izzatuw Posted May 10, 2015 Share Posted May 10, 2015 This is the wrong place to ask this. This is about PvP changes, not re-releases of mods. ------> Joke ------> --------you------- Link to comment Share on other sites More sharing options...
Cat_Jam Posted May 10, 2015 Share Posted May 10, 2015 So removing a fast attacking heavy stance is on your list... But Kogake isn't at all? Link to comment Share on other sites More sharing options...
izzatuw Posted May 10, 2015 Share Posted May 10, 2015 Legitimate question: Why is this not in Information headquarters? Link to comment Share on other sites More sharing options...
FLSH_BNG Posted May 10, 2015 Share Posted May 10, 2015 (edited) I should start playing PvP... I'm gonna wait until the severe host-client lag issues are addressed. I've been killed by melee from people 10 metres away so often it's not fun to play. My hitscan weapons lag only when I aim at other players so I always miss, and I can never perform maneuvers properly like in PvE. I liked the old PvP better simply because it worked, I could care less about balance right now. Edited May 10, 2015 by FLSH_BNG Link to comment Share on other sites More sharing options...
Evangelis_Uk Posted May 10, 2015 Share Posted May 10, 2015 So removing a fast attacking heavy stance is on your list... But Kogake isn't at all? Kogake isnt a problem at all. Knockdown is the thing that people hate. Kogake is what delivers this. Kokgake knockdown is one of the few viable ways to catch/gain the upper hand on people that copter around right now. I'm gonna wait until the severe host-client lag issues are addressed. I've been killed by melee from people 10 metres away so often it's not fun to play. My hitscan weapons lag only when I aim at other players so I always miss, and I can never perform maneuvers properly like in PvE. Yeah i get this alot too - maybe host connection fluctuating AFTER matchmaking or something. You can go into your options and change the minimum ping for your matchmaking by the way. I think default was 300ms and i dropped mine to match with 100ms minimum. Still get terribad games where its obvious who is host. Link to comment Share on other sites More sharing options...
Burnthesteak87 Posted May 10, 2015 Share Posted May 10, 2015 Kogake isnt a problem at all. Knockdown is the thing that people hate. Kogake is what delivers this. Kokgake knockdown is one of the few viable ways to catch/gain the upper hand on people that copter around right now. Ah so the fact it hits to an incredible speed for too many damages even on the quick attack isn't a problem... ok. Link to comment Share on other sites More sharing options...
pavlo555 Posted May 10, 2015 Share Posted May 10, 2015 AI WONT AWBEERUHN NAO ! Link to comment Share on other sites More sharing options...
HellDevil Posted May 10, 2015 Share Posted May 10, 2015 It's since to see you guys fixing the pvp haha! Still I love tempo royal no matter w hat and I appractied tha tyou takeing it out temporay then permently DE! Link to comment Share on other sites More sharing options...
LOKIME Posted May 10, 2015 Share Posted May 10, 2015 (edited) Here's my opinion so far: first of all, thanks for the hard work! I enjoy pvp more than i thought i will. Second, this is my opinion based on in-game PVP experience so far. WEAPONS Kogage: should do less damage or the mobility (chasing capability) should be toned down a little, also... the hitscan feels broken. this should prevent the unfamous spam. strun (mk1-strun/strun wraith): hits way too hard, one-two hits and you're down... maybe the spread should be more wide? Boar(prime): can use a buff in damage, a real minor buff, six - seven bullets feels like too much for a shotgun. Tonkor, the grenades should be MORE visible, so the "step one of this and die" moments don't happen so often, the damage is ok. Khomak: it feels like a nerfed boar... in damage and spread. Paris(mk1-paris/paris prime): this weapon is perfectly balanced, the charged bullet to the head feels so good :P( this is the one-shot kills that I can respect as a player, since the aiming needs to be great) Lex(prime): I'm not sure about this one, a minor nerf in accuracy? Latron(wraith-prime): nice one, balanced. Gorgon(vandal/wraith/prisma): this one is screaming for a buff... not sure what to buff here, though. WARFRAMES: Excalibur: 1: I usually don't vote for a one-hit kill ability... but... it feels so rewarding, and you usually need to shoot the target to take it down. 2: meh. 3: meh. 4: ok since nerf. Mag: 1: too much range. 2: nerf range. 3: nerf time! (a lot) and buff bullet attraction (a little) 4: pretty ok. Volt: 1: if you add a 0,5 second stun to this one, and nerf the damage, it would actually be useful. 2: nice. 3: this one's good :). 4: balanced since nerf. Rhino: 1: feels like a excalibur's first, but nerfed. 2: balanced. 3: buff the time at least 2 seconds more. 4: can you add a stun at the begining? this one is the worst ultimate on pvp. Chroma: 1: + damage, please. 2: nice!. 3: +time, please. 4: useless, needs the nyx ult treatment (the augment mod). Frost: 1: lovely, but nerf the auto-aim a little. 2: buff the range to make it more viable, there's no room for this one, since the first ability follows. 3: nice one. 4: this one's great :P Nyx: 1: ok, maybe 2 seconds less on durability. 2: this one's balanced. 3: lovely against meele users. 4: good with the augment. welp, this is my opinion of what i like/what i don't... I know my english is broken, but yeah, you understand, that's the point, hopefully someone would apreciate my work :P thanks for reading! :D PS: happy mother's day :D Edited May 10, 2015 by Lokime Link to comment Share on other sites More sharing options...
Monolake Posted May 10, 2015 Share Posted May 10, 2015 If only the main game balance was given this much attention :/ Link to comment Share on other sites More sharing options...
DrewHorrigan Posted May 10, 2015 Share Posted May 10, 2015 (edited) Since this topic addresses the upcoming game modes somewhat, I'd like to insert my 2 cents: I think aura collection (as seen in the last devstream) doesn't change the game flow much... until sniper weapons are implemented. You get the idea. Also, obligatory whining because I just learned how to Gram efficiently. :( Edited May 10, 2015 by DrewHorrigan Link to comment Share on other sites More sharing options...
Haldos Posted May 10, 2015 Share Posted May 10, 2015 Greatly appreciate the update, Joe. Link to comment Share on other sites More sharing options...
WERElektro Posted May 10, 2015 Share Posted May 10, 2015 Not until the Kogake spam is removed :) +1 Link to comment Share on other sites More sharing options...
Cool3303 Posted May 10, 2015 Share Posted May 10, 2015 (edited) What is with the many issues that still haven't been adressed: Akmagnus is worse than Aklato in EVERY way (good that you buffed the single version -__-) Nyx's 1 and 3 are useless because everyone still LOOKS the same (people have eyes and dont just shoot teammates) Excaliburs slash dash onehits Nyxv (I guess rhino charge too) Nyx has the lowest life and shield for gods sake mag has 200 shield -_- Since volts jolt doesnt have an animation it is abused to up ttk significantly Fang prime is significantly worse than fang Lex prime is now twice as strong as lex Dmg is not displayed correctly in the arsenal Especially explosive weapons are out of whack (3 dmg angstrum) Kunai are extremely lackluster if the arsenal dmg is right? (travel time + lower firerate for smg level dmg) Edited May 10, 2015 by Cool3303 Link to comment Share on other sites More sharing options...
Rakshal Posted May 10, 2015 Share Posted May 10, 2015 Kunai are extremely lackluster if the arsenal dmg is right? (travel time + lower firerate for smg level dmg) It actually does around 60 damage. Still could use a slight damage buff. Link to comment Share on other sites More sharing options...
Feyangol Posted May 10, 2015 Share Posted May 10, 2015 It actually does around 60 damage. Still could use a slight damage buff. Really? Maybe I should try it :) . Link to comment Share on other sites More sharing options...
ashrah Posted May 10, 2015 Share Posted May 10, 2015 that is nice for ppl who playing pvp cz tempo raoyale is super fast Link to comment Share on other sites More sharing options...
pavlo555 Posted May 10, 2015 Share Posted May 10, 2015 Kunai are extremely lackluster if the arsenal dmg is right? (travel time + lower firerate for smg level dmg) They have 60 ingame Link to comment Share on other sites More sharing options...
Burnthesteak87 Posted May 10, 2015 Share Posted May 10, 2015 (edited) Primary/Secondary Weapons - Recoil, fire rate, mag capacity, fall off distance, projectile speed, spin up/down speed will not change. Parity of how a weapon performs will be kept the same between PvE and PvP. - Damage can and will change. As stated during Devstream #49, the initial dps/ttk of the available weapons was homogeneous and we've been adjusting them up/down since in an attempt to give each weapon unique strengths/weaknesses to fit play style preferences and combat situations. With plenty of mistakes along the way (Lex, Cestras, oops!). Warframes and their abilities - Rank 0 health, shield, armour, movement speed, stamina and ability energy cost values will not change. - Abilities, we have some flexibility. If all that's needed is a damage adjustment, great. Others require a total rework while keeping the spirit of the ability intact. 1) too many weapons have a ridicle fire rate/damage ratio, and if numbers won't be changed around that attribute, PVP is gonna be a 'Stabilizer pray-and-spray-fest shooter'. Thats so for Semi-Automatic like Latrons, Sybarises, Automatic rifles like Bratons and Somas and Shotguns like Struns. I also suggest to work on the headshot/bodyshot multipliers for automatic weapons, as it's easier to land multiple headshots with these weapons. 2) Damaging abilities spam is still an issue. Without a cooldown the only thing that can be done is totally reducing the damage just to have them being utility skills. Elseway the game is going to be farm energy and spam skills. Till these changes won't be around, PVP won't be nothing special. PS: Also if - Recoil, fire rate, mag capacity, fall off distance, projectile speed, spin up/down speed will not change. Parity of how a weapon performs will be kept the same between PvE and PvP. Stabilizer and similar mods should be removed from PVP. Edited May 11, 2015 by Burnthesteak87 Link to comment Share on other sites More sharing options...
Aggh Posted May 11, 2015 Share Posted May 11, 2015 (edited) Mag: 1: too much range. 2: nerf range. 3: nerf time! (a lot) and buff bullet attraction (a little) 4: pretty ok. Pull leaves mag more vulnerable (because of the animation length and the time it takes to deal damage) compared to other #1's. It also requires some aim on fast moving targets whereas other #1's are autolock (shock, freeze) or have a very wide aoe (slash dash, rhino charge,spectral scream). The range and stun are the only thing keeping it remotely viable. As for shield polarize, it definitely needs a range nerf. Bullet attraction on the other hand, needs a complete rework for it not to completely break ctf. Crush is complete and utter garbage. Using it is like rasing your hand and asking the other team to kill you. Since this topic addresses the upcoming game modes somewhat, I'd like to insert my 2 cents: I think aura collection (as seen in the last devstream) doesn't change the game flow much... until sniper weapons are implemented. You get the idea. Also, obligatory whining because I just learned how to Gram efficiently. :( If it's like any other killed confirmed mode it will encourage slow play and as much spawn camping as possible. That's just the nature of DM/TDM which is further exacerbated by kill confirmed. COD thought they could fix TDM with that too, but the reality is that kill confirmed just discourages risk taking even more since you can be doubly punished by having kills denied. I really wish DE had decided to introduce other game modes before doing TDM. It's going to kill the player base in all other game modes. Edited May 11, 2015 by Aggh Link to comment Share on other sites More sharing options...
rockscl Posted May 11, 2015 Share Posted May 11, 2015 (edited) Are you considering the matchmaking system?, weapons balance is a hair in the tail compared to the terrible matchmaking Edited May 11, 2015 by rockscl Link to comment Share on other sites More sharing options...
Ninja Posted May 11, 2015 Share Posted May 11, 2015 Slash Dash + Strun Wraith = Instant Win Link to comment Share on other sites More sharing options...
7grims Posted May 11, 2015 Share Posted May 11, 2015 (edited) This is about pvp, but... how about letting us use tempo roayle on scythes ??? They are slow as heavy weapons, but the lack the high damage numbers heavy melee have and also cant use tempo roayle. Scythes are simply at disadvantage for no good reason. Edited May 11, 2015 by 7grims Link to comment Share on other sites More sharing options...
Psycomet Posted May 11, 2015 Share Posted May 11, 2015 So will you guys never release a sniper rifle on pvp? Just one! Pretty please? But seriously I've been waiting for so long...................................................................... Link to comment Share on other sites More sharing options...
Hueminator Posted May 13, 2015 Share Posted May 13, 2015 Anyone else notice that if you haven't changing mod with Gram, it still have tempo royale quick attack animation? Link to comment Share on other sites More sharing options...
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