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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Shotty GoBang
Pro Hic Immortalis League of Infamy
397
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Posted - 2013.07.23 20:33:00 -
[91] - Quote
Nerf Over Performing Items .... Check! Buff Under Performing Items ... ... ... (Check?) |
N1ck Comeau
Pro Hic Immortalis League of Infamy
834
|
Posted - 2013.07.23 20:38:00 -
[92] - Quote
Shotty GoBang wrote:Nerf OP Items ... Check! Buff UP Items ... ... ... (Check?) Scouts will get the buff they need in due time |
GTA-V FTW
Mannar Focused Warfare Gallente Federation
133
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Posted - 2013.07.23 20:43:00 -
[93] - Quote
Quote:When we originally designed the Flaylock, we wanted it to feel like a skillshot weapon. It should have been powerful, but tricky to use properly. However, we underestimated its potential with both the direct and splash damage. In the hands of a skilled player, it quickly proves itself to be superior to other sidearms and begins to rival other primary weapons. This is going to change and here's how.
Right now, we feel players are relying too heavily on the splash damage of the weapon to get kills. To that end, we're making two changes to encourage precision and reward player skill. First, we're reducing the base splash damage from 195 to 140. We're also reducing the blast radius on the Advanced (from 1.5m to 1.25m) and Prototype (from 2.0m to 1.5m) tiers.
Of course, a direct shot from the Flaylock is still devastating in its current state, so we'll be reducing direct damage from 218 to 165. This is a rather large change, but it brings it in line with other sidearms and should help keep the Flaylock from being a replacement for a primary weapon.
So if this was designed to be a skillshot weapon then you would expect the skilled players to be good with it right?
Also on the same line how is taking away direct damage balancing this weapon?
A skillshot weapon should be damaging with a direct hit and it would take a player having some skill to get a skilled shot so why not just take the splash damage away and leave the direct damage?
Anyway it is what it is.
So we should expect a buff in 1.6 when no one is using the Flaylocks anymore, right? |
Croned
C0NTRA UNIT
361
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Posted - 2013.07.23 21:22:00 -
[94] - Quote
Did the flux grenade also out-score contact grenades in kills?
But seiously, I'm happy to see these changes being being made soon. I do have one question though: In 1.4, will contact grenades no longer be referred to as "contact grenades", and rather "sticky grenades"? I mean if they don't detonate on impact, they're actually closer to regular grenades. And will this sticky change only apply to fuses? Or will it apply to Thukkers as well? I'd hope the Thukkers would still detonate on impact, given that they are proto and have a small radius. |
Spademan
The Unholy Legion Of DarkStar DARKSTAR ARMY
189
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Posted - 2013.07.23 21:23:00 -
[95] - Quote
At first glance they look like great changes, should still be able to use the flaylock to support my scrambler, though testing should tell more. |
STABBEY
WarRavens League of Infamy
81
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Posted - 2013.07.23 21:27:00 -
[96] - Quote
CCP Mintchip wrote: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!
the flaylock nerf +1.
The changes to contact grenades were not needed, the only people crying were the new players. I survive Contact and fused nades most of the time and still win the gun fight. Most Veteran players can avoid the things with ease. when 1.3 comes you better be ready for refund tickets. |
Boundary Waters
Molon Labe. League of Infamy
10
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Posted - 2013.07.23 22:02:00 -
[97] - Quote
People sure do love to bitc* and whine about a free game that no one forces you to play. Cheers to ccp for continuing to develop this game |
2-Ton Twenty-One
Internal Error. Negative-Feedback
846
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Posted - 2013.07.23 22:18:00 -
[98] - Quote
+1 good dev blog |
Tal-Rakken
DUST University Ivy League
33
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Posted - 2013.07.23 22:25:00 -
[99] - Quote
Quote: At the same time, we're modifying the Flaylock Ammo skill to give 1 missile per level instead of a 5% bonus per level. This makes the skill equally useful for all tiers and gives you an increased opportunity to score a direct hit with the larger ammo pool.
any chance of getting similar changes to say swarm launchers?? at lvl 4 you get 1 extra missile if my math is correct, and you dont get any bonus beyond or until lvl4.
Quote:Finally, we're changing the fitting skill to make the bonus more useful. As the Flaylock currently uses very little power grid, the fitting skill's bonus to PG wasn't very helpful. As of Uprising 1.3, the skill will now give a CPU bonus instead.
any chance of getting this moved over to any of hte other sidearms as most have very low pg usage and yet at the higher tiers have a rather large cpu cost although not quite as low as the flaylock(never realized how easy to fit the flaylock was) |
DJINN leukoplast
Hellstorm Inc League of Infamy
832
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Posted - 2013.07.23 22:54:00 -
[100] - Quote
Flaylock adjustments seem to be just right. I've been using the advanced flaylock and definitely agree that it needed a damage reduction, although the 1.5m splash seemed about right, which is where the core will be in 1.3. And the 1.25m splash on the advanced isn't a big enough hit to make it useless, which is good. As a sidearm it should be used mainly to finish people off or used as a last resort weapon, and I think these changes should accomplish that. Ammo nerf might have taken it too far, but it's not too dramatic of a change.
But TBH I am not sure if your fused adjustment was a good thing. Yes it needed a nerf, but in a way you guys gave it a pretty big buff at the same time. Ok, so we can only carry one at a time now right? But you beef up it's splash radius to the same as the other nades in it's category? So the thukkers will be just as potent as the cores... but in contact nade form?
I can see it now, people camping on hives abusing the living crap out of fused, and thukkers will be the holy grail. But who knows, maybe only having on at a time, unless sitting on a hive, will make people use them more wisely and less often for cheap tactics.
As for the sticky idea, I love it! I've always wanted to see sticky nades in this game, although heavies are going to absolutely HATE it |
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DJINN leukoplast
Hellstorm Inc League of Infamy
832
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Posted - 2013.07.23 22:57:00 -
[101] - Quote
Croned wrote:Did the flux grenade also out-score contact grenades in kills?
But seiously, I'm happy to see these changes being being made soon. I do have one question though: In 1.4, will contact grenades no longer be referred to as "contact grenades", and rather "sticky grenades"? I mean if they don't detonate on impact, they're actually closer to regular grenades. And will this sticky change only apply to fuses? Or will it apply to Thukkers as well? I'd hope the Thukkers would still detonate on impact, given that they are proto and have a small radius.
In 1.3 Thukkers radius will be the same as the cores. |
Celestial Fire
Superior Genetics
2
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Posted - 2013.07.23 23:25:00 -
[102] - 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.
You do know that it is a secondary, not a primary, right? |
God Anpu TheImmortal
The Pyramid Order Only The Famous
27
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Posted - 2013.07.24 00:21:00 -
[103] - Quote
Beren Hurin wrote: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. Agreed this was a very quick and timely response to this flaylock fest now let's see how the flaylockers do now. |
Winsaucerer
The Southern Legion
166
|
Posted - 2013.07.24 00:42:00 -
[104] - Quote
JP Acuna wrote:October SnowFox wrote: Why "Fused" gr only by AUR???
Because the kills are too easy. Everyone would use them and they'd be nerfed right away. It's ok the way it is.
No, there should always be an ISK equivalent. This game is already walking dangerously along the edge of "pay to win", since you can use out of game money to create real in-game goods used to win wars. Don't topple over the edge by having powerful AUR-only items. |
rexio XD
Zumari Force Projection Caldari State
0
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Posted - 2013.07.24 00:59:00 -
[105] - Quote
wripple wrote: I foresee tears from warravens, seriously the core flaylock is the only thing we use in PC and o.h have been ripping our proto elites apart. there fixed it |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
798
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Posted - 2013.07.24 01:07:00 -
[106] - Quote
About the Flay Lock pistol.... and Im speaking from the Lord of the Land of Armour tanking's perspective, knighted and raised to lordship by the the forum king Charlotte O'dell, that the Flay Lock would honestly be fine with the proposed changes to the Splash Damage and Radius.
A Nerf in damage from 218 to 165 is extremely harsh almost breaking the gun entirely.... like the laser when it was first redesigned for Uprising (now it is a great gun). A flat reduction of between 20- 35 points of damage on direct hit would be perfect. It would keep the damage below 200 on direct hit while not utterly hammering the gun.
I mean I hate all things Minmatar, especially the Flay Lock but I don't want to see it disappear into obscurity. I enjoy CEO Pyrex's videos. |
castba
Penguin's March
41
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Posted - 2013.07.24 01:21:00 -
[107] - Quote
Looking forward to the sticky grenades in 1.4 Suicide scouts could cause quite a bit of panic... and humour! |
420 BLAZED
STRONG-ARMED BANDITS
55
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Posted - 2013.07.24 01:44:00 -
[108] - Quote
looking good CCP, this game is the bomb and can't wait until we fix the little things, because believe it or not they matter and just wondering are you guys going to issue a sell back in the market? yours truly Mr. Dedication 420 BLAZED |
howard sanchez
DUST University Ivy League
612
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Posted - 2013.07.24 01:44:00 -
[109] - Quote
I haven't even begun to read the responses in this thread. Doing that next. Just wanted to say "thank You" CCP. And especially thank you to CCP Wolfman.
The style of communication and feedback to the community demonstrated in this blog is exactly what we need more of. Great blog.
Please note, I am not referring to the contents ( but my opinion of such is positive), rather to the format, language and overall style. You are speaking to us clearly about your perspective and plans for the game, the data that leads to your current assessment of the status qou and then you list actions you are taking and giving us insight to your future expectations.
This is the style and approach that makes me, a player, feel like I have a closer connection to you, a developer. I need that sense of connection because DUST often feels like its not headed in the right direction. And I hope that sense comes more from a lack of insight and information on my part ( the player ) than on your part.
I feel like players are telling you how the game feels from our perspective...this blog feels like you are starting to tell us how it feels from your perspective.
Do more of this please. And make your blog release cycle a lot shorter than your game update cycle.
Thanks again.
HS |
calvin b
Molon Labe. League of Infamy
104
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Posted - 2013.07.24 02:39:00 -
[110] - Quote
The first thing I noticed is they say the shotgun instead of an HMG is made for CQC. WTF CCP when are we the heavies going to earn your freakin respect. Also making the grenade sticky great idea in concept, but guess who will be the main target for these, we the heavies is who. A target as big as we are and as slow as we are, I can see it becoming another problem for us. I am not trying to rain on your parade but man come on. I am frustrated and I am at a lose for words for I am very close to joining the respec crowd and just going proto assault. There is no point to being a heavy, the build does not work in PC and is constantly outgunned on the battlefield. No range, damage is so so at best. So what is the point of having a heavy build. Please I am just fustrated and want to enjoy the game but at the moment I don't know what to say. |
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October SnowFox
Vacuum Cleaner. LLC RUST415
44
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Posted - 2013.07.24 03:42:00 -
[111] - Quote
Vin Mora wrote:October SnowFox wrote:Why AR have more skills? The SMG has the same number of skills; its to reduce the scatter of the weapon to increase its effective range by tightening the bullet spread. HMGs due this naturally, and most other weapons have no spread to speak of. October SnowFox wrote:Why other weapons still have stupid skills? like PG cost on FlayLock and charge time on ScR? For the most part most of the skills are good, or at least the intent is in the right place. The Flaylock PG reduction was there because every other weapon has similar skill (except for the Plasma Cannon), now it matches the Plasma Cannons fitting skill and reduces the CPU instead. The charge time is not a 'stupid' skill (you probably also think that reload skills are stupid, too) that reduction in charge time can make the difference between getting a kill or an assist, or living and dying. Sure, it doesn't work on the assault variants but that is intended. ok, why SMG\AR have more skills? Reload skill is not stupid, u a wrong. I m telling you about passive skills like "dispersion" and about "charge skill" - ok,ok.. dont touch him. Just add dispersion skill to ScR! About FL - **** this **** dont eat PG!!! they must add PG cost
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IrishWebster
Molon Labe. League of Infamy
57
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Posted - 2013.07.24 03:53:00 -
[112] - Quote
I want to have sex with whoever designed these changes. And by sex I mean have beers with. |
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CCP Wolfman
C C P C C P Alliance
541
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Posted - 2013.07.24 03:53:00 -
[113] - Quote
Thanks for the comments guys. ItGÇÖs going to be very interesting to see how these changes effect the Flaylock performance. Need that graph to drop a bit but not too much :-)
Just to manage your expectations weGÇÖre not 100% sure sticky nades will make it in to 1.4. Some of our other work has taken longer than expected so that task is currently in the danger zone.
Cheers
CCP Wolfman
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Mintqueer
Mikramurka Shock Troop Minmatar Republic
51
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Posted - 2013.07.24 04:00:00 -
[114] - Quote
Flaylock's splash damage is still too good, it should be dropped to 60~80 and the radius of advanced/prototype level is should be 1 m fixed. |
Mintqueer
Mikramurka Shock Troop Minmatar Republic
51
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Posted - 2013.07.24 04:02:00 -
[115] - Quote
CCP Wolfman wrote:Thanks for the comments guys. ItGÇÖs going to be very interesting to see how these changes effect the Flaylock performance. Need that graph to drop a bit but not too much :-)
Just to manage your expectations weGÇÖre not 100% sure sticky nades will make it in to 1.4. Some of our other work has taken longer than expected so that task is currently in the danger zone.
Cheers
CCP Wolfman
Core locus grenades are better, cook greande... jump... throw... win |
GOTDUST
Zumari Force Projection Caldari State
49
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Posted - 2013.07.24 04:12:00 -
[116] - Quote
Just REMOVE contact grenades from market and REFUND unused. No one will buy that nerfed garbage. Sticky Grenades? What r u smoking? More crap for these 10 year olds to cry about. Try adding some new maps and EVERYONE Is happy. Lock the noobs in academy till they hit 5 mill sp. |
fragmentedhackslash
KILL ORDERS
0
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Posted - 2013.07.24 04:15:00 -
[117] - Quote
I didn't see anyone suggest an operator splash back damage for the Flaylock, ie: if the operator shoots ANYTHING at point blank it hurts them as well, please it is a needed fix. |
Niuvo
The Phoenix Federation
290
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Posted - 2013.07.24 04:28:00 -
[118] - Quote
I like what I read. Operator splash back damage is a must! Forge gun too! |
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CCP Wolfman
C C P C C P Alliance
550
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Posted - 2013.07.24 05:15:00 -
[119] - Quote
Mintqueer wrote:Flaylock's splash damage is still too good, it should be dropped to 60~80 and the radius of advanced/prototype level is should be 1 m fixed.
We'll see how this changes the performance stats as well as what the community reaction is before we make any more changes. We don't want to nerf it too hard and then have to bump it back up again :-) |
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CCP Wolfman
C C P C C P Alliance
556
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Posted - 2013.07.24 05:31:00 -
[120] - Quote
Niuvo wrote:I like what I read. Operator splash back damage is a must! Forge gun too!
They do splash the user if he is close enough..? I just blew myself up! |
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