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Daddrobit
PFB Pink Fluffy Bunnies
352
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Posted - 2013.09.24 06:34:00 -
[1] - Quote
Ya know what? As an avid AR user, I'd say I'd absolutely be fine with a mag reduction. I don't know if reducing it all the way down to 30 would be all that cool, but I could definitely see it drop to 45 or so to be in line with the militia variant. Went 22-2 with it in an ambush earlier this morning, so it's certainly not that bad of a weapon.
But I wouldn't go a whole lot lower than that in my honest opinion. At 30 bullets doing 33 damage a piece for 990 total damage, you still wouldn't be able to kill my logi with over 1100 hp without reloading or landing several headshots and not missing the rest. Even a basic heavy with no plates or shield extenders would survive if he just has base armor and shields trained.
45 bullets will put you at 1485 damage giving you a little leeway and putting you in the position of still -able- to kill a basic heavy, while a well fitted one would still survive even with every bullet hitting, again requiring headshots, but as it's a well fitted heavy, it's kinda meant to be able to sponge up the damage.
This, which would be a reduction from 1980 potential damage which simply kills everything even after you've missed a bunch of shots would be a fine balance in my opinion as even that 1485 damage would require you to hit on -every- shot which would require a bit of skill, and it certainly wouldn't happen for those spray and prayers.
And that's what a weapon should do, if you're skillful enough to be able to land most every bullet, you should be rewarded for it by being able to kill most all people. And if you're not, you deserve to watch the reload animation, followed by the respawn counter.
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Daddrobit
PFB Pink Fluffy Bunnies
352
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Posted - 2013.09.24 07:26:00 -
[2] - Quote
Tech Ohm Eaven wrote:Daddrobit wrote: Snip Snip 30 bullets too few for 1500 damage?? Hmmmm. 10 % damage increase source: CCP Wolfman. 15% damage increase source AR proficiency L5 Three complex damage mods doing 10% each? 30% from three damage mods minus stacking for 26% 26% plus 15% proficiency 41% damage plus CCP Wolfmans damage of 10% gives me 51% damage increase. So 30 bullets times 34 for 1020 damage times 1.5 for 1530 damage from 30 bullets.
34 damage? whoops, thought it was 33, my bad. Have to update my post then :)
Regardless, unless that's a proto gallente assault or a proto logi, that's a hell of a glass cannon you've built for yourself. You're gonna be armor tanked and a nice slow easy target even if you are. Not to mention the slow regen of armor means you're eventually gonna die just from being whittled down or be forced to sit out of the battle after every engagement for half a minute+.
Still anyone who didn't have proficiency V and 3 complex damage mods would still have a tough time with only 30 bullets. Not to mention the base SP investment to get the proto dopsuit, level V weaponry, level V AR proficiency, and both engineering and electronics to level V so you could actually fit it.
Also do you happen to have a link to wolfmans post on that hidden 10% buff? Not calling you a liar, just curious and want to see it. When did that come in?
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Daddrobit
PFB Pink Fluffy Bunnies
353
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Posted - 2013.09.24 07:33:00 -
[3] - Quote
Zero Harpuia wrote:Daddrobit wrote:Tech Ohm Eaven wrote:Daddrobit wrote: Snip Snip 30 bullets too few for 1500 damage?? Hmmmm. 10 % damage increase source: CCP Wolfman. 15% damage increase source AR proficiency L5 Three complex damage mods doing 10% each? 30% from three damage mods minus stacking for 26% 26% plus 15% proficiency 41% damage plus CCP Wolfmans damage of 10% gives me 51% damage increase. So 30 bullets times 34 for 1020 damage times 1.5 for 1530 damage from 30 bullets. 34 damage? whoops, thought it was 33, my bad. Have to update my post then :) Regardless, unless that's a proto gallente assault or a proto logi, that's a hell of a glass cannon you've built for yourself. You're gonna be armor tanked and a nice slow easy target even if you are. Not to mention the slow regen of armor means you're eventually gonna die just from being whittled down or be forced to sit out of the battle after every engagement for half a minute+. Still anyone who didn't have proficiency V and 3 complex damage mods would still have a tough time with only 30 bullets. Not to mention the base SP investment to get the proto dopsuit, level V weaponry, level V AR proficiency, and both engineering and electronics to level V so you could actually fit it. Also do you happen to have a link to wolfmans post on that hidden 10% buff? Not calling you a liar, just curious and want to see it. When did that come in? The 10% buff was added when they removed the skill bonus on Weaponry, but I'm not sure if it was added to the weapon's ingame numbers or if the weapons have it added after the fact as if it were still a skill bonus.
Oh, that buff. I'm fairly certain that was already added in the 34 that it shows. I'll have to go look through some old blogs and posts on it to find out. |
Daddrobit
PFB Pink Fluffy Bunnies
353
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Posted - 2013.09.24 07:45:00 -
[4] - Quote
Cosgar wrote:Daddrobit wrote:Oh, that buff. I'm fairly certain that was already added in the 34 that it shows. I'll have to go look through some old blogs and posts on it to find out. SourceQuote:CCP Cmdr Wang]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.
Yeah, just found it myself. It doesn't actually say the 10% is shown for ARs but it does it for the HMG so I'm gonna assume they did it for the ARs as well; why would they add it in for one and not the other? I seem to remember the ARs having a base damage of around 30 prior anyways, so that would put them in and around having a 10% buff to 34 now. |
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