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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Mintchip
C C P C C P Alliance
814
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Posted - 2013.07.23 15:53:00 -
[1] - Quote
We've heard your concerns and we were a little shocked at the horse-head in our beds, but as per usual we are definitely doing something about it. As CCP Wolfman iterates in this new dev blog. You might be interested to read more about the changes we are making to the Flaylock Pistol, Contact Grenades and teaser into the remedy for the "murder taxis" Please leave your feedback down below! CCP Mintchip // Twitter - @CCP_Mintchip Dust 514 Community Rep |
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Vethosis
Eir Gaming
662
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Posted - 2013.07.23 15:56:00 -
[2] - Quote
1st, it only took 2 months to act on this. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
258
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Posted - 2013.07.23 15:58:00 -
[3] - Quote
Not as big a nerf to Flaylock splash damage range as I'd like to have seen, but thank you! |
Viktor Vikrizi
The Unholy Legion Of DarkStar DARKSTAR ARMY
5
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Posted - 2013.07.23 16:00:00 -
[4] - Quote
Im glad the contact grenade 's ammo count is getting limited to 1. Those things were getting annoying |
Parson Atreides
Ahrendee Mercenaries EoN.
518
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Posted - 2013.07.23 16:03:00 -
[5] - Quote
You say you want the flaylock to be a skillshot weapon, yet the splash damage is still about 85% of the direct shot. wut?
And the rate of fire isn't decreasing at all?
As for contact grenades, does that mean we'll see the Fused now use the same PG/CPU requirements and splash radius as the Thukker? Because if not, then you can't pretend like you have an ISK equivalent of the Fused anymore. |
CommanderBolt
A.N.O.N.Y.M.O.U.S. League of Infamy
100
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Posted - 2013.07.23 16:06:00 -
[6] - Quote
Sounds pretty good to me. I would even go as far as saying, you're actually doing more to the Flaylock than I expected. To me it sounds reasonable but please watch to see how the situation develops and iterate should it be a little underpowered.
And oh yes they WERE the primary weapon for a lot of so called 'protobears'.
Its a bloody noob tube as it stands, hopefully after these changes it will be a weapon that rewards skilled marksmen. Similar to how the Plasma Cannon is - (Please the plasma cannon could use some loving now!) |
Reaper Skordeman
The Reaper Crew PMC
44
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Posted - 2013.07.23 16:07:00 -
[7] - Quote
Wow... I feel the change in Direct Damage is just too much. It fires rockets for gods sake it's meant to be powerful.
The blast radius needed to be changed, but that and the Direct Damage, you've near crippled this weapon.
You can expect cries for a Respec. now. I feel it should be the blast radius that is changed. the current direct damage is fine, if you even get a direct hit. |
Beren Hurin
K-A-O-S theory
799
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Posted - 2013.07.23 16:08:00 -
[8] - Quote
Vethosis wrote:1st, it only took 2 months to act on this.
This can't be a valid complaint. Considering it takes, what, a week or more to get the SP for proto, and then its not like they would have statistics for the past to compare much to.
First, you'd have the early adopters with the SP saved getting a lot of kills, then the people who actually earn the SP. Then the followers for the next couple of weeks. Then you get the bandwagon by the end of the month. So you see the graph, and there really wasn't a 'phenomenon effect until July' so IMO this was a fairly quick response and turn around. |
Reav Hannari
Red Rock Outriders
863
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Posted - 2013.07.23 16:12:00 -
[9] - Quote
Vethosis wrote:1st, it only took 2 months to act on this.
One month to gather data, discuss and make changes and test. Uprising 1.3 has been in Sony's hands for about 3 weeks now. I'm guessing you don't have much experience in the software business.
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Musta Tornius
Sinq Laison Gendarmes Gallente Federation
508
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Posted - 2013.07.23 16:12:00 -
[10] - Quote
Nice work, looking forward to what else is coming in 1.3. |
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Crimson Judgment
ROGUE SPADES EoN.
70
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Posted - 2013.07.23 16:12:00 -
[11] - Quote
these changes are nice im happy your not changing the mass driver despite all of the whining. the weapon is fine annoying when your getting mortared with it lol but fine
as for the flaylock skill is that 1 missile added to clip or maximum ammo?
and if its maximum ammo is the skill making the difference or at proto will you get 26 max ammo? |
Beren Hurin
K-A-O-S theory
799
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Posted - 2013.07.23 16:14:00 -
[12] - Quote
So based on the community's help in figuring out how nanohives use nanite clusters, the stats for the consumed clusters per grenade has been something like 10+ clusters per grenade (but really the stat was 30 clusters to fill your grenade pack.)
So my guess is that a contact grenade will probably take 30 clusters and empty a non-full STD/ADV nanohive in 1 restock.
So not only will a contact grenade spammer maybe gimp himself and feel more naked without all of his win buttons, but he will also quickly gimp his team from resupplies. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2197
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Posted - 2013.07.23 16:14:00 -
[13] - Quote
No mention at all of an ISK variant........
Soooooo when does this stop being a pay-only option???? |
LRMXxX
What The French CRONOS.
37
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Posted - 2013.07.23 16:14:00 -
[14] - Quote
I think the fuse nerf is right on the spot but i'm affraid that the flaylock will still be vastly superior to other secondary weapon (seriously who would pick a scrambler pistol over a flaylock in CB). Nothing on the MD ?
The good thing is that when we read wolfman blog, it feels like he understood that CB in it's current state is a 'splosion fest right now, (the MD being one of the greatest contributor to the clusterfuck in CB)
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Jason Punk
DUST University Ivy League
158
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Posted - 2013.07.23 16:16:00 -
[15] - Quote
Overall, looks good. It may take a few months, but ya get it done right gentlemen.
A Toast! To the 1.3! |
Jason Punk
DUST University Ivy League
158
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Posted - 2013.07.23 16:16:00 -
[16] - Quote
LRMXxX wrote:I think the fuse nerf is right on the spot but i'm affraid that the flaylock will still be vastly superior to other secondary weapon (seriously who would pick a scrambler pistol over a flaylock in CB). Nothing on the MD ?
The good thing is that when we read wolfman blog, it feels like he understood that CB in it's current state is a 'splosion fest right now, (the MD being one of the greatest contributor to the clusterfuck in CB)
....me? |
sixteensixty4
Kang Lo Directorate Gallente Federation
11
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Posted - 2013.07.23 16:17:00 -
[17] - Quote
I specced into flaylock in may sometime, didnt feel so op, untill everyone else got one changes sound reasonable, will soon see after 1.3
Sticky nades sounds like a plan!! |
Prangstar RND
Ahrendee Mercenaries EoN.
151
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Posted - 2013.07.23 16:18:00 -
[18] - Quote
I would have nerfed it even more but thanks ccp for taking that **** down. We'll see how it works out in the weeks to come. |
ZDub 303
TeamPlayers EoN.
1205
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Posted - 2013.07.23 16:18:00 -
[19] - Quote
Changes to explosives look good... now if only you had followed that same logic before you took the nerf hammer 9000 to the cal logi suit |
Crimson Judgment
ROGUE SPADES EoN.
70
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Posted - 2013.07.23 16:18:00 -
[20] - Quote
sixteensixty4 wrote:I specced into flaylock in may sometime, didnt feel so op, untill everyone else got one changes sound reasonable, will soon see after 1.3 Sticky nades sounds like a plan!! go ahead throw your sticky nade at my face ima rush you so hard that we'll both die |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2198
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Posted - 2013.07.23 16:18:00 -
[21] - Quote
Reaper Skordeman wrote:Wow... I feel the change in Direct Damage is just too much. It fires rockets for gods sake it's meant to be powerful.
The blast radius needed to be changed, but that and the Direct Damage, you've near crippled this weapon.
You can expect cries for a Respec. now. I feel it should be the blast radius that is changed. the current direct damage is fine, if you even get a direct hit.
It fires rockets but its also a Sidearm that outperforms the Mass Driver in terms of overall damage. Lowering the damage now makes the Mass Driver a more juicy option. |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
35
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Posted - 2013.07.23 16:20:00 -
[22] - Quote
looks solid, looking forward to maybe seeing the changes to contact nades in 1.4 or later? and glad to see flaylock looks mostly solid still, ADV. flaylock felt much more balanced than the core so changing the core to be more like the ADV is now sounds good.
I do want to echo concerns about direct damage in the patch though. I understand it's a sidearm and its RoF and reload speed means it has a pretty high DPS if those direct hits land. BUT I'm concerned it might not be as effective in hit & run style tactics as if currently can be (if you can land direct hits consistently). I run scout with a speed tank and a shotgun/flaylock combo, so it's basically all about DPH. I mean I can wait and see, everything might be fine one the patch hits. but wouldn't lowering the RoF and increasing the reload speed be more in line with what the weapon is supposed to be?
I feel like right now you're nerfing DPS by nerfing DPH, if it's supposed to be a high skill, direct hit weapon, why not nerf the RoF to encourage hit & run tactics and skill shots and discourage spamming the whole clip hoping for one or two hits?
as far as concerns about it being a sidearm go, it's not like the proto scrambler pistol and SMG aren't killer too if you use them right. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2198
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Posted - 2013.07.23 16:22:00 -
[23] - Quote
ZDub 303 wrote:Changes to explosives look good... now if only you had followed that same logic before you took the nerf hammer 9000 to the cal logi suit
Awhh, cant fit all complex shield extenders with a full rack of proto equipment to go with your proto weapon?
Just saying... Its not assault... Yet it has more slots, CPU and PG than ANY assault variant. All at the expense of a sidearm, oh nos.
If it were up to me Logis should only be able to use a sidearm, make them more focused on... oh, I dunno... Logistics? |
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CCP Eterne
C C P C C P Alliance
2515
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Posted - 2013.07.23 16:22:00 -
[24] - Quote
Just a clarification on something. The ammo skill changes does not increase magazine size, but rather the size of the ammo pool.
So you'll still need to reload just as often, except you'll need to head back to the supply depo less often with higher skill levels. EVE Online/DUST 514 Community Representative GÇ+ EVE Illuminati GÇ+ Fiction Adept
@CCP_Eterne GÇ+ @EVE_LiveEvents |
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itsmellslikefish
DIOS X. II Top Men.
143
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Posted - 2013.07.23 16:23:00 -
[25] - Quote
I thought there already was a dev blog on murder taxis? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2198
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Posted - 2013.07.23 16:24:00 -
[26] - Quote
Scottie MaCallan wrote:looks solid, looking forward to maybe seeing the changes to contact nades in 1.4 or later? and glad to see flaylock looks mostly solid still, ADV. flaylock felt much more balanced than the core so changing the core to be more like the ADV is now sounds good.
I do want to echo concerns about direct damage in the patch though. I understand it's a sidearm and its RoF and reload speed means it has a pretty high DPS if those direct hits land. BUT I'm concerned it might not be as effective in hit & run style tactics as if currently can be (if you can land direct hits consistently). I run scout with a speed tank and a shotgun/flaylock combo, so it's basically all about DPH. I mean I can wait and see, everything might be fine one the patch hits. but wouldn't lowering the RoF and increasing the reload speed be more in line with what the weapon is supposed to be?
I feel like right now you're nerfing DPS by nerfing DPH, if it's supposed to be a high skill, direct hit weapon, why not nerf the RoF to encourage hit & run tactics and skill shots and discourage spamming the whole clip hoping for one or two hits?
as far as concerns about it being a sidearm go, it's not like the proto scrambler pistol and SMG aren't killer too if you use them right.
If you want a hit and run weapon thats a skillshot, use a Plasma Cannon. |
BatKing Deltor
Granite Mercenary Division
140
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Posted - 2013.07.23 16:24:00 -
[27] - Quote
.....wait... did i read sticky grenade!? |
Beren Hurin
K-A-O-S theory
799
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Posted - 2013.07.23 16:25:00 -
[28] - Quote
Hmm...
sticky grenade = small nerf to LAVs...? If it sticks to the LAV that probably means death to driver right? |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
35
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Posted - 2013.07.23 16:25:00 -
[29] - Quote
Aeon Amadi wrote: If you want a hit and run weapon thats a skillshot, use a Plasma Cannon.
I whole-heartedly support this statement
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Crimson Judgment
ROGUE SPADES EoN.
70
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Posted - 2013.07.23 16:26:00 -
[30] - Quote
CCP Eterne wrote:Just a clarification on something. The ammo skill changes does not increase magazine size, but rather the size of the ammo pool.
So you'll still need to reload just as often, except you'll need to head back to the supply depo less often with higher skill levels. thank you for clearing that up the weapon would be even more spamable then it is now if it increased mag size.
side question will you be making remote explosives sticky along with the grenades? |
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