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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Mintchip
C C P C C P Alliance
458
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Posted - 2013.07.03 18:10:00 -
[1] - Quote
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! CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
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Soraya Xel
New Eden's Most Wanted Top Men.
99
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Posted - 2013.07.03 18:18:00 -
[2] - Quote
Nice article.
It would've been nice if range, type and armor/shield bonus info had made it into the in-game show info panels this patch.
With the example standard assault rifle, what's the absolute range? |
Liner ReXiandra
Zumari Force Projection Caldari State
60
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Posted - 2013.07.03 18:21:00 -
[3] - Quote
Dear CCP Remnant, could you care to give your devblog of previous week's Commando dropsuit some replies?
Thanks!
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CCP FoxFour
C C P C C P Alliance
24660
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Posted - 2013.07.03 18:25:00 -
[4] - Quote
mmmmmmm weapon ranges. |
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CCP Mintchip
C C P C C P Alliance
458
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Posted - 2013.07.03 18:27:00 -
[5] - Quote
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! CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
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Evane Sa'edi
Forsaken Immortals
73
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Posted - 2013.07.03 18:29:00 -
[6] - Quote
What are the three ranges, in metres, for the weapons listed. |
Heinrich Jagerblitzen
D3LTA FORC3 Inver Brass
460
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Posted - 2013.07.03 18:34:00 -
[7] - Quote
It's great that we have this in the game now, gun play feels a lot less fake now that bullets don't disappear - but what we really need here is the full list of ranges for every single weapon.
I understand this may take some more time to implement in-game (where its needed the most - in the "show info" portion of each item) - but in the meantime we as players need the information provided to us anyways in one form or another. Another spreadsheet datadump is in order at the very least.
Remnant, can you furnish this to us as soon as possible? And if you've got too much on your plate, is there a community team member that will take responsibility for tracking this down and getting it posted up here? Thanks in advance, to whomever can help. It's nice to know that we have damage types, and different ranges, but this is stuff that all of us following along knew already and what the community really needs here are the hard numbers.
My other question is - do all weapons do consistent, full damage all the way up to their optimal? Or is there a range that is "too short" (like a minimum range) for weapons to deliver their optimal damage? Thanks for answering this as well. |
D legendary hero
Strong-Arm
270
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Posted - 2013.07.03 18:35:00 -
[8] - Quote
i like the article but i raise an inquiry of mine. according to this chart plasma weaponry is supposed to be short range and projetiles short to mid-range.
so, why do the current ARs have such vastly superior range to the HMG (dispersion and recoil not included)? |
Liner ReXiandra
Zumari Force Projection Caldari State
60
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Posted - 2013.07.03 18:37:00 -
[9] - 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!
That is the same excuse given last week: https://forums.dust514.com/default.aspx?g=posts&m=985959#post985959
Yet one week on, that thread is still void of dev feedback. (same goes for Pretorian's 1.2 blog.) If you have a poking stick that can reach Shanghai from where you are, please do. |
Komodo Jones
Chaotik Serenity
6
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Posted - 2013.07.03 18:39:00 -
[10] - Quote
I'd like to test the ranges on the rail rifle and combat rifle and precision rifle and ion pistol and the magsec smg and the (insert name) heavy weapon, HINT HINT!!!! |
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Ten-Sidhe
Osmon Surveillance Caldari State
512
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Posted - 2013.07.03 18:50:00 -
[11] - Quote
The forge gun has 1/2 the range of the sniper, both rail.
So, I think the heavy weapons are shorter ranged then light.
So, the combat rifle will out range the ar, and the plasma heavy weapon will be shorter range then the hmg. About plasma heavy would be about shotgun range if the pattern holds.
Pattern going other way, magsec smg would be about tac ar range. That will be interesting, full auto sniper sidearm is a role I have not seem in a game yet. I assume it will be low damage for balance.
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Musta Tornius
Sinq Laison Gendarmes Gallente Federation
439
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Posted - 2013.07.03 19:10:00 -
[12] - Quote
Evane Sa'edi wrote:What are the three ranges, in metres, for the weapons listed.
https://forums.dust514.com/default.aspx?g=posts&t=40886&find=unread
Your friendly weapons range thread, currently working on converting it to a google spreadsheet for improved readability so you'll have to bare with me. Check the last few posts at the end of the thread for some absolute weapon range information. |
Nightbird Aeon
Ahrendee Mercenaries Omega Commission
208
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Posted - 2013.07.03 19:56:00 -
[13] - Quote
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?
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Turkevich
Subdreddit Test Alliance Please Ignore
51
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Posted - 2013.07.03 20:08:00 -
[14] - Quote
Heinrich Jagerblitzen wrote:It's great that we have this in the game now, gun play feels a lot less fake now that bullets don't disappear - but what we really need here is the full list of ranges for every single weapon.
All this data lives in Catma. We need a Dust SDE CCP!!!
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
481
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Posted - 2013.07.03 20:15:00 -
[15] - Quote
\o/ |
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ladwar
Dead Six Initiative Lokun Listamenn
692
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Posted - 2013.07.03 20:17:00 -
[16] - Quote
D legendary hero wrote:i like the article but i raise an inquiry of mine. according to this chart plasma weaponry is supposed to be short range and projetiles short to mid-range.
so, why do the current plasma ARs have such vastly superior range to the minmintar HMG (dispersion and recoil not included)?
i know in the article it compares them based on their weapon class, but im still a little confused. HMG is a short range. the chart shows where those types of weapons can fall under.(also the smg is a short range) the combat and precision rifles are going to be mid range weapons. there are no mid range projetiles in game right now. oh i forgot to LOL at the forges % because they are wrong and if that is how its meant to be, rail turrets(both large and small) needs to be fixed as well because they to have the same problem. |
Absolon Gainne
Subdreddit Test Alliance Please Ignore
23
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Posted - 2013.07.03 20:34:00 -
[17] - Quote
Solid changes CCP. I don't know if it was exclusively due to these improvements, but my recent games have felt a lot more enjoyable. However, I do think that you need to continue with your success and add the range and damage information to the show info section of the weapons. That will definitely make people aware of the new changes. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
1751
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Posted - 2013.07.03 20:35:00 -
[18] - Quote
Why are there three weapon categories that do more damage to armor?
CCP wth, why do you hate armor so much? Strafe speed increase only increased the disparity between shields and armor, modules mopped up any chance and theweapons apparently are the killing blow.
Plasma weapons are **** poor now that shield users can just dodge the damage. Caldari Logi can hit up 500+ Shields, 32 HP/sec shield recharge with a 2.9 Shield Recharge Delay and to top it off any weapon theyd logically use is a wonderous counter for Armor.
And dont even get me started on how useless Shotguns are now. |
crazy space 1
Unkn0wn Killers
1414
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Posted - 2013.07.03 20:38:00 -
[19] - Quote
How are we suppose to give you feedback without numbers?
Are you hiding the number because this is a free to play game? Because it can't be that it would take too long, that is impossible. |
ladwar
Dead Six Initiative Lokun Listamenn
693
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Posted - 2013.07.03 20:47:00 -
[20] - Quote
crazy space 1 wrote:How are we suppose to give you feedback without numbers?
Are you hiding the number because this is a free to play game? Because it can't be that it would take too long, that is impossible. to me it sounds like to me that they just made every weapon do 10% at past old max range without any other changes beside the scambler rifles which i think everyone agrees were bad so hurray! longer ranges for the forge guns for all, oh is this getting a different slope because is max and optimal are the same so is they going to be a sudden zero slope to this new longer range damage and it just changes in less then a meter. |
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Nod Keras
SyNergy Gaming EoN.
81
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Posted - 2013.07.03 20:57:00 -
[21] - Quote
so... when sniper can see 600 m? we cant see even in our range |
Disturbingly Bored
The Strontium Asylum
387
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Posted - 2013.07.03 21:30:00 -
[22] - Quote
Aeon Amadi wrote:Why are there three weapon categories that do more damage to armor?
Would seem quite a bit more balanced to me if Projectile weapons did -10% shield damage, +10% armor damage, and Hybrid Rail weapons did flat +/- 0% to shield and armor.
You get symmetric weapon categories that way, instead of the odd quasibonus to Projectile weapons. (I say this as a dedicated HMG/SMG userGǪ) |
Reav Hannari
Red Rock Outriders
651
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Posted - 2013.07.03 21:59:00 -
[23] - Quote
Read blog on weapon ranges. Found ranges are still missing.
Why is this so difficult? |
Another Heavy SOB
TRUE TEA BAGGERS EoN.
216
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Posted - 2013.07.03 22:25:00 -
[24] - Quote
So explosive damage is -20% Shield +20 Armor eh? ? Might want to check that one again CCP, it's -30% shield +30 armor. |
Disturbingly Bored
The Strontium Asylum
387
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Posted - 2013.07.03 22:34:00 -
[25] - Quote
Another Heavy SOB wrote:So explosive damage is -20% Shield +20 Armor eh? ? Might want to check that one again CCP, it's -30% shield +30 armor.
That's what it was up to Uprising 1.1, but I haven't checked the efficiency rating in 1.2. Maybe they changed it up? |
Kekklian Noobatronic
Goonfeet
124
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Posted - 2013.07.04 00:33:00 -
[26] - Quote
Forge gun damage change, completely unnecessary. Now it's just a crappy, heavy only Swarm launcher, with better projectile travel time and worse damage.
Riddle me this: Why? What purpose did that serve? Each weapon had a purpose - Swarm for armor, Forge for shield. By that mentality, you just made Forge guns redundant.
Sweeping changes with no warning. You guys clearly learned your lessons from uprising, didn't you... |
Ragnarok Apocolypse
Chatelain Rapid Response Gallente Federation
0
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Posted - 2013.07.04 00:45:00 -
[27] - Quote
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. |
zzZaXxx
The Exemplars Top Men.
51
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Posted - 2013.07.04 00:52:00 -
[28] - Quote
Heinrich Jagerblitzen wrote:It's great that we have this in the game now, gun play feels a lot less fake now that bullets don't disappear - but what we really need here is the full list of ranges for every single weapon.
I understand this may take some more time to implement in-game (where its needed the most - in the "show info" portion of each item) - but in the meantime we as players need the information provided to us anyways in one form or another. Another spreadsheet datadump is in order at the very least.
Remnant, can you furnish this to us as soon as possible? And if you've got too much on your plate, is there a community team member that will take responsibility for tracking this down and getting it posted up here? Thanks in advance, to whomever can help. It's nice to know that we have damage types, and different ranges, but this is stuff that all of us following along knew already and what the community really needs here are the hard numbers.
My other question is - do all weapons do consistent, full damage all the way up to their optimal? Or is there a range that is "too short" (like a minimum range) for weapons to deliver their optimal damage? Thanks for answering this as well.
This would be SO helpful and is just a matter of adding text. This is point release stuff. How bout in a couple weeks? :) |
zzZaXxx
The Exemplars Top Men.
51
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Posted - 2013.07.04 00:53:00 -
[29] - 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.
I agree x1000 |
zzZaXxx
The Exemplars Top Men.
51
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Posted - 2013.07.04 00:55:00 -
[30] - Quote
Kekklian Noobatronic wrote:Forge gun damage change, completely unnecessary. Now it's just a crappy, heavy only Swarm launcher, with better projectile travel time and worse damage.
Riddle me this: Why? What purpose did that serve? Each weapon had a purpose - Swarm for armor, Forge for shield. By that mentality, you just made Forge guns redundant.
Sweeping changes with no warning. You guys clearly learned your lessons from uprising, didn't you...
Puh-lease. Forge gun was OP as **** with its ability to one shot people from ridiculous range. Still is in fact. |
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zzZaXxx
The Exemplars Top Men.
51
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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
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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
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Posted - 2013.07.04 07:08:00 -
[33] - Quote
Forge gun isn't anti shield? |
Thalen Shadow
S.e.V.e.N.
9
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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
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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
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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
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Posted - 2013.07.04 07:36:00 -
[37] - Quote
Ooooh, Rail Rifle. |
Banning Hammer
Tal-Romon Legion Amarr Empire
139
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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
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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
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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 |
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Harpyja
DUST University Ivy League
178
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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
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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
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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
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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
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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
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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
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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
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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
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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
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RydogV
Shadow Company HQ
196
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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
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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
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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.
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October SnowFox
Vacuum Cleaner. LLC RUST415
37
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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
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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
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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
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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.
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DaleGribbles
Chatelain Rapid Response Gallente Federation
14
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Posted - 2013.07.11 03:23:00 -
[60] - Quote
Great info, I cant wait for 1.5 |
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calvin b
Molon Labe. League of Infamy
19
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Posted - 2013.07.12 22:53:00 -
[61] - Quote
HMG needs a buff in range or damage. I am full proto with 4 in proficiency and complex damage mods. To this day the HMG fails to do its job, and that is rip the other players apart. The other day a shotgun was able to kill me from a further range than I could kill them. What gives DEV, am I to believe a HMG is worse than all other ranged weapons in game. Fix this please because as I see it there is no future for heavy than the forge gun, but that is maybe why you want the HMG like it is and that is everyone will quit on the HMG and heavy build. |
Beren Hurin
OMNI Endeavors
668
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Posted - 2013.07.13 21:49:00 -
[62] - Quote
I think it should be noted, that there are about 3 main varieties of weapons.
You have direct, standoff/indirect/suppressive, and AV.
The plasma cannon and forge guns are sort of a cross of AV and suppressive, and the precision/sniper rifles are direct/standoff, but other than that, indirect weapons should not expect the performance of direct weapons. |
BAMM HAVOC
Carbon 7 CRONOS.
6
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Posted - 2013.07.13 23:50:00 -
[63] - Quote
my thoughts
couldn't be bothered typing what I thought about the update so I made this vid |
Grimmiers
0uter.Heaven EoN.
223
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Posted - 2013.07.15 03:10:00 -
[64] - Quote
I think the negative bonus against armor is a bit too high for explosive weapons. Even a 5% increase in damage would still be effective. The current 20% bonus to armor just makes flaylocks and mass drivers a bit op especially with damage mods added.
If you change this you could probably bring missle turrets back a little. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
314
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Posted - 2013.07.15 11:21:00 -
[65] - Quote
HMG need a little more optimal range, not a lot, just a little, be outclassed by an AR is acceptable over 35-40 meters, inside 30 meters radius HMG have to blast everything. |
Magnus Amadeuss
DUST University Ivy League
10
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Posted - 2013.08.21 22:36:00 -
[66] - Quote
Just wondering if this plan of action was crushed by CCP or what?
The contents of this devblog never seem to have made it live. |
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