Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
zzZaXxx
The Exemplars Top Men.
51
|
Posted - 2013.07.04 01:02:00 -
[31] - Quote
Nightbird Aeon wrote:There are several weapons listed there, like the combat rifle and the rail rifle, that aren't currently in game.
When will CCP be releasing these weapons?
SOON
For specific answers on this subject ask here. |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
124
|
Posted - 2013.07.04 06:54:00 -
[32] - Quote
Sniper can see and hit at top 500.
and that is all i have to say about that |
Grimmiers
ZionTCD
188
|
Posted - 2013.07.04 07:08:00 -
[33] - Quote
Forge gun isn't anti shield? |
Thalen Shadow
S.e.V.e.N.
9
|
Posted - 2013.07.04 07:22:00 -
[34] - Quote
The change to the Forge Gun is to make way for the Laser and Hybrid Heavy weapons indicated above.
This does mean shield tanking on Tanks gets a temporary boost until these new weapons come out.
I would also speculate that the Heavy Hybrid would be anti-infantry and the Heavy Laser would be Anti-Tank.
Thalen |
Snagman 313
Carbon 7 CRONOS.
101
|
Posted - 2013.07.04 07:28:00 -
[35] - Quote
Just finished reading the Dev blog,
And I'm quite happy with the way things are going with the adjustments to weapon ranges. And especially the upcoming Heavy weapons, looking at the groups I would say we are looking at either a Ion/Blaster cannon for short range work or Plasma flamethrower (from community requests for awesomeness) and probably a Laser cannon for long range squad support and anti-shield AV roles.
I'm basing the Laser cannon off the racial skills for the Amarr Heavy which gives 5% reduction in feedback per level up to a max of 25%. Which to be honest is not much even with the laser rifle's increased feedback and it kind of seems pointless to have heavy skills that benefit using a light weapon..... So yahhhh, Frikin Laser cannons!!!
Snag |
Matticus Monk
Ordus Trismegistus
138
|
Posted - 2013.07.04 07:36:00 -
[36] - Quote
Ragnarok Apocolypse wrote:It would be awesome if they added a firing range to our ready room. Some place were we could test our newly purchased weapons RoF, accuracy, damage, range, etc.
+1 on this.
I'll make the additional suggestion that I'd like to be able to test any weapon (at any level) in the game at the firing range without needing any re-requisite skills. This would help me figure out what I want to skill into given my preferences, intended usage, how things feel, etc....
Or even a combat simulator (some basic PVE) where I can test the awesome weapon variants without having the various skills pre-requisites. No ISK, WP or SP rewards... just blowing stuff up and testing out weapons. |
Niuvo
The Phoenix Federation
59
|
Posted - 2013.07.04 07:36:00 -
[37] - Quote
Ooooh, Rail Rifle. |
Banning Hammer
Tal-Romon Legion Amarr Empire
139
|
Posted - 2013.07.04 08:05:00 -
[38] - Quote
Weapon Range in spot on, well done CCP NOW leave it alone!, don't even look at that code EVER AGAIN, and fix the kitten aiming ALREADY !!!!!! |
Kekklian Noobatronic
Goonfeet
128
|
Posted - 2013.07.04 08:58:00 -
[39] - Quote
Thalen Shadow wrote:The change to the Forge Gun is to make way for the Laser and Hybrid Heavy weapons indicated above.
This does mean shield tanking on Tanks gets a temporary boost until these new weapons come out.
I would also speculate that the Heavy Hybrid would be anti-infantry and the Heavy Laser would be Anti-Tank.
Thalen
For AV, you pick the best weapon for the job. Forge gun comes with plenty of drawbacks, AND does less damage than swarms. WHY would anyone use it now instead of a Swarm launcher. Gimped weapon is gimped.
If they want to drastically change is role, fine. I want all my Forge gun sp back. I already have an anti armor weapon, and it's called my Swarm launcher. I have over 1.5 million SP in forge guns. That's about of wasted time, and I've got every right to be pissed off. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
378
|
Posted - 2013.07.04 12:07:00 -
[40] - Quote
WHY are proiectile weapons -5% / +10%? Why not -5% / +5%? Why you hate armor so much?
And when the plasma cannon will become an usable AV weapon? The Prototipe plasma cannon have less direct damage than the standard swarm launcher and forgegun |
|
Harpyja
DUST University Ivy League
178
|
Posted - 2013.07.04 12:15:00 -
[41] - Quote
Thalen Shadow wrote:The change to the Forge Gun is to make way for the Laser and Hybrid Heavy weapons indicated above.
This does mean shield tanking on Tanks gets a temporary boost until these new weapons come out.
I would also speculate that the Heavy Hybrid would be anti-infantry and the Heavy Laser would be Anti-Tank.
Thalen What temporary boost? Shield tanks are still soft as butter. |
ladwar
Dead Six Initiative Lokun Listamenn
695
|
Posted - 2013.07.04 17:47:00 -
[42] - Quote
Harpyja wrote:Thalen Shadow wrote:The change to the Forge Gun is to make way for the Laser and Hybrid Heavy weapons indicated above.
This does mean shield tanking on Tanks gets a temporary boost until these new weapons come out.
I would also speculate that the Heavy Hybrid would be anti-infantry and the Heavy Laser would be Anti-Tank.
Thalen What temporary boost? Shield tanks are still soft as butter. people forgot that armor can rep 3-4 shots from a SL(proto) while the heavy shield booster restores the damage from 1 shot even after the the penalties due to resistances and modules. |
ladwar
Dead Six Initiative Lokun Listamenn
699
|
Posted - 2013.07.04 21:00:00 -
[43] - Quote
can we put back explosives back -30% +30% because that was ok and armor has 4-5x the repair ability of shield that have(vehicles) and you know it ccp that or lower the effectiveness of armor repairers or buff shield boosters. |
Appia Vibbia
Hellstorm Inc League of Infamy
100
|
Posted - 2013.07.05 02:08:00 -
[44] - Quote
WTF is up with hybrids. They should be equal to both Shield and Armor. That's supposed to be the defining aspect of the Hybrid weapons.
Tweak number 2 to render distance, all of which was never mentioned: can now see player models up to 250m unassisted. still need someone else to see them before you can past that, still can't see past 500m period, and surface structures completely obscure players even when you should have Line-of-Sight on them. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
1796
|
Posted - 2013.07.05 02:21:00 -
[45] - Quote
ladwar wrote:can we put back explosives back -30% +30% because that was ok and armor has 4-5x the repair ability of shield that have(vehicles) and you know it ccp that or lower the effectiveness of armor repairers or buff shield boosters.
That applies in theory against vehicles but its very detrimental against infantry. Sure, the 30% is good when using a mass driver to take out those pesky LAVs but it makes mince meat of infantry.
With that in mind, if you're referring to Swarm Launchers, it only makes the problem of dropships worse as they wouldn't be able to survive it with such low HP values and no defense against it.
Then you have to consider that this would cause players to "adapt" by changing to Shield tanked vehicles, of which your weapon wouldn't do as well and there aren't many weapons designed for. Flux grenades are okay, but beyond that your options are limited.
So the question you have to ask is: "What needs changing, the weapon or the vehicle?" |
Cat Merc
Oculus Felis
1741
|
Posted - 2013.07.05 06:04:00 -
[46] - Quote
The resistances are wrong. I have tested it, all explosive weaponry does 135%~ damage to armor. My 12 lost to the testing proto suits can vouch for that. |
Harpyja
DUST University Ivy League
181
|
Posted - 2013.07.05 07:01:00 -
[47] - Quote
Aeon Amadi wrote:ladwar wrote:can we put back explosives back -30% +30% because that was ok and armor has 4-5x the repair ability of shield that have(vehicles) and you know it ccp that or lower the effectiveness of armor repairers or buff shield boosters. That applies in theory against vehicles but its very detrimental against infantry. Sure, the 30% is good when using a mass driver to take out those pesky LAVs but it makes mince meat of infantry. With that in mind, if you're referring to Swarm Launchers, it only makes the problem of dropships worse as they wouldn't be able to survive it with such low HP values and no defense against it. Then you have to consider that this would cause players to "adapt" by changing to Shield tanked vehicles, of which your weapon wouldn't do as well and there aren't many weapons designed for. Flux grenades are okay, but beyond that your options are limited. So the question you have to ask is: "What needs changing, the weapon or the vehicle?" In my opinion, vehicle shield modules need to be buffed and/or missile turrets buffed to make shield vehicles more viable. |
Heavenly Daughter
SyNergy Gaming EoN.
97
|
Posted - 2013.07.05 11:57:00 -
[48] - Quote
Nod Keras wrote:so... when sniper can see 600 m? we cant see even in our range
Kind of silly when we only see 450 m |
RydogV
Shadow Company HQ
196
|
Posted - 2013.07.06 01:45:00 -
[49] - Quote
Great article and chock full of some useful info. Thanks for that. Would really like to see greater disparity between projectile and laser weapons regarding their respective effectiveness against shields/armor. Would make skilling into those weapon classes a bit more meaningful IMO.
Just a suggestion:
Projectile: -15% Shield +20% Armor
Laser: +30% Shield -30% Armor
Everything else looks pretty good. Looking forward to more weapons making it into the game soon. |
Mobias Wyvern
Crux Special Tasks Group Gallente Federation
11
|
Posted - 2013.07.06 01:57:00 -
[50] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year
|
|
RydogV
Shadow Company HQ
196
|
Posted - 2013.07.06 02:00:00 -
[51] - Quote
Mobias Wyvern wrote:Be your own Judge. What game looks like more fun to you? Dust.........Or this......... Planetside 2
Coming to PS4 this year
Congrats...you get a Troll Cookie
|
Moonracer2000
Subdreddit Test Alliance Please Ignore
533
|
Posted - 2013.07.06 16:05:00 -
[52] - Quote
since you are discussing weapon ranges here is there any chance we can get an official response to this thread in feedback?
This whole discussion of weapon ranges is hurt by the fact that a meter in game does not feel like a real life meter. Whether players are super tall or the scale is off, this impacts the feel of the game (especially distances). |
Mitch M1987
Crop Dusters Diggers Inc.
0
|
Posted - 2013.07.07 01:06:00 -
[53] - Quote
so for new ranges are nice, still have some things I don't like about weapon ranges but all in all it makes dust much more playable |
DildoMcnutz
The Tickle Monsters
42
|
Posted - 2013.07.07 18:11:00 -
[54] - Quote
Kekklian Noobatronic wrote:Thalen Shadow wrote:The change to the Forge Gun is to make way for the Laser and Hybrid Heavy weapons indicated above.
This does mean shield tanking on Tanks gets a temporary boost until these new weapons come out.
I would also speculate that the Heavy Hybrid would be anti-infantry and the Heavy Laser would be Anti-Tank.
Thalen For AV, you pick the best weapon for the job. Forge gun comes with plenty of drawbacks, AND does less damage than swarms. WHY would anyone use it now instead of a Swarm launcher. Gimped weapon is gimped. If they want to drastically change is role, fine. I want all my Forge gun sp back. I already have an anti armor weapon, and it's called my Swarm launcher. I have over 1.5 million SP in forge guns. That's a lot of wasted time, and I've got every right to be pissed off.
GImped? you have to be kidding me, the assault forge gun can hit a tank atleast 2-3 times depending on distance before a swarm launcher volley lands and last time i checked the swarm launcher doesn't OHKO every suit in the game from a distance of 300m with pin point accuracy.
Oh and dont even get me started on gastuns forge gun, 6 round forge gun that takes 1.6 seconds to fire a shot and can hold its charge? Gimped my ass, the forge gun makes a swarm launcher look like a kids toy by comparison.
|
October SnowFox
Vacuum Cleaner. LLC RUST415
37
|
Posted - 2013.07.08 06:25:00 -
[55] - Quote
CCP Mintchip wrote:In Uprising 1.2 weapons ranges got a welcomed change as iterated in this new dev blog by CCP Remnant. Be sure to read about it and leave your feedback! Scrambler Rifle - Medium\Long Range... in game 50 meters AR - Short Range.... in game 65 meters.... O.O |
Liner ReXiandra
Zumari Force Projection Caldari State
63
|
Posted - 2013.07.08 14:49:00 -
[56] - Quote
CCP Mintchip wrote:Just want to remind you guys that CCP Remnant is in Shanghai, and while the blog just went live, I am going to assume he's sleeping soundly like an angel and so may not be able to reply swiftly to your feedback!
Either still sleeping or not interested in giving feedback. |
The Final Fantasy
Regime Of Shadow Marines
10
|
Posted - 2013.07.08 15:00:00 -
[57] - Quote
October SnowFox wrote:CCP Mintchip wrote:In Uprising 1.2 weapons ranges got a welcomed change as iterated in this new dev blog by CCP Remnant. Be sure to read about it and leave your feedback! Scrambler Rifle - Medium\Long Range... in game 50 meters AR - Short Range.... in game 65 meters.... O.O Lol for real they're saying ass Rifles fall under smg in range XD funny thing is the ass rifle can reach me and my Laser rifle cant to me thats a problem |
Kadeim
Third Rock From The Sun
17
|
Posted - 2013.07.08 15:21:00 -
[58] - Quote
From Costa Rica wrote:Sniper can see and hit at top 500.
and that is all i have to say about that
That is not what I have found.
On a couple of maps, targets disappeared way before that range. They did increase more in 1.2, but then they made it so that it was harder because of disappearing targets, and those that walked half buried in the ground or building. |
Musta Tornius
Sinq Laison Gendarmes Gallente Federation
455
|
Posted - 2013.07.08 15:55:00 -
[59] - Quote
DildoMcnutz wrote:Kekklian Noobatronic wrote:Thalen Shadow wrote:The change to the Forge Gun is to make way for the Laser and Hybrid Heavy weapons indicated above.
This does mean shield tanking on Tanks gets a temporary boost until these new weapons come out.
I would also speculate that the Heavy Hybrid would be anti-infantry and the Heavy Laser would be Anti-Tank.
Thalen For AV, you pick the best weapon for the job. Forge gun comes with plenty of drawbacks, AND does less damage than swarms. WHY would anyone use it now instead of a Swarm launcher. Gimped weapon is gimped. If they want to drastically change is role, fine. I want all my Forge gun sp back. I already have an anti armor weapon, and it's called my Swarm launcher. I have over 1.5 million SP in forge guns. That's a lot of wasted time, and I've got every right to be pissed off. GImped? you have to be kidding me, the assault forge gun can hit a tank atleast 2-3 times depending on distance before a swarm launcher volley lands and last time i checked the swarm launcher doesn't OHKO every suit in the game from a distance of 300m with pin point accuracy. Oh and dont even get me started on gastuns forge gun, 6 round forge gun that takes 1.6 seconds to fire a shot and can hold its charge? Gimped my ass, the forge gun makes a swarm launcher look like a kids toy by comparison.
To be fair Gastun's is an officer weapon, they are all fairly over powered as they should be.
|
DaleGribbles
Chatelain Rapid Response Gallente Federation
14
|
Posted - 2013.07.11 03:23:00 -
[60] - Quote
Great info, I cant wait for 1.5 |
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |