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Thread Statistics | Show CCP posts - 24 post(s) |
![Orion Vahid Orion Vahid](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Orion Vahid
DUST University Ivy League
85
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 12:29:00 -
[181] - Quote
BARDAS wrote:CCP Wolfman wrote:Hi guys,
I see a bunch of different things being mentioned here so I thought IGÇÖd quickly let you know whatGÇÖs going on with them.
Amount of stuff in 1.3 GÇô This was an intentionally short release to give us a trial run of the new processes we have put in place to be able to deliver updates to you faster. ThatGÇÖs why it might feel a bit GÇÿlightGÇÖ. 1.4 is the 'correct' length and consequently will have more stuff.
Aiming GÇô Aiming was worked on throughout 1.3 laying the foundations for the work me and Remnant are currently doing on it for 1.4. There simply wasnGÇÖt enough time to get it all ready and tested for 1.3. The pad and the mouse will be getting an update, testing is going well. IGÇÖll have a dev blog about this soon with more details.
Vehicle tuning and 1.4 GÇô work on this has started. However we donGÇÖt want to just make small patches and tweaks here and there as we have in the past. We need to take a full pass on vehicles/turrets/modules as a whole. This as you can imagine is a lot of work. It is a priority for us but donGÇÖt expect to see significant updates until 1.5. We need a good chunk of time to get through it all..
Murder Taxis GÇô For 1.4 weGÇÖve updated the vehicle/infantry collision and damage system. I retuned the damage completely the other day and so far in my small tests itGÇÖs feeling a lot better. WeGÇÖll be testing it in our internal playtests this week so we can see how it holds up with more players.
Other bits and bobs - There is also work underway on matchmaking, AFKing and red lining. IGÇÖm not working on the matchmaking so I canGÇÖt provide you with details there right now. IGÇÖll be involved with the redline and AFK stuff this week so IGÇÖll give more info on that soon.
Cheers
CCP Wolfman
Still no mention of Scoutly love... ![Cry](https://forums.dust514.com/Images/Emoticons/ccp_cry.png) Dude overall fixes are more important than class specific fixes. No offence but leave them alone they already have a lot on their plate. Matchmaking, vehicle balance and redlining fixes are more important than Scouts. |
![KING SALASI KING SALASI](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
KING SALASI
MAJOR DISTRIBUTION
155
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 12:58:00 -
[182] - Quote
GTA-V FTW wrote:That is it????? Wow WTF. Meh broke game is still broke game, lol.
Good try CCP.
September 17th can not come fast enough.
Lol i said the same thing oh well back to ME3 co op MP. |
![Mobius Wyvern Mobius Wyvern](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Mobius Wyvern
BetaMax. CRONOS.
2668
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 13:16:00 -
[183] - Quote
CCP Wolfman wrote:J-Lewis wrote:From what I understand, the LAV changes being tested for 1.4 are to how much damage infantry receives on impact - not the LAV taking damage proportional to what suit it hits.
So I'm wondering if this will manifest as rag-dolling (or pushing) and ~reasonably~ damaging infantry, and letting the LAV keep driving unimpeded.
It could also be as simple as increasing the amount of LAV speed required to kill, though I don't think that would solve the problem by itself.
We'll see.
Oh, and I suspect the Pilot suit will make it for 1.4 considering it's a vehicle specific suit, and 1.4 is mainly about vehicles. So that makes sense. What color will it be? I wonder. The updated collision system will push infantry to the side of the vehicle rather than just pushing them along in front of it. The vehicle will be able to carry on going. Now you will have to be going very fast to do serious damage. Very good to hear. |
![GTA-V FTW GTA-V FTW](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
GTA-V FTW
Mannar Focused Warfare Gallente Federation
144
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 13:24:00 -
[184] - Quote
CCP Wolfman wrote:
The updated collision system will push infantry to the side of the vehicle rather than just pushing them along in front of it. The vehicle will be able to carry on going. Now you will have to be going very fast to do serious damage.
Hummm anyone else notice he says serious damage instead of death? |
![Fox Gaden Fox Gaden](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Fox Gaden
DUST University Ivy League
718
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 13:37:00 -
[185] - Quote
CCP Wolfman wrote: Other bits and bobs - There is also work underway on matchmaking, AFKing and red lining. IGÇÖm not working on the matchmaking so I canGÇÖt provide you with details there right now. IGÇÖll be involved with the redline and AFK stuff this week so IGÇÖll give more info on that soon.
Regarding AFKGÇÖing:
Rather than having a bonus to passive skill point accumulation for being in a match, how about have a slightly higher passive bonus, but have it only last for 3 minutes after a trigger.
Triggers should include: - Doing damage to an enemy player. - Taking damage from an enemy player. - Anything that generates War Points.
This would not penalize new players as they are really good at taking damage. It would make AFKGÇÖing sort of pointless though. |
![Robert JD Niewiadomski Robert JD Niewiadomski](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Robert JD Niewiadomski
NULLIMPEX INC
383
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 13:52:00 -
[186] - Quote
GTA-V FTW wrote:CCP Wolfman wrote:
The updated collision system will push infantry to the side of the vehicle rather than just pushing them along in front of it. The vehicle will be able to carry on going. Now you will have to be going very fast to do serious damage.
Hummm anyone else notice he says serious damage instead of death? Will dropship be able to squishland on a red sniper? Or will she be pushed to the side? |
![SteelDark Knight SteelDark Knight](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
SteelDark Knight
Internal Error. Negative-Feedback
63
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 13:59:00 -
[187] - Quote
CCP Wolfman wrote:
Are LLAVs getting impacted at all? They're waaay too resilient to damage right now. Shield Resistance Mods in general need to be tweaked to prevent EHPs going up exponentially.
Agree, we will deal with those guys as part of the full pass on vehicles and vehicle related what nots
Please do not over nerf the LLAV (Or other LAVs) survivability. Collision was the main problem and with that corrected these vehicles should remain viable as a fast attack, remote repair, and response unit. I have been using them this way for months and it is truly an enjoyable play style that requires considerable teamwork between the attack team, driver, and gunner. If EHP is over nerfed than they can no longer provide the role they were intended for.
Also, while collision damage, etc, is being worked on could you please take a look at vehicle vs. vehicle damage? Losing a 400K LLAV because you rounded a corner and lightly tapped a friendly HAV is no fun. (Damage yes - instant pop no) |
![AfroSunshineY Consequence AfroSunshineY Consequence](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
AfroSunshineY Consequence
Clan Choinnich
52
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Posted - 2013.07.24 14:12:00 -
[188] - Quote
So still no love for scouts? I don't know how much more of this I can take. How long will I have to wait for my suit to be competitive |
![Jane Craft Jane Craft](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
Jane Craft
Ikomari-Onu Enforcement Caldari State
1
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 14:19:00 -
[189] - Quote
Could we get a clarification on the the new skill bonus for flay lock? Is it referring to increased total ammo or clip size? |
![GTA-V FTW GTA-V FTW](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
GTA-V FTW
Mannar Focused Warfare Gallente Federation
144
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 14:19:00 -
[190] - Quote
AfroSunshineY Consequence wrote:So still no love for scouts? I don't know how much more of this I can take. How long will I have to wait for my suit to be competitive Yeah but,
Quote:Smoothed out the animation of players in the distance |
|
|
![CCP Logibro CCP Logibro](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
CCP Logibro
C C P C C P Alliance
127
![](/images/icon_dev.gif)
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 14:49:00 -
[191] - Quote
Jane Craft wrote:Could we get a clarification on the the new skill bonus for flay lock? Is it referring to increased total ammo or clip size?
Total ammo. CCP Logibro // EVE Universe Community Team // Distributor of Nanites
@CCP_Logibro |
|
![Sephirian Fair Sephirian Fair](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Sephirian Fair
Seraphim Initiative. CRONOS.
87
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 14:49:00 -
[192] - Quote
CCP Wolfman wrote:Hi guys,
I see a bunch of different things being mentioned here so I thought IGÇÖd quickly let you know whatGÇÖs going on with them.
Amount of stuff in 1.3 GÇô This was an intentionally short release to give us a trial run of the new processes we have put in place to be able to deliver updates to you faster. ThatGÇÖs why it might feel a bit GÇÿlightGÇÖ. 1.4 is the 'correct' length and consequently will have more stuff.
Aiming GÇô Aiming was worked on throughout 1.3 laying the foundations for the work me and Remnant are currently doing on it for 1.4. There simply wasnGÇÖt enough time to get it all ready and tested for 1.3. The pad and the mouse will be getting an update, testing is going well. IGÇÖll have a dev blog about this soon with more details.
Vehicle tuning and 1.4 GÇô work on this has started. However we donGÇÖt want to just make small patches and tweaks here and there as we have in the past. We need to take a full pass on vehicles/turrets/modules as a whole. This as you can imagine is a lot of work. It is a priority for us but donGÇÖt expect to see significant updates until 1.5. We need a good chunk of time to get through it all..
Murder Taxis GÇô For 1.4 weGÇÖve updated the vehicle/infantry collision and damage system. I retuned the damage completely the other day and so far in my small tests itGÇÖs feeling a lot better. WeGÇÖll be testing it in our internal playtests this week so we can see how it holds up with more players.
Other bits and bobs - There is also work underway on matchmaking, AFKing and red lining. IGÇÖm not working on the matchmaking so I canGÇÖt provide you with details there right now. IGÇÖll be involved with the redline and AFK stuff this week so IGÇÖll give more info on that soon.
Cheers
CCP Wolfman
I just have to say that reading your series of responses has given me more hope concerning CCP's development team than I have felt throughout my tenure playing this game. Please, CCP Wolfman, do some more of these types of discussions with the players. These sort of discussions with the playerbase builds so much more confidence than any other type of communication.
I know you are very busy, but if you can just find a little free time, maybe create a thread that discusses a little bit about what you are currently working on. Your posts here are a great example of something to do. It would be beneficial to both sides. Players love to see what is going on behind the scenes and we can help to point out something that might be missed/abused.
Again, thanks for some insight concerning the upcoming patches. |
![Grimmiers Grimmiers](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Grimmiers
0uter.Heaven EoN.
229
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 14:59:00 -
[193] - Quote
Lavs should only 1 hit kill with an active speed booster on at full speed. |
![Jane Craft Jane Craft](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
Jane Craft
Ikomari-Onu Enforcement Caldari State
1
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 15:21:00 -
[194] - Quote
CCP Logibro wrote:Jane Craft wrote:Could we get a clarification on the the new skill bonus for flay lock? Is it referring to increased total ammo or clip size? Total ammo.
Thank you for the quick response |
![Stefan Stahl Stefan Stahl](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Stefan Stahl
Seituoda Taskforce Command Caldari State
177
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 15:38:00 -
[195] - Quote
Now please post the list of ninja fixes.
I know you're trying to hide those ninja fixes. You always do. Now come clean right now and we won't even have a flamewar. Not a big one, at least. Hopefully. Maybe. |
![GTA-V FTW GTA-V FTW](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
GTA-V FTW
Mannar Focused Warfare Gallente Federation
149
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 15:46:00 -
[196] - Quote
Stefan Stahl wrote:Now please post the list of ninja fixes.
I know you're trying to hide those ninja fixes. You always do. Now come clean right now and we won't even have a flamewar. Not a big one, at least. Hopefully. Maybe.
AKA Hotfixes. ![Blink](https://forums.dust514.com/Images/Emoticons/ccp_blink.png)
|
![ADAM-OF-EVE ADAM-OF-EVE](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
ADAM-OF-EVE
Svartur Bjorn
131
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 17:52:00 -
[197] - Quote
anyone got a list of the stealth fixes/nerfs they dont mention here
edit: i got lazy and didnt read all the posts but i still want to know |
![crazy space 1 crazy space 1](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
crazy space 1
Unkn0wn Killers League of Infamy
1537
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 18:06:00 -
[198] - Quote
Seymor Krelborn wrote:Mobius Wyvern wrote:CCP Wolfman wrote:Hi guys,
I see a bunch of different things being mentioned here so I thought IGÇÖd quickly let you know whatGÇÖs going on with them.
Amount of stuff in 1.3 GÇô This was an intentionally short release to give us a trial run of the new processes we have put in place to be able to deliver updates to you faster. ThatGÇÖs why it might feel a bit GÇÿlightGÇÖ. 1.4 is the 'correct' length and consequently will have more stuff.
Aiming GÇô Aiming was worked on throughout 1.3 laying the foundations for the work me and Remnant are currently doing on it for 1.4. There simply wasnGÇÖt enough time to get it all ready and tested for 1.3. The pad and the mouse will be getting an update, testing is going well. IGÇÖll have a dev blog about this soon with more details.
Vehicle tuning and 1.4 GÇô work on this has started. However we donGÇÖt want to just make small patches and tweaks here and there as we have in the past. We need to take a full pass on vehicles/turrets/modules as a whole. This as you can imagine is a lot of work. It is a priority for us but donGÇÖt expect to see significant updates until 1.5. We need a good chunk of time to get through it all..
Murder Taxis GÇô For 1.4 weGÇÖve updated the vehicle/infantry collision and damage system. I retuned the damage completely the other day and so far in my small tests itGÇÖs feeling a lot better. WeGÇÖll be testing it in our internal playtests this week so we can see how it holds up with more players.
Other bits and bobs - There is also work underway on matchmaking, AFKing and red lining. IGÇÖm not working on the matchmaking so I canGÇÖt provide you with details there right now. IGÇÖll be involved with the redline and AFK stuff this week so IGÇÖll give more info on that soon.
Cheers
CCP Wolfman
Good ****! I know everyone'll be psyched to hear that Murder Taxi is on the way out. I'm all for getting it right the first time, and taking the time necessary to ensure that. Shows you guys are picking up that "Focus" thing Hilmar talked about at FanFest. ![Blink](https://forums.dust514.com/Images/Emoticons/ccp_blink.png) lol your sadly mistaken if you get "murder taxi on the way out from that"....slowed and balanced... yes... out noway....if they got rid of that tactic all together it would be a huge mistake
The the past the LAV needed real speed to kill not just 5mph bumb
fulspeed kills are awesome and should never be taken out it's awesome and way to funny |
![Aeon Amadi Aeon Amadi](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2213
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 18:12:00 -
[199] - Quote
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 ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png) |
![Alldin Kan Alldin Kan](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Alldin Kan
Internal Error. Negative-Feedback
436
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 19:30:00 -
[200] - Quote
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 ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png)
Link to Wolfman for Plasma Cannon suggestions - https://forums.dust514.com/default.aspx?g=posts&t=95781&find=unread
Now moving on to the Commando, the suit so far has been under performing since it's release and many players using the Dropsuit keep dying a lot without even making an impact on the battlefield. The most noticeable issue right now is the shield regen rate being at 10 HP/s. Here's a link of a couple suggestions to consider when applying tweaks to the suit - https://forums.dust514.com/default.aspx?g=posts&t=96476&find=unread |
|
![Commander Cope Commander Cope](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Commander Cope
Freedom Figters of Dust
1
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 19:52:00 -
[201] - Quote
The spash damage reduction is not helping people like me who are useing the flaylock at a last resort and are having to use the spash damage to finish off enemies instead of hiting them because the crosshairs are not crosshairs, just a plus on your screen. |
![Seymor Krelborn Seymor Krelborn](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Seymor Krelborn
DUST University Ivy League
403
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 21:02:00 -
[202] - Quote
CCP Wolfman wrote:J-Lewis wrote:From what I understand, the LAV changes being tested for 1.4 are to how much damage infantry receives on impact - not the LAV taking damage proportional to what suit it hits.
So I'm wondering if this will manifest as rag-dolling (or pushing) and ~reasonably~ damaging infantry, and letting the LAV keep driving unimpeded.
It could also be as simple as increasing the amount of LAV speed required to kill, though I don't think that would solve the problem by itself.
We'll see.
Oh, and I suspect the Pilot suit will make it for 1.4 considering it's a vehicle specific suit, and 1.4 is mainly about vehicles. So that makes sense. What color will it be? I wonder. The updated collision system will push infantry to the side of the vehicle rather than just pushing them along in front of it. The vehicle will be able to carry on going. Now you will have to be going very fast to do serious damage.
pushes them to the side?.....that is terribly unrealistic.... I suggest you work on a better solution then that....but whatever its not my game... you want to ef it up more go ahead.... but mark my words you will see that's a bad fix... I can already think of a few exploits using this new stupid mechanic of yours.... |
![Kane Fyea Kane Fyea](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Kane Fyea
DUST University Ivy League
1432
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 21:47:00 -
[203] - Quote
Seymor Krelborn wrote:CCP Wolfman wrote:J-Lewis wrote:From what I understand, the LAV changes being tested for 1.4 are to how much damage infantry receives on impact - not the LAV taking damage proportional to what suit it hits.
So I'm wondering if this will manifest as rag-dolling (or pushing) and ~reasonably~ damaging infantry, and letting the LAV keep driving unimpeded.
It could also be as simple as increasing the amount of LAV speed required to kill, though I don't think that would solve the problem by itself.
We'll see.
Oh, and I suspect the Pilot suit will make it for 1.4 considering it's a vehicle specific suit, and 1.4 is mainly about vehicles. So that makes sense. What color will it be? I wonder. The updated collision system will push infantry to the side of the vehicle rather than just pushing them along in front of it. The vehicle will be able to carry on going. Now you will have to be going very fast to do serious damage. pushes them to the side?.....that is terribly unrealistic.... I suggest you work on a better solution then that....but whatever its not my game... you want to ef it up more go ahead.... but mark my words you will see that's a bad fix... I can already think of a few exploits using this new stupid mechanic of yours.... It's good enough for now in my opinion. |
![itsmellslikefish itsmellslikefish](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
itsmellslikefish
DIOS X. II Top Men.
148
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.24 22:18:00 -
[204] - Quote
McFurious wrote:Cat Merc wrote:take over and replace the staff with DICE Keep those ******* the hell away from my game. ![Evil](https://forums.dust514.com/Images/Emoticons/ccp_evil.png)
Obviously we need deep silver to work on this game. I me just look at rip tide. What a gem. Jk. I am satisfied with CCP. |
![Seymor Krelborn Seymor Krelborn](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Seymor Krelborn
DUST University Ivy League
404
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.25 00:56:00 -
[205] - Quote
Kane Fyea wrote:Seymor Krelborn wrote:CCP Wolfman wrote:J-Lewis wrote:From what I understand, the LAV changes being tested for 1.4 are to how much damage infantry receives on impact - not the LAV taking damage proportional to what suit it hits.
So I'm wondering if this will manifest as rag-dolling (or pushing) and ~reasonably~ damaging infantry, and letting the LAV keep driving unimpeded.
It could also be as simple as increasing the amount of LAV speed required to kill, though I don't think that would solve the problem by itself.
We'll see.
Oh, and I suspect the Pilot suit will make it for 1.4 considering it's a vehicle specific suit, and 1.4 is mainly about vehicles. So that makes sense. What color will it be? I wonder. The updated collision system will push infantry to the side of the vehicle rather than just pushing them along in front of it. The vehicle will be able to carry on going. Now you will have to be going very fast to do serious damage. pushes them to the side?.....that is terribly unrealistic.... I suggest you work on a better solution then that....but whatever its not my game... you want to ef it up more go ahead.... but mark my words you will see that's a bad fix... I can already think of a few exploits using this new stupid mechanic of yours.... It's good enough for now in my opinion.
good enough for now is what has got us a lot of the mess we have so far.... good enough for now in truth isn't good enough... |
![Kane Fyea Kane Fyea](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Kane Fyea
DUST University Ivy League
1439
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2013.07.25 01:00:00 -
[206] - Quote
Seymor Krelborn wrote:Kane Fyea wrote:Seymor Krelborn wrote:CCP Wolfman wrote:J-Lewis wrote:From what I understand, the LAV changes being tested for 1.4 are to how much damage infantry receives on impact - not the LAV taking damage proportional to what suit it hits.
So I'm wondering if this will manifest as rag-dolling (or pushing) and ~reasonably~ damaging infantry, and letting the LAV keep driving unimpeded.
It could also be as simple as increasing the amount of LAV speed required to kill, though I don't think that would solve the problem by itself.
We'll see.
Oh, and I suspect the Pilot suit will make it for 1.4 considering it's a vehicle specific suit, and 1.4 is mainly about vehicles. So that makes sense. What color will it be? I wonder. The updated collision system will push infantry to the side of the vehicle rather than just pushing them along in front of it. The vehicle will be able to carry on going. Now you will have to be going very fast to do serious damage. pushes them to the side?.....that is terribly unrealistic.... I suggest you work on a better solution then that....but whatever its not my game... you want to ef it up more go ahead.... but mark my words you will see that's a bad fix... I can already think of a few exploits using this new stupid mechanic of yours.... It's good enough for now in my opinion. good enough for now is what has got us a lot of the mess we have so far.... good enough for now in truth isn't good enough... It takes time man. Be patient. CCP doesn't have a big dev team like most game developers. |
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![CCP Wolfman CCP Wolfman](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
CCP Wolfman
C C P C C P Alliance
646
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Posted - 2013.07.25 01:37:00 -
[207] - Quote
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 ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png)
* 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 |
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![Kane Fyea Kane Fyea](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Kane Fyea
DUST University Ivy League
1439
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Posted - 2013.07.25 01:39:00 -
[208] - 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 ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png) * 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 Thank you for finally removing the bad iron sights on the laser rifle. |
![Aeon Amadi Aeon Amadi](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Aeon Amadi
A.N.O.N.Y.M.O.U.S. League of Infamy
2221
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Posted - 2013.07.25 01:58:00 -
[209] - 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 ![Big smile](https://forums.dust514.com/Images/Emoticons/ccp_smile-big.png) * 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
The Thukker is a PROTOTYPE contact grenade with Prototype skill requirements and resource costs.
There is no isk variant for Standard (fused locus) and Advanced (Cavity M2). Both of with areaurum only, have skill requirements to boot and also have resource costs associated as such. There is no ISK variant that has 9 cpu 2 pg.
This was part of the major complaints about them![Blink](https://forums.dust514.com/Images/Emoticons/ccp_blink.png) |
![mollerz mollerz](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
mollerz
Minja Scouts
738
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Posted - 2013.07.25 02:24:00 -
[210] - Quote
CCP Wolfman wrote:Hi guys,
Other bits and bobs - There is also work underway on matchmaking, AFKing and red lining. IGÇÖm not working on the matchmaking so I canGÇÖt provide you with details there right now. IGÇÖll be involved with the redline and AFK stuff this week so IGÇÖll give more info on that soon.
Cheers
CCP Wolfman
Might I suggest you guys implement a rolling SP system along with the AFK fix? It would be extremely appreciated by everyone regardless of where they stand on the AFK issue.
Also, yea. As a scout, I hope 1.5 is our magic number. IT would go hand in hand with a sticky world fix ![Blink](https://forums.dust514.com/Images/Emoticons/ccp_blink.png) |
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