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Tech Ohm Eaven
L.O.T.I.S.
757
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Posted - 2013.09.24 05:34:00 -
[31] - Quote
Exmaple Core wrote:dispersion would be nice but it will not make a difference because of the sharpshooter skill
When I say dispersion I mean the falloff like the laser has.
Since its not shooting bullets and to give shotguns, HMG, SMG a decided area??
I.e. AR dispersion at less than 20m is so high for these plasma balls that they do reduced damage at ranges under 25 m and dispersion of these plasma balls is such that they do reduced damage at ranges above 65m .
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Exmaple Core
Ancient Exiles
1359
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Posted - 2013.09.24 05:48:00 -
[32] - Quote
Tech Ohm Eaven wrote:Exmaple Core wrote:dispersion would be nice but it will not make a difference because of the sharpshooter skill When I say dispersion I mean the falloff like the laser has. Since its not shooting bullets and to give shotguns, HMG, SMG a decided area?? I.e. AR dispersion at less than 20m is so high for these plasma balls that they do reduced damage at ranges under 25 m and dispersion of these plasma balls is such that they do reduced damage at ranges above 65m . fall off and dispersion are 2 different things :p but the ARs do loose damage over distance, pretty significantly |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
167
|
Posted - 2013.09.24 05:53:00 -
[33] - Quote
If you want a longer TTK from the auto AR I'd suggest reducing the damage per bullet by 2-3 and seeing how that affects the game. |
Bojo The Mighty
Zanzibar Concept
2002
|
Posted - 2013.09.24 05:53:00 -
[34] - Quote
I agree. 30 Clip !
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Tech Ohm Eaven
L.O.T.I.S.
758
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Posted - 2013.09.24 06:01:00 -
[35] - Quote
Exmaple Core wrote:Tech Ohm Eaven wrote:Exmaple Core wrote:dispersion would be nice but it will not make a difference because of the sharpshooter skill When I say dispersion I mean the falloff like the laser has. Since its not shooting bullets and to give shotguns, HMG, SMG a decided area?? I.e. AR dispersion at less than 20m is so high for these plasma balls that they do reduced damage at ranges under 25 m and dispersion of these plasma balls is such that they do reduced damage at ranges above 65m . fall off and dispersion are 2 different things :p but the ARs do loose damage over distance, pretty significantly
Now with 60 bullet magazines I.e. Duvolle Assault kills HMG heavy. Pissed off heavy says @%$^&* and grabs Duvolle AR.
Heavy keeps using Duvolle AR.
If smaller AR magazines are implemented Assault Duvolle AR user shoots 30 rounds and pauses to reload as HMG heavy continues to shoot.
HMG heavy kills AR user in CQC.
Pissed off AR user learns not to mess with HMG heavy in CQC.
AR user kills HMG heavy at mid range.
Every weapon needs a niche and not just a good for every thing scenario.
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Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3667
|
Posted - 2013.09.24 06:06:00 -
[36] - Quote
Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Give finite ammo to vehicles.
AR keeps 60 round magazine.
I'm not even bitching, honest. I just find it hilarious how this always devolves into accusations of trying to gimp someone's primary asset. |
FATPrincess - XOXO
Shining Flame Amarr Empire
570
|
Posted - 2013.09.24 06:08:00 -
[37] - Quote
Cause we're in the future brother.
-XOXO |
Kal Kronos
L.O.T.I.S.
22
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Posted - 2013.09.24 06:09:00 -
[38] - Quote
The problem is the gun's range not it's clip size. I would need for someone to throw out it's range values in order to give my opinion as to what I think it should be reduced to though. If I remember I think it's 100% out to 40. Then you have to evaluate that against the HMG's to keep AR curve outside of that range wise, while being inside of the ScR and LR. |
Sgt Kirk
SyNergy Gaming EoN.
1941
|
Posted - 2013.09.24 06:14:00 -
[39] - Quote
why would they stay at thirty clips just because some rifles tens of thousands of years ago had them.
As an assault I agree that the clip size could be decreased but get away from this 30 because of the M-16 BS.
I'd like it if the AR (and all guns) worked off magazines, as in. If you have 21 rounds left in your mag and you change mags then you wasted 21 rounds.
You have a certain amount of magazines depending on your ammo skill level and you can only be refiled by nanohives on your current magazine, which means try not to spray and waste all your ammo.
You can only resupply magazines by supply depots.
Of course this would greatly help me because AR users would be too stupid to keep track as well as other people. So I could just kill everybody easier due to players lack of awareness.
win win situation.
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Tech Ohm Eaven
L.O.T.I.S.
758
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Posted - 2013.09.24 06:22:00 -
[40] - Quote
Kal Kronos wrote:The problem is the gun's range not it's clip size. I would need for someone to throw out it's range values in order to give my opinion as to what I think it should be reduced to though. If I remember I think it's 100% out to 40. Then you have to evaluate that against the HMG's to keep AR curve outside of that range wise, while being inside of the ScR and LR.
When a HMG heavy dies to an AR Duvolle Assault in CQC at five paces is it the guns range or is the problem that of the Duvolle AR doing too much damage per second due to extended magazine bullet sizes?? |
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Tech Ohm Eaven
L.O.T.I.S.
758
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Posted - 2013.09.24 06:24:00 -
[41] - Quote
Mobius Wyvern wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Give finite ammo to vehicles. AR keeps 60 round magazine. I'm not even bitching, honest. I just find it hilarious how this always devolves into accusations of trying to gimp someone's primary asset.
Been asking for finite ammo on vehicles since Replication. So yeah finite ammo on vehicles is also needed. |
Tech Ohm Eaven
L.O.T.I.S.
758
|
Posted - 2013.09.24 06:28:00 -
[42] - Quote
Beforcial wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Maybe the sweet spot is 25 bullets militia and 30 basic, 35 advanced and 40 proto. Sounds more balanced and tiered than one magazine size for all basic, advanced and proto?? I prefer small changes to aid balancing instead of Mjolnirs nerf strikes. How would you exponentiation damage to those clips? By the looks of it Proto's will kick ass big time vs a Militia or Advanced fits. I don't see how this makes more sense to anyone then what we already have, when you will need 3 dudes in militia to deal with 1 guy in proto as far as your clip count goes (including missed shots). It's already bad as it is having Proto AR's deal more damage then Militia or Adv. (I am comparing AR vs AR fights here nothing else.) Proto gear to me felt like it was supposed to be the same gear as advanced but that it's got something special maybe a risk factor to it after all it's a prototype and not an approved product yet. I see it as just the same idea then what is already in game now. (not great) Plus: How people still complain about balancing, when there is so many racial equipment / vehicles still missing? This game will be unbalanced till then at the least. (unless that stuff just never comes anymore but that's another thing) Very undecided whether this can be turned in to anything good.
It tones down the AR from being a good at everything weapon.
I.e. in CQC if the AR user has 40 bullets in a proto AR then my fix in CQC is Assault- Medic with militia shotgun. AR user sprayed clip and pauses to reload and injured shotgun user kills AR user when AR user is reloading. |
Daddrobit
PFB Pink Fluffy Bunnies
352
|
Posted - 2013.09.24 06:34:00 -
[43] - 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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Tech Ohm Eaven
L.O.T.I.S.
758
|
Posted - 2013.09.24 06:45:00 -
[44] - Quote
Daddrobit wrote: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.
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. |
Cosgar
ParagonX
5386
|
Posted - 2013.09.24 07:11:00 -
[45] - Quote
Iron Wolf Saber wrote:Well I liked the original AR from Halo 1 and it felt balanced back then, but you could only reload it twice before you magged out but it was no instant killer like our Plasma Rifles are. The original AR in Halo had the same recoil exploit as the AR we have now... |
Zero Harpuia
Turalyon 514 Turalyon Alliance
1013
|
Posted - 2013.09.24 07:23:00 -
[46] - Quote
Cosgar wrote:Iron Wolf Saber wrote:Well I liked the original AR from Halo 1 and it felt balanced back then, but you could only reload it twice before you magged out but it was no instant killer like our Plasma Rifles are. The original AR in Halo had the same recoil exploit as the AR we have now... Building recoil is a flawed design unless there is something to stop you from just rapid tapping. Something like the TF2 Heavy's spool up. There just needs to be noticeable kick and recoil ON EVERY SHOT, but it needs to be done carefully. Too little and those with Sharpshooter and Operations skilled up won't even feel it. Too much and unskilled ARs will be heavily damaged. I HATE ARs, but we need to be careful how much we work on them lest they bounce back bigger than ever. |
Daddrobit
PFB Pink Fluffy Bunnies
352
|
Posted - 2013.09.24 07:26:00 -
[47] - 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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Zero Harpuia
Turalyon 514 Turalyon Alliance
1014
|
Posted - 2013.09.24 07:29:00 -
[48] - Quote
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. |
Cosgar
ParagonX
5389
|
Posted - 2013.09.24 07:30:00 -
[49] - Quote
Zero Harpuia wrote:Cosgar wrote:Iron Wolf Saber wrote:Well I liked the original AR from Halo 1 and it felt balanced back then, but you could only reload it twice before you magged out but it was no instant killer like our Plasma Rifles are. The original AR in Halo had the same recoil exploit as the AR we have now... Building recoil is a flawed design unless there is something to stop you from just rapid tapping. Something like the TF2 Heavy's spool up. There just needs to be noticeable kick and recoil ON EVERY SHOT, but it needs to be done carefully. Too little and those with Sharpshooter and Operations skilled up won't even feel it. Too much and unskilled ARs will be heavily damaged. I HATE ARs, but we need to be careful how much we work on them lest they bounce back bigger than ever. It was a common flaw in early FPS. In most modern FPS, an automatic weapon's spread increases fast enough to prevent trigger feathering. |
Daddrobit
PFB Pink Fluffy Bunnies
353
|
Posted - 2013.09.24 07:33:00 -
[50] - 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. |
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Monkey MAC
killer taxi company General Tso's Alliance
664
|
Posted - 2013.09.24 07:35:00 -
[51] - Quote
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?
45 sounds about right to me. Like he said if your getting 1500 a mag then you are in a gallente chalked up on armour. Until we get full racial rifles this would be sufficent.
After that a reassessment of the weapon ranges need to be done and prehaps a little extra overheat on scr to bring it down to around the same level! |
Crash Monster
Snipers Anonymous
1403
|
Posted - 2013.09.24 07:38:00 -
[52] - Quote
Why do protos need more ammo? They are proto -- they should be able to do more with less... give them higher damage and lower ammo (bigger bullets y'know).
It's the newbs that can't hit anything and need all the spare bullets. |
Cosgar
ParagonX
5390
|
Posted - 2013.09.24 07:39:00 -
[53] - Quote
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. Source
Quote: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. |
Bendtner92
Imperfects Negative-Feedback
1106
|
Posted - 2013.09.24 07:43:00 -
[54] - Quote
The 10% damage buff is included in the AR's 34 damage. |
Daddrobit
PFB Pink Fluffy Bunnies
353
|
Posted - 2013.09.24 07:45:00 -
[55] - 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. |
Sgt Kirk
SyNergy Gaming EoN.
1943
|
Posted - 2013.09.24 07:45:00 -
[56] - Quote
Tech Ohm Eaven wrote:[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. So much wrong with this...where oh where to begin... |
Tech Ohm Eaven
L.O.T.I.S.
761
|
Posted - 2013.09.24 07:45:00 -
[57] - Quote
Daddrobit wrote: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.
Trust but verify.
Two newborn Dust bunnies. One new born shoots at the other newborn red bunny Militia AR shoots at one with one finger tap for one bullet doing 37 damage.
Militia ar says 34??
But 34 plus 10% Wolfmans buff equals 3.3 plus militia ar saying 34 gives me 37?? |
Bendtner92
Imperfects Negative-Feedback
1106
|
Posted - 2013.09.24 07:47:00 -
[58] - Quote
Tech Ohm Eaven wrote:Trust but verify.
Two newborn Dust bunnies. One new born shoots at the other newborn red bunny Militia AR shoots at one with one finger tap for one bullet doing 37 damage.
Militia ar says 34??
But 34 plus 10% Wolfmans buff equals 3.3 plus militia ar saying 34 gives me 37?? 34 + 10% shield bonus = 37 damage.
The 10% damage buff is included in all weapons base damage. There's a reason the Swarms missiles each do 330 damage now instead of the 300 damage prior to Uprising... |
Monkey MAC
killer taxi company General Tso's Alliance
664
|
Posted - 2013.09.24 07:47:00 -
[59] - Quote
Daddrobit wrote: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.
All weapons that were here in uprising 1.0 were given a buff, mass drivers, shotguns the lot!
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Tech Ohm Eaven
L.O.T.I.S.
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Posted - 2013.09.24 07:48:00 -
[60] - Quote
Bendtner92 wrote:Tech Ohm Eaven wrote:Trust but verify.
Two newborn Dust bunnies. One new born shoots at the other newborn red bunny Militia AR shoots at one with one finger tap for one bullet doing 37 damage.
Militia ar says 34??
But 34 plus 10% Wolfmans buff equals 3.3 plus militia ar saying 34 gives me 37?? 34 + 10% shield bonus = 37 damage.
So thats why?? THANK YOU. |
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