Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Absoliav
Tronhadar Free Guard Minmatar Republic
31
|
Posted - 2013.08.14 02:03:00 -
[1] - Quote
As we all know by now, every weapon falls under a specific weapon class, Rail Guns, Plasma, Laser, Ballistic, and Explosive, each one gets bonus/reduced damage to shields and armor, so using an AR, (which is a plasma weapon) against a Caldari Assault should be unwise, but it isn't. As the game stands right now, the damage reductions from weapons aren't really noticeable, snipers still do tremendous damage to shield heavies, ARs can drop them just as easily, and SMGs can drop a Caldari as quickly as an AR, (which is odd).
Now I think part of the problem is that there is a lack of punishment for using the wrong weapon on the wrong enemy, I can drop a anything short of a heavy with my Adv assault SMG,in one clip (unless they are really quick with there feet). So, my suggestion is to raise the WDP penalty on all weapons , including vehicle weapons, by at least 10%, I believe this will make the diference between guns more obvious, and will make players want to diversify there arsenal with something other than the AR, since it would seem to be the best weapon so far.
This will also help with the whole "Shields>Armor" issue, the new armor mods didn't really help with that, which is a shame.
What do you guys think? |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1849
|
Posted - 2013.08.14 02:11:00 -
[2] - Quote
AR's do more damage to shields. SMG'S do more damage to Armor.
|
Absoliav
Tronhadar Free Guard Minmatar Republic
32
|
Posted - 2013.08.14 02:16:00 -
[3] - Quote
DeadlyAztec11 wrote:AR's do more damage to shields. SMG'S do more damage to Armor.
I apologize, for misinforming you, you are correct, I had Plasma Hybrids backwards, and Ballistics as well, since I compared the two.
If you wouldn't mind my asking, what do you think of the subject? |
Lynn Beck
Granite Mercenary Division
109
|
Posted - 2013.08.14 03:10:00 -
[4] - Quote
I believe balancing shield and armor does not lie in the widening of 'anti armor' and 'anti shield' as most of the already existing weaponry is anti armor or hybrid. What we need to do is change speed penalty on dropsuit plates to stamina penalty, and give us plasma explosives. But as for the weaponry, since ar is a rifle spewing cans of plasma, and not just simple bullets or bolts of light, then it needs to be placed properly under galente weaponry and have poor range. And then i might allow a dps buff. But as it is right now, ar is cream of the crop, ultimate range, ultimate diversity (cqc rifle with sniping abilities or a rapid fire sniper) and ultimate versatlity ( out damagesshotgun, out ranges scrambler rifle, and out damages hmg) |
Absoliav
Tronhadar Free Guard Minmatar Republic
35
|
Posted - 2013.08.14 04:15:00 -
[5] - Quote
Lynn Beck wrote:I believe balancing shield and armor does not lie in the widening of 'anti armor' and 'anti shield' as most of the already existing weaponry is anti armor or hybrid. What we need to do is change speed penalty on dropsuit plates to stamina penalty, and give us plasma explosives. But as for the weaponry, since ar is a rifle spewing cans of plasma, and not just simple bullets or bolts of light, then it needs to be placed properly under galente weaponry and have poor range. And then i might allow a dps buff. But as it is right now, ar is cream of the crop, ultimate range, ultimate diversity (cqc rifle with sniping abilities or a rapid fire sniper) and ultimate versatlity ( out damagesshotgun, out ranges scrambler rifle, and out damages hmg)
I agree, you are right, this won't fix whats broken, but it will help, but as others have said, there is no drawback to using the AR, and I believe your right, the AR should have reduced range and have more recoil. But as it stands, most of the guns in this game have no consequential drawbacks in damage or in abilities, I was just reading a thread earlier about giving the MD a grenade priming time, which would ensure that people wouldn't use the MD as a pseudo explosive shotgun, more guns need things like this. As for my topic, every weapon does about the same amount of damage to both shields and armor, heavies can still be stomped by a SCR in a short amount of time, I believe that if we had a higher WDP penalty it would reduce the over reliance of certain weapons, it would also help with the unbalance of damage modifiers, we have more ways to add damage to our guns then their are ways to defend against them. |
Arcturis Vanguard
Pure Innocence. EoN.
68
|
Posted - 2013.08.14 05:44:00 -
[6] - Quote
+1 to the idea of changing the penalty from movement speed to stamina. This will benefit heavies in a huge way. As their stamina is on the low end, the stacking penalties will be smaller compared to a scout. Heavies are the slowest suit, so with the buff they can now tank without becoming a sitting duck.
This will also allow other suits to tanks well, but they will not be able to Sprint strafe as long. Basically it will slow you down without affecting your intended speed.
Though this isn't on topic. |
Lynn Beck
Granite Mercenary Division
111
|
Posted - 2013.08.14 20:49:00 -
[7] - Quote
Staying off topic for a quick bit: damage mods in my opinion shouldn't have either a) as high a boosting factor(3,5,10)or b) have a more harsh stacking penalty: when i first started, i thought stacking penalties were applied by .50's So a 5% damage mod stacked 2x would give 7.5% damage, and a 3rd would give around 8.25%, wrong. Its actually either .75 or .87, but regardless this lets 2 basic mods become more than an enhanced, and 2 enhanced become like 9.2. I believe this is where the problem lies. If we were to increase stacking penalty to 50%, then double enhanced damage mods would not just be a psuedo complex. And 2 complex becomes 18.7, which is absurd. 3 complexes goes up to ~25% which no mod but resistances should go to. /rant over/ Back to topic, changing thr game mechanic of a perfectly fine weapon, aka making md a slowmo sniper until a certain range, is going to ruin the md. The reason people use it is because it is something OTHER than a modified Ar. People want variety, not just 35 variants of ar. Laser rifle? Brilliance: i still use it. Mass driver and flaylock? Unbalanced maybe, but brilliant. Flaylock needs to have it's old direct damage back, and instead of nerfing thr splash range/damage, shouldve just been damage. Mass driver needs to get resistances applied to splash, along with a tradeoff of splash damage/radius. I'm shooting grenades, not acid filled water balloons. Furthermore, widening the gap between shield/armor damages will just lead more people to ar and other hybrid weapons. Why use a mass driver when an ar has consistent damage across shield/armor? Why use laser rifles *AT ALL* if they do 10% damage to armor, although it's now a sprayable flux? All a caldari would have todo to live through anything is just sacrifice a shiel extender or damage mod for a plate, and now they're immune to anti shield weaponry, requiring a team to take thrm down. Which btw is what a HEAVY should br, super ressed so it takes a dedicated shield and a dedicated armor guy, along with a decoy or 2. Not just a superooberduper slowermoober callogi- minus the logi. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1256
|
Posted - 2013.08.14 21:09:00 -
[8] - Quote
Absoliav wrote:As we all know by now, every weapon falls under a specific weapon class, Rail Guns, Plasma, Laser, Ballistic, and Explosive, each one gets bonus/reduced damage to shields and armor, so using an AR, (which is a plasma weapon) against a Caldari Assault should be unwise, but it isn't. As the game stands right now, the damage reductions from weapons aren't really noticeable, snipers still do tremendous damage to shield heavies, ARs can drop them just as easily, and SMGs can drop a Caldari as quickly as an AR, (which is odd).
Now I think part of the problem is that there is a lack of punishment for using the wrong weapon on the wrong enemy, I can drop a anything short of a heavy with my Adv assault SMG,in one clip (unless they are really quick with there feet). So, my suggestion is to raise the WDP penalty on all weapons , including vehicle weapons, by at least 10%, I believe this will make the diference between guns more obvious, and will make players want to diversify there arsenal with something other than the AR, since it would seem to be the best weapon so far.
This will also help with the whole "Shields>Armor" issue, the new armor mods didn't really help with that, which is a shame.
What do you guys think? You suggesting explosions need to do more damage to armour because if you say you can't notice the difference.... I'm really beginning to question your sanity..... |
Absoliav
Tronhadar Free Guard Minmatar Republic
35
|
Posted - 2013.08.15 00:31:00 -
[9] - Quote
True Adamance wrote:Absoliav wrote:As we all know by now, every weapon falls under a specific weapon class, Rail Guns, Plasma, Laser, Ballistic, and Explosive, each one gets bonus/reduced damage to shields and armor, so using an AR, (which is a plasma weapon) against a Caldari Assault should be unwise, but it isn't. As the game stands right now, the damage reductions from weapons aren't really noticeable, snipers still do tremendous damage to shield heavies, ARs can drop them just as easily, and SMGs can drop a Caldari as quickly as an AR, (which is odd).
Now I think part of the problem is that there is a lack of punishment for using the wrong weapon on the wrong enemy, I can drop a anything short of a heavy with my Adv assault SMG,in one clip (unless they are really quick with there feet). So, my suggestion is to raise the WDP penalty on all weapons , including vehicle weapons, by at least 10%, I believe this will make the diference between guns more obvious, and will make players want to diversify there arsenal with something other than the AR, since it would seem to be the best weapon so far.
This will also help with the whole "Shields>Armor" issue, the new armor mods didn't really help with that, which is a shame.
What do you guys think? You suggesting explosions need to do more damage to armour because if you say you can't notice the difference.... I'm really beginning to question your sanity.....
No, I'm saying they need to do less to shields and lasers need to do less to armor, I also did a sanity check a moment ago, I passed, st least that's what the doctor told me. |
Absoliav
Tronhadar Free Guard Minmatar Republic
35
|
Posted - 2013.08.15 00:55:00 -
[10] - Quote
Lynn Beck wrote:Staying off topic for a quick bit: damage mods in my opinion shouldn't have either a) as high a boosting factor(3,5,10)or b) have a more harsh stacking penalty: when i first started, i thought stacking penalties were applied by .50's So a 5% damage mod stacked 2x would give 7.5% damage, and a 3rd would give around 8.25%, wrong. Its actually either .75 or .87, but regardless this lets 2 basic mods become more than an enhanced, and 2 enhanced become like 9.2. I believe this is where the problem lies. If we were to increase stacking penalty to 50%, then double enhanced damage mods would not just be a psuedo complex. And 2 complex becomes 18.7, which is absurd. 3 complexes goes up to ~25% which no mod but resistances should go to. /rant over/ Back to topic, changing thr game mechanic of a perfectly fine weapon, aka making md a slowmo sniper until a certain range, is going to ruin the md. The reason people use it is because it is something OTHER than a modified Ar. People want variety, not just 35 variants of ar. Laser rifle? Brilliance: i still use it. Mass driver and flaylock? Unbalanced maybe, but brilliant. Flaylock needs to have it's old direct damage back, and instead of nerfing thr splash range/damage, shouldve just been damage. Mass driver needs to get resistances applied to splash, along with a tradeoff of splash damage/radius. I'm shooting grenades, not acid filled water balloons. Furthermore, widening the gap between shield/armor damages will just lead more people to ar and other hybrid weapons. Why use a mass driver when an ar has consistent damage across shield/armor? Why use laser rifles *AT ALL* if they do 10% damage to armor, although it's now a sprayable flux? All a caldari would have todo to live through anything is just sacrifice a shiel extender or damage mod for a plate, and now they're immune to anti shield weaponry, requiring a team to take thrm down. Which btw is what a HEAVY should br, super ressed so it takes a dedicated shield and a dedicated armor guy, along with a decoy or 2. Not just a superooberduper slowermoober callogi- minus the logi.
On the topic of your rant, I agree, it's far too easy to stack up damage % with mods, but I don't think it's in the stacking penalty, I think the problem is that it's a little too easy to put so many of them on, there isn't much stopping me from putting 3X enhanced L mods for my advance MD, but I don't, cause the only thing keeping me from being Troll Force 2000 is distaste for broken/unfair tactics.
Back on topic, my belief is that players use the AR because it has no real drawbacks, but it's a hybrid plasma weapon, so it's advantage is that it'll do sightly more damage to shields and slightly less to armor, and vice versa for hybrid rails, that's the idea. The issue is that it doesn't matter if your using rails or plasma, the outcome is the same, -10% damage is nothing unless your trying to kill a tank, in which case you might want to save your bullets, the same can be said for lasers and explosive, I can put any Proto short of a heavy down with a few shots from my Std Scrambler, same with my MD. It doesn't really matter which gun I choose to kill with, the result is only determined by how much damage a gun can do in X amount of time, why have damage reductions if they aren't effecting the outcome of battles? |
|
|
|
|
Pages: 1 :: [one page] |