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Thread Statistics | Show CCP posts - 6 post(s) |
Doc DDD
MoIden Heath PoIice Department EoN.
86
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Posted - 2013.10.26 05:11:00 -
[451] - Quote
Yes thats my point |
Racro 01 Arifistan
501st Knights of Leanbox
59
|
Posted - 2013.10.26 05:42:00 -
[452] - Quote
hey you. AV guy...... expect me to drop my 2.5 mill isk tank more often. then proceed to beat you int eh face for all those times your LOLswarm blew up my vehicles for haveing OP damage and lock range. MWHAHAHAHA. |
Spkr4theDead
Red Star. EoN.
1115
|
Posted - 2013.10.26 06:18:00 -
[453] - Quote
skippy678 wrote:you guys think its ok to take 30% damage off of the swarm launcher? really? thats stupid.....and really not doing anything to the Forge....whatever..... Did you look at any of the proposed vehicle changes? Madrugar hull might have 4000 base armor. If they stick with that, a lot of tankers will be using one heavy complex repair module and two complex armor hardeners. We won't be putting on any extra armor.
AV is being nerfed to still be at basically the same level it is now vs vehicles. It won't change anything at all. The only real nerf is going to be to the lock range. |
Spkr4theDead
Red Star. EoN.
1115
|
Posted - 2013.10.26 06:20:00 -
[454] - Quote
skippy678 wrote:skippy678 wrote:you guys think its ok to take 30% damage off of the swarm launcher? really? thats stupid.....and really not doing anything to the Forge....whatever..... I got bigger problems like my damn mic needing me to log in and out before it works.. but honestly the Forge gun is the most OVER powered item in this game, and overlooking that is a bigger problem here Im not gonna be too grumpy because I pretty much stopped using my proto swarms anyway because nobody drives any thing but basic vehicles anymore anyway If you asked a vehicle guy what the worst OP weapon is for them and they will say FOrge....with a few second charge you can deal 3000+ damage...almost 1.4 full clips of proto swarm to equal that..at the new numbers no sence... ill just use the Forge more, I gotta sayTaking 30% damage off of something that someone put millions of sp into kinda sucks... Before anybody gets grumpy about this...remember.... You could have your SP into Vehicles in the first place..then you should be grumpy. If there is a vehicle SP reset which there could be considering the change in the skill tree....I have one word of advice...take ALL those points and put em into an AR Logi.....unless you find the need to get some proto gear on your basic vehicle for the next 8 months.. Lol do you even forge? Wiyrkomi breach takes 6 seconds to charge before skills. It does 2772 damage before skills. It's ridiculously powerful, but needs to be aimed.
OP AV? Swarms and AV grenades. They're easy, because the game takes care of aiming them. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3494
|
Posted - 2013.10.26 06:36:00 -
[455] - Quote
Mordecai Sanguine wrote:Aeon Amadi wrote:This is somewhat alarming, actually... The Assault Rail Rifle outperforms -EVERYTHING- else in terms of Damage and Range. I don't see any reason to continue using the Assault Rifle when it doesn't even do what it's supposed to anymore: High damage in close quarters combat.
Comparable Level Assault Variant Rifles, in order from highest to lowest DPS:
SL-4 Assault Rail Rifle: 458.6 GEK-38 Assault Rifle: 446.25 CRD-9 Assault Scrambler Rifle: 444.7 8K-42 Assault Combat Rifle: 440
Comparable level Assault Variant Rifles, in order from highest to lowest Optimal Range:
SL-4 Assault Rail Rifle: 72 meters CRD-9 Assault Scrambler Rifle: 55 meters 8K-42 Assault Combat Rifle: 50 meters GEK-38 Assault Rifle: 44 meters
Comparable level Assault Variant Rifles, in order from highest to lowest Effective Range:
SL-4 Assault Rail Rifle: 94 meters CRD-9 Assault Scrambler Rifle: 83 meters 8K-42 Assault Combat Rifle: 77 meters GEK-38 Assault Rifle: 72 meters Rail rifle will certainely get a higher Recoil so a lot of shot will bem issed. I hope.
I'm skeptical about it, really. Higher recoil kinda makes sense for a short range weapon but it doesn't make that much sense for a long range weapon - especially if it's intent is to be fully automatic. It sort of negates the premise of it being a long range weapon. Being based on the breach rifle it's going to have a higher hip-fire accuracy so the recoil might just help it out in CQC. Won't know until we see it and by that point, if I'm correct in my assumptions, it'll be the Flavor of the Month. I don't think any of us are ready to deal with yet another OP weapon that persists for months until CCP up and decides to not be stubborn and actually fix something.
Lv2spd2 wrote:
Thanks to the .2 second charge time, that Assault rail will really only do 366.4 in the 1st second it is firing. the 2nd second and each additional second will do the dmg you listed though. That will put the rail user in an 79.85 or so hp hole to the GEK user if they are both in range and hit fire at the same time. Which they will then gain back at around 12.35 hp per second after that. So it would take the Rail user 6.46 seconds of continuous hits to make back up.
This means the GEK user will likely still rock the rail user within AR range, unless they let the rail get the drop on them.
In fact, ALL the other rifle variants listed here will easily top the rail rifle except outside their ranges or if the rail user starts firing .2 seconds before they do. Even the lowly combat rifle listed will out damage the rail by 73.6 which the rail will make back up in 3.95 seconds.
You're assuming that all fights occur with both fighters firing at the same time - this almost never happens. There are too many variables to take into account, whether or not one person saw the other, personal reaction time, network connection, etc.
It's always best to assume that one is going to get the jump on the other and in the case of the Rail Rifle having damage as high as it is, that first second isn't going to mean much when both parties start moving around to evade fire streams. The higher damage per round with increased hip fire accuracy that comes with it being based on the Breach AR is going to make it an insanely good CQC weapon, I think, solely because of the fact that you can remain mobile and put more rounds on target without needing to use your sights. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1676
|
Posted - 2013.10.26 07:31:00 -
[456] - Quote
Can we assume that all of the new rifles are going to have the same 1.5x headshot multiplier that most weapons have? or is the Rail Rifle going to share it's bigger cousin the sniper rifles headshot bonus? |
medomai grey
WarRavens League of Infamy
289
|
Posted - 2013.10.26 07:40:00 -
[457] - Quote
This is just speculation but, rail rifle's slow rate of fire and charge time make it unideal in CQC. It should be interesting to see how the 2 new rifles will impact the game. |
Hobo on Fire
Goonfeet Top Men.
89
|
Posted - 2013.10.26 09:04:00 -
[458] - Quote
If the vehicles are getting an HP reduction, AV weapons should get a damage reduction, that's common sense. As others have mentioned though, whacking swarms for a third of their damage and chopping off more than half their lock-on range could be cause for concern.
I've used my proto swarms enough to know that 175 meters is still enough to kill 90% of the vehicles I've been killing. What the range reduction will actually do (aside from making the turrets in the northern redline of Manus Peak unreachable) is remove my ability to suppress vehicles.
If an HAV is rail sniping on a hill in his redline and I fire a volley of swarms at him now, he'll back off behind cover and repair before I can kill him. Similarly, I can fire a volley at a dropship and shoo him away from wherever he was hovering, even if I know I'll never connect with a second shot and actually take him down. Every time an HAV hides in cover, or a DS flies off to recharge his shields, he's not supporting his team. I get no warpoints, but I've taken them out of the fight, at least temporarily.
By chopping the lock on range to 175 meters, I'll have to get so close to dropships that I might as well go for a kill, so I'm not really worried about that. Rail tanks sitting in the redline are another story entirely; swarms were never a reliable way to kill them to begin with. I think this might actually encourage forge gun camping from towers, since it will be the only way to return fire against them without a rail tank of your own.
Hopefully the vehicle ammo limitations will remove redline rail tanks as a common occurrence, and this will all even out. Hopefully the 175m lock on range is just a workaround because they haven't figured out a way to fix the swarm rendering issues. Hopefully CCP will make this game into something that draws new players in instead of frustrating old ones to the point that they leave. Hopefully. |
lordjanuz
Norwegian Dust514 Corporation Top Men.
208
|
Posted - 2013.10.26 09:43:00 -
[459] - Quote
Iron Wolf Saber wrote:Mobius Wyvern wrote:CCP Wolfman wrote:Hi guys, ItGÇÖs time for some stats! Before you dive in to them let me remind you these are still a work in progress First off there has been a fair bit of speculation surrounding the upcoming Combat Rifle and Rail Rifle. Speculate no more, for here are their current stats: [img]http://web.ccpgamescdn.com/dust/news.control/65248/1/riflestats17.jpg[/img]As a part of their introduction to the game we also plan to rejig the rifle range profiles in line with the weapon type. Rail Rifles are hybrid GÇô railgun tech and are therefore the longest range weapons in the game, followed by laser weapons, projectile weapons and then hybrid GÇô blaster weapons. In the chart below you can see how they stack up Vs one another: [img]http://web.ccpgamescdn.com/dust/news.control/65234/1/rifleranges17.jpg[/img]Lastly, as part of the ongoing vehicle work I can confirm we are also making changes to AV. So far weGÇÖve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. These are the current numbers we are testing: - Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 ) - Reduced swarm launcher damage (330 -> 220) - Reduced Swarm Launcher lock-on range from 400m to 175m WeGÇÖre looking forward to hearing your feedback! CCP Wolfman Just to clarify, this stuff is still slated for 1.7 and NOT 1.6, correct? not for 1.6 mostly, 1.6 still mostly a technical patch.
So is it for 1.7 then ? . Or is it work in progress. |
Jebus McKing
Molon Labe. RISE of LEGION
113
|
Posted - 2013.10.26 09:44:00 -
[460] - Quote
Aeon Amadi wrote:I'm skeptical about it, really. Higher recoil kinda makes sense for a short range weapon but it doesn't make that much sense for a long range weapon - especially if it's intent is to be fully automatic. It sort of negates the premise of it being a long range weapon. Being based on the breach rifle it's going to have a higher hip-fire accuracy so the recoil might just help it out in CQC. Won't know until we see it and by that point, if I'm correct in my assumptions, it'll be the Flavor of the Month. I don't think any of us are ready to deal with yet another OP weapon that persists for months until CCP up and decides to not be stubborn and actually fix something. You're assuming that all fights occur with both fighters firing at the same time - this almost never happens. There are too many variables to take into account, whether or not one person saw the other, personal reaction time, network connection, etc. It's always best to assume that one is going to get the jump on the other and in the case of the Rail Rifle having damage as high as it is, that first second isn't going to mean much when both parties start moving around to evade fire streams. The higher damage per round with increased hip fire accuracy that comes with it being based on the Breach AR is going to make it an insanely good CQC weapon, I think, solely because of the fact that you can remain mobile and put more rounds on target without needing to use your sights.
The problem I see with the RR, especially with the assault variant, is its charge up time. If you fire continuously spread will very likely increase over time as it does for the AR. The AR does not have a charge up time, so you can stop firing for less than a second and then immediately start firing again with almost no spread. The Assault RR can't do this as effectively as the AR. Everytime you release the trigger you will have to charge up for your next shots and this fact alone will make a huge difference in favour of the AR, assuming the fight happens within the ARs optimal range. Especially in CQC cover is very important. The Assault RR user will be wasting a lot of shots when the AR user constantly fires a few shots and then hides behind cover again. As an RR user you will have to decide to hold the trigger and waste huge amounts of your ammo or if you stop firing and take the charge up time again.
Yes, on paper it seems like the Assault RR is superior in DPS and range but things like the charge up time, slower ROF, smaller clipsize and longer reload time make me question the usefulness of this weapon when fighting against an AR inside the ARs optimal range. Outside the ARs optimal the Assault RR has an advantage, no doubt, and that is intentional.
But all those things and the fact that the RR has higher PG requirements make me doubt that the RR will be FOTM. In fact, looking at the stats of all the rifles I'd say they are fairly well balanced. Except the SR, which seems to become VERY powerful, but then again has hefty CPU/PG requirements. We will have to see how those weapons work in-game to make our final judgement, but looking at the stats I don't see any reason why one of those weapons might be overall superior compared to the rest of the rifles. |
|
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 09:46:00 -
[461] - Quote
Doc Noah wrote:Good to see they nerfed the swarms by 1/3 of it's damage, I was struggling to kill rep tanks and now I dont even need to bother going after them. Rejoice armor tanks, you win.
Our repps will be a 1/3 the power, and you got 2x DPS last update. Calm down scrub, and get someone to help you instead of trying to solo us. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 09:47:00 -
[462] - Quote
Iron Wolf Saber wrote:Fizzer94 wrote:Feedback: the font on those charts... The 6s look like 8s. Also, Combat Rifles look like they don't use much resources, even at prototype. Its minmatar.
Weirdly, the arty's and autocannons on EVE cost more than the Blasters and Rails. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:02:00 -
[463] - Quote
Cosgar wrote:Fizzer94 wrote:It seems the DPS on the Rail Rifles is about the same at the DPS on Blaster Rifles. I was expecting it to be lower as a tradeoff for its range. Maybe the RRs will kick pretty hard? Or maybe they will have the worst hipfire? Probably a lower RoF since the breach was its placeholder. Which brings up a question- what's the scope zoom going to be like on it?
Says ACOG, so I'm assuming 4x. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:03:00 -
[464] - Quote
Fizzer94 wrote:Cosgar wrote:Fizzer94 wrote:It seems the DPS on the Rail Rifles is about the same at the DPS on Blaster Rifles. I was expecting it to be lower as a tradeoff for its range. Maybe the RRs will kick pretty hard? Or maybe they will have the worst hipfire? Probably a lower RoF since the breach was its placeholder. Which brings up a question- what's the scope zoom going to be like on it? I know it has a lower ROF, but it dishes out damage just as fast as the AR. About 450 DPS at standard. This worries me. Here's hoping it has some sort of downside to make up for its range.
high recoil, or heat is what I'm thinking. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:04:00 -
[465] - Quote
Soraya Xel wrote:Swarm nerf is once again, way too large, way too fast. I can see a damage nerf, but the lock-on nerf? That pretty much renders dropships invincible and non-removable, and the same goes for sniper tanks behind redlines.
It'll probably be put back once they figure out what's up with rendering. Or it might not. I always thought 250m was perfect though. 175 does seem a little short. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:11:00 -
[466] - Quote
TechMechMeds wrote:Jade Dragonis wrote:CCP Wolfman wrote:Hi guys, ItGÇÖs time for some stats! Before you dive in to them let me remind you these are still a work in progress First off there has been a fair bit of speculation surrounding the upcoming Combat Rifle and Rail Rifle. Speculate no more, for here are their current stats: [img]http://web.ccpgamescdn.com/dust/news.control/65248/1/riflestats17.jpg[/img]As a part of their introduction to the game we also plan to rejig the rifle range profiles in line with the weapon type. Rail Rifles are hybrid GÇô railgun tech and are therefore the longest range weapons in the game, followed by laser weapons, projectile weapons and then hybrid GÇô blaster weapons. In the chart below you can see how they stack up Vs one another: [img]http://web.ccpgamescdn.com/dust/news.control/65234/1/rifleranges17.jpg[/img]Lastly, as part of the ongoing vehicle work I can confirm we are also making changes to AV. So far weGÇÖve touched the AV Grenades and Swarm Launcher, we do also plan to look at the Forge Gun. These are the current numbers we are testing: - Reduced AV grenade damage (STD: 1050 -> 725; ADV: 1260 -> 870; PRO: 1470->1015 ) - Reduced swarm launcher damage (330 -> 220) - Reduced Swarm Launcher lock-on range from 400m to 175m WeGÇÖre looking forward to hearing your feedback! CCP Wolfman Nice. So now advanced and proto tanks can stomp harder. Brilliant move. Just when you think CCP are getting things right. At least assault is getting more weapons to kill us heavies with. Lets see if they ruin the forge gun like they ruined the HMG. And there aren't any ADV and proto tanks anymore, just std with proto turrets or a specialized standard tank- enforcer.
There's never been PROTO HAV's in the first place, for Adv. either. Just STD. Also, fixed |
Shadow of War88
0uter.Heaven
86
|
Posted - 2013.10.26 10:13:00 -
[467] - Quote
swarm dmg reduction ok...
swarm RANGE REDUCTION NOT OK |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:16:00 -
[468] - Quote
Arkena Wyrnspire wrote:DJINN leukoplast wrote:Oh I dunno, the 15 other infantry slaying players on your team seem a good countermeasure to me. Especially seeing as the swarm player is basically defenseless against infantry slayers and can also be insta killed by any vehicle if in range. And lest not forget about all those hills and buildings tankers like to hide behind, nullifying any and all swarms. Now if every player could dual wield a swarm and their favorite light or heavy weapon, then yeah you might have an argument. But no, that's not the case, you just want tank ez mode and portray yourself as a victim so you get buffed and AV gets nerfed . Nerfing AV at all in anticipation of the tank changes is the worst possible idea. You guys get invincible mode back, and AV gets nerfed? Even though we currently need proto AV to adequately scare off, and sometimes blow up, well fit STD tanks? lol. leukoplast, I understand that you're worried about tanks potentially dominating everything as they did in the past. However, you have to look at this objectively. The HP potential of tanks has been reduced significantly, and notably the forge gun hasn't been nerfed. Even the plasma cannon may actually be a vaguely viable AV wepaon in the future.
PLC is obviously getting the nerf bat, and they have to nerf the FG, otherwise it will be too strong compared to the swarm, plus it can still snipe easily. I bet you now, it's getting one. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:20:00 -
[469] - Quote
Chibi Andy wrote:so now with the new RR ranges us heavies have to compete against that now?? screw it, there's no winning against those odds, CCP you might as well remove the heavy class from this game seeing as we get nothing from you and now you want to mess with our FG? i love playing as a heavy but with these new weapon ranges coming out, 100 meters???? really?? just put us out of our misery, get rid of the heavy class and give me my respecs. or give us new heavy weapons already
I bet you after they are done with round one of the vehicle balance (most likely 1.7, so December), it's Scouts and Heavy's turn. SO just wait until January, and see what happens. |
Godin Thekiller
Hellstorm Inc League of Infamy
1272
|
Posted - 2013.10.26 10:21:00 -
[470] - Quote
Aeon Amadi wrote:Laurent Cazaderon wrote:Those numbers dont strike me as particularly odd.
We should stay cautious regarding the DPS stats as we all know the guns behavior is a major factor in how effective a gun is. Also, we dont have the accuracy rating for those new rifles. And we all know how the DPS from the machine gun seems appealing at first..
So yeah. Wait and see.
Just saying, if the Rail Rifle is based on the Breach Rifle it's going to have a better hip fire accuracy than the Assault Rifle - which means a lot less reliance on the scope, making the Iron-Sighted Assault Rail Rifle superb in the close quarters field because you can stay mobile and stay on target simultaneously. It's seems like it's a better jack of all trades than our current Assault Rifle. I don't think I need to remind everyone how Tactical Assault Rifles were at Hip-Fire not too long ago.
I promise you the RR is going to have **** hipfire. High recoil will make that true. |
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jace silencerww
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
5
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Posted - 2013.10.26 10:25:00 -
[471] - Quote
Godin Thekiller wrote:Soraya Xel wrote:Swarm nerf is once again, way too large, way too fast. I can see a damage nerf, but the lock-on nerf? That pretty much renders dropships invincible and non-removable, and the same goes for sniper tanks behind redlines. It'll probably be put back once they figure out what's up with rendering. Or it might not. I always thought 250m was perfect though. 175 does seem a little short. well you are not a dropship person 2 shots on a dropship with an assault forge gun and most are blowed up or hurting so bad they are running away for a few mins, I think the changes are too much of a nerf on swarms. it is hard to kill a good tanker now but after this changes LOL we will need a full squad just for 1 tank. the damage is fine on swarms because most dropships can out run the 2 or 3 shot of a swarmer by flying up or just flying away. but I get they are making so lavs have a chance against a swarm. but if you do this when llav come back they will be kill taxis all over. if you do these changes I know a lot of the people you have will be mad and want a respect which you need to give because people choose those skills and after a few months you change them. it hurts having to start again on looking at new skills just to stay in the game. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3495
|
Posted - 2013.10.26 10:34:00 -
[472] - Quote
Godin Thekiller wrote:
And there aren't any ADV and proto tanks anymore, just std with proto turrets or a specialized standard tank- enforcer.
There's never been PROTO HAV's in the first place, for Adv. either. Just STD. Also, fixed [/quote]
There was never a need for tier-based vehicles, the role-based ones served their purpose pretty well (well... Marauders at least..)
Godin Thekiller wrote:
I promise you the RR is going to have **** hipfire. High recoil will make that true.
I doubt it, honestly. Submachine Gun has some pretty crazy recoil unless you skill into it and it does pretty damage well at hitting it's target despite having a large hip-fire spread.
Another thing is that if it has high recoil it's going to be less efficient at the longer ranges it's meant for, so until we see some gameplay video showing what it's like there's not much we can do but speculate. I would -like- it to be well balanced but all we have as fact are these numbers, we can't base warning signs on assumption and speculation. |
Korvin Lomont
United Pwnage Service RISE of LEGION
206
|
Posted - 2013.10.26 10:42:00 -
[473] - Quote
I really don't know where to start... The AV changes: Well I guess with the new vehicle stats this could work, and if not you can simply quit the game to deny tankers their beloved high killrates .
The new Rifles : Hmm this hard I really don't like what ccp did here instead of unique roles in terms of dps and range ccp gives all rifles insane dps and tries to balance that with some sort of game mechanic. That reallly worries me. If you look at the dsp rating they are pretty close apart from the railrifle the difference is just 6 dps from AR to CR, while the RR outshines all others. But if you look at the range the difference becomes quite noticeable so the lowest range AR has basicla the same or lower dps than the longer range rifles. I dont think this will work well balance wise . Especially when the longest range weapon also get the highest dps...
I think the AR should get the dps from the RR The RR the dps from the CR and the CR the dps of the current AR (even with this change the RR would be quite powerfull) |
Jebus McKing
Molon Labe. RISE of LEGION
113
|
Posted - 2013.10.26 10:59:00 -
[474] - Quote
Korvin Lomont wrote:(...)The new Rifles : Hmm this hard I really don't like what ccp did here instead of unique roles in terms of dps and range ccp gives all rifles insane dps and tries to balance that with some sort of game mechanic. That reallly worries me. If you look at the dsp rating they are pretty close apart from the railrifle the difference is just 6 dps from AR to CR, while the RR outshines all others. But if you look at the range the difference becomes quite noticeable so the lowest range AR has basicla the same or lower dps than the longer range rifles. I dont think this will work well balance wise . Especially when the longest range weapon also get the highest dps... I think the AR should get the dps from the RR The RR the dps from the CR and the CR the dps of the current AR (even with this change the RR would be quite powerfull) The Duvolle AR will have delivered 90+ damage before the Ishukone Assault RR has finished charging up. So I'd say the 480.5 DPS potential of the Ishukone Assault RR are not that much of an advantage - if at all - over the Duvolle ARs 467.5 DPS (-13 DPS).
Like I said earlier, in close range fights the AR will most likely still be superior. But outside of the ARs optimal the RR will have an advantage. So, working as intended.
EDIT: I included a 'damage after 1 second' stat in my rifle comparison spreadsheet, so you can see for yourself: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing |
Korvin Lomont
United Pwnage Service RISE of LEGION
206
|
Posted - 2013.10.26 11:16:00 -
[475] - Quote
Jebus McKing wrote:Korvin Lomont wrote:(...)The new Rifles : Hmm this hard I really don't like what ccp did here instead of unique roles in terms of dps and range ccp gives all rifles insane dps and tries to balance that with some sort of game mechanic. That reallly worries me. If you look at the dsp rating they are pretty close apart from the railrifle the difference is just 6 dps from AR to CR, while the RR outshines all others. But if you look at the range the difference becomes quite noticeable so the lowest range AR has basicla the same or lower dps than the longer range rifles. I dont think this will work well balance wise . Especially when the longest range weapon also get the highest dps... I think the AR should get the dps from the RR The RR the dps from the CR and the CR the dps of the current AR (even with this change the RR would be quite powerfull) The Duvolle AR will have delivered 90+ damage before the Ishukone Assault RR has finished charging up. So I'd say the 480.5 DPS potential of the Ishukone Assault RR are not that much of an advantage - if at all - over the Duvolle ARs 467.5 DPS (-13 DPS). Like I said earlier, in close range fights the AR will most likely still be superior. But outside of the ARs optimal the RR will have an advantage. So, working as intended. EDIT: I included a 'damage after 1 second' stat in my rifle comparison spreadsheet, so you can see for yourself: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing
I do not question a slight advantage but what I question is if this very slight advantage is enough compared to the huge range advantage of the RR. IMHO the dps of the current AR is not enough compared to the other assault rifles if you consider the Range where these weapons are effective. A signifivicant disadvantage in range should come with a signicant bonus to dps. |
Jebus McKing
Molon Labe. RISE of LEGION
113
|
Posted - 2013.10.26 11:24:00 -
[476] - Quote
Korvin Lomont wrote:Jebus McKing wrote:Korvin Lomont wrote:(...) (...) I do not question a slight advantage but what I question is if this very slight advantage is enough compared to the huge range advantage of the RR. IMHO the dps of the current AR is not enough compared to the other assault rifles if you consider the Range where these weapons are effective. A signifivicant disadvantage in range should come with a signicant bonus to dps. But the AR HAS the best DPS! The Ishukone Assault RR needs ~7 seconds to catch up in damage output compared to the Duvolle AR.
The charge up time is a huge factor and I get the feeling many people underestimate that.
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Foundation Seldon
Gespenster Kompanie Villore Accords
146
|
Posted - 2013.10.26 11:27:00 -
[477] - Quote
JudgeRhadamanthus (Author of wonderful Dropship video series) recently put up this video illustrating what the current vs. proposed change to Swarms really mean in terms of map coverage. It certainly put things in perspective for me and I encourage any of those feeling that the Swarm range nerf was too harsh to check it out.
http://youtu.be/3au9H-NcgSw |
Skybladev2
Vacuum Cleaner. LLC RUST415
53
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Posted - 2013.10.26 11:32:00 -
[478] - Quote
I don't see any reason for nerfing swarms and grenades. They doing quite ok allowing vehicle time to escape. |
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CCP Logibro
C C P C C P Alliance
3083
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Posted - 2013.10.26 13:52:00 -
[479] - Quote
The Rail Rifle in my experience has a fair bit of kick to it. I'll talk to CCP Wolfman and see if we can get some footage of all four rifles firing a full clip without any input correction (player moving the trigger to keep it on target).
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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Jebus McKing
Molon Labe. RISE of LEGION
113
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Posted - 2013.10.26 13:57:00 -
[480] - Quote
CCP Logibro wrote:The Rail Rifle in my experience has a fair bit of kick to it. I'll talk to CCP Wolfman and see if we can get some footage of all four rifles firing a full clip without any input correction (player moving the trigger to keep it on target). That would be awesome!
+1 |
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