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Delta 749
Kestrel Reconnaissance
111
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Posted - 2013.05.30 07:07:00 -
[31] - Quote
SuperKing BigNuts wrote:Delta 749 wrote:Buster Friently wrote:Zekain K wrote:Nerf the only weapon that's able to kill anything fast enough. Why not bring other weapons up to its level? Everything is constantly getting weaker, which making this game slower, and more dull and boring.
Speed **** up, make weapons kill faster. Slower is better. Faster combat turns Dust into a twitch FPS with no tactics except "he who sees first wins". CCP is on the right track. I disagree, being killed in a shot or two can make someone think faaaar more tactically I know speaking of the franchise gets people all riled up but play some hardcore search and destroy in COD, its a vastly different creature from team death match too slow and you end up needing a swarm of players to take down a single player in a timely fashion... too fast and a single player can take out a blob before they realize hes there... i feel, that for the most part, its relatively decent as it stands... there is balancing that can and or needs to be done, but i dont think its drastic enough to the point that 'EVERYTHING needs buffed' or 'EVERYTHING needs nerfed'... though i feel armor tank is a bit lack luster compared to shields...
I see what you mean, personally though I would prefer things a bit faster I want combat to feel dangerous, know what I mean |
SuperKing BigNuts
Contract Hunters
61
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Posted - 2013.05.30 07:34:00 -
[32] - Quote
Delta 749 wrote:SuperKing BigNuts wrote:Delta 749 wrote:Buster Friently wrote:Zekain K wrote:Nerf the only weapon that's able to kill anything fast enough. Why not bring other weapons up to its level? Everything is constantly getting weaker, which making this game slower, and more dull and boring.
Speed **** up, make weapons kill faster. Slower is better. Faster combat turns Dust into a twitch FPS with no tactics except "he who sees first wins". CCP is on the right track. I disagree, being killed in a shot or two can make someone think faaaar more tactically I know speaking of the franchise gets people all riled up but play some hardcore search and destroy in COD, its a vastly different creature from team death match too slow and you end up needing a swarm of players to take down a single player in a timely fashion... too fast and a single player can take out a blob before they realize hes there... i feel, that for the most part, its relatively decent as it stands... there is balancing that can and or needs to be done, but i dont think its drastic enough to the point that 'EVERYTHING needs buffed' or 'EVERYTHING needs nerfed'... though i feel armor tank is a bit lack luster compared to shields... I see what you mean, personally though I would prefer things a bit faster I want combat to feel dangerous, know what I mean
as i said, there is balancing that i feel needs done... but what i think the big thing that needs addressed is the 'melee range' that it feels like we have currently... im not asking for a return of the sharp shooter-range skill, but a buff to allow a sort of bunker v bunker again rather than forcing us to congregate around a few key pieces of cover or sprint across open killing fields... the current iteration forces a solid minute plus jog hoping to not get spotted as you try to flank around in a mostly open field half the time, or walk straight into the ambush you know is waiting because you cant get back into the firefight to support your squad otherwise... with bunker v bunker they would have a distraction in some good cover to keep their attention to warrant the circumnavigation.
this doesnt need to be an increase to optimal range necessarily, but at least an improvement to the sharp falloffs we face would be nice... it feels like you have cover to cover with MINIMAL damage... but the first person to step 5 feet past that cover, often times singled out, gets lit up like a christmas tree at nearly 100% damage it seems... i dont often get the opportunity to confirm the exact damage-range relations this build though so i know i am probably exaggerating the extremity, but it does feel this way more often than not...
not to mention from real life firearms training and experience... an assault rifle that cant reach 100m let alone much over 40m... just seems 'wrong'... but that would be imposing real life on a video game and i know is not right, but just saying... |
Delta 749
Kestrel Reconnaissance
114
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Posted - 2013.05.30 07:40:00 -
[33] - Quote
I always mangle the quotes when I try to edit them down so I wont bother
Part of the problem is that right now we have no damage fall off at greater ranges, everything is 100% effective up to its optimal range and past that the bullets just vanish into thin air |
SuperKing BigNuts
Contract Hunters
61
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Posted - 2013.05.30 08:07:00 -
[34] - Quote
ahh i dont think that is quite right... i could have sworn there were still falloff mechanics... but theyre super short after optimal...
either an increased falloff range allowing for slightly broader partial-damage possibly combined with a bullet drop effect or something. but i do not feel that optimal should be brought back up in its entirety, gotta give some reason to come out of your bunker amirite? but enough to warrant the defensive player to hold out while a more mobile player flanks, or backup arrives, or some other tactical nonsense that players wish to champion.
https://forums.dust514.com/default.aspx?g=posts&t=80607&find=unread line harvest map, when firing from C-Structure to the D-Structure, you CAN do damage to people across the road with a standard model assault rifle(exile, gek, duvolle) but it is something along the lines of 10-20% making it not worth the time and effort to fire at the enemies until either you or your opponent steps into the killing field... but seconds or less after stepping out your back up close to 100% almost INSTANTLY.
https://forums.dust514.com/default.aspx?g=posts&t=80611&find=unread other cases are in the skyfire installation(displayed in this map, but is common in a couple other maps, the giant pit of doom under the ring-tower by Objective B in the 5 point map), firing across the road, though not as bad as in line harvest, you end up not being able to get the kills unless everyone focuses their fire or the enemy player doesnt duck back like they should...
https://forums.dust514.com/default.aspx?g=posts&t=80611&find=unread the killing field between b and c has never been pretty, but now i feel that it is worse...
https://forums.dust514.com/default.aspx?g=posts&t=80605&find=unread though i do appreciate fewer pipe campers, i feel that the range killed the firefights that would happen between A and B, or the B platform and the platform south of D... though there are a few spawn points that should have been moved outwards or behind better cover from the high-ground that is the B platform... like the spawn points directly below D that spawned you many times directly into gunfire from B platform and the balcony above it...
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Imp Smash
On The Brink CRONOS.
111
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Posted - 2013.05.30 09:12:00 -
[35] - Quote
With the range buff the AScramR will need a Nerf to heat buildup. As it stands you can fire the whole clip and laugh - it needs to overheat halfway before the clip runs out.
Single shot SR will probably be the most balanced weapon in the game being strong again shields but weak vs armor and slightly below average at CQC as it is now.
I don't see either weapon getting nerfed though - the heat buildup IS pretty punishing and they have dispersion (but there are no skills to reduce dispersion.)
Even with the coming tac AR Nerf it'll still be a damn powerful gun - I'm surprised they didn't reduce the ROF a tad. Regardless it won't be better than the regular ARs in cqc which is good. |
Spaceman-Rob
The Unholy Legion Of DarkStar DARKSTAR ARMY
80
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Posted - 2013.05.30 09:21:00 -
[36] - Quote
Although I hate being killed by the gun, at 77, 000 isk a pop it does need to be good, I quite enjoy the tactical play it brings to the battlefield so I hope it doesn't get nerfed to hard for those that use it. |
Jathniel
G I A N T EoN.
392
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Posted - 2013.05.30 09:22:00 -
[37] - Quote
GVGISDEAD wrote:Carthum Assault Scrambler Rifle is next in my arsenal.
a) 72 clip b) 39.6 base damage c) +% damage against shields d) Heat up is a joke you can literally go full auto with them
"The scrambler rifleGÇÖs optimal range will be increased " - CCP Remnant
XOXO
wtf... what are they doing that for?
Can't we fix one thing without breaking another?
We don't need scramblers replacing the Chromosome ARs. God damn it.
Some people just WON'T rest until they have one gun with an unfair advantage!
The Scrambler never needed a range increase! From one thing to the next. That's going to make the scrambler nearly as bad as the current tactical, and the assault scramblers just as bad as last build's AR.
Who keeps getting these bad ideas pushed through? |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
671
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Posted - 2013.05.30 09:23:00 -
[38] - Quote
Commander Tuna wrote:Tac Ars will always be useful and fit my playstyle. Expect more bitching and a double nerf.
I'm just glad they cant be fired at inhuman speeds and wont be as effective as my Shotgun Scout in CQC anymore. |
Selinate deux
DUST University Ivy League
84
|
Posted - 2013.05.30 09:50:00 -
[39] - Quote
Drake435 wrote:Commander Tuna wrote:Tac Ars will always be useful and fit my playstyle. Expect more bitching and a double nerf. Exactly. Increased hip-fire spread and lower ROF does not affect me at all. I use the scope 99% of the time anyway and I don't spam bullets (unless they're walking in an obvious pattern or when they stand still). Smaller clip? Please, t he damage is still high enough for me to take out people in a couple of bullets.
Which is the problem they should be addressing. |
Happy Violentime
OMFGZOMBIESRUN
91
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Posted - 2013.05.30 10:59:00 -
[40] - Quote
Monday: AR Sharpshooter Lvl 5 (15%? decrease in AR dispersion)
Tuesday: Respec
Wednesday: AR Sharpshooter Lvl 0
Effect... TAC AR still effective and viable in CQC without the 15% dispersion decrease give with AR Sharpshooter.
Unless the dispersion cone is insanely huge any increase in dispersion will be negated by the AR Sharpshooter skill resulting in negligle effects to TAR dispersion in CQC. |
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Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
66
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Posted - 2013.05.30 11:06:00 -
[41] - Quote
Delta 749 wrote:Buster Friently wrote:Delta 749 wrote:Buster Friently wrote:Zekain K wrote:Nerf the only weapon that's able to kill anything fast enough. Why not bring other weapons up to its level? Everything is constantly getting weaker, which making this game slower, and more dull and boring.
Speed **** up, make weapons kill faster. Slower is better. Faster combat turns Dust into a twitch FPS with no tactics except "he who sees first wins". CCP is on the right track. I disagree, being killed in a shot or two can make someone think faaaar more tactically I know speaking of the franchise gets people all riled up but play some hardcore search and destroy in COD, its a vastly different creature from team death match Sure, there's more heft to what you do before you engage, but once you engage, or are engaged, it's over. So you get a lot more sneaking around and OHKs. That's not better tactics though. With a slower game, all the tactics you use in a faster game still work, plus you have actual combat tactics. Yeah, bunny hopping around is the pinnacle of combat tactics Real combat tactics include everything up to the engagement and the engagement itself, setting up ambush points, flanking the enemy, all that stuff is combat tactics Bouncing around like a 10 year old with ADD and spraying bullets everywhere is not Bunny hopping is for people that don't know how to strafe and counter strafe. Steady hands and good footwork will always beat out an itchy trigger finger in an extended firefight. |
CrotchGrab 360
Better Hide R Die D.E.F.I.A.N.C.E
87
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Posted - 2013.05.30 11:16:00 -
[42] - Quote
instead of bringing the stats of the TAC down why not increase the stats of the AR?
CCP you messed up the guns and now have to mess it up AGAIN to compensate....
Just increase the range of the ARs and decrease the damage of the TAR, it's simple. I never saw anyone use a TACAR before you destroyed the assault rifles.
Or how about this, why not have considered what you were doing to the range of the ARS before you nerfed them!? You caused this and now we have to suffer because of it.
I'll just use a Duvolle instead though and then people will complain about that!
You can't win like this CCP you're going about it the wrong way. |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
66
|
Posted - 2013.05.30 11:26:00 -
[43] - Quote
CrotchGrab 360 wrote:instead of bringing the stats of the TAC down why not increase the stats of the AR?
CCP you messed up the guns and now have to mess it up AGAIN to compensate....
Just increase the range of the ARs and decrease the damage of the TAR, it's simple. I never saw anyone use a TACAR before you destroyed the assault rifles.
Or how about this, why not have considered what you were doing to the range of the ARS before you nerfed them!? You caused this and now we have to suffer because of it.
I'll just use a Duvolle instead though and then people will complain about that!
You can't win like this CCP you're going about it the wrong way. The AR itself is fine, the TAR diminishes any incentive to use the other variants because it excels in their intended specialties. The other weapons do need a buff however, because the AR out DPSes or ranges them until they're pure novelty by comparison. |
BASSMEANT
ZionTCD Unclaimed.
276
|
Posted - 2013.05.30 11:30:00 -
[44] - Quote
anything that works in this game, you nerds WFMN.
then you actually claim this is the way the game is supposed to be.
you guys are codbois through and through.
way to ruin a game that had potential. again.
Peace B |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
672
|
Posted - 2013.05.30 11:32:00 -
[45] - Quote
BASSMEANT wrote:anything that works in this game, you nerds WFMN.
then you actually claim this is the way the game is supposed to be.
you guys are codbois through and through.
way to ruin a game that had potential. again.
Peace B
^
TAC AR user. |
Dale Templar
Regime Of Shadow Marines Alpha Wolf Pack
18
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Posted - 2013.05.30 11:35:00 -
[46] - Quote
BASSMEANT wrote:anything that works in this game, you nerds WFMN.
then you actually claim this is the way the game is supposed to be.
you guys are codbois through and through.
way to ruin a game that had potential. again.
Peace B
Respect.
Tac AR will still be good, and still dominate the battlefield, I don't think I've ever fired a shot without being ironsighted unless I'm desperate and about to die, and sure, Ambush is a clusterfuck of them right now, so I'll be glad to see everyone emergency spec out of them while I keep picking them off from the distance. |
Garrett Blacknova
Codex Troopers
3140
|
Posted - 2013.05.30 11:47:00 -
[47] - Quote
Quote:The changes being tested include a smaller clip size, increased hip-fire dispersion to make it less effective in CQC and a lower ROF. WeGÇÖre not aiming to nerf hammer it so weGÇÖll monitor the weapon carefully after that to see the impact of the change. So they're hitting it on multiple fronts then claiming they don't want to over-nerf.
I think CCP needs to learn how to alter ONLY ONE ASPECT AT A TIME to see the impact of something.
ONE CHANGE.
ONE.
Reduce the RoF, see what happens. If it needs more, reduce clip size as well, then see what happens.
ONE. CHANGE. AT. A. TIME. |
KatanaPT
Tech Guard General Tso's Alliance
142
|
Posted - 2013.05.30 11:47:00 -
[48] - Quote
BASSMEANT wrote:anything that works in this game, you nerds WFMN.
then you actually claim this is the way the game is supposed to be.
you guys are codbois through and through.
way to ruin a game that had potential. again.
Peace B
Sorry to disagree, im not very vocal in arguments, but it wasnt them who ruined it, it was players like you who basically turned a niche rifle into the run of the mill Op gun. I have seen the elitists from big corps and even their own ceos only running with tacts +modded controllers and basicly turning to shreds and outraging almost all the players around. You have brought this unto yourselves and sincerely "cry me a f***g river". Thank god they are nerfing it and giving the other weapons a reason to even be in the game. |
Blamejudg3s KEQ
KILL-EM-QUICK RISE of LEGION
35
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Posted - 2013.05.30 11:55:00 -
[49] - Quote
GVGISDEAD wrote:Carthum Assault Scrambler Rifle is next in my arsenal.
a) 72 clip b) 39.6 base damage c) +% damage against shields d) Heat up is a joke you can literally go full auto with them
"The scrambler rifleGÇÖs optimal range will be increased " - CCP Remnant
XOXO
If you spam two clips in a row, you will overheat.
Find it nicely balanced like that.
The extra damage to shields is not much of a difference.
To be honest, I think the Duvolle is more useful than my scrambler rifle most of the time.
But the gun feels like an smg, and that's how I have been using it. |
Blamejudg3s KEQ
KILL-EM-QUICK RISE of LEGION
35
|
Posted - 2013.05.30 11:56:00 -
[50] - Quote
Garrett Blacknova wrote:Quote:The changes being tested include a smaller clip size, increased hip-fire dispersion to make it less effective in CQC and a lower ROF. WeGÇÖre not aiming to nerf hammer it so weGÇÖll monitor the weapon carefully after that to see the impact of the change. So they're hitting it on multiple fronts then claiming they don't want to over-nerf. I think CCP needs to learn how to alter ONLY ONE ASPECT AT A TIME to see the impact of something. ONE CHANGE. ONE. Reduce the RoF, see what happens. If it needs more, reduce clip size as well, then see what happens. ONE. CHANGE. AT. A. TIME.
They are not changing recoil it sounds like. Will still be a great pickoff gun if these changes happen.
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Commander Tuna
KILL-EM-QUICK RISE of LEGION
40
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Posted - 2013.05.30 12:04:00 -
[51] - Quote
Knight SoIaire wrote:Commander Tuna wrote:Tac Ars will always be useful and fit my playstyle. Expect more bitching and a double nerf. I'm just glad they cant be fired at inhuman speeds and wont be as effective as my Shotgun Scout in CQC anymore. I fully agree rof and hipfire accuracy are the only issues with this gun. |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
69
|
Posted - 2013.05.30 12:06:00 -
[52] - Quote
Garrett Blacknova wrote:Quote:The changes being tested include a smaller clip size, increased hip-fire dispersion to make it less effective in CQC and a lower ROF. WeGÇÖre not aiming to nerf hammer it so weGÇÖll monitor the weapon carefully after that to see the impact of the change. So they're hitting it on multiple fronts then claiming they don't want to over-nerf. I think CCP needs to learn how to alter ONLY ONE ASPECT AT A TIME to see the impact of something. ONE CHANGE. ONE. Reduce the RoF, see what happens. If it needs more, reduce clip size as well, then see what happens. ONE. CHANGE. AT. A. TIME. Maybe they're re-purposing it to be a defensive weapon. |
Mobius Wyvern
BetaMax. CRONOS.
1665
|
Posted - 2013.05.30 12:42:00 -
[53] - Quote
Drake435 wrote:Commander Tuna wrote:Tac Ars will always be useful and fit my playstyle. Expect more bitching and a double nerf. Exactly. Increased hip-fire spread and lower ROF does not affect me at all. I use the scope 99% of the time anyway and I don't spam bullets (unless they're walking in an obvious pattern or when they stand still). Smaller clip? Please, the damage is still high enough for me to take out people in a couple of bullets. But that's the point. If you're dropping people at range with no problem, it's because you're using the weapon the way it was meant to be used. Nobody cares about getting killed by a Tac AR at its optimal range unless they're a moron. The issue is the Tac AR currently dominating at every range and making all other weapons useless. |
Mobius Wyvern
BetaMax. CRONOS.
1665
|
Posted - 2013.05.30 12:45:00 -
[54] - Quote
Cosgar's Alt wrote: Bunny hopping is for people that don't know how to strafe and counter strafe. Steady hands and good footwork will always beat out an itchy trigger finger in an extended firefight.
Well said.
Also, everyone in this thread should keep in mind CCP Cmdr Wang's post about range changes that are going in that will bring engagement ranges back up for all weapons.
With everything able to do at least some damage at longer ranges, these changes are probably all that will be needed.
Basically, if anyone QQs after the nerf, **** on them for being idiots. If you think getting killed at long range by a long range weapon is unfair, you need to go somewhere else. |
BASSMEANT
ZionTCD Unclaimed.
276
|
Posted - 2013.05.30 12:47:00 -
[55] - Quote
naw it was players like you who i outgunned based on skill using militia gear while you had protoad gear.
it wasn't the gear, ma'am. it was the person using it.
but you go ahead and claim otherwise.
this is how you guys do: you get beat, can't figure out why, blame the weapons and WFMN.
then the game has less then 10k people playing it. the reviews pi$$ all over it
and you guys sit around thinking you're right.
nice try, nancy boy.
NEXT!
Peace B |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
69
|
Posted - 2013.05.30 12:52:00 -
[56] - Quote
Mobius Wyvern wrote:Cosgar's Alt wrote: Bunny hopping is for people that don't know how to strafe and counter strafe. Steady hands and good footwork will always beat out an itchy trigger finger in an extended firefight.
Well said. Also, everyone in this thread should keep in mind CCP Cmdr Wang's post about range changes that are going in that will bring engagement ranges back up for all weapons. With everything able to do at least some damage at longer ranges, these changes are probably all that will be needed. Basically, if anyone QQs after the nerf, **** on them for being idiots. If you think getting killed at long range by a long range weapon is unfair, you need to go somewhere else. Depends on how things like incidental damage and damage falloff are handled. Sharpshooter was game breaking last build because it made snipers nearly obsolete in ambush while making them the finger of god from behind their own redline to another in skirmish. As long as there's a falloff to how effective a weapon is beyond its optimal range, things should work out smoothly. If not, we'll be back to where we were in Chrome. |
Your Absolut End
SVER True Blood Unclaimed.
73
|
Posted - 2013.05.30 13:00:00 -
[57] - Quote
Mobius Wyvern wrote:Drake435 wrote:Commander Tuna wrote:Tac Ars will always be useful and fit my playstyle. Expect more bitching and a double nerf. Exactly. Increased hip-fire spread and lower ROF does not affect me at all. I use the scope 99% of the time anyway and I don't spam bullets (unless they're walking in an obvious pattern or when they stand still). Smaller clip? Please, the damage is still high enough for me to take out people in a couple of bullets. But that's the point. If you're dropping people at range with no problem, it's because you're using the weapon the way it was meant to be used. Nobody cares about getting killed by a Tac AR at its optimal range unless they're a moron. The issue is the Tac AR currently dominating at every range and making all other weapons useless.
lol, the LR in chromosome was also just used the way it should be and you should have seen all the tears from the AR-users, right now you just don't see so much tears because everybody runs AR's now.
simple fact: tac destroys most of the game, with the tar in stock every other weapon besides AR's are obsolete, maybe except for snipers. Give the Tar also vehicle damage and you can erase absolutely every other weapon from the game. This are just simple facts, and anybody else not seeing this wears 2 big pink AR glasses or should I say scopes? |
Knight SoIaire
Better Hide R Die D.E.F.I.A.N.C.E
673
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Posted - 2013.05.30 13:03:00 -
[58] - Quote
BASSMEANT wrote:naw it was players like you who i outgunned based on skill using militia gear while you had protoad gear.
it wasn't the gear, ma'am. it was the person using it.
but you go ahead and claim otherwise.
this is how you guys do: you get beat, can't figure out why, blame the weapons and WFMN.
then the game has less then 10k people playing it. the reviews pi$$ all over it
and you guys sit around thinking you're right.
nice try, nancy boy.
NEXT!
Peace B
Newbs like you are the reason I try stay away from this game. |
Cyn Bruin
Imperfects Negative-Feedback
984
|
Posted - 2013.05.30 13:07:00 -
[59] - Quote
Icy TIG3R wrote:And so the crutch is knocked out of the arms of the "1337" players.
Really? Come on man, you're a veteran you should know this...
CCP has over nerfed everything in the game at one time or another and the best players keep on being good. It doesn't matter what they nerf, good players will pick up another weapon and be just as good at it.
This has happened through multiple builds, they already nerfed the TAR in a previous build and it didn't slow down good players then. Most will probably move to Scrambler or back to regular Duvolle.
If all they nerf is the CQC on the TAR, players can just use the TAR and a Flaylock (needs to be toned down too).
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Mobius Wyvern
BetaMax. CRONOS.
1667
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Posted - 2013.05.30 13:09:00 -
[60] - Quote
Cyn Bruin wrote:Icy TIG3R wrote:And so the crutch is knocked out of the arms of the "1337" players. Really? Come on man, you're a veteran you should know this... CCP has over nerfed everything in the game at one time or another and the best players keep on being good. It doesn't matter what they nerf, good players will pick up another weapon and be just as good at it. This has happened through multiple builds, they already nerfed the TAR in a previous build and it didn't slow down good players then. Most will probably move to Scrambler or back to regular Duvolle. If all they nerf is the CQC on the TAR, players can just use the TAR and a Flaylock (needs to be toned down too). And that's why I don't see any issues with this change. It just pushes the TAR better into its role.
Me, I'm gonna keep rocking the Scout suit with the newly buffed Breach AR and frolick around hitting TAR users in the back. |
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