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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Icedslayer
SVER True Blood Unclaimed.
83
|
Posted - 2013.05.28 09:29:00 -
[61] - Quote
So it took the DEV's 3 weeks to notice that 1 weapon broke any balance they we're going for. I called it day one that the TAC AR was the one thing in this build that sticks out like a sore thumb and that was when a small group of player we're using it. Now 90% of the user base is using it. i say take it out of the game until your re-balance it, hell you took away our isk hacked AV, but kept a broken weapon
Honestly i refused to play this game and post anymore videos (sorry no more free advertising for you) until you guys at least acknowledged the TAC AR as being a problem.
My Suggestion for a possible fix:
-Keep damage, slightly increase recoil, decrease clip and Extremely cut the ROF to around 400 -Cut damage to slightly above breach, slighly increase recoil, keep clip size and ROF would be 100 more than breach
Re-Skin this gun and give it to Snipers, this would make snipers more versatile on the Battlefield, aswell as break the mindset if i skill into AR operation i can do everything (long to CQC)
But hey iam Just a Scout that runs SMG's (both of which have received very little love by CCP). Guess i have to look at it this way: -Assualt Suits -Logi Suits -Assualt rifle All of these are probably the most purchased Arum items in the game (especially AR), So why **** off your money makers, |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
128
|
Posted - 2013.05.28 10:36:00 -
[62] - Quote
can we have the info about optimal range, shown in the stats? |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1400
|
Posted - 2013.05.28 11:25:00 -
[63] - Quote
Laurent Cazaderon wrote:Etero Narciss wrote:Jenova's Witness wrote:SponkSponkSponk wrote:CCP Remnant wrote:The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on. Amarr = TAC, Caldari = Breach, really? I was expecting it to be the other way around. This affects my skill respec greatly. Yeah, that does feel kind of off. I was thinking: Burst = Minmatar Breach/Standard = Gallente Tactical = Caldari Standard/Tactical = Amarr It's possible that CCP's intentions is to make the Rail Rifle fire like a Breach, but at TAC ranges. A steady stream of fire over long distances with a low enough recoil to not get you off target. That's how I see it anyway. Otherwise it's just weird. The way i understand it, every racial rifles will have all variants guys : full auto, burst, breach and tatical. But every race will have its favorite type that's gonna outmatch the others in their own field of expertize. Gallente, short range and DPS. Making their full auto variant the best choice for close fights. Minmatar. Overall balanced, decent range and accuracy. Less DPS (through lower rof perhaps) than gallente overall. Caldari. Higher Range, less DPS. Making the breach variant the logical choice to inflict pain from a distance Amarr. High DPS output through charged laser weapon. Way bigger dispersion and recoil than any other racial rifle Overall, all the rifles need one main advantage and one main downside that will make one variant the most balanced choice for that specific rifle.
Still not sure how Lasers have recoil but sure.
I'd be -very careful- with the Gallente Assault Rifle. Being as they are Armor Tankers, might run into the same issue that we had in Eve Online for so long in that it's too hard to get close enough to apply that damage. I see no reason that the Gallente Assault should wind up being a Heavy Suit simply because the range of it's preferred weapon gets reduced to shoe-horn in another weapon for another race.
To that extent, if the Combat Rifle is very near to the Gallente Assault Rifle in terms of DPS application and range, having the fastest suit in the game may very make the weapon imbalanced when comparing the two. Damage application does not always equal a victory - but range always does. |
Zero Harpuia
WarRavens
493
|
Posted - 2013.05.28 14:29:00 -
[64] - Quote
Ah nice, another Minmatar weapon. I really want Combat Rifles to be decent, burst fire is best fire. |
Arkena Wyrnspire
Turalyon Plus
501
|
Posted - 2013.05.28 14:32:00 -
[65] - Quote
Laurent Cazaderon wrote:
If you want early feedback, could you give us the range you have in mind for each racial rifle once they're all added ? I really hope the gallente wont get a nerf or then it's gonna be a useless AR compared to the others.
Here's what I envision for the ranges of the rifles - a couple might seem high compared to what we have now, but we seriously need more range on this stuff.
Blaster Rifle (Gallente) - ~60m optimal Combat Rifle (Minmatar) - ~75m optimal Scrambler/Laser Rifle (Amarr) - ~90m optimal Rail Rifle (Caldari) - ~100m optimal
I've suggested some high ranges for a couple of the weapons, but as long as the damage is noticeably lower that shouldn't be a problem. And we seriously need more range. Sharpshooter removal was a good thing in some ways, but we have all these open maps, and we need range to use them properly. |
Ani X
United Pwnage Service RISE of LEGION
58
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Posted - 2013.05.28 14:33:00 -
[66] - Quote
CCP Remnant wrote: Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen.
Speaking of shameless exploitation... does CCP plan any counter-measures (e.g. banning players who used modded controllers)?
This is really annoying especially in PCQ battles. I'm afraid that if CCP is not going to curtail such exploits very quickly and with draconian measures, this misbehavior may spread among the player base until PCQ becomes a total mockery.
I like the overheat idea some of the players suggested. |
Arkena Wyrnspire
Turalyon Plus
501
|
Posted - 2013.05.28 14:34:00 -
[67] - Quote
Ani X wrote:CCP Remnant wrote: Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen.
Speaking of shameless exploitation... does CCP plan any counter-measures (e.g. banning players who used modded controllers)? This is really annoying especially in PCQ battles. I'm afraid that if CCP is not going to curtail such exploits very quickly and with draconian measures, this misbehavior may spread among the player base until PCQ becomes a total mockery. I like the overheat idea some of the players suggested. As a countermeasure to using a modded controller with a TAR I would suggest a 'jamming' mechanic or some sort where if you fire it too many times in a second it locks up for a significant period of time. |
ZDub 303
TeamPlayers EoN.
235
|
Posted - 2013.05.28 14:39:00 -
[68] - Quote
Laurent Cazaderon wrote:The way i understand it, every racial rifles will have all variants guys : full auto, burst, breach and tatical. But every race will have its favorite type that's gonna outmatch the others in their own field of expertize.
Gallente, short range and DPS. Making their full auto variant the best choice for close fights. Minmatar. Overall balanced, decent range and accuracy. Less DPS (through lower rof perhaps) than gallente overall. Caldari. Higher Range, less DPS. Making the breach variant the logical choice to inflict pain from a distance Amarr. High DPS output through charged laser weapon. Way bigger dispersion and recoil than any other racial rifle
Overall, all the rifles need one main advantage and one main downside that will make one variant the most balanced choice for that specific rifle.
Breach variants are the shortest range ARs in the game. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
184
|
Posted - 2013.05.28 14:49:00 -
[69] - Quote
ZDub 303 wrote:Laurent Cazaderon wrote:The way i understand it, every racial rifles will have all variants guys : full auto, burst, breach and tatical. But every race will have its favorite type that's gonna outmatch the others in their own field of expertize.
Gallente, short range and DPS. Making their full auto variant the best choice for close fights. Minmatar. Overall balanced, decent range and accuracy. Less DPS (through lower rof perhaps) than gallente overall. Caldari. Higher Range, less DPS. Making the breach variant the logical choice to inflict pain from a distance Amarr. High DPS output through charged laser weapon. Way bigger dispersion and recoil than any other racial rifle
Overall, all the rifles need one main advantage and one main downside that will make one variant the most balanced choice for that specific rifle. Breach variants are the shortest range ARs in the game.
That is only because it is a Gallente version of a Caldari weapon. |
Maximus Stryker
Villore Sec Ops Gallente Federation
488
|
Posted - 2013.05.28 14:56:00 -
[70] - Quote
CCP Remnant wrote:Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier. Please provide us with a nice looking (or average looking) spreedsheet of the spec of the weapons.
Please add the category of range of all weapons so we can get some solid comparisons...or with the "shooting range" that was talked about at fan fest...allow up to adjust how far the target is away so we can shoot at it at different ranges with different weapons and get a solid understanding of the weapons. Right now we are limited. Also for the shooting range, to get a true grasp, we need to be able to test the prototype versions of all weapons.
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Halador Osiris
Dead Six Initiative Lokun Listamenn
357
|
Posted - 2013.05.28 15:06:00 -
[71] - Quote
Arkena Wyrnspire wrote:Laurent Cazaderon wrote:
If you want early feedback, could you give us the range you have in mind for each racial rifle once they're all added ? I really hope the gallente wont get a nerf or then it's gonna be a useless AR compared to the others.
Here's what I envision for the ranges of the rifles - a couple might seem high compared to what we have now, but we seriously need more range on this stuff. Blaster Rifle (Gallente) - ~60m optimal Combat Rifle (Minmatar) - ~75m optimal Scrambler/Laser Rifle (Amarr) - ~90m optimal Rail Rifle (Caldari) - ~100m optimal I've suggested some high ranges for a couple of the weapons, but as long as the damage is noticeably lower that shouldn't be a problem. And we seriously need more range. Sharpshooter removal was a good thing in some ways, but we have all these open maps, and we need range to use them properly. I get the feeling CCP won't make everything have more range than it does now. The Minmatar and Amarr tech will likely have around the range AR's have now (60-70m), the Gallente will likely have a shorter range (40m), and the Caldari tech will have longer range (90-100m). |
Reiki Jubo
Amarr Templars Amarr Empire
134
|
Posted - 2013.05.28 15:41:00 -
[72] - Quote
CCP Remnant wrote: weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
12 round clip FTW. More than fair. Be careful with over-nerfing the damage.
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Arkena Wyrnspire
Turalyon Plus
503
|
Posted - 2013.05.28 15:52:00 -
[73] - Quote
Halador Osiris wrote: I get the feeling CCP won't make everything have more range than it does now. The Minmatar and Amarr tech will likely have around the range AR's have now (60-70m), the Gallente will likely have a shorter range (40m), and the Caldari tech will have longer range (90-100m).
Why not? The maps are so large right now and nothing except snipers benefits from that really. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
126
|
Posted - 2013.05.28 16:10:00 -
[74] - Quote
CCP Remnant wrote:Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier.
CB testers should get first joins |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
36
|
Posted - 2013.05.28 17:26:00 -
[75] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time.
THANK YOU SO MUCH for finally verifying the weapon relationships for me. Can we have a tentative schedule for when we can expect some of these changes and releases? |
RoTTeN-1
Kang Lo Directorate Gallente Federation
6
|
Posted - 2013.05.28 19:51:00 -
[76] - Quote
CCP Remnant wrote: We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows: Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons I agree that a ARs range isnt as far as a sniper rifle, But what kind of ranges are we talking about? Currently DUV. AR is 65m, How far are you going to extened the range? 90m? 120m? 160m? All of wich falls well below the range on the sniper rifle. Please answer, this is very important to alot of players. |
RoundEy3
Condotta Rouvenor Gallente Federation
14
|
Posted - 2013.05.28 20:01:00 -
[77] - Quote
Signed, Especially about changing the ROF to make modded controllers obsolete. Functional flaws and exploits should be a priority fix. |
Skilfer
Nova Corps Marines Ishuk-Raata Enforcement Directive
36
|
Posted - 2013.05.28 23:50:00 -
[78] - Quote
CCP Remnant wrote:
They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
I will assume that the Caldari "Breach" will still maintain that slow RoF with high damage, but sacrifice some of that damage relative to the Breach AR for the additional range. Is this accurate? |
Severance Pay
Purgatorium of the Damned League of Infamy
268
|
Posted - 2013.05.29 13:50:00 -
[79] - Quote
CCP Remnant wrote:Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier. Are you saying you do not have a way to test anything that is added? So we're gonna do this routine where you add stuff, it doesn't work, we cry, you add stuff to market, we cry hard, you announce fix, we cry less?
I am offering you a service that some guys charge $20 an hour to do, for free. Slide that client to me under the table, nobody needs to know. |
Meeko Fent
Mercenary incorperated
24
|
Posted - 2013.05.29 14:00:00 -
[80] - Quote
CCP Remnant wrote: I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier.
Damit. What of those old Ancients of the Beta Testers or the like? do They have a hope of being able to test the weapons out before the Release to the General Populance |
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Zero Harpuia
WarRavens
496
|
Posted - 2013.05.29 14:01:00 -
[81] - Quote
Severance Pay wrote:CCP Remnant wrote:Severance Pay wrote: Can we test them, and tell you what we think? Can I have an account to test server and give you honest feedback?
I wish you all could. We currently don't have A SiSi like server for DUST. Wish we did. Would love the feedback earlier. Are you saying you do not have a way to test anything that is added? So we're gonna do this routine where you add stuff, it doesn't work, we cry, you add stuff to market, we cry hard, you announce fix, we cry less? I am offering you a service that some guys charge $20 an hour to do, for free. Slide that client to me under the table, nobody needs to know.
It isn't that he doesn't want your selfless assistance, it's that there isn't a lace to do any testing. They probably have a small server where they can run a single local game between the DEVs/testers and that's IT. There is no way for the greater populace to join ala SISI or TF2BETA. |
Severance Pay
Purgatorium of the Damned League of Infamy
268
|
Posted - 2013.05.29 15:10:00 -
[82] - Quote
I have a question that might be off-topic, what of other weapon balancing? The skill tree has questionable skills that effect weapons. For example, Plasma cannon operation reduces charge, but the charge is 0.6sec so the skill is pointless(I also believe it is broken, but since the difference is infinitecimal it is hard to guage). Another example is flaylock pistol optimization reduces PG, but by design the pistol uses no PG. There are other imbalances that do not make sense.
There is also the matter of misfiring weapons. Several complaints have been made about guns not shooting. If possible I would like this post forwarded to Wolfman. |
Thor McStrut
Intara Direct Action Caldari State
16
|
Posted - 2013.05.29 15:33:00 -
[83] - Quote
Severance Pay wrote:I have a question that might be off-topic, what of other weapon balancing? The skill tree has questionable skills that effect weapons. For example, Plasma cannon operation reduces charge, but the charge is 0.6sec so the skill is pointless(I also believe it is broken, but since the difference is infinitecimal it is hard to guage). Another example is flaylock pistol optimization reduces PG, but by design the pistol uses no PG. There are other imbalances that do not make sense.
There is also the matter of misfiring weapons. Several complaints have been made about guns not shooting. If possible I would like this post forwarded to Wolfman.
This is an example of quickly implementing skills for uniformity, but no actual thought process of what said skills should be doing.
One thing I've noticed, is when quickly switching between weapons, often times the R1 button does not make the new weapon fire. You have to switch back and forth. This also happens to me occasionally when I choose my equipment. I'll select the nanohive, see it in my hands, press R1, watch the game quickly switch back to my MD(last weapon selected) fire off a shot, or reload if I'm already empty. If I've switched to my sidearm, it won't fire, and I have to switch back and forth with R2. I've actually lost a lot of clones by not being able to finish off my opponent first. |
SponkSponkSponk
The Southern Legion RISE of LEGION
22
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Posted - 2013.05.30 05:21:00 -
[84] - Quote
Updates to the TAR:
https://forums.dust514.com/default.aspx?g=posts&m=879616#post879616 |
Vespasian Andendare
Resheph Interstellar Strategy Gallente Federation
8
|
Posted - 2013.05.30 17:38:00 -
[85] - Quote
CCP Remnant wrote:We'll be making some adjustments to the rifle ranges in the near future. We're currently testing the Rail Rifle and Combat Rifle internally (the two missing archetypes). Within the assault rifle class the four weapon types will break down as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Keep in mind though that long range for an assault rifle is not equivalent to long range for a sniper rifle, so while they will adhere to existing category definitions don't expect massive differences in the distances between these weapons A lot of the original assault rifle variants (Breach, Burst, Tactical) were created to fill the gaps these newer weapons will fill and so mightGÇÖve felt out of place (not to mention we just plain made mistakes with some of them). The scrambler rifleGÇÖs optimal range will be increased and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. Should this be Rail Rifle, or do you actually mean that the Assault Rifle has longer range, but not enough to equal a sniper rifle?
Also, to make another point: this is all very confusing and equally frustrating. Confusing in that weapons have prefixes like Breach, Burst, Tactical and Assault but they'll be similar to other weapons that do the same function? I mean, what is a Burst Tactical Assault Rifle do? You guys gotta slim this down and make it somewhat more intuitive.
The frustrating part is that you are releasing the game--a game that you already "launched" on 5/14--in pieces, making skill decisions sketchy at best. I'm aggravated that I opted for the respec then used it based on the information at hand. I specced into Gallente and hybrids, since they'd provide the flexibility of long range (sniper), med range (AR) and short range (shotgun), yet now you're introducing new weapons and ultimately dropsuits and other items that will be affected by your piecemeal approach to game design.
I'm not complaining about FOTM weapons or anything like that. I am complaining that you're asking us to make sp decisions based on incomplete information. You guys should just provide us with the "grand vision" of all weapons, dropsuits and vehicles so that we can make informed decisions. I don't care that they're not complete or won't be complete for 6 months! I do care that you don't let us behind the curtain and release things piecemeal, making the whole experience very frustrating.
Either offer optional respecs for when you guys introduce a new "thing" until the base of the game is done, or create some market doodad that will let us do a respec on our own.
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xxharbiexx
Elements Of Death Elite
0
|
Posted - 2013.05.31 16:50:00 -
[86] - Quote
CCP Remnant wrote:Moonracer2000 wrote:CCP Remnant wrote: ...and weGÇÖll be releasing an iteration of the Tactical Assault Rifle with a smaller clip and much wider hip-fire spread making it less effective in CQC. If that change alone does not prove enough we will walk the damage of the TAR down slowly. No big, sweeping changes this time. No change to rate of fire planned? That is the number one issue most players have with the gun. If the rate of fire described in the OP is acceptable to CCP then why not just make it fully auto to be fair to those who don't have modded controllers and who can only pull the trigger 2-3 times per second? Changing the RoF to something that would ameliorate the advantage given by modded controllers would likely make the weapon feel a bit worse when using a standard controller (some people can press the fire button faster than others... I have years of Track & Field defeats to prove that. Man, I miss that game. But I digress!). Using modded controllers is tantamount to using a GameGenie or GameShark back in the day. It might be fun, but it ain't cool. We'll need to address it, but not by making the intended behavior worse. That said, we'll look at making adjustments to the RoF to prevent the shameless exploitation currently being seen.
Shameless exploitation is all I ask, i don't care (as much- because some level of exploitation will always happen) people using scrub enhancers to get on my level, but what I won't accept is someone using turbo boost and beating me solely because their cheating with technology. I can always out wit them, if at the very least they can only match human levels of deterial ability. |
EnIgMa99
Imperfects Negative-Feedback
393
|
Posted - 2013.06.03 18:27:00 -
[87] - Quote
CCP Remnant wrote: as follows:
Assault Rifle (Hybrid - Plasma) - short range Combat Rifle (Projectile - Autocannon) - short-mid range Scrambler Rifle (Laser - Pulse) - mid range Rail Rifle (Hybrid - Railgun) - long range
Assault Rifle (Hybrid - Plasma) - point blank Combat Rifle (Projectile - Autocannon) - point blank to 5 meters farther (about as far as you can throw a paper ball) Scrambler Rifle (Laser - Pulse) - paper ball throwing range Rail Rifle (Hybrid - Railgun) - about as far as you can throw a rock
[FIXED] |
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