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Author |
Thread Statistics | Show CCP posts - 24 post(s) |
Himiko Kuronaga
SyNergy Gaming EoN.
990
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Posted - 2013.07.23 23:24:00 -
[1] - Quote
Quote: Smoothed out the animation of players in the distance
Big time sniper buff. |
Himiko Kuronaga
SyNergy Gaming EoN.
993
|
Posted - 2013.07.24 05:05:00 -
[2] - Quote
Why would you want DICE in charge of Dust?
What, you aren't getting enough rampant nerfs? |
Himiko Kuronaga
SyNergy Gaming EoN.
1007
|
Posted - 2013.07.25 03:05:00 -
[3] - Quote
CCP Wolfman wrote:Aeon Amadi wrote:Three Questions Wolfman This update seems a little relaxed when compared to 1.1 and 1.2, and Im not unhappy with the changes but I would like to know where some things stand. Is there any work being done to rebalance or potentially add new variants to the Plasma Cannon and Laser Rifle? Theyre both under utilized and under performing atm. Also, is there any changes being worked on for weapon skills, like what was done for the Flaylock, that are virtually useless? A good example is Plasma Cannon Ammo Capacity, which at level four gives 10.8 rounds and level five which gives 11.25 rounds, both rounding off to two additional rounds. Issue with this is that itsabsolutely pointless to get that skill to level five and its just wasted SP. Another good example is Scrambler Pistol Fitting Optimization. Last One thats important: Where are the ISK variants for the contact grenades? Bonus question Hows that Burst SMG coming along * We'll be looking at the plasma cannon along with the other AV weapons as part of the vehicle rework. Can't really touch one without touching the other. So not in 1.4 but soon. * For 1.4 we've replaced the ironsights on the laser rifle with a red dot sight similar to the one on the scrambler rifle. I want to see if this changes its performance, it does make it far easier to use and the weapon can still deal a ton of damage. * Yes we are doing some updates to the weapon skills. Will give more info on them at a later date. * The Thukker is a contact nade
If I may interject dear sir, while the iron sights are indeed a hindrance to the laser rifle I believe you will find that the largest problem, even with heating issues solved via proper dropsuit usage, is that it is a weapon which requires you to aim down the sights and track your target for an extended period of time while they slowly die.
The reason this is an issue is due to the current aiming system and the slow tracking speed while aiming down the sights of the laser rifle. The typical scenario involves you aiming, firing, cooking your opponent for half a second and then watching them panic and run off in a random direction. At this point you attempt to track them, but due to the slow speed of ADS, are typically unable to re-acquire them before you either overheat or they find cover. |
Himiko Kuronaga
SyNergy Gaming EoN.
1007
|
Posted - 2013.07.25 03:29:00 -
[4] - Quote
CCP Wolfman wrote:Vectar Locke wrote:CCP Wolfman wrote:
* For 1.4 we've replaced the ironsights on the laser rifle with a red dot sight similar to the one on the scrambler rifle. I want to see if this changes its performance, it does make it far easier to use and the weapon can still deal a ton of damage.
Have you changed the ability to slew the weapon while ADS so it isn't ridiculously slow and hard to aim? As much as I hate the iron sights the slow turning while ADS is the *real* killer. Yes, we'll be increasing the ADS speed for the laser as well.
... any chance for "Doom" mode on the HMG getting an ADS buff? |
Himiko Kuronaga
SyNergy Gaming EoN.
1009
|
Posted - 2013.07.25 08:17:00 -
[5] - Quote
CCP Wolfman wrote:
I actually put DOOM mode in as a joke but we all liked it so it stayed :-) By buff do you mean speed?
Yes the speed being increased would be particularly helpful on it. I mean I don't expect to pan it 360 degrees with the flick of a wrist but right now it has issues making adjustments to a strafing target even when you're aiming down a straight corridor. I would hope it would at least have enough precision for that kind of job.
It would also help with the Assault HMG variant a good amount as you tend to be fighting at greater ranges with that weapon to begin with and it tends to have the same problem as the Laser Rifle does. Except instead of raw damage buildup over time, it takes a long time for the accuracy to really kick in on your target and by the time it finally does "Death's Engine" has them running scared in a random direction. Unfortunately Doom Mode is a bit too slow to track those targets, so its difficult to use that particular variant at the range it was intended for. |
Himiko Kuronaga
SyNergy Gaming EoN.
1009
|
Posted - 2013.07.25 08:33:00 -
[6] - Quote
CCP Wolfman wrote:2-Ton Twenty-One wrote:Will we see changes to the heavy turn speed or hmg now that the strafe speed has had a noticeable increase thanks to performance fixes? Actually the strafe speed is slightly bugged right now. Some modifiers aren't being taken in to account properly. That will be fixed in 1.4 (but you will still have a faster strafe than in the past, don't worry) and we are currently testing the heavy with no turn limitation and increased strafe speed. Not made a final decision yet but it feels ok so far.
DO IT! |
Himiko Kuronaga
SyNergy Gaming EoN.
1009
|
Posted - 2013.07.25 08:39:00 -
[7] - Quote
Too much change as in, difficult to get used to as a player?
Or too much change as in, potential to break everything? |
Himiko Kuronaga
SyNergy Gaming EoN.
1009
|
Posted - 2013.07.25 08:44:00 -
[8] - Quote
You know the other day I was trolling with my breach scrambler pistol and fired off a rogue shot maybe a meter or two behind my target. Killed him instantly.
Bizarre stuff, it was like reverse-leading.
I just point in the general direction and pray for good fortune these days. |
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