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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:08:00 -
[481] - Quote
[quote=Aeon Amadi]
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..)
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.
Marauders were supposed to be a high tanked vehicle with a siege module to further that tank. That never happened, as it was all about damage with them.
As for the SMG hipfire, it's only good because it has a decent spread and has a high ROF. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:16:00 -
[482] - Quote
RydogV wrote:How about a petition to change the name of the current "Assault Rifle" to "Blaster Rifle"? It seems more fitting to the tech and less confusing since all of these weapons are technically part of the Assault Rifle class. ~All In Favor~
nay, Plasma Rifle is the actual name according to the lore, so Plasma Rifle is what it should be called. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:19:00 -
[483] - Quote
Shotty GoBang wrote:On AV Nerfs: Alarming but likely necessary should the formerly proposed vehicle changes be implemented. Proto swarms were effective vs HAVs but largely useless vs Dropships. Not sure why Swarms were smashed and Forge Guns left alone.
On Rifles: Will range-optimized rifles devastate in close quarters (i.e. former TacAR)? Did the vanilla AR dodge a balance pass? Any specific improvements in the works for specialty weapons Laser Rifles and Shotguns?
Forges aren't left alone. Learn to read the entire thread. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:20:00 -
[484] - Quote
Terram Nenokal wrote:Does the rail rifle count as a hybrid weapon? Gallente Assaults want to know.
No **** It's a railgun
But like that matters, it does different damage than plasma based weapons, so hybrid only would count for "hybrid" weapon bonuses. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4243
|
Posted - 2013.10.26 14:21:00 -
[485] - 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). Excellent. I look forward to seeing this. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3495
|
Posted - 2013.10.26 14:22:00 -
[486] - 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).
Excellent. More of this, please. More photos, more videos, more all the good things ^_^ |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:32:00 -
[487] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote:Parson Atreides wrote:Nerfed Swarm launcher damage by 1/3 and range by more than half. Moronic.
-1 lolcrutch user Get good and use teamwork But tanks don't need to right?
We have people covering our asses when we go into plex's, spotters, spider tanking, etc. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:48:00 -
[488] - Quote
Iron Wolf Saber wrote:Krom Ganesh wrote:Iron Wolf Saber wrote: Yeah 400 meter lock ranges is pretty damn far, I think 175 may be too short but I don't want to see it go over 225 meters. After all its supposed to be a Light AV weapon, not a heavy AV weapon and this brings its parity down with that of the plasma launcher and mass driver, hopefully the plasma cannon will take its racial adjustment and get a damage buff making the minmatar rapid firing, swarms longest range, plasma cannon the most damaging, and whatever amarr light av option comes out the most accurate.
Wait, the MD is supposed to be an AV weapon?!? The breach variant is a capable light av weapon, but for all sakes and purposes its a launcher weapon for the minmatar there wont be like a minmatar rpg launcher yet until there is far more racial parity.
Hopefully, they just make a AA AV weapon like the one in that thread from awhile back. |
Godin Thekiller
Hellstorm Inc League of Infamy
1273
|
Posted - 2013.10.26 14:56:00 -
[489] - Quote
jace silencerww wrote: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.
1: I am a DS person, just that they cost too much for the said reason
2: I kill HAV's easy with my Wiki swarms, and will continue to do so with these changes. Why? Simple: I will just sneak up on the HAV, and pop it as I have been. If I can' t do it by myself, I'll get another guy to help me. It's not like they are that strong, especially with the changes made to them. |
Fire of Prometheus
DUST University Ivy League
1254
|
Posted - 2013.10.26 14:57:00 -
[490] - Quote
Not sure if this was asked already, but will any variants of the rail rifle be "charge to fire"? (Like the charge sniper) |
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Godin Thekiller
Hellstorm Inc League of Infamy
1274
|
Posted - 2013.10.26 15:01:00 -
[491] - Quote
Arkena Wyrnspire wrote: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). Excellent. I look forward to seeing this.
same. |
Godin Thekiller
Hellstorm Inc League of Infamy
1274
|
Posted - 2013.10.26 15:02:00 -
[492] - Quote
Fire of Prometheus wrote:Not sure if this was asked already, but will any variants of the rail rifle be "charge to fire"? (Like the charge sniper)
That would make sense for the TRR. |
Fire of Prometheus
DUST University Ivy League
1254
|
Posted - 2013.10.26 15:04:00 -
[493] - Quote
Godin Thekiller wrote:Fire of Prometheus wrote:Not sure if this was asked already, but will any variants of the rail rifle be "charge to fire"? (Like the charge sniper) That would make sense for the TRR. Awesome, thanks :) |
Rabbit C515
Bragian Order Amarr Empire
2
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Posted - 2013.10.26 15:16:00 -
[494] - Quote
I am worry about Laser rifle can not compete with them.
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Jebus McKing
Molon Labe. RISE of LEGION
114
|
Posted - 2013.10.26 15:16:00 -
[495] - Quote
The only weapon I'm quite worried about at the moment is the Scrambler Rifle.
Looking at the proto assault variant it requires less CPU and just 2 PG more than the Duvolle AR, but has an optimal range comparable to the current Tactical AR. It is full-auto, deals comparable amounts of damage per second and has a significantly larger clipsize, reloads faster and has a red dot sight.
I'm not calling it OP yet, but looking at the stats I guess this will be a VERY good weapon. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
162
|
Posted - 2013.10.26 15:29:00 -
[496] - 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).
Hmm...quite keen to see a video like this.
My guess is that if you keep a light tough on the trigger squeezing out one or two rounds the accuracy will be outstanding. ACOG scope, range, and striking power...nice. The 'fair bit of kick" will preclude you from shredding multiple guys at range. Balance seems legit.
The addition of the Assault version looks like the method of giving the RR a workable option in closer quarters. Even with the kick if it has a solid hip fire capability this should be a solid option. I suspect (hope) they have a dispersion perk or sharpshooter perk as part of the skill tree to off-set the recoil.
I'm pretty interested in seeing how this works out! |
Spkr4theDead
Red Star. EoN.
1127
|
Posted - 2013.10.26 15:40:00 -
[497] - Quote
Godin Thekiller wrote:jace silencerww wrote: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. 1: I am a DS person, just that they cost too much for the said reason 2: I kill HAV's easy with my Wiki swarms, and will continue to do so with these changes. Why? Simple: I will just sneak up on the HAV, and pop it as I have been. If I can' t do it by myself, I'll get another guy to help me. It's not like they are that strong, especially with the changes made to them. See everybody else? This guy doesn't complain about not being able to instantly destroy a tank with swarms. |
KingBabar
The Rainbow Effect
1279
|
Posted - 2013.10.26 15:48:00 -
[498] - Quote
Grimmiers 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:
-Stuff
Well I was going to wait and see how the rail rifle's rof and .2 second charge up time will balance it out for cqc fights. As of now it does seem like the rail rifle plays like the op breach rifle back in the day.
The old breach was never OP. |
Godin Thekiller
Hellstorm Inc League of Infamy
1278
|
Posted - 2013.10.26 16:00:00 -
[499] - Quote
Spkr4theDead wrote:Godin Thekiller wrote:jace silencerww wrote: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. 1: I am a DS person, just that they cost too much for the said reason 2: I kill HAV's easy with my Wiki swarms, and will continue to do so with these changes. Why? Simple: I will just sneak up on the HAV, and pop it as I have been. If I can' t do it by myself, I'll get another guy to help me. It's not like they are that strong, especially with the changes made to them. See everybody else? This guy doesn't complain about not being able to instantly destroy a tank with swarms.
Because I am a pilot, and I know how it feels to be insta-popped. Also, I love a challenge. Like, it turns me on completing a hard assignment that has me thinking. |
Meeko Fent
expert intervention Caldari State
1298
|
Posted - 2013.10.26 16:07:00 -
[500] - Quote
Myself, I think that the RRs damage should be brought down 2 points so as the blaster maintains itself on the top of the food chain |
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CCP Logibro
C C P C C P Alliance
3092
|
Posted - 2013.10.26 16:11:00 -
[501] - Quote
Jaysyn Larrisen wrote: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). Hmm...quite keen to see a video like this. My guess is that if you keep a light tough on the trigger squeezing out one or two rounds the accuracy will be outstanding. ACOG scope, range, and striking power...nice. The 'fair bit of kick" will preclude you from shredding multiple guys at range. Balance seems legit. The addition of the Assault version looks like the method of giving the RR a workable option in closer quarters. Even with the kick if it has a solid hip fire capability this should be a solid option. I suspect (hope) they have a dispersion perk or sharpshooter perk as part of the skill tree to off-set the recoil. I'm pretty interested in seeing how this works out!
Keep in mind that if you try to feather the trigger on the Rail Rifle it will require you to recharge it every time you release trigger. That adds 0.2 seconds before you start firing.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
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Meeko Fent
expert intervention Caldari State
1298
|
Posted - 2013.10.26 16:15:00 -
[502] - Quote
KingBabar wrote:Grimmiers 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:
-Stuff
Well I was going to wait and see how the rail rifle's rof and .2 second charge up time will balance it out for cqc fights. As of now it does seem like the rail rifle plays like the op breach rifle back in the day. The old breach was never OP. You are bli |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.26 16:20:00 -
[503] - Quote
Jebus McKing wrote:The only weapon I'm quite worried about at the moment is the Scrambler Rifle.
Looking at the proto assault variant it requires less CPU and just 2 PG more than the Duvolle AR, but has an optimal range comparable to the current Tactical AR. It is full-auto, deals comparable amounts of damage per second and has a significantly larger clipsize, reloads faster and has a red dot sight.
I'm not calling it OP yet, but looking at the stats I guess this will be a VERY good weapon.
Yes it also costs 30k more and is actually a Pro 1 level weapon.
The Proto CR might be better too (than Duvolle) with the ROF but lets just wait to see before throwing out OP. Duvolle and GEK are already monsters so dont know whats the issue.
Dont tell me those are tears welling up. |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3759
|
Posted - 2013.10.26 16:32:00 -
[504] - Quote
So, will the range buffs to the Scrambler Rifle result in the semi-auto version getting a scope? As it's designed as a longer range weapon, I think it really needs one.
It'd be nice to have the Laser Rifle receive an "ACOG" sight as well, actually. They're both meant to be longer range weapons but are only equipped with reflex sights. |
137H4RGIC
SVER True Blood Public Disorder.
125
|
Posted - 2013.10.26 16:49:00 -
[505] - Quote
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 not going to lie I'm kind of outrage by these results. you given so many weapons to the medium drop suits, but so far have done absolutely nothing for heavies except for a useless commando suit. once again there's going to be a tactical assault rifle in the field. and once again us heavies not have anything to do about it. give us a long range weapon with which to fight the medium classes. it is long overdue.
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Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.26 17:06:00 -
[506] - Quote
Mobius Wyvern wrote:So, will the range buffs to the Scrambler Rifle result in the semi-auto version getting a scope? As it's designed as a longer range weapon, I think it really needs one.
It'd be nice to have the Laser Rifle receive an "ACOG" sight as well, actually. They're both meant to be longer range weapons but are only equipped with reflex sights.
They all have scopes and a "red dot" |
Fist Groinpunch
Goonfeet Top Men.
128
|
Posted - 2013.10.26 17:13:00 -
[507] - Quote
As of right now, it takes me at least two Packed EX11 AV grenades to blow up a militia LAV, three to blow up a STD LAV. Logi LAVs, those I'm not even talking about. That's 2-3 tier 4 grenades.
I'm pretty sure that with the proposed AV changes, the starter LAV will need 3 STD grenades to effectively take it out.
All 3 STD grenades will need to land. To get rid of the starter LAV.
Not even talking about HAVs.
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
4329
|
Posted - 2013.10.26 17:26:00 -
[508] - Quote
Fist Groinpunch wrote:As of right now, it takes me at least two Packed EX11 AV grenades to blow up a militia LAV, three to blow up a STD LAV. Logi LAVs, those I'm not even talking about. That's 2-3 tier 4 grenades.
I'm pretty sure that with the proposed AV changes, the starter LAV will need 3 STD grenades to effectively take it out.
All 3 STD grenades will need to land. To get rid of the starter LAV.
Not even talking about HAVs.
>Implying vehicles aren't being changed as well |
Skybladev2
Vacuum Cleaner. LLC RUST415
53
|
Posted - 2013.10.26 17:30:00 -
[509] - Quote
TheAmazing FlyingPig wrote: >Implying vehicles aren't being changed as well
But LAVs are buffed. |
Takahiro Kashuken
Red Star. EoN.
1527
|
Posted - 2013.10.26 17:32:00 -
[510] - Quote
Skybladev2 wrote:TheAmazing FlyingPig wrote: >Implying vehicles aren't being changed as well
But LAVs are buffed. With less slots |
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