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Reav Hannari
Red Rock Outriders
1204
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Posted - 2013.09.10 18:43:00 -
[1] - Quote
You see that guy that killed you in the report. You don't see the guys that hurt you too. Several times this week I've been in what I thought was 1 v 1 and end up being killed by someone I didn't see. |
Reav Hannari
Red Rock Outriders
1205
|
Posted - 2013.09.10 19:16:00 -
[2] - Quote
WhiskeyJack Otako wrote:While this is the case a lot of the time, we've been seeing it in places and engagements where it clearly 1v1 - enclosed spaces etc. enough for me to think its not the third party doing the damage and the starter suit getting the kill.
Sure. Let's say you fight a merc that has spent 1 million SP into AR. If they have AR Proficiency 3 (not counting resistances) rounding for simplicity:
Militia Assault Rifle: 34 x 1.09 = 37 damage per round x 48 rounds = 1776 damage per clip. 12.5 rounds per second = 462 HP/s. Just over two seconds to take down a Heavy. Maybe three with resistances. Not even a full clip.
GEK-38: 35.7 x 1.09 = 39 x 60 = 2340 per clip. 12.5 x 39 = 487 HP/s. Not a huge difference but could mean the difference between winning and losing.
Duvolle: 37.4 x 1.09 = 41 x 60 = 2460 per clip. 12.5 x 41 = 512 HP/s. About a bullet and half better per second than militia for a whole lot more money and fitting.
Some combination of hit detection and aim assistance means that more of those rounds are landing on target. A Heavy has a nice fat hit box which makes them easy targets too. I've had plenty of fights in 1.4 where both of us are actively trying to avoid being hit and with quite a bit of success so I disagee with the aimbot claims. If either party ends up reloading then not all shots landed considering the potential damage per clip.
Still, Time-To-Kill is much shorter if you are face to face with your opponent. I think the game is finally working as CCP intended. |
Reav Hannari
Red Rock Outriders
1205
|
Posted - 2013.09.10 19:16:00 -
[3] - Quote
Kage Roth wrote:Base/militia AR (before bonus damage) does 425 DPS. It can pump out over 1500 damage before you have to reload it. If you have a damage mod, any points in the AR spec skill or get any head shots you just increase the damage it can do. And with hit detection actually detecting the shots this is very much possible.
Edit: Because of clip size difference, the militia does 1564 damage per clip and the basic AR does 2040.
Beat me to it. I took too long to type. |
Reav Hannari
Red Rock Outriders
1207
|
Posted - 2013.09.10 19:51:00 -
[4] - Quote
WhiskeyJack Otako wrote:Mate, I'm fully skilled in armour and shield, maxed out AR and 5 other weapons and and have been playing since CB. When 26 million sp says something is different and bad, maybe you should put your math away and listen.
Here it is: theoretical dps is always better than actual dps. While your numbers are pretty, they do not describe the mechanics of the issue at hand.
I'm a closed beta vet with only 21 million SP. Probably due to work getting in the way. I guess my opinion isn't worth as much. Can we finish the epeen waving and move on with more analysis?
We have to start with numbers before we can judge what is wrong otherwise we're just talking about squishy feelings. Wolfman kept saying we should wait until 1.4 before suggesting rebalance on anything. He knew changes to hit detection and aim assist would change the game. If a player can apply the majority of the maximum damage of a weapon then TTK is going to be below three seconds for any engagement. I agree that seems short but maybe CCP wanted it to be faster and more brutal than it had been.
So, how do you suggest that we fix it?
Does it need to be fixed?
Should CCP scale back aim assist? Should players miss more than they currently are?
Should AR damage output be reduced? How much? What about other weapons?
How short should TTK be in theory, in an optimal situation? I think this may be the key question. How long should a 1 versus 1 engagement last if the players have no cover? 3 seconds? 5? 10?
I'm sure there are more questions we can ask about the current situation and I encourage it. I've considered doing charts comparing maximum weapon damage at a variety of ranges but CCP still hasn't delivered range data which makes it difficult. I'd like to see if the AR should be the king of all engagements or if we are just meeting in its optimal all the time. I have prototype in SMG and it shreds people in close range too. |
Reav Hannari
Red Rock Outriders
1207
|
Posted - 2013.09.10 19:55:00 -
[5] - Quote
Beck Weathers wrote:TTK has been taken out back and put down. A scout is made of tisue paper, and heavys are just slightly beafyer than a logi.
Whoever starts shooting first wins, and no, all you "get in cover" idiots are just ignorant, because if you can shoot them you can be shot back, the Aim assist sticky will lock onto just your head or arm just as well as your entire body.
Cover doesn't have to be 100% to help reduce incoming damage and you don't have to stick your head out for 2 seconds each time. I've had a fair number of encounters where people were smart and did use cover. The fights were still short but were determined by who managed to use cover better in between bursts of fire. I run a 500 to 600 HP hybrid tank on a cheap Minmatar Logistics suit and I can still win gun fights by not being an idiot. If I'm caught in the open then its down to the one or two seconds to see who burns through tank faster.
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Reav Hannari
Red Rock Outriders
1207
|
Posted - 2013.09.10 20:05:00 -
[6] - Quote
WhiskeyJack Otako wrote:Fair enough, stowing epeen. The point I was attempting to make is that the available numbers on the weapons and AA are not the full picture. Lacking the full model, all we can do is speculate and rely on anecdotal evidence.
If a starter fit gets the drop on me I die before I can react. If I get the drop on a starter fit I figure my odds are about 50-50. I'm not the greatest player, but I'm better than that....or was.
Thanks.
OK, I think you've hit the true OP/FOTM item in Uprising 1.4: the Active Scanner. If you know where the enemy is then you can setup the encounter to your best advantage. It doesn't matter if they are running full proto or militia. I run lone wolf and use the scanner. I know when to run from blobs and where individuals are so that I'm ready to shoot when they appear. If I'm jumped because it took me took long to kill someone then I'm dead.
Combat awareness now trumps gear in almost every case.
I guess the next question is should a person consider themselves dead if surprised? Shouldn't shields and armor give them at least a little reaction time? |
Reav Hannari
Red Rock Outriders
1208
|
Posted - 2013.09.10 20:24:00 -
[7] - Quote
WhiskeyJack Otako wrote:Reav Hannari wrote:WhiskeyJack Otako wrote:Fair enough, stowing epeen. The point I was attempting to make is that the available numbers on the weapons and AA are not the full picture. Lacking the full model, all we can do is speculate and rely on anecdotal evidence.
If a starter fit gets the drop on me I die before I can react. If I get the drop on a starter fit I figure my odds are about 50-50. I'm not the greatest player, but I'm better than that....or was. Thanks. OK, I think you've hit the true OP/FOTM item in Uprising 1.4: the Active Scanner. If you know where the enemy is then you can setup the encounter to your best advantage. It doesn't matter if they are running full proto or militia. I run lone wolf and use the scanner. I know when to run from blobs and where individuals are so that I'm ready to shoot when they appear. If I'm jumped because it took me took long to kill someone then I'm dead. Combat awareness now trumps gear in almost every case. I guess the next question is should a person consider themselves dead if surprised? Shouldn't shields and armor give them at least a little reaction time? Range amp is at V, precision enhancement is at IV, and dampening is at V. Should I be getting surprised? I wouldn't have thought so.
Passive scanning is almost useless from what I've seen. If I don't have my scanner in hand at least 50% of the time I might as well just lay down and die.
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Reav Hannari
Red Rock Outriders
1211
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Posted - 2013.09.10 21:00:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:The only way to take down that much HP in 2 seconds is with continuous headshots. Without headshots it would only do 850 damage in those 2 seconds. 2 seconds is about 12 shots (all having to hit). 12 shots is a lot of bullets.
750 RPM / 60 seconds = 12.5 rounds per second.
I don't think people are having trouble getting the majority of their shots to hit right now. |
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