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Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cosgar
ParagonX
4777
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Posted - 2013.09.06 06:22:00 -
[1] - Quote
Remove the 10% weapon damage buff on all weapons that was a short term solution to aiming problems in 1.0 and remove the strafing speed cap. Discuss! |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
693
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Posted - 2013.09.06 06:25:00 -
[2] - Quote
Agreed, I like the aim assist but some people do go down way too fast. |
Blaze Ashra
O.U.T.E.R. S.A.N.C.T.U.M.
57
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Posted - 2013.09.06 06:29:00 -
[3] - Quote
PERFECT! |
Seed Dren
SyNergy Gaming EoN.
55
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Posted - 2013.09.06 06:34:00 -
[4] - Quote
I'm down for that 10% decrease. But could you explain the strafe cap? |
Michael Arck
Anubis Prime Syndicate
889
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Posted - 2013.09.06 06:34:00 -
[5] - Quote
People go down fast because they used to being out in the open firing on folks who miss horribly. Now it's a different ball game.
Like Wu Tang said, Protect ya Neck. |
Cosgar
ParagonX
4780
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Posted - 2013.09.06 06:36:00 -
[6] - Quote
Michael Arck wrote:People go down fast because they used to being out in the open firing on folks who miss horribly. Now it's a different ball game.
Like Wu Tang said, Protect ya Neck. That's understandable, but how many maps actually encourage that style of play? |
Blaze Ashra
O.U.T.E.R. S.A.N.C.T.U.M.
60
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Posted - 2013.09.06 06:39:00 -
[7] - Quote
Seed Dren wrote:I'm down for that 10% decrease. But could you explain the strafe cap? There was a 10% nerf to strafe speed in this patch. But overall it should be balanced out with the faster movement due to armor plate speed penalty reduction. |
xAckie
Ahrendee Mercenaries EoN.
335
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Posted - 2013.09.06 06:41:00 -
[8] - Quote
Strafing should be increased - it's too slow
you are dying quicker cause hit detection has increased - 12 bullets would always kill a proto suit. It's just hit detection has been so bad ever since replication that we could circle putting clips into each other and nothing would happen ( plus terrible aiming mechanics)
Aim assist isn't the problem - and it's not as strong as all the posts on this forum suggests
If you are using Kbm ahd so upset by the change use a ds3 until 1.5 when mouse will be reworked and aim assist may be tweaked |
Michael Arck
Anubis Prime Syndicate
895
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Posted - 2013.09.06 06:42:00 -
[9] - Quote
Cosgar wrote:Michael Arck wrote:People go down fast because they used to being out in the open firing on folks who miss horribly. Now it's a different ball game.
Like Wu Tang said, Protect ya Neck. That's understandable, but how many maps actually encourage that style of play?
I see what you're getting at. I guess you have to avoid those open areas as much as possible. |
Cosgar
ParagonX
4786
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Posted - 2013.09.06 06:43:00 -
[10] - Quote
Blaze Ashra wrote:Seed Dren wrote:I'm down for that 10% decrease. But could you explain the strafe cap? There was a 10% nerf to strafe speed in this patch. But overall it should be balanced out with the faster movement due to armor plate speed penalty reduction. Exactly! With the new strafe cap, there's little to no point in having the current movement penalty reductions. |
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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5786
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Posted - 2013.09.06 06:44:00 -
[11] - Quote
Aim assist (which I have no problems with) or hit detection, whichever it is doesn't really matter to me, but the 10% buff should be removed to compensate for the decrease survivability, and make strafe more effective. |
Cosgar
ParagonX
4786
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Posted - 2013.09.06 06:46:00 -
[12] - Quote
Michael Arck wrote:Cosgar wrote:Michael Arck wrote:People go down fast because they used to being out in the open firing on folks who miss horribly. Now it's a different ball game.
Like Wu Tang said, Protect ya Neck. That's understandable, but how many maps actually encourage that style of play? I see what you're getting at. I guess you have to avoid those open areas as much as possible. So should I just leave battle on half of the game's maps now? |
xAckie
Ahrendee Mercenaries EoN.
335
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Posted - 2013.09.06 06:48:00 -
[13] - Quote
No. Shoot back. |
Michael Arck
Anubis Prime Syndicate
896
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Posted - 2013.09.06 06:53:00 -
[14] - Quote
Cosgar wrote:Michael Arck wrote:Cosgar wrote:Michael Arck wrote:People go down fast because they used to being out in the open firing on folks who miss horribly. Now it's a different ball game.
Like Wu Tang said, Protect ya Neck. That's understandable, but how many maps actually encourage that style of play? I see what you're getting at. I guess you have to avoid those open areas as much as possible. So should I just leave battle on half of the game's maps now?
Why do that? There is always a way around a situation. Always. |
Garth Mandra
The Southern Legion The Umbra Combine
91
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Posted - 2013.09.06 06:56:00 -
[15] - Quote
Cosgar wrote:Remove the 10% weapon damage buff on all weapons that was a short term solution to aiming problems in 1.0 and remove the strafing speed cap. Discuss!
That's not true.
The 10% damage buff was due to the removal of the 2% bonus per level from the weaponry skill.
It does feel like the time-to-kill is too short (when people are shooting at me anyway...). |
Protocake JR
Ancient Exiles
636
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Posted - 2013.09.06 07:02:00 -
[16] - Quote
Michael Arck wrote:
Why do that? There is always a way around a situation. Always.
Please teach us your ways, oh Grand l33t master pro. |
Cosgar
ParagonX
4786
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Posted - 2013.09.06 07:07:00 -
[17] - Quote
Garth Mandra wrote:Cosgar wrote:Remove the 10% weapon damage buff on all weapons that was a short term solution to aiming problems in 1.0 and remove the strafing speed cap. Discuss! That's not true. The 10% damage buff was due to the removal of the 2% bonus per level from the weaponry skill. It does feel like the time-to-kill is too short (when people are shooting at me anyway...). The weaponry skill is what created the TTK issues in Chromosme. If that was in issue, why keep it around when hit detection and aiming is fixed? |
Ryder Azorria
Amarr Templars Amarr Empire
552
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Posted - 2013.09.06 07:18:00 -
[18] - Quote
Seed Dren wrote:I'm down for that 10% decrease. But could you explain the strafe cap? Some people are mad that running sideways is slightly slower (10%) than running forward. |
Cosgar
ParagonX
4788
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Posted - 2013.09.06 07:35:00 -
[19] - Quote
Ryder Azorria wrote:Seed Dren wrote:I'm down for that 10% decrease. But could you explain the strafe cap? Some people are mad that running sideways is slightly slower (10%) than running forward. There's more to it than that. When strafing was improved, (by accident or otherwise) the outcome of combat wasn't simply determined by who had the fastest reflexes or the highest EHP. You actually had to maintain aim and do a good job of it. If you didn't want to do that, you could always armor tank and stack damage mods for a more gank oriented fit. There was actually a choice in how you fit your suit and that choice mattered for your own specific playstyle. Now it's all about who has the best twitch skills and the highest HP. Don't believe me? Try a bricked out suit with any AR (even militia) and see how easy it is. |
Bendtner92
Imperfects Negative-Feedback
1022
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Posted - 2013.09.06 07:44:00 -
[20] - Quote
Cosgar wrote:The weaponry skill is what created the TTK issues in Chromosme. If that was in issue, why keep it around when hit detection and aiming is fixed? TTK issues? What issues?
As Garth said, the 10% "buff" was simply 10% being removed from the weaponry skill and moved to the weapons base damage instead. No weapons magically got a 10% buff.
Furthermore, do you really think these 10% would create such huge problems if there were any? On a high HP Assault suit it's a matter of a 1-3 bullet difference. Slightly less than that on Scouts and sligthly more on Sentinels. |
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Cosgar
ParagonX
4788
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Posted - 2013.09.06 07:58:00 -
[21] - Quote
Bendtner92 wrote:Cosgar wrote:The weaponry skill is what created the TTK issues in Chromosme. If that was in issue, why keep it around when hit detection and aiming is fixed? TTK issues? What issues? As Garth said, the 10% "buff" was simply 10% being removed from the weaponry skill and moved to the weapons base damage instead. No weapons magically got a 10% buff. Furthermore, do you really think these 10% would create such huge problems if there were any? On a high HP Assault suit it's a matter of a 1-3 bullet difference. Slightly less than that on Scouts and sligthly more on Sentinels. It's a matter of sensibility. Why would you stick with a temporary fix to a previous problem when that problem has been since resolved and then later try to build around it? This is just like the nerfed PG on tanks that was implemented to compensate for matchmaking. Now that matchmaking is a thing, that problem has been (discreetly) resolved. With infantry, we're dealing with a snowball of fixes to fixes to fixes. I'd say we should start from the beginning and work it out from there. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1680
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Posted - 2013.09.06 08:05:00 -
[22] - Quote
Cosgar wrote:Remove the 10% weapon damage buff on all weapons that was a short term solution to aiming problems in 1.0 and remove the strafing speed cap. Discuss! This game is soooooo much better now we can kill one another faster. |
Bendtner92
Imperfects Negative-Feedback
1022
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Posted - 2013.09.06 08:20:00 -
[23] - Quote
Cosgar wrote:It's a matter of sensibility. Why would you stick with a temporary fix to a previous problem when that problem has been since resolved and then later try to build around it? This is just like the nerfed PG on tanks that was implemented to compensate for matchmaking. Now that matchmaking is a thing, that problem has been (discreetly) resolved. With infantry, we're dealing with a snowball of fixes to fixes to fixes. I'd say we should start from the beginning and work it out from there. So you want the 10% to go back to the Weaponry skill since that's where it was all the way up until Uprising?
There was no fix to any problem.
Damage in December 2011 was the same as it was in Chromosome and the same as it is now, the only difference being that the 10% from the Weaponry skill was moved to the weapons base damage.
That seems to me we're doing the intended damage currently, and that we previously had hit detection problems (and still do maybe?) that caused everyone to become bullet sponges. |
Son Down
SamsClub
75
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Posted - 2013.09.06 08:58:00 -
[24] - Quote
Cosgar wrote:Remove the 10% weapon damage buff on all weapons that was a short term solution to aiming problems in 1.0 and remove the strafing speed cap. Discuss!
Bruv |
Cosgar
ParagonX
4788
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Posted - 2013.09.06 09:08:00 -
[25] - Quote
Bendtner92 wrote:Cosgar wrote:It's a matter of sensibility. Why would you stick with a temporary fix to a previous problem when that problem has been since resolved and then later try to build around it? This is just like the nerfed PG on tanks that was implemented to compensate for matchmaking. Now that matchmaking is a thing, that problem has been (discreetly) resolved. With infantry, we're dealing with a snowball of fixes to fixes to fixes. I'd say we should start from the beginning and work it out from there. So you want the 10% to go back to the Weaponry skill since that's where it was all the way up until Uprising? There was no fix to any problem. Damage in December 2011 was the same as it was in Chromosome and the same as it is now, the only difference being that the 10% from the Weaponry skill was moved to the weapons base damage. That seems to me we're doing the intended damage currently, and that we previously had hit detection problems (and still do maybe?) that caused everyone to become bullet sponges. You're missing my point. I'm talking about this:
CCP Cmdr Wang wrote:Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Tl;dr version: GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges. Now that aiming is fixed, why have the fix for a non existing problem anymore? |
steadyhand amarr
Imperfects Negative-Feedback
1242
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Posted - 2013.09.06 09:26:00 -
[26] - Quote
Aim assist is not that strong it does not even have a snap. No I'm sorry but if ur dieing loads learn the freaking concepts of cover y. The game is longer matching you up with newbs your know facing people that can shoot.
Sorry about ur ego.
Pretty much all the aim assits posts iv read are load of rubish to be honest. now everybody can fight so deal with it. If u wanted to Do PC welcome to what matches would have been like people at that level don't miss |
Chibi Andy
Forsaken Immortals Top Men.
483
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Posted - 2013.09.06 09:27:00 -
[27] - Quote
wasn't the 10% dmg buff only meant for the HMG but CCP decided give every weapon the buff? if it has to be removed then remove only the other weapons dmg buff and leave out the HMG |
Panther Alpha
DarkWingsss
1106
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Posted - 2013.09.06 09:33:00 -
[28] - Quote
And leave people that "don't" want to use the aim-assist in a disadvantage ? What about KB/M users ? |
Cosgar
ParagonX
4789
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Posted - 2013.09.06 09:34:00 -
[29] - Quote
steadyhand amarr wrote:Aim assist is not that strong it does not even have a snap. No I'm sorry but if ur dieing loads learn the freaking concepts of cover y. The game is longer matching you up with newbs your know facing people that can shoot.
Sorry about ur ego.
Pretty much all the aim assits posts iv read are load of rubish to be honest. now everybody can fight so deal with it. If u wanted to Do PC welcome to what matches would have been like people at that level don't miss The problem is that with the new strafing cap and aim assist, nobody misses. |
Cosgar
ParagonX
4789
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Posted - 2013.09.06 09:36:00 -
[30] - Quote
Chibi Andy wrote:wasn't the 10% dmg buff only meant for the HMG but CCP decided give every weapon the buff? if it has to be removed then remove only the other weapons dmg buff and leave out the HMG HMG base damage was buffed before the additional 10%. It should be unaffected. |
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