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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Ysylla Mariner
DUST University Ivy League
9
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Posted - 2013.05.15 11:40:00 -
[181] - Quote
Why are the free militia LAVs getting a 60% increase when the dropships get none? I'm a pilot and put millions of ISK and SP into flying dropships, and I find out that an LAV that requires no SP to use and no ISK to call in now has a better tank than my dropship.
When you decided to not give the dropships an hp buff, and changed the Armor and Shield skills to be 2% resistance per level from the previous 5% max shield/armor per level, it effectively grounded me. The dropships are hard enough to keep in the air with their paper-thin tanks, and now it's more like a tissue paper-tank.
Please give the dropships an increase in HP, or change the skills back to the 5% max shield/armor per level. I didn't train those skills to 4 for nothing. |
Davy Headhunter
ZionTCD Unclaimed.
1
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Posted - 2013.05.15 13:59:00 -
[182] - Quote
Honestly, a Militia LAV should not survive more than a single AV granade, otherwise this game will become a stupid carmagedon. |
DeathwindRising
ROGUE SPADES EoN.
21
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Posted - 2013.05.15 22:21:00 -
[183] - Quote
Davy Headhunter wrote:Honestly, a Militia LAV should not survive more than a single AV granade, otherwise this game will become a stupid carmagedon.
im a vehicle guy and its the most fun ive had since they have nerfed tanks to oblivion. |
Davy Headhunter
ZionTCD Unclaimed.
1
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Posted - 2013.05.15 22:34:00 -
[184] - Quote
DeathwindRising wrote:Davy Headhunter wrote:Honestly, a Militia LAV should not survive more than a single AV granade, otherwise this game will become a stupid carmagedon. im a vehicle guy and its the most fun ive had since they have nerfed tanks to oblivion.
Thing is, a FREE vehicle should not be this deadly, imo, you can buff all the other vehicles, but the miltia must go with a single nade. |
THE ROMAN GENERAL
Amarr Templars Amarr Empire
0
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Posted - 2013.05.16 01:15:00 -
[185] - Quote
Why was railgun damage nerfd so hard? An Ishukone forge gun has higher DPS than the prototype railguns.
I understand attempting to balance HAV vs HAV combat, but a handheld weapon should not be able to out DPS a large railgun on a HAV. You nerfd HAV's survivability, you nerfd HAV damage, and you just gave forge guns a buff. |
THE ROMAN GENERAL
Amarr Templars Amarr Empire
0
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Posted - 2013.05.16 01:57:00 -
[186] - Quote
BTW I checked the spreadsheet #s, and I think you forgot that heavies can use damage mods, and more than a tank.
Also, the "every shield railgun HAV uses 3x dmg mods" was a myth spread around by TERRIBLE players. I'm guessing the armor tankers went, "omg I just died, he must be using 3dmg mods derp". Just check out caeli's railgun damage thread. |
NOT slap26
Chatelain Rapid Response Gallente Federation
55
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Posted - 2013.05.16 02:36:00 -
[187] - Quote
THE ROMAN GENERAL wrote:BTW I checked the spreadsheet #s, and I think you forgot that heavies can use damage mods, and more than a tank.
Also, the "every shield railgun HAV uses 3x dmg mods" was a myth spread around by TERRIBLE players. I'm guessing the armor tankers went, "omg I just died, he must be using 3dmg mods derp". Just check out caeli's railgun damage thread.
Part of the problem seems to be that you're balancing the game around STD AV. Why are there only standard weapons on your spreadsheet? I know some use it in pub games, but in corp battles many players use PRO AV. I hope you were not looking at STD tanks vs STD AV, because the STD HAV has better survivability than the Enforcer class.
If you want to balance the PRO HAV vs PRO AV, that is fine, but until then we need a HAV that can stand up to PRO AV.
that's the thing, I have had many conversations with Caeli about vehicle balancing in dust, He posts what we talk about and it gets ignored. I have no clue who the hell CCP is listening to for their vehicle feedback. |
Sir Meode
Seraphim Initiative. CRONOS.
533
|
Posted - 2013.05.16 14:24:00 -
[188] - Quote
NOT slap26 wrote:THE ROMAN GENERAL wrote:BTW I checked the spreadsheet #s, and I think you forgot that heavies can use damage mods, and more than a tank.
Also, the "every shield railgun HAV uses 3x dmg mods" was a myth spread around by TERRIBLE players. I'm guessing the armor tankers went, "omg I just died, he must be using 3dmg mods derp". Just check out caeli's railgun damage thread.
Part of the problem seems to be that you're balancing the game around STD AV. Why are there only standard weapons on your spreadsheet? I know some use it in pub games, but in corp battles many players use PRO AV. I hope you were not looking at STD tanks vs STD AV, because the STD HAV has better survivability than the Enforcer class.
If you want to balance the PRO HAV vs PRO AV, that is fine, but until then we need a HAV that can stand up to PRO AV. that's the thing, I have had many conversations with Caeli about vehicle balancing in dust, He posts what we talk about and it gets ignored. I have no clue who the hell CCP is listening to for their vehicle feedback.
All the new AV players |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
82
|
Posted - 2013.05.16 19:15:00 -
[189] - Quote
Let's make Caeli a CPM bc obviously nobody up there cares about us. CCP Blam, do you not realize you expect STD HAVs to go up against Proto forges and Live? how about that everyone has 6000 adv AV nades or that everyone has swarm launchers? how about that the best railgun can never out DPS the best forge gun? or that one forge gun can hold down 6 tanks by itself? or that we are confined to even less fittings than in chromosome? I could go on, but im sure you read it all before....but probably not bc you never get back to us about anything and btw, giving us a 25% HP boost doesnt matter when all the AV has been buffed through the roof. Pretty much every vehicle user is here bc nothing better has come out yet. Listening to the ppl that are happy with this game won't let it grow. >2 mil created characters and only 5000 ppl stick with this game? you might want to actually listen to ppl that arent assaulters bc there are a lot of us niche players out there with, apparently, no stake or vote in the matter. Clearly, you dont want our money anymore. Of course, this is the kind of post that gets me banned so ban me and ill make another character...or you can respond to us! |
eKona vinDar
WarRavens
30
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Posted - 2013.05.16 21:59:00 -
[190] - Quote
Probably already been mentioned but....
Whats up with saying you are increasing HAV hp, but then NOT saying you are changing the skills that give HP bonus? In effect having a bit of a silent nerf.
So if you had level 5 skills (dunno the name) that increased max armor by 5% you would have had +25% armor. I assumed we would get the +60% straight up, but no we lose the +25% in favor of dmg reduction, which is nice I will admit but it still should have been mentioned before hand. So in effect you only gave 35% more HP to anyone who had that skill maxed.
Also the dmg reduction does not seem to be having the full effect, or it is making the first hardener stack penalized. If so you just screwed up HAV's even more.
So this is what you need to do to fix this.... seriously enough debate just do this:
Change vehicle engineering back to adding powergrid but reduce it to 1% per level. The skill is useless right now. At 1% it would be an expensive luxury skill, that actually did something. Decrease AV nade damage by 10% Decrease militia LAV armor by 25% Recenter HAV main turret on vertical axis and fire the person who botched it Increase enforcer main turret max vertical rotation by 25%, making it a tank that is less versitile than the madrugar, but also able to be used as anti aircraft. Decrease forge gun damage by 25%... no handheld should do that much damage, thats just ridiculous. Increase HAV blaster turret dispersion (i guess thats the word for the diameter of bullet spread) , an 80gj blaster should not fire in a small diameter lilke a sniper rifle... it should be more like a MG but not nearly as much dispersion as MG.. but more that it has. Fix all hitboxes so you can actually hit people Increase shield hardener pulse time by 100% (20 seconds)
and finally, something nobody has ever mentioned.... increase rail turret installation damage by 50%... why? now you have a STRATEGICAL counter to tanks that cant be abused like infantry running around with AV nades and forge guns that are ridiculously OP.
At the moment I fear no rail installation, blaster or rail tank it doesnt matter... they turn so slow and dont do enough damage to be a threat unless I am not paying attention, or they are up on a hill and i have to drive without cover to get to them. Increase they damage ONLY if you do all the above, and if you do there will be an interesting counter to tanks... people might actually avoid the installations, and protect and use the ones they have. |
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CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
82
|
Posted - 2013.05.17 05:46:00 -
[191] - Quote
So this is what you need to do to fix this.... seriously enough debate just do this:
Change vehicle engineering back to adding powergrid but increase it to 10% per level but increase the SP requirement Decrease AV nade damage by 20% Decrease militia LAV armor by 30% Recenter HAV main turret on vertical axis and fire the person who botched it Increase enforcer main turret max vertical rotation by 25%, making it a tank that is less versitile than the madrugar, but also able to be used as anti aircraft. Decrease forge gun damage by 30%... no handheld should do that much damage, thats just ridiculous. Fix all hitboxes so you can actually hit people Increase shield hardener pulse time by 600% (60 seconds) Return tank speed/acceleration to the way they were in Chromosome |
CharCharOdell
5o1st
82
|
Posted - 2013.05.17 07:01:00 -
[192] - Quote
Nova Knife wrote:I especially like the part where most of his post about vehicles is complaining about forge guns.
Seriously though. We know stuff is broken. But we need actual goodposts to shove in CCP's face about it. You don't honestly want 6 people just saying "This is what -I- think CCP. DO MY BIDDING" and arguing amongst themselves, do you?
There's an obvious imbalance between vehicles and AV. CCP acknowledged this to us, and they want to fix it. If you want it done right... start making those posts. Good posts, with actual numbers and details on how the typical vehicle/AV plays out are what CCP needs to to make it right
EDIT: For the record, I've been skilled into vehicles every build and reset for over a year now :)
HAHA! My complaining got us a response from a CPM. Someone do math! |
DeathwindRising
ROGUE SPADES EoN.
22
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Posted - 2013.05.17 11:28:00 -
[193] - Quote
Davy Headhunter wrote:DeathwindRising wrote:Davy Headhunter wrote:Honestly, a Militia LAV should not survive more than a single AV granade, otherwise this game will become a stupid carmagedon. im a vehicle guy and its the most fun ive had since they have nerfed tanks to oblivion. Thing is, a FREE vehicle should not be this deadly, imo, you can buff all the other vehicles, but the miltia must go with a single nade.
they already do die to a single av grenade, your just doing it wrong. |
Texs Red
SVER True Blood Unclaimed.
22
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Posted - 2013.05.17 22:08:00 -
[194] - Quote
I don't know if this was said elsewhere but has anybody noticed that large/small turret skills now only give a 1% bonus to damage instead of 3%? I don't know when that happened but it would explain why I am having a harder time killing anything with small turrets now. |
THE ROMAN GENERAL
Amarr Templars Amarr Empire
4
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Posted - 2013.05.17 23:43:00 -
[195] - Quote
CharCharOdell wrote:Nova Knife wrote:I especially like the part where most of his post about vehicles is complaining about forge guns. Someone do math! Did he delete his comment, or make it much earlier in the thread?
Ishukone Assault Forge Gun: 1663.32 HP, 277.2 HP Splash. Weaponry: 10% Forge Gun Proficiency: 15%
Total bonus from skills: 25%
80GJ Compressed Particle Cannon: 1798.7 HP, 292.5 HP Splash. Turret Op: 10% Large Hybrid Turret OP: 5%
Total bonus from skills: 15%
Damage Mods: Tank Max = 2, lots of tank lost Heavy (ADV lvl Suit) Max = 2 high slots
Who thought this was a good idea? A relatively cheap handheld weapon and suit has higher dps and higher alpha than a HAV.
Balancing EHP and PG to pub STD lvl gear is unacceptable. For HAVs to be useful again, they have to outdo their handheld counterparts. I suppose if you do not want that to happen, at least let us remove the Large Railgun Turret and install a Ishukone Forge Gun and allow our infantry skills to work with the forge gun's damage. It might sound ridiculous, but I'm not the one who made things this way. |
THE ROMAN GENERAL
Amarr Templars Amarr Empire
4
|
Posted - 2013.05.18 00:35:00 -
[196] - Quote
FOR SOME REASON, SOMEONE THOUGHT IT WOULD BE A GOOD IDEA FOR HAV TURRET DAMAGE TO EQUAL HANDHELD DAMAGE
With damage nerfd so much, why don't we look at the large blaster turret?
80GJ Scattered Ion Cannon: ~1072 DPS 150.1 HP 428.6 RPM
Duvolle Tactical Assault Rifle: ~1032 DPS 78.5 HP 789.5 RPM
That's before applying damage mods and skills, but keep in mind that Large Turrets only get a 15% bonus from skills, just like all handheld weapons do. The difference is that a HAV's damage mods slightly increase RoF, but only one can be reasonably equipped to an armor HAV, none to shield.
And BTW vehicle operators, do not think that the CPM will listen to you. A number of those on the current CPM asked CCP to replace the turret damage skills with something else, like faster turret rotation. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
387
|
Posted - 2013.05.18 01:02:00 -
[197] - Quote
:D
I remember that.
Here's where Iron Wolf Saber tells us that the CPM is hard at work on vehicles. The CPM is not trying to increase vehicle survivability or PG, the CPM is hard at work trying to fix vehicles by getting rid of turret damage skills.
Apparently, the CPM believes that vehicles are fine, it's turret damage that is the problem. |
DeathwindRising
ROGUE SPADES EoN.
23
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Posted - 2013.05.18 15:09:00 -
[198] - Quote
0 Try Harder wrote::D I remember that. Here's where Iron Wolf Saber tells us that the CPM is hard at work on vehicles. The CPM is not trying to increase vehicle survivability or PG, the CPM is hard at work trying to fix vehicles by getting rid of turret damage skills. Apparently, the CPM believes that vehicles are fine, it's turret damage that is the problem. UPDATE: CPM mission accomplished, vehicles have been fixed! Do not fear citizens of **** eden! The CPM got CCP to listen to them and have nerfd your turret damage skills! Large turret OP, which used to give 3% dmg per skill, now only gives 1% after a recent patch! Thanks for your feedback in this thread. It has been completely ignored, along with everything else that you have posted. edit: Here is another link to my thread. All of the feedback given by the players seems to be ignored. I do not see where the majority of the players ask CCP to nerf vehicle turret damage skills. Is there some way the players, themselves, can give feedback to CCP? The CPM is obviously not the way to go.
they changed that skill on monday i think, and no one seemed to have noticed.
also, Jenza claims she will be speccing into tanks to see how they are.
CPM clearly works behind closed doors. nerfing vehicle turret damage came completely out of nowhere, unless theyve been behind all the vehicle nerfs we've been getting.
nerfing PG to keep us from fitting HP and proto turrets, then nerfing turrets themselves. and all these changes came about while infantry weapons were buffed, and the TAR was left alone in it's op state? i wonder what CPM specced into lol? its pretty obvious to me |
Nguruthos IX
Hellstorm Inc League of Infamy
531
|
Posted - 2013.05.19 00:52:00 -
[199] - Quote
THE ROMAN GENERAL wrote:Why was railgun damage nerfd so hard? An Ishukone forge gun has higher DPS than the prototype railguns.
I understand attempting to balance HAV vs HAV combat, but a handheld weapon should not be able to out DPS a large railgun on a HAV. You nerfd HAV's survivability, you nerfd HAV damage, and you just gave forge guns a buff.
edit: can the devs hurry up with the respec requests? I have no reason to play this game anymore. At least let me spec into something useful that won't get **** on every build/patch so I have some incentive to reinstall Dust and come back.
There's not going to be a new FPS coming out until the PS4. There is a good chance you might be able to get people to try this game again if you can fix stuff first. Why are you listening to people who enjoy the game instead of those who do not? If you're happy with the current number of players that would be reasonable, but if you'd like to get some of those people who deleted this game after downloading it, stuff has to change, and fast.
Perhaps your forge gun shouldn't do so much damage either. |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
130
|
Posted - 2013.05.19 19:41:00 -
[200] - Quote
CCP hates us. At least we have OP as hell LAVs now. The Charybdis is the new gunlogi. Went 17:0 with is. Kinda like what tanks used to do. |
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1036
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Posted - 2013.05.20 07:23:00 -
[201] - Quote
Davy Headhunter wrote:Honestly, a Militia LAV should not survive more than a single AV granade, otherwise this game will become a stupid carmagedon. People that spec into AV weapons don't seem to have trouble with MLT LAVs... |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
138
|
Posted - 2013.05.20 07:57:00 -
[202] - Quote
Cosgar wrote:Davy Headhunter wrote:Honestly, a Militia LAV should not survive more than a single AV granade, otherwise this game will become a stupid carmagedon. People that spec into AV weapons don't seem to have trouble with MLT LAVs...
This is true. But I find the only thing that kills the Chary is Wirykomi swarms. Lola. I like it that way. |
kohachi02
15 FuBuKi
29
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Posted - 2013.05.20 08:42:00 -
[203] - Quote
Rate of HAV is too fast Status quo, HAV is hard to fast and top Weapon is too poor
Use Google Translate |
CharCharOdell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
138
|
Posted - 2013.05.20 09:45:00 -
[204] - Quote
kohachi02 wrote:Rate of HAV is too fast Status quo, HAV is hard to fast and top Weapon is too poor
Use Google Translate
HAV IS TOO SLOW. TURRETS ARE TOO WEAK. NOT ENOUGH HP. TOO EXPENSIVE FOR PERFORMANCE. |
4th pepper
The Sound Of Freedom Renegade Alliance
0
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Posted - 2013.05.24 15:51:00 -
[205] - Quote
I would like to start off by saying that I do not know if these two topics have already been brought up, but I will be talking from my own experiences.
My two issues are Dropship&RDV interaction and assault dropshipHP.
To start off I cannot explain how I feel about being insta killed by RDVs in a dropship. The RDV is a computer controlled entity which is not afraid of collision. Not only this, but they are invisible for half of their flight path. I do not ask to be invincible to them ,but change the impact damage to a reasonable level. I've lost 1/3of my assault dropships to RDVs. Thanks to the new build I see how much damage I received during a battle. After a battle in which an RDV hit me I ALWAYS receive 600000+ hp damage.no vehicle in the game could resist this, of course though hav and lavs do not have to worry about these aweful things.
Every single vehicle in the game received an hp boost except for dropships. I take issue with the fact that a skill free and isk free lav gets more shield than my python stock. Is 1500 shield points too much to ask for ?
Sorry for the spelling but my phone sucks.
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GVGISDEAD
Sinq Laison Gendarmes Gallente Federation
0
|
Posted - 2013.05.24 18:09:00 -
[206] - Quote
Taxi Murder 514
There are more players in LAVs than ever... might as well change the name of the game to resemble the real situation |
Arkena Wyrnspire
Turalyon Plus
455
|
Posted - 2013.05.25 11:34:00 -
[207] - Quote
Dropships are dead. |
Arc-08
Horizons' Edge
6
|
Posted - 2013.05.25 23:19:00 -
[208] - Quote
Dropships wouldn't be so dead if RDV LAV's woudn't instantly deal over 11 million damage to you, making you plumet hoplessly to your doom. Oh ya, perfect way to troll your teammates, call in an lav and blow up ur friendly dropship. I will get you one of these days dang blue dot trolls |
Spy Mouse
Tech Guard General Tso's Alliance
48
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Posted - 2013.05.26 14:25:00 -
[209] - Quote
People are still complaining about PG? If you want to fit all the best stuff then you can sacrifice a low slot for a powergrid module. Also, the vehicle engineering skill isn't useless as it is needed to unlock these modules.
I have been using vehicles since closed beta and i have no problem with the so-called PG nerf. You now have to choose whether you want to focus on damage output or durability. |
Esper Starline
Copper Dogs
0
|
Posted - 2013.05.26 20:37:00 -
[210] - Quote
This is all about cost/benefit. Right now it costs a ridiculous amount of ISK and SP to get a decent vehicle (HAV/dropship, mostly). These vehicles pretty much reduce your ability to get WP and kills on foot, but the vehicles either aren't balanced or aren't powerful enough to compensate you for that loss (for dropships, you just don't get any WP or kills, period).
So of course with all the balance issues, ppl are asking "why was I stupid to dump all my ISK and SP into something I thought was going to be a real force on the battlefield, but now appears to be nothing more than an ISK sink? I could get more WP and kills in my noob dropsuits." And therein lies the problem.
I'd ask for a discount on vehicle ISK costs while the balance issues get fixed in order to help the cost/benefit calculation, but I'm not optimistic. CCP probably needs the high prices to drain more ISK out of the EVE/DUST economy. |
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