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RoundEy3
Metal Mind Industries
166
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Posted - 2013.07.05 01:45:00 -
[1] - Quote
So, I got to play a decent # of matches now and I wanted to try to construct a decent and honest 1.2 assessment.
First off my opinions on some of the mentioned dev blog improvements and general gameplay. I do like playing the game, it's fun most of the time I'll come right out and say it. I still like your game good job there CCP.
-The performance increase: I see the game running smoother in the majority of areas and the movement and aiming is thus improved where this performance increase works. However anywhere there are condensed building, enemies, and combat the same performance issues: fluid movement, and aiming mechanics still suffer. Please continue to improve this.
-Sound improvement, Yes it is improved, there are no more weird echo sounds coming from everywhere while inside structures, and I have yet to have the error when your gun continues to make the firing sound when you have long stopped firing.
-You added new armor modules: I like what they offer in theory but they are useless for their PG/CPU requirements. My suggestion is either lower the requirements to reflect what they offer or buff them. There are plenty of threads that go into deep detail on this.
Now for some stuff I've noticed
-Revert the RDV drop times to 15 seconds again or a happy medium of 10s. People should have to wait to get any vehicles, especially murder taxis. This improved drop off time has turned the skirmish maps into a giant point capture road warrior arena. That brings me to the Saga II. For 15K isk this thing is ridiculous. I think the aurum turret is awesome, but no LAV should have those 70% shield resist modules on them, NONE. LAV's should have to use player market items for fitting their defenses.
-Sniper rifle damage: I haven't taken the time to grab the numbers, but I see the reduced damage % whe nI hold the crosshairs over targets and it has been lowered since last version I believe. In practice sniping feels nearly pointless. It takes 3-4 direct hits to drop targets that always fell in 2 before. Sniper rifle damage ratios in uprising were just fine, please revert or change this. While most combat has been improved from the 1.2 changes sniping is the one I think has taken a pointless nerf.
Summary: I hope people add their own likes and dislikes of 1.2. Between being frustrated and satisfied with this game I wanted to be objective for any CCP people looking for feedback. I like the ever lasting progression of building my character, learning how to improve specialized skills in and out of battle. Keep thinking of thoughtful balanced ways to improve the roles and abilities we have now and to add new ones like the commando, shield vs. armor, battle situations from close to long range to vehicular. Keep trudging through the threads for honest input from players who keep trudging through the falls and graces of this game. |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
481
|
Posted - 2013.07.05 02:50:00 -
[2] - Quote
Thanks for the info on the Sniper Nerf. What I was wondering about was head shots. Previously they could take almost any suit out. I have been OHK more than once since 1.2 but only with Proto Sniper Rifles (yes, even the incredibly cheap we are going to change it but have yet to do it Charge Sniper Rifle included). I have only sniped a few times since 1.2 as it is not my focus.
Of course, I quit playing after 1.1 so 1.2 is an improvement. Not nearly the game Chromosome was and I have stopped actively recommending against Dust 514. I still don't recommend for it as it is mostly an FPS that doesn't deliver. The MMO and RPG functions are dead in the water.
The CCP/Shanghai Murder Taxi Game stinks. Still.
The game may be smoother but I am seeing many more graphical glitches. From a software developer viewpoint (25 years) that means there are many instances of assumptions* in the code. They have optimized yes but that broke some of the assumptions which produces the graphic glitches.
Some odd AI work as well. I posted about Rail Gun Turrets just blasting away willy nilly with no targets in sight.
I agree on the 10 second RDV drop time. 15 was too long but 5 is silly. Then the thing disappears so quickly it is tough to kill them, . But killing Bolas is one of my favorite fun things to do.
And the new Armor modules are definitely interesting but basically useless.
There are many things in the vehicle skills that are similar. The system was not rebalanced when they Nerf Hammered the Vehicle PG Skill into a completely useless function. They should just drop it to 2x or, better yet, kill it completely.
Good post, @RoundEy3.
* technical phrase. It means that they hard coded some function based on 'it works this way'. Then when the basic game was optimized those functions that have hard coded assumptions fail. This occurs on boundary conditions quite often. |
BL4CKST4R
WarRavens League of Infamy
399
|
Posted - 2013.07.05 04:42:00 -
[3] - Quote
Flaylock explosive damage was broken? Oh god that means I will die more :( |
Eris Ernaga
Super Nerds
268
|
Posted - 2013.07.05 06:59:00 -
[4] - Quote
RoundEy3 wrote:So, I got to play a decent # of matches now and I wanted to try to construct a decent and honest 1.2 assessment.
First off my opinions on some of the mentioned dev blog improvements and general gameplay. I do like playing the game, it's fun most of the time I'll come right out and say it. I still like your game good job there CCP.
-The performance increase: I see the game running smoother in the majority of areas and the movement and aiming is thus improved where this performance increase works. However anywhere there are condensed building, enemies, and combat the same performance issues: fluid movement, and aiming mechanics still suffer. Please continue to improve this.
-Sound improvement, Yes it is improved, there are no more weird echo sounds coming from everywhere while inside structures, and I have yet to have the error when your gun continues to make the firing sound when you have long stopped firing.
-You added new armor modules: I like what they offer in theory but they are useless for their PG/CPU requirements. My suggestion is either lower the requirements to reflect what they offer or buff them. There are plenty of threads that go into deep detail on this.
-The new shield regeneration modules need a skill requirement, for real.
Now for some stuff I've noticed
-Explosive Improvements: You made the mass drivers and flaylock explosions work properly, good job there.
-Revert the RDV drop times to 15 seconds again or a happy medium of 10s. People should have to wait to get any vehicles, especially murder taxis. This improved drop off time has turned the skirmish maps into a giant point capture road warrior arena. That brings me to the Saga II. For 15K isk this thing is ridiculous. I think the aurum turret is awesome, but no LAV should have those 70% shield resist modules on them, NONE. LAV's should have to use player market items for fitting their defenses.
-Sniper rifle damage: I haven't taken the time to grab the numbers, but I see the reduced damage % when I hold the crosshairs over targets and it has been lowered since last version I believe. In practice sniping feels nearly pointless. It takes 3-4 direct hits to drop targets that always fell in 2 before. Sniper rifle damage ratios in uprising were just fine, please revert or change this. While most combat has been improved from the 1.2 changes sniping is the one I think has taken a pointless nerf.
Summary: I hope people add their own likes and dislikes of 1.2. Between being frustrated and satisfied with this game I wanted to be objective for any CCP people looking for feedback. I like the ever lasting progression of building my character, learning how to improve specialized skills in and out of battle. Keep thinking of thoughtful balanced ways to improve the roles and abilities we have now and to add new ones like the commando, shield vs. armor, battle situations from close to long range to vehicular. Keep trudging through the threads for honest input from players who keep trudging through the falls and graces of this game.
God no I hate waiting on a vehicle ecspecially when dropping out of the MCC and seing everyone sprint ahead of me or calling one in and having to wait while im in the open. I wouldn't mind having them take just a few seconds longer maybe to get there but i like how fast they drop your vehicle now. |
RoundEy3
Metal Mind Industries
172
|
Posted - 2013.07.05 13:08:00 -
[5] - Quote
Eris Ernaga wrote:God no I hate waiting on a vehicle ecspecially when dropping out of the MCC and seing everyone sprint ahead of me or calling one in and having to wait while im in the open. I wouldn't mind having them take just a few seconds longer maybe to get there but i like how fast they drop your vehicle now.
I like how quickly vehicles arrive too, but so do the 6 guys on the other team who drive around in lav's the majority of the battle. To those who use tanks or LAV's sparingly the faster RDV time is great. The way it is used by players other than myself is where noticable change in gameplay comes in. Right now LAV's can spam the field faster than most AV guys can restock on ammo. Not good if you ask me. |
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