why we have it as for weapons that don't need buffs that's an easy one grenades don't need them and neither do tactical assault rifles their ridiculous as is when it comes to TARs you hear 1-3 shots and your down most of the other assault rifle types feel too short ranged shotguns don't need the extra damage especially the breach shotgun types but they could use a bit of added range i know nothing on the mass drivers ill leave those to the ones who know them well was kinda disappointed in the lack of passives and such but that's not to big a problem also i leave vehicle issues to those who commonly use them granted I've noticed a major difference in them too i see little issues with assault and logistics dropsuits but that's me and one last thing to all those out there that complain about how "broken" scout suits are here is the thing before uprising the VK.1 scout suit (prototype) had 3 slots in infantry high-powered, low-powered, and equipment slots they don't have all that anymore i don't whine about your suits so please don't whine about mine scouts are not as broke as you would like to say and to touch on the nova knife subject in the previous build they were nearly pointless to use you wanna say that people run around with them like its COD? sure give a nova knife to a heavy let him have a go at it the aiming doesn't bother me much in the game and most of uprising I've been using assault gear just to save my isk there are fixes here and there that are needed but be careful what you tell them to swing the nerf hammer at or the game might as well not exist i apologize for this long post/rant and by the way great work on trying to make this game good CCP you have my support through thick and thin |
|
CCP Remnant
C C P C C P Alliance
88
|
Posted - 2013.05.11 04:43:00 -
[168] - Quote
P-A-R-A-D-O-X wrote: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...
We're aware of the range issues. We still feel very strongly about the optimal ranges for weapons being more or less where they are right now but the hard stop that occurs at max range is not cool. As I mentioned in the post, we're fixing that across the board by ensuring incidental damage is done even at extreme range, and it's why we don't want to go in and adjust individual ranges right now. This fix shouldn't be too long in coming (requires code and is not a simple server-side update, so I can't give an exact date, unfortunately). |
|
|
CCP Remnant
C C P C C P Alliance
88
|
Posted - 2013.05.11 04:52:00 -
[169] - Quote
KA24DERT wrote: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.
To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance.
One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon.
I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now). |
|
Citpaan Hacos
BetaMax. CRONOS.
42
|
Posted - 2013.05.11 04:59:00 -
[170] - Quote
CCP Remnant wrote:To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles.
One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage.
I'm curious, most of the work occurs in Shanghai, but I know there are a few DUST heavy people in Reykjav+¡k. Is having "real-world" multi-region matches currently a common component of testing out the play of development builds? Or is it all done on relatively local hardware? |
|
Orin the Freak
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
570
|
Posted - 2013.05.11 05:16:00 -
[171] - Quote
What is to be done about the Tactical AR, and AR's in general? with the new 10% passive increase in damage, they are absolutely broken. Assault rifles were good enough before the blanket buff. the 10% should be taken off the AR's, but kept for every other weapon. Furthermore, the tactical AR needs to be dropped further, as it was already quite powerful before the 10%.
As it stands, now everyone is dying way too fast. even heavies are being dropped quite fast by AR's. FYI, AR is my primary weapon, so trust me, this isn't a bias "waah I got killed by such-and-such". This is me telling you, after having played with the CreoDron Breach AR back when it was king, the Tac is the new CreoDron. A clearly superior weapon that outshines all others. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
309
|
Posted - 2013.05.11 05:25:00 -
[172] - Quote
Orin the Freak wrote:What is to be done about the Tactical AR, and AR's in general? with the new 10% passive increase in damage, they are absolutely broken. Assault rifles were good enough before the blanket buff. the 10% should be taken off the AR's, but kept for every other weapon. Furthermore, the tactical AR needs to be dropped further, as it was already quite powerful before the 10%.
As it stands, now everyone is dying way too fast. even heavies are being dropped quite fast by AR's. FYI, AR is my primary weapon, so trust me, this isn't a bias "waah I got killed by such-and-such". This is me telling you, after having played with the CreoDron Breach AR back when it was king, the Tac is the new CreoDron. A clearly superior weapon that outshines all others. Like he said, everyone just skilled weaponry to 5 before, so ARs are currently just as strong as they were before in Chromosome. They could use a very small nerf, but not too small... the tactical on the other hand |
Orin the Freak
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
570
|
Posted - 2013.05.11 05:55:00 -
[173] - Quote
NeoWraith Acedia wrote:Orin the Freak wrote:What is to be done about the Tactical AR, and AR's in general? with the new 10% passive increase in damage, they are absolutely broken. Assault rifles were good enough before the blanket buff. the 10% should be taken off the AR's, but kept for every other weapon. Furthermore, the tactical AR needs to be dropped further, as it was already quite powerful before the 10%.
As it stands, now everyone is dying way too fast. even heavies are being dropped quite fast by AR's. FYI, AR is my primary weapon, so trust me, this isn't a bias "waah I got killed by such-and-such". This is me telling you, after having played with the CreoDron Breach AR back when it was king, the Tac is the new CreoDron. A clearly superior weapon that outshines all others. Like he said, everyone just skilled weaponry to 5 before, so ARs are currently just as strong as they were before in Chromosome. They could use a very small nerf, but not too small... the tactical on the other hand
Actually, since the HMG, MD, LR, and Shotgun were all nerfed in uprising (in various ways, but mostly Damage), but the AR stayed the same damage...
The AR became the most dominant weapon. And now... all this does it make the HMG more competitive in Damage (but it's range is still trash), and the AR just got more powerful.
The AR is just a tad too powerful, but the Tactical is absolutely broken. 78~ damage with no proficiency. that is insane. that makes the chromosome viziam look like a super soaker. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
651
|
Posted - 2013.05.11 07:35:00 -
[174] - Quote
CCP Remnant wrote:KA24DERT wrote: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. To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance. One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon. I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now). One of the problems with the MD is that aside from the terrain glitch in chrome, and the useless sights there was absolutely nothing wrong with it. It was a great support weapon and it's area denial properties added a very fun tactical aspect to the game for it's user, the squad members with the user, and it forced people it was being used on to use their heads and change their approach in engagements. Several of us MD enthusiasts have been mulling over the logic behind such a drastic change to a weapon that was right where it needed to be in this thread. One of the things we miss is the very useful arcing trajectory to target people hiding behind cover or camping in structures all bunched up together. It was also great for logistic players, (not the slayerbros we've been seeing lately) to use the MD to push the enemy back from a downed teammate to raise them.
The current trajectory makes it easier to get kills with the MD, but it lost a lot of its tactical, and strategic uses that it had in chrome. It feels less like a grenade launcher and more like an assault rifle that just happens to shoot grenades. All we want back is the old physics, least some of the splash radius, and just enough damage to be threatening to enemy squads.
Also, the 10% damage was a well needed change, but I believe the AR didn't need it because it's the only weapon that didn't take a damage nerf. In its current state the finally balanced TAR is out of control again and has become a semi automatic sniper rifle. |
bill the noon
PSU GHOST SYNDICATE
13
|
Posted - 2013.05.11 07:50:00 -
[175] - Quote
CCP Remnant wrote:P-A-R-A-D-O-X wrote: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... We're aware of the range issues. We still feel very strongly about the optimal ranges for weapons being more or less where they are right now but the hard stop that occurs at max range is not cool. As I mentioned in the post, we're fixing that across the board by ensuring incidental damage is done even at extreme range, and it's why we don't want to go in and adjust individual ranges right now. This fix shouldn't be too long in coming (requires code and is not a simple server-side update, so I can't give an exact date, unfortunately).
what good is incidental damage at past 50 feet ? we are a joke at 50 feet now. please don't say suppressive fire, that only works if the other person feels threatened. this is why im giving up hope . we say the hmg is useless with its small range on your big and very open maps. and your here telling us about how your going to give us the ability to tickle the enemy at longer ranges. not something like we're redesigning maps to add more cover. i don't even want you to attempt this feature for fear that you will unbalance the game further. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
|
Posted - 2013.05.11 09:01:00 -
[176] - Quote
Hello,
Prior to uprising I had mass drivers up to five and the spec to three. Mass drivers had great effect and they had two variants. Tight blast radius high damage or great blast radius but low damage. Considering these guns are not the average point and shoot variety in which bullet goes in straight line and hits target next to immediately it was considers a good thing that it had the blast radius.
Good shots with it where rewarded whit Nice chunks of HP taken away from the opponent when they used the high damage variety and poor shots could benefit from the low damage variety as a sort of support damage/ area of denial type of thing to help the team out as well as get in some war points.
As it stands in uprising, I skilled my mass drivers up to 5 and spec to 2. I knew they had been nerfed before putting my skill points there but hey, I'm not the best shot and prefer the area of effect aspect even if it was halved. As it stands, the high damage models keep being that High damage tight radius but the low damage ones are too far into the tighter range than should have been made.
One shot of the low damage high Explosion radius of the mass driver does 70 base splash damage. Considering it is a grenade launcher one would expect these explosions to be at least as wide as the grenades we throw. It's not game breaking in the sense that it does almost 1 tenth of what an actual grenade would do taking ten shots to get anything done with splash damage.
If you also factor in damage reduction to shield, you have a weapon that does less than 1 tenth the damage to any group of people than a grenade would do.
Bring back old radius, it was not bad. Lower Splash damage or direct damage if needed, as it stands it is not an area of denial weapon as much as a water balloon thrower, mind you i get kills with it, but it's not effective at it's role. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
24
|
Posted - 2013.05.11 09:23:00 -
[177] - Quote
Disturbingly Bored wrote:bcs1a wrote:and I'm still getting chewed to pieces from 200ft away (or more) by Duvolles, GEKs, and GLUs in a matter of about 2 seconds...
Thanks for nothing, my almost 1k hp heavy is still useless. Duck and cover, fellow fattie.
can't move when stuck on smooth ground, or walking around a crate sticks you to the corner... walking down a hill and/or running down one gets you stuck, stairs get you stuck...
I didn't keep a specific count, but I lost around 15 plated neo heavy suits tonight from being stuck, or otherwise hindered from even trying to duck and cover... :(
I will say that my gun hits a little harder today and on a few occasions I actually was close enough to win the fight...
and yes, same thing on points, if I can make it to the point I can usually delay them for a while... not long, but sometimes it's enough.
o/ Bill |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
24
|
Posted - 2013.05.11 09:30:00 -
[178] - Quote
bill the noon wrote:what good is incidental damage at past 50 feet ? we are a joke at 50 feet now.
I couldn't agree more.
hell, a shotty ran straight into my boundless HMG's stream today and killed me before I killed him and he was a damn sight closer than 50 feet...
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
660
|
Posted - 2013.05.11 12:09:00 -
[179] - Quote
@CCP Remnant: I just realized I overlooked something in your post about the MD. What MD variant was the office using the most? |
J Lav
Opus Arcana Orion Empire
64
|
Posted - 2013.05.11 12:36:00 -
[180] - Quote
CCP Remnant wrote: To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles.
Wait!? Because half the office is using it, it needs a nerf? What kind of logic is that? The Mass Driver appeals more to a play style than being the "over powered" flavour of the week. It is a unique kind of weapon, that should be brutally useful to people who play that style. It takes skill to hit people with them. By the reasoning of "popular adoption" the Duvelle and Gek should be removed from the game entirely because it's so useful more than half of people are using it. |
|
bill the noon
PSU GHOST SYNDICATE
15
|
Posted - 2013.05.11 14:06:00 -
[181] - Quote
J Lav wrote:CCP Remnant wrote: To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles.
Wait!? Because half the office is using it, it needs a nerf? What kind of logic is that? The Mass Driver appeals more to a play style than being the "over powered" flavour of the week. It is a unique kind of weapon, that should be brutally useful to people who play that style. It takes skill to hit people with them. By the reasoning of "popular adoption" the Duvelle and Gek should be removed from the game entirely because it's so useful more than half of people are using it.
good catch i missed this one. when they nerfed the hmg they said it was due to the data they had collected. was this data from our matches or crap they were doing in their offices? if they are balancing things based on data from how they play in the ccp offices, what the hell was the point of the beta we were in for the last 8 months? |
KURO SHISHI
Prima Gallicus
2
|
Posted - 2013.05.11 14:15:00 -
[182] - Quote
What about shotguns the range is too low and lot of weapons have damage bonus in skill tree not shotguns this weapon is too nerf |
trollsroyce
Seraphim Initiative. CRONOS.
382
|
Posted - 2013.05.11 14:15:00 -
[183] - Quote
I'm going to be harsh. If internal playtesters are all using MD's at one point, all it reveals is that you are terribad and should feel bad. Don't balance guns around bad; balance them around what matters - the high end skill - because bad stays bad no matter the gun.
As a reference point, naming a limp grenade launcher mass driver is also a case of bad, or a case of a fat internal tester being scared shitless by the gun which resulted in an internal naming joke.
This is just the kind of troll with half truth in it, personally I don't care whether MD is in game or not.
|
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
310
|
Posted - 2013.05.11 15:57:00 -
[184] - Quote
CCP Remnant wrote: To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance.
One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon.
I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now).
Hi Remnant, out of curiosity the playtester were they using Freedom MD? Also what were their fits and the fits of their opponents. I ask these thing because while the Exo was deadly in all ranges the Freedom was a burden in CQC because the increased splash radius of the weapon and the operation skill made it more likely to commit suicide using the weapon.
Additionally stacking 2 dmg mods helped to overcome its weakness to shields but even then only to sub-Proto suits.
I agree with you there werer some definite server/client issues so i agree those should be addressed before we try to rebalance the weapon as it should help in recognizing a direct hit.
Speaking of which what constitutes a Direct Hit? Is it a hit onto the body itself or is it within a certain radius of the center point of the blast. Meaning i dont hit your body but the ground say .1m next to you(essentially placing you in the center of the blast but not directly hitting you).
I would also say that while the MD is effective at low levels it balances out toward the top because in organized matches the time to fire consecutive rounds would often get your shredded(mainly because team knew to Teamfire a MD user first and were often prioirtized) In CQC this meant you were dead b4 2-3 rounds could get off or they pressed on you so quickly that you commit suicide. At distance the rounds were easy enough to dodge.
Lastly I would ask despite any number tweaks is it possible to at least return the original Arc of the MD or is that a client side change? |
Noc Tempre
Imperfects Negative-Feedback
1494
|
Posted - 2013.05.11 16:19:00 -
[185] - Quote
CCP Remnant wrote:KA24DERT wrote: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. To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance. One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon. I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now).
Be aware Remnant that Desync is such an extreme issue with this build that entire vehicles and structures can disappear from the client side. They can still run you over though...
|
crazy space 1
Krullefor Organization Minmatar Republic
1111
|
Posted - 2013.05.11 19:23:00 -
[186] - Quote
CCP Remnant wrote:P-A-R-A-D-O-X wrote: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... We're aware of the range issues. We still feel very strongly about the optimal ranges for weapons being more or less where they are right now but the hard stop that occurs at max range is not cool. As I mentioned in the post, we're fixing that across the board by ensuring incidental damage is done even at extreme range, and it's why we don't want to go in and adjust individual ranges right now. This fix shouldn't be too long in coming (requires code and is not a simple server-side update, so I can't give an exact date, unfortunately). Please give minmatar AR low optimal and high fall off , I will play your game forever untill I die.
Also that means give the HMG lower range but give it high fall off. Then you can make an ammar HMG with high optimal , but 0 falloff , so on <3 |
Absolute Idiom II
BetaMax. CRONOS.
101
|
Posted - 2013.05.11 21:07:00 -
[187] - Quote
CCP Remnant wrote:KA24DERT wrote: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. To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance. One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon. I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now). Just wanted to say that I really like these more technical explanations for things. Continue please! |
KA24DERT
Not Guilty EoN.
34
|
Posted - 2013.05.11 21:57:00 -
[188] - Quote
CCP Remnant wrote:KA24DERT wrote: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. To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance. One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon. I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now).
Thank you for taking the time to respond and investigate. However I take issue to the subjective opinion of your coworkers and how much it weighed in on the MD changes.
A few people have opinions on the mass driver, some valid, some not. However individuals are often less accurate than crowds in determining value. Smaller crowds in turn tend to have less accuracy than large crowds.
All talk aside, all opinions aside, if the MD was overpowered in the last build, it would have been much more prevalent on the field. However it was an extremely rare sight for me to see another MD user on the field, let alone at the top of the scoreboard.
So, did the mass driver require no skill? Was it overpowered?
No. No it wasn't. Otherwise every KD ratio chaser in the game would have put down their primary weapon and gone Mass Driver many builds ago. This is not what happened. We didn't see an explosion of MD users, we saw an explosion of Viziam and Duvolle users.
Please let the trends in the game guide your future decisions more than the opinions of a scant few.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
693
|
Posted - 2013.05.11 22:36:00 -
[189] - Quote
bill the noon wrote:J Lav wrote:CCP Remnant wrote: To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles.
Wait!? Because half the office is using it, it needs a nerf? What kind of logic is that? The Mass Driver appeals more to a play style than being the "over powered" flavour of the week. It is a unique kind of weapon, that should be brutally useful to people who play that style. It takes skill to hit people with them. By the reasoning of "popular adoption" the Duvelle and Gek should be removed from the game entirely because it's so useful more than half of people are using it. good catch i missed this one. when they nerfed the hmg they said it was due to the data they had collected. was this data from our matches or crap they were doing in their offices? if they are balancing things based on data from how they play in the ccp offices, what the hell was the point of the beta we were in for the last 8 months? I think we're going to need to open up a dialogue with the developer in a separate topic about the MD. Having this discussion in the HMG can be counterproductive because many MD users that have been experiencing problems with it have important views and haven't been able to find out any information.
With that said, I'd like to ask an important question. What happened to the sandbox experience where you the developer design a gaming mechanic and leave it to we the players figure out how to use it? Like I said in my previous post, aside from the useless sight and the flawed splash damage calculations in chrome, the MD was absolutely fine. You the developers made a what was at a glance, a very awkwardly designed weapon and we the players found applicable and important uses for said weapon. The changes that you made has taken away those applicable uses that quite frankly differ from almost every other weapon in the game in terms of strategy and tactics (which have been missing from Dust 514 as of late) and promoted counter play by making the weapon fun for the player using it and creating meaningful choices for the player its being used on. In its current state, the MD has lost its niche in combat and merely imitates weapons that already have an established use and and still perform better than the MD in that usage. Being able to get more kills with the MD in its new slayer role may have been seemingly helpful, but we, the MD users are thankful but didn't need the help. For me personally, If I wanted to get more kills, I would specialize in a slayer weapon like the Plasma Rifle. I chose the MD because I wanted to use tactics and would trade the sudden boost to my KDR in a hot second for those tactical uses to return. Barring any changes for the sake of balance, the arcing trajectory, splash damage, radius, and high skill ceiling were the MD's valuable strengths. Now it fjust feels like a lower ROF/DPS Plasma Rifle that just happens to shoot grenades. But, with these changes you have accidentally found a way to make the breach variant viable. So if possible, the current trajectory can stay with the breach. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
27
|
Posted - 2013.05.11 22:59:00 -
[190] - Quote
KURO SHISHI wrote:What about shotguns the range is too low and lot of weapons have damage bonus in skill tree not shotguns this weapon is too nerf
when a shotgun can take out a heavy who has almost 1k hp with 4 shots, the shotgun is fine |
|
NextDark Knight
Hellstorm Inc League of Infamy
18
|
Posted - 2013.05.12 03:19:00 -
[191] - Quote
The new weapon fixes are great. Today was fun for a change, Thank you. Looking forward to the details on the mass driver and if the same mechanic effects forge fire and other splash weapons well. |
Cross Atu
Conspiratus Immortalis League of Infamy
952
|
Posted - 2013.05.12 05:54:00 -
[192] - Quote
CCP Remnant wrote:KA24DERT wrote: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. To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance. One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon. I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now).
Thanks for the information, this makes sense of the in game experiences I/those I've spoken with seem to be encountering. While I'm eager to have my support/suppression weapon back in good form it is completely understandable that the numbers need to remain untouched for the present in light of the de-sync et al as buffing a weapon to overcome bugs is hardly the best route to resolution.
Speaking of mechanics outside of the weapon stats is there any word on when splash damage for MD, nades, OBs et al will begin acting in a 3d rather than 2d plane? Seeing people bunny hop through an OB to emerge unscathed is a bit on the silly side
Cheers, Cross |
HEAD- HUNTER-GEO
Planetary Response Organization
1
|
Posted - 2013.05.12 06:05:00 -
[193] - Quote
MD are for newbs who cant aim anyway |
Cross Atu
Conspiratus Immortalis League of Infamy
952
|
Posted - 2013.05.12 06:20:00 -
[194] - Quote
One more quick thought on the MD, while it's being looked into please consider tooling the stats of the various 'types' to provide a bit more role diversification rather than balance them identically across the boards.
General concept (intentionally very broad strokes and numberless). Presuming that the MD from Chrome was over-preforming and needed to be tweaked downward (for me the jury is out on this assessment until the bugs mentioned are fixed. It's current in game function certainly doesn't over preform) Core pull back splash radius, make no reduction to damage. Freedom light reduction to both splash radius and damage Boundless reduce damage, make no reduction to splash
I realize these variations already have different stats which lean in these directions, my primary point is that when nerfing or buffing the variations it would be nice to have their roles further emphasized rather than 'painting them all with the same brush'.
Cheers, Cross |
Soozu
5o1st
102
|
Posted - 2013.05.12 08:29:00 -
[195] - Quote
CCP Remnant wrote: the hard stop that occurs at max range is not cool. As I mentioned in the post, we're fixing that across the board by ensuring incidental damage is done even at extreme range.
I've been searching the forums since the 6th hoping for a straight up and clear comment from a dev such as this. I don't know how many of you guys are dedicated shotgunners, but the one step back and I'm useless and can't put down that clown who is knocking on death's door standing right in front of me thing got old immediately.... suddenly there is hope. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
106
|
Posted - 2013.05.12 14:19:00 -
[196] - Quote
Soozu wrote:CCP Remnant wrote: the hard stop that occurs at max range is not cool. As I mentioned in the post, we're fixing that across the board by ensuring incidental damage is done even at extreme range. I've been searching the forums since the 6th hoping for a straight up and clear comment from a dev such as this. I don't know how many of you guys are dedicated shotgunners, but the one step back and I'm useless and can't put down that clown who is knocking on death's door standing right in front of me thing got old immediately.... suddenly there is hope.
Unfortunately I get the sense from CCP's various statements that they feel the effective range of most of the weapons is pretty good (there may be some tweaking for some weapons).
Removing the hard range just means that your weapon will now "tickle" people where rounds normally disappear. But from what I understand they will not be any more effective. It's just to stop our heads from exploding from disappearing bullet shenanigans.
Also, CCP thinks an HMG is a shotgun: A short range, area denial weapon. Which is why we have a minigun that is only effective over 30-50m (derp?).
Maybe they'll make your shotgun a long range heavy caliber fully auto suppression weapon? |
God Anpu TheImmortal
KiLo.
0
|
Posted - 2013.05.12 14:51:00 -
[197] - Quote
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 . |
Grenadez Rollack
A.N.O.N.Y.M.O.U.S.
8
|
Posted - 2013.05.12 15:01:00 -
[198] - Quote
I want to respec my sp where is the petition for that |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
13
|
Posted - 2013.05.12 19:13:00 -
[199] - Quote
HEAD- HUNTER-GEO wrote:MD are for newbs who cant aim anyway
Thats why they should work and not just produce fireworks.
Better players will take out MD users anyway. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
31
|
Posted - 2013.05.12 20:14:00 -
[200] - Quote
HEAD- HUNTER-GEO wrote:MD are for newbs who cant aim anyway
Bull... and thinking/stating that shows a clear lack of strategic thought or any real thought whatsoever.
In the city at B the MD was a great area denial weapon that was used to hold players in that room, while teammates turned it into a murder hole, if played properly, it could be used to keep the enemy OUT of that room as well or out of other advancement points. In other maps the MD was used to slow advancing forces... again as an area denial weapon, in some other situations the MD played a dual role, that of killer and area denial...
For your own sake, please think before making such silly and uninformed statements in the future.
o/ Bill
|
|
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
33
|
Posted - 2013.05.12 20:19:00 -
[201] - Quote
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
|
Soozu
5o1st
104
|
Posted - 2013.05.12 22:48:00 -
[202] - Quote
Dis Cord wrote:Soozu wrote:CCP Remnant wrote: the hard stop that occurs at max range is not cool. As I mentioned in the post, we're fixing that across the board by ensuring incidental damage is done even at extreme range. I've been searching the forums since the 6th hoping for a straight up and clear comment from a dev such as this. I don't know how many of you guys are dedicated shotgunners, but the one step back and I'm useless and can't put down that clown who is knocking on death's door standing right in front of me thing got old immediately.... suddenly there is hope. Unfortunately I get the sense from CCP's various statements that they feel the effective range of most of the weapons is pretty good (there may be some tweaking for some weapons). Removing the hard range just means that your weapon will now "tickle" people where rounds normally disappear. But from what I understand they will not be any more effective. It's just to stop our heads from exploding from disappearing bullet shenanigans. Also, CCP thinks an HMG is a shotgun: A short range, area denial weapon. Which is why we have a minigun that is only effective over 30-50m (derp?). Maybe they'll make your shotgun a long range heavy caliber fully auto suppression weapon?
Been rereading stuff and yeah, I'm not a tickle monster, I'm trying to make people.... dead people. Beating a dead horse in saying balance was very very close to perfect with the last build... cut down lazer damge, a couple tweaks with the Ar and presto, pretty decent balance.. I'd rather go into PC with Chrome |
Sponglyboy Squaredoo
Not Guilty EoN.
42
|
Posted - 2013.05.13 02:27:00 -
[203] - Quote
Heavies need to match the range of ARs period |
Cruor Abominare
Subdreddit Test Alliance Please Ignore
24
|
Posted - 2013.05.13 03:01:00 -
[204] - Quote
ITT: people who don't know how fall off curves work.
|
LittleCuteBunny
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
13
|
Posted - 2013.05.13 04:31:00 -
[205] - Quote
Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period
A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should.
lmao |
Grenadez Rollack
A.N.O.N.Y.M.O.U.S.
9
|
Posted - 2013.05.13 05:40:00 -
[206] - Quote
Is it me or is dust not even really fun anymore |
Himiko Kuronaga
SyNergy Gaming EoN.
418
|
Posted - 2013.05.13 06:23:00 -
[207] - Quote
LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao
We're slower and have no equipment slots.
Our guns should not be balanced against an AR. It should be better, period. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
33
|
Posted - 2013.05.13 09:52:00 -
[208] - Quote
Himiko Kuronaga wrote:LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao We're slower and have no equipment slots. When we got shot at, we are taking nearly 100% of the incoming damage due to our inability to strafe and massive hitbox. Our guns should not be balanced against an AR. It should be better than an AR.
Ok, I run heavies and I agree with that for the most part, but I don't want to see HMGs shooting 60/70+ meters or more which is the range of most of the ARs that have killed me on the field since uprising was released even though, the AR user would still have an advantage over the heavy even at that distance just going by roles and guns... Exile AR = 34.0 base dmg per shot at 750 rpm with a 60 round clip Boundless HMG (yes, the high end one) = 19.8 base dmg per shot, 2k rpm with a 425 round clip.
sounds like the hmg wins right? but it doesn't, no heavy suit that i can think of has more than 2 high slots, so max dmg mods = 2 while some assault and scout suits exceed that count allowing more dmg mods and still more agility, speed, stamina and everything else than a heavy. reload time on the AR is half that of the HMG, again, an advantage, in fact nothing that I can think of off the top of my head takes as long to reload as the HMG does, even MD and SL are 4 and 4.5 secs base, so while a heavy fiddles with reloading his weapon for 8 secs, he continues to get blasted by the enemy. and let's not even talk about heat seizure of the weapon
I do however think that a heavy's drawbacks should be factored into the mix and appropriate buffs given to counter-balance those drawbacks, as it is now all any assault or scout suit has to do is just stay out of our gun's range and kill us, or jump up and down like they are having a seizure until we have to reload and then *****-slap us till we die while we reload.
just a thought.
o/ Bill
|
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
106
|
Posted - 2013.05.13 09:52:00 -
[209] - Quote
https://www.youtube.com/watch?v=EitZRLt2G3w Someone posted this awhile ago in HMG is OP thread. It is also as (if not more) appropriate to MD issue. Everyone should watch if you haven't already. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
33
|
Posted - 2013.05.13 13:33:00 -
[210] - Quote
Talruum Tezztarozza wrote:https://www.youtube.com/watch?v=EitZRLt2G3w Someone posted this awhile ago in HMG is OP thread. It is also as (if not more) appropriate to MD issue. Everyone should watch if you haven't already.
good video..
|
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
827
|
Posted - 2013.05.13 15:36:00 -
[211] - Quote
bcs1a wrote:Talruum Tezztarozza wrote:https://www.youtube.com/watch?v=EitZRLt2G3w Someone posted this awhile ago in HMG is OP thread. It is also as (if not more) appropriate to MD issue. Everyone should watch if you haven't already. good video.. I'm not sure if you're trying to compare the MD to the n00b tube in CoD, but I'll put it this way:
I posted a relative description of the MD, comparing it to the TAR in another MD thread recently. It requires a steep enough learning curve, but deadly in skilled hands. Anyone who thinks of the MD as an "I win button" can try to use it themselves but will find out that they can't get the same results without practice. A true sign of a balanced weapon. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
828
|
Posted - 2013.05.13 15:47:00 -
[212] - Quote
Himiko Kuronaga wrote:LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao We're slower and have no equipment slots. When we got shot at, we are taking nearly 100% of the incoming damage due to our inability to strafe and massive hitbox. Our guns should not be balanced against an AR. It should be better than an AR. In its optimal range of course. The AR should have the advantage at 40m, but the HMG should dominate at 30m and under. |
bill the noon
PSU GHOST SYNDICATE
21
|
Posted - 2013.05.13 16:18:00 -
[213] - Quote
bcs1a wrote:Himiko Kuronaga wrote:LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao We're slower and have no equipment slots. When we got shot at, we are taking nearly 100% of the incoming damage due to our inability to strafe and massive hitbox. Our guns should not be balanced against an AR. It should be better than an AR. Ok, I run heavies and I agree with that for the most part, but I don't want to see HMGs shooting 60/70+ meters or more which is the range of most of the ARs that have killed me on the field since uprising was released even though, the AR user would still have an advantage over the heavy even at that distance just going by roles and guns... Exile AR = 34.0 base dmg per shot at 750 rpm with a 60 round clip Boundless HMG (yes, the high end one) = 19.8 base dmg per shot, 2k rpm with a 425 round clip. sounds like the hmg wins right? but it doesn't, no heavy suit that i can think of has more than 2 high slots, so max dmg mods = 2 while some assault and scout suits exceed that count allowing more dmg mods and still more agility, speed, stamina and everything else than a heavy. reload time on the AR is half that of the HMG, again, an advantage, in fact nothing that I can think of off the top of my head takes as long to reload as the HMG does, even MD and SL are 4 and 4.5 secs base, so while a heavy fiddles with reloading his weapon for 8 secs, he continues to get blasted by the enemy. and let's not even talk about heat seizure of the weapon I do however think that a heavy's drawbacks should be factored into the mix and appropriate buffs given to counter-balance those drawbacks, as it is now all any assault or scout suit has to do is just stay out of our gun's range and kill us, or jump up and down like they are having a seizure until we have to reload and then *****-slap us till we die while we reload. just a thought. o/ Bill And dont forget the shorter sheild racharge time. Assaults have the ability to wear us down because it takes us much longer for our sheilds to recharge. So if the hmg did have range the assault could duck into cover and have his sheild regenerate before we could waddle our fat asses over to him to finish him of. Its weird that people still dislike the idea that the suit that can only get wp by killing shouldn't be better at killing. But the suit that can use cover to bring its sheild back up quickly should be balanced to fight toe to toe. |
FroO Bg
SVER True Blood Unclaimed.
0
|
Posted - 2013.05.13 19:01:00 -
[214] - Quote
I think you should add the option to put the scope on every weapon or put i out. A way to edit your AR in the dropsuit fittings and to put it on or to put it off. Not only the Tactical AR should have it. Seriously. I don't want to spend skills in the AR just for the Tactical. Hope you guys can do this. |
zero567
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2013.05.13 19:30:00 -
[215] - Quote
Weapon attachments (and also more weapon modules) would be a plus also? I would love to have a zoom in and out function on a sniper rifle. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
107
|
Posted - 2013.05.15 00:12:00 -
[216] - Quote
So, there is no new data-dump available. The one we had before from here https://forums.dust514.com/default.aspx?g=posts&t=75594&find=unread is pretty much irrelevant.
CCP says "10%" damage increase. I"ve just checked this latest spreadsheet against in-game values. Some are spot on 10%, others are 10.1%, 10.3%, 11%, 9.5%, 9% and so on. There is no rhyme or logic. The values variate too high to be a rounding issue.
Also Nova Knives and Grenades did not get any kind of damage increase (i am not complaining about the lack of increase, just inconsistency and lack of data).
And of course the new weapons are missing all together.
CCP, PLEASE PLEASE PLEASE give us another accurate data-dump |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
124
|
Posted - 2013.05.15 01:00:00 -
[217] - Quote
hydraSlav's wrote:So, there is no new data-dump available. The one we had before from here https://forums.dust514.com/default.aspx?g=posts&t=75594&find=unread is pretty much irrelevant. CCP says "10%" damage increase. I"ve just checked this latest spreadsheet against in-game values. Some are spot on 10%, others are 10.1%, 10.3%, 11%, 9.5%, 9% and so on. There is no rhyme or logic. The values variate too high to be a rounding issue. Also Nova Knives and Grenades did not get any kind of damage increase (i am not complaining about the lack of increase, just inconsistency and lack of data). And of course the new weapons are missing all together. CCP, PLEASE PLEASE PLEASE give us another accurate data-dump
+1 to this. And please try and get it to us before the updates so Hydra can update his DFT. :-) |
Sponglyboy Squaredoo
Not Guilty EoN.
51
|
Posted - 2013.05.15 12:36:00 -
[218] - Quote
LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao
You just said zillion ...
|
Sponglyboy Squaredoo
Not Guilty EoN.
51
|
Posted - 2013.05.15 12:37:00 -
[219] - Quote
Grenadez Rollack wrote:Is it me or is dust not even really fun anymore
Not just you
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Cosgar
The Unholy Legion of Darkstar DARKSTAR ARMY
952
|
Posted - 2013.05.15 20:49:00 -
[220] - Quote
Sponglyboy Squaredoo wrote:Grenadez Rollack wrote:Is it me or is dust not even really fun anymore Not just you Agreed.
Everything I've enjoyed keeps getting nerfed or watered down. Only thing that keeps most of us playing religiously is the friends we met. It's gotten so bad that my friends and I have been trying to find another game we all like and play that instead. |
|
Kwik Draw
Traitors Function
10
|
Posted - 2013.05.15 21:08:00 -
[221] - 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
forge guns DEFF need it.. they have been nerfed to death. i look someone in the eye and shoot 5 grenades into them before their shield is down ;)..
hell i shoot everything into a fourwheeler and it still squishes me. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
471
|
Posted - 2013.05.16 17:29:00 -
[222] - Quote
So it's come to our attention that the Flaylock and Plasma Cannon did not receive the boost. Assuming that the weapons were balanced before the buff, this means the weapons are now underpowered compared to everything else.
https://forums.dust514.com/default.aspx?g=posts&t=77521
|
Croseus Hubrau
Dark Firebird TF
1
|
Posted - 2013.05.18 21:37:00 -
[223] - Quote
There is a god. Lol.
Also is there any chance you guys are looking into changing the muzzle flare graphic when zoomed in? i find that the muzzle flare is very extreme and almost blinding making it difficult if not impossible to see what i am shooting at. =\ |
Varick Blauvelt
Onikanabo Brigade Caldari State
0
|
Posted - 2013.05.20 01:04:00 -
[224] - Quote
Well, I don't get to play a ton (probably 30 minutes a day on weekdays, a bit longer on weekends depending) but I've played a lot of shooters and I did notice one change that didn't make sense.
The Scrambler Pistols got a damage buff, but Breach Scrambler Pistols stayed the same. They have a reduced rate of fire and a reduced clip for a SLIGHT increase in damage now. Shouldn't the damage buff be proportional to balance out the negatives of this class of weapon? Otherwise it's entirely pointless... the Assault Scrambler Pistols simply outclass Breach Pistols in most combat situations.
I like using the Scrambler Rifle (GREAT addition to the game), and I have no problems with the damage / range, but taking a static 50 damage doesn't seem like much of a penalty for my Heavy character using it, but a Light character might hate having half of their shields killed. Is there any way maybe a PERCENTAGE of a character's shield / armor could be damaged, that way it's a harsh penalty across the board?
Keep the updates coming - I liked Dust 514 before, and it's quickly becoming my favorite shooter now! =) |
D legendary hero
One-Armed Bandits Unclaimed.
0
|
Posted - 2013.05.24 07:33:00 -
[225] - 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.
this update is much appreciated. especially for me a pro heavy. however, i would like to point out the heavy suit and hmg could use a little buff. (not alot or even a big buff)
Why? simply because i can't hit anything right now and the maps are very big. a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) would fix a lotof problems. I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now).
the balance is inherent. heavies have limited mobility, therefore, they must be more defensiible, and should do greater damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically, namely using strafing tactics and flux grenades (right now they just charge into my gun fire and still win out).
limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :) in the description it says that the armor is supposed to be resistent to small arms fire. so, adding more armor, or making the shields/armor of the heavies take 10%-15% reduced damage from small arms would also help them accomplish this goal.
if the heavies also had more slots and about 5% more PG and CPU, it would make a big difference in how they operate. as our purpose is to defend the squad, and be a tank for the squad.
its anti-personnel purpose in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem.
as a final thought. once the hmg is at full spool the rounds should become extremely accurate like an ARs. in all honest an hmg is just a bigger AR.
all these are recommended buffs are balanced by the 1. limitied mobility, 2. reload time, 3. hmg over heating, 4. the hmg recoil. any player that uses cover and grenades effectively should winout against a hvy not doing so. but in a straight encounter with no cover the hmg must win.
thank you for hearing me out. I appreciate your time, consideration and paticence. |
KOBLAKA1
Opus Arcana Orion Empire
0
|
Posted - 2013.05.25 02:39:00 -
[226] - Quote
D legendary hero wrote: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.
this update is much appreciated. especially for me a pro heavy. however, i would like to point out the heavy suit and hmg could use a little buff. (not alot or even a big buff) Why? simply because i can't hit anything right now and the maps are very big. a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) would fix a lotof problems. I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now). the balance is inherent. heavies have limited mobility, therefore, they must be more defensiible, and should do greater damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically, namely using strafing tactics and flux grenades (right now they just charge into my gun fire and still win out). limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :) in the description it says that the armor is supposed to be resistent to small arms fire. so, adding more armor, or making the shields/armor of the heavies take 10%-15% reduced damage from small arms would also help them accomplish this goal. if the heavies also had more slots and about 5% more PG and CPU, it would make a big difference in how they operate. as our purpose is to defend the squad, and be a tank for the squad. its anti-personnel purpose in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem. as a final thought. once the hmg is at full spool the rounds should become extremely accurate like an ARs. in all honest an hmg is just a bigger AR. therefore, the HMG should have the same range profile if not slightly more than an AR (lets face it plasma changes its state faster than solids like lead). this is again balanced by the in accuracy of the intial spooling time, and reload time. all these are recommended buffs are balanced by the 1. limitied mobility, 2. reload time, 3. hmg over heating, 4. the hmg recoil and 5. its in accuracy (during intial spool extremely in accuracte until spooling is complete then really accurate), 6. head shots (its much easier for other weapons to get headshots on heavies giving them additional damage. my limited mobility makes it so that i cant really dodge effectively). any player that uses cover and grenades effectively should winout against a hvy not doing so. but in a straight encounter with no cover the hmg must win. thank you for hearing me out. I appreciate your time, consideration and patience.
+1
Heavies are worthless right now. An hmg should take out a bull rushing *insert any suit here*, as it stands if that bull rushing dude wins. Also a militia rifle shouldn't be able to kill me unless unless bullets hit my face. In now way do heavies "withstand CONCENTRATED small arms fire" like their description says. |
D legendary hero
One-Armed Bandits Unclaimed.
16
|
Posted - 2013.05.27 07:25:00 -
[227] - Quote
-heavies need base 30% resistance to small arms and explosives -heavies need bass 500 shield and 500 armor -heavies need at least 2 high power and lower power slots to begin with -heavies need 15% increase to running speed, and 10% to turning speed -HMG needs increase to range -hmg needs accuracy after initial spooling
|
Beeeees
KILL-EM-QUICK RISE of LEGION
2
|
Posted - 2013.05.28 05:20:00 -
[228] - Quote
Like I suggested in a separate thread, gear, at least for now, should reflect its output in its relative price.
This way lots of issues like protostomping, "OP" whining and roadkill derby would take a significant hit in their popularity.
Proto gear would be reserved for significant battles, and the need for powercreeping everything towards uselesness (see MD and HMG) would be eliminated.
Lets face it.
Some weapons will always be more useful than others.
The AR is king of the game right now, it always will be, as its the most reliable weapon in any given situation. There will always be more ARs in a match as any other weapon. You can balance ARs (and scramblers, and upcoming rifle variants) against each other, however, you cant balance ARs against HMGs or Sniper Rifles.
The MD will always be a niche weapon that can dish out in the right hands, the HMG will always be a powerhouse. Instead of nerfing those, cranking up the price would do a great deal better.
What I see now in the game are heavies running around with SRs and ARs, that is not the thought behind either of those things. |
Dj grammer
Villore Sec Ops Gallente Federation
1
|
Posted - 2013.05.29 17:49:00 -
[229] - Quote
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 |
Dj grammer
One-Armed Bandits Unclaimed.
1
|
Posted - 2013.05.29 20:22:00 -
[230] - Quote
Beeeees wrote:Like I suggested in a separate thread, gear, at least for now, should reflect its output in its relative price.
This way lots of issues like protostomping, "OP" whining and roadkill derby would take a significant hit in their popularity.
Proto gear would be reserved for significant battles, and the need for powercreeping everything towards uselesness (see MD and HMG) would be eliminated.
Lets face it.
Some weapons will always be more useful than others.
The AR is king of the game right now, it always will be, as its the most reliable weapon in any given situation. There will always be more ARs in a match as any other weapon. You can balance ARs (and scramblers, and upcoming rifle variants) against each other, however, you cant balance ARs against HMGs or Sniper Rifles.
The MD will always be a niche weapon that can dish out in the right hands, the HMG will always be a powerhouse. Instead of nerfing those, cranking up the price would do a great deal better.
What I see now in the game are heavies running around with SRs and ARs, that is not the thought behind either of those things.
100% agreed
|
|
bill the noon
Condotta Rouvenor Gallente Federation
32
|
Posted - 2013.05.30 13:28:00 -
[231] - Quote
So this thread has been dead for a while. Is ccp happy with the hmg, is this where they are going to leave it. It would be nice to hear about the how you feel so i can apply for respec before deadline. |
D legendary hero
One-Armed Bandits Unclaimed.
37
|
Posted - 2013.05.30 17:40:00 -
[232] - Quote
yeah, it appears that ccp doesnt give a s*** about heavies because i have a post with over 110 replies, 1200+ views and 88+ likes. not a single comment fom ccp, dev, gm, or cp.
then yesterday one guy put up a single post on the tac AR and the second comment was from a dev.
it seems like ccp just wants to cater to AR users and COD fan boys. and in doing so are throwing balance and fairness to the win.
if i had realized this before the respec, i would have put all my points into ARs. its stuff like this that makes me wanna stop playing dust or video games in general. it seems that the closer you get to modern games the more the dev, cater to the majority and forget fairness. as a result the variety in the game is lost because using anything other than the "I win weapons" or guns from that category then you lose. |
D legendary hero
One-Armed Bandits Unclaimed.
37
|
Posted - 2013.05.30 17:48:00 -
[233] - Quote
dev in all games used to work hard to balance everything. i mean think of MvC1 the first one was pretty balanced (except onslaught).
if you were good with your character you could do wonders. or even star wasrs battle front 1 and 2. they were pretty balanced. but the closer you get to modern times, balancing is not the way to go.
after their quick damage buff to the hmg, they feel that was enough and have been ignoring hheavy posts. because their afraid that if they actually balance heavies, the CoD, Battlefield AR and SR users will actually need to play using skill and tactics against a heavy.
everyone is afraid of heavies proto stomping other dropsuits. they forget a protologi is still a logi, a proto assault is still an assault they are the same drop suit is still an assault suit. they are just supposed to be better at what logis and assaults do.
as it stands there is no difference between a proto heavy suit and a scout suit because i die just as fast |
bill the noon
Condotta Rouvenor Gallente Federation
32
|
Posted - 2013.05.30 18:27:00 -
[234] - Quote
Its like they forgot that wp's exist and are trying to get all the suits to have equal k/d's. That or my guess about it being a lag /hit detection problem are right. I just wish i knew if this is it or if they are trying to do something still. Only becaus of the deadline for respec. |
Beeeees
KILL-EM-QUICK RISE of LEGION
5
|
Posted - 2013.05.30 20:13:00 -
[235] - Quote
D legendary hero wrote:dev in all games used to work hard to balance everything. i mean think of MvC1 the first one was pretty balanced (except onslaught).
if you were good with your character you could do wonders. or even star wasrs battle front 1 and 2. they were pretty balanced. but the closer you get to modern times, balancing is not the way to go.
after their quick damage buff to the hmg, they feel that was enough and have been ignoring hheavy posts. because their afraid that if they actually balance heavies, the CoD, Battlefield AR and SR users will actually need to play using skill and tactics against a heavy.
everyone is afraid of heavies proto stomping other dropsuits. they forget a protologi is still a logi, a proto assault is still an assault they are the same drop suit is still an assault suit. they are just supposed to be better at what logis and assaults do.
as it stands there is no difference between a proto heavy suit and a scout suit because i die just as fast
This It has to actually involve skill to field a heavy. It has to actually involve skill to field a scout. It has to actually involve skill to bring them down before they bring you down.
The heavy has to be the bulkead of its squad, now its just a suit that has more EHP. Like, literally, its just a ******* suit with more EHP, no tactical differences involved.
Typical post-chromo heavy encounter: "Oh, its a heavy, time to display MAD SKILLS and breach shotgun/mass drive his face back to the MCC" "NOPE" said the heavies AR while slapping your sh!t from mid-distance. No skill involved.
So yeah, what do you do? Bring out that SR and gun him down like a b!tch. No skill involved.
I mean, what? Really? |
D legendary hero
One-Armed Bandits Unclaimed.
44
|
Posted - 2013.05.31 08:17:00 -
[236] - Quote
^^dude you lost me |
Beeeees
KILL-EM-QUICK RISE of LEGION
6
|
Posted - 2013.05.31 15:10:00 -
[237] - Quote
D legendary hero wrote:^^dude you lost me, can you re-word that a bit? TL;DR
Specialization is f-¦cked, because nieche weapons are not worth using and heavies are made of paper and shoot jelly beans. |
D legendary hero
One-Armed Bandits Unclaimed.
49
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Posted - 2013.05.31 16:43:00 -
[238] - Quote
Beeeees wrote:D legendary hero wrote:^^dude you lost me, can you re-word that a bit? TL;DR Specialization is f-¦cked, because nieche weapons are not worth using and heavies are made of paper and shoot jelly beans.
^^now i understand you. +1 to that. totally agree |
Arthur Tavares
Bloodwolves Battalion
5
|
Posted - 2013.06.01 02:36:00 -
[239] - Quote
Has anyone noticed that the prototype assault and scouts wit tactical assault rifles are dominating a heavy with same tier gear, just saying heads up they should not win. |
D legendary hero
One-Armed Bandits Unclaimed.
50
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Posted - 2013.06.01 07:46:00 -
[240] - Quote
^^this
yeah, they brun through us heavies like toilet paper, and ex wives... something must be down |
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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
|
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
|
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
|
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
|
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
|
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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