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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Silas Swakhammer
GamersForChrist Orion Empire
242
|
Posted - 2013.10.25 07:46:00 -
[61] - Quote
Sixes, eights, and nines.
Also, that nerf to swarm launcher range seems a bit absurd. |
TechMechMeds
Swamp Marines Kleenex Inc.
899
|
Posted - 2013.10.25 07:48:00 -
[62] - Quote
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 specialised standard tank- enforcer. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3471
|
Posted - 2013.10.25 07:48:00 -
[63] - 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.
Take a look at the Plasma Cannon with it's 0.6 charge-up time and you'll change your mind, lol.
0.2 seconds is nothing, the human eye blinks at a speed of 0.4 seconds. |
KGB Sleep
Ikomari-Onu Enforcement Caldari State
342
|
Posted - 2013.10.25 07:50:00 -
[64] - Quote
Stop listening to QQers and make your game CCP.
GL |
TechMechMeds
Swamp Marines Kleenex Inc.
899
|
Posted - 2013.10.25 07:51:00 -
[65] - Quote
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.
Because they fire bullets rather than energy, laser or rail. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4189
|
Posted - 2013.10.25 07:53:00 -
[66] - Quote
The more I look at these changes the more I see problems.
The weapons with higher ranges are doing more damage than the weapons with low ranges. Take the rail rifle. The assault variant does more damage than a plasma rifle of an equivalent tier, at a significantly longer range. The damage is at a lower RoF and higher damage per shot so there's less grace for missing, but all the same more damage and a much longer range completely overshadows the existing AR.
If a weapon has more range, it needs to lose damage as a trade-off. It can't be like this, where the longer range weapons have both a range advantage AND a DPS advantage. |
Fizzer94
L.O.T.I.S. Public Disorder.
566
|
Posted - 2013.10.25 07:54:00 -
[67] - Quote
TechMechMeds 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. Because they fire bullets rather than energy, laser or rail. I understand that. The SMG also fire bullets, but uses PG. Minmatar weapons use very little to no PG, but have a higher than average CPU usage. For targeting computers and such. The Combat rifle seems to use very little of either, for a comparable performance. |
TechMechMeds
Swamp Marines Kleenex Inc.
899
|
Posted - 2013.10.25 07:56:00 -
[68] - Quote
DJINN leukoplast wrote:Jason Pearson wrote:Jade Dragonis wrote: 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.
We don't have advanced and proto tanks, soz. Get ******* good you idiot, Swarms are ezmode, locking onto any vehicle without an issues, with no countermeasures whatsoever.
King of the Forums // Vehicle Specialist for Hire Comment and like this thread about PvE, Here!Also, check out the Indirect Fire ability, Here! 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.
You have to either
A- be trolling B- never driven tanks C- are more of a newb than I thought D- just butthurt you can't one man scrub av barbarian anymore
Pick one. |
Rogue Saint
Science For Death The Shadow Eclipse
351
|
Posted - 2013.10.25 07:57:00 -
[69] - Quote
CCP Wolfman wrote: - Reduced Swarm Launcher lock-on range from 400m to 175m
DS pilots should be wooting at this! Personally I wouldn't change the lock-on range. |
Foundation Seldon
Gespenster Kompanie Villore Accords
127
|
Posted - 2013.10.25 07:59:00 -
[70] - Quote
Ryme Intrinseca wrote:Foundation Seldon wrote: With this in mind ... YES! What this means is that more than likely it'll require a bit of teamwork to take out a well fit vehicle and the act of soloing a tank is going to be a much more difficult endeavor. THIS IS OKAY because Tanks will be in no way as dominant as they were in previous builds of the game because they'll have to keep ammo sufficiently supplied in order to be effective. If it takes a team of infantry to take down a tank then of course the tank is dominant. If one player can do something that requires several players on the opposing side to counter it, then that thing provides a decisive numerical advantage. Rocks-paper-scissors requires that one 'paper' (AV) can beat one 'rock' (tank). If it takes two or three AV to beat one tank, then AV is futile, as you'd be better off just bringing out your own tank. In other words, you don't have rock-paper-scissors but rather tank>infantry.
Except this won't be the case. I have to emphasize the following here :
HP, Burst Tanking, and Decreased Effectiveness of Infantry Slaying Turrets 1. Tanks have lower HP than they did before 2. There's far more reliance on active modules in order to "tank" any sort of significant damage 3. Finite Ammo means Tanks have to take their focus away from infantry slaying at multiple points in order to resupply
AV will still be fulfilling its role by creating areas where the Tank can't effectively pass without taking significant damage, you don't need to kill the Tank in order to ensure that its effectiveness in the match is decreased. More so than that, and I mentioned this in my last post, but balancing AV with respect to ONLY tanks creates the situation that we have now in which Tanks are the only vehicle worth calling out in the middle of a match. I think we can both agree that Dropships are far too fragile in their current state and the LAV class of vehicles is near useless outside of Militia/BPO for transport and the Logistics class for exploiting its insane base resistances.
In order to incentivize the use of AV against vehicles though I think it'd be nice to see the return of WP awarded for doing a sufficient amount of damage to Tanks. If dedicated AV won't be getting the majority of their points from killing tanks then I think it'd be nice if they got rewarded for doing enough to deter them. |
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4189
|
Posted - 2013.10.25 07:59:00 -
[71] - Quote
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. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3473
|
Posted - 2013.10.25 08:00:00 -
[72] - Quote
Rogue Saint wrote:CCP Wolfman wrote: - Reduced Swarm Launcher lock-on range from 400m to 175m
DS pilots should be wooting at this! Personally I wouldn't change the lock-on range.
Makes sense though... The easiest weapons to use shouldn't do the highest damage. As far as skill input is concerned the plasma cannon should do more damage than the Forge Gun. |
TechMechMeds
Swamp Marines Kleenex Inc.
901
|
Posted - 2013.10.25 08:00:00 -
[73] - Quote
Fizzer94 wrote:TechMechMeds 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. Because they fire bullets rather than energy, laser or rail. I understand that. The SMG also fire bullets, but uses PG. Minmatar weapons use very little to no PG, but have a higher than average CPU usage. For targeting computers and such. The Combat rifle seems to use very little of either, for a comparable performance.
Cool, just don't start QQing about it, let it be released first. We don't all our stuff because of too much QQ, balancing before release is ridiculous because its not even in use to properly be looked at. Ssshhhh lol |
Aqil Aegivan
The Southern Legion The Umbra Combine
224
|
Posted - 2013.10.25 08:01:00 -
[74] - Quote
Arkena Wyrnspire wrote:... notably the forge gun hasn't been nerfed.
Yet... |
Laurent Cazaderon
What The French CRONOS.
1951
|
Posted - 2013.10.25 08:03:00 -
[75] - Quote
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.
|
crazy space 1
Unkn0wn Killers
1913
|
Posted - 2013.10.25 08:03:00 -
[76] - Quote
Aeon Amadi wrote:Rogue Saint wrote:CCP Wolfman wrote: - Reduced Swarm Launcher lock-on range from 400m to 175m
DS pilots should be wooting at this! Personally I wouldn't change the lock-on range. Makes sense though... The easiest weapons to use shouldn't do the highest damage. As far as skill input is concerned the plasma cannon should do more damage than the Forge Gun.
we just need a long range keep the laser on target Heavy missile Weapon |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6672
|
Posted - 2013.10.25 08:04:00 -
[77] - Quote
Iron Wolf Saber wrote:crazy space 1 wrote:why aren't you getting rid of the burst AR and TAR?
doesn't the rail and combat rifle make them obsolete? Also weren't they place holders?
Plus now gallente get 4 guns, then ammar gets 2, minmatar gets 2, caldari get 2.
Blasters: Full-auto/Burst/Long range/Breach Rail guns: Full-auto/Long range Projectiles: Full-auto/Burst Lasers: Full-auto/Charge
So you remove burst and Long range variants of the current weapon, and now every rave gets a automatic weapon, and a weapon based on their racial technology.
Also this would open up the breach for a serious buff. Cut the guns range in half, give it a huge damage increase and RoF nerf. It's a blaster, now that we have 4 racial types of the weapon you can balance them more effectively. ! Not everyone is going to train up the other races rifles up. So AR gets special treatment because it was there first? Remove them, and just have a respec. The alternative is to give each race variants of every other race's rifle to be fair like CCP Remnant PROMISED but seemed to forgot and have not mentioned sense. |
Fizzer94
L.O.T.I.S. Public Disorder.
567
|
Posted - 2013.10.25 08:04:00 -
[78] - Quote
TechMechMeds wrote:Fizzer94 wrote:TechMechMeds 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. Because they fire bullets rather than energy, laser or rail. I understand that. The SMG also fire bullets, but uses PG. Minmatar weapons use very little to no PG, but have a higher than average CPU usage. For targeting computers and such. The Combat rifle seems to use very little of either, for a comparable performance. Cool, just don't start QQing about it, let it be released first. We don't all our stuff because of too much QQ, balancing before release is ridiculous because its not even in use to properly be looked at. Ssshhhh lol I won't QQ about it. I'm sure there is something about it that makes up for its low fitting cost. I'll wait to see it in combat before I fully judge it. |
Chibi Andy
Forsaken Immortals Top Men.
594
|
Posted - 2013.10.25 08:05:00 -
[79] - Quote
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. |
TechMechMeds
Swamp Marines Kleenex Inc.
901
|
Posted - 2013.10.25 08:07:00 -
[80] - Quote
KGB Sleep wrote:Stop listening to QQers and make your game CCP.
GL
This, are we getting new stuff or will everything get QQ'ed to the back burner before its even released to actually balance. |
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Grimmiers
0uter.Heaven
269
|
Posted - 2013.10.25 08:09:00 -
[81] - Quote
Aeon Amadi 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. Take a look at the Plasma Cannon with it's 0.6 charge-up time and you'll change your mind, lol. 0.2 seconds is nothing, the human eye blinks at a speed of 0.4 seconds.
Yeah that's true I was more focused on the rof being much slower to where it would be harder to track close range players.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6674
|
Posted - 2013.10.25 08:11:00 -
[82] - Quote
Can't we have just one gun with pre-chromosome camera-sights? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3474
|
Posted - 2013.10.25 08:12:00 -
[83] - Quote
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. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4192
|
Posted - 2013.10.25 08:13:00 -
[84] - Quote
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.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons. |
Fizzer94
L.O.T.I.S. Public Disorder.
568
|
Posted - 2013.10.25 08:16:00 -
[85] - Quote
Arkena Wyrnspire 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.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons. My guess is that its hipfire isn't too great, or the aiming speed while ADS suffer greatly. A combination of both seems likely as well. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 08:16:00 -
[86] - Quote
dat swarm nerf.
so it will take almost half a minute of continous fire with swarms at max range of 175m against tanks with the announced changes to kill them solo and that is if he does not move into cover... and dropships are unkillable with that low lock range...
really bad change, considering that swarm can only attack vehicles. |
KGB Sleep
Ikomari-Onu Enforcement Caldari State
342
|
Posted - 2013.10.25 08:16:00 -
[87] - Quote
Arkena Wyrnspire 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.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons.
So?
It has to be accurate to hit tiny moving targets.
Range = tiny. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4192
|
Posted - 2013.10.25 08:18:00 -
[88] - Quote
KGB Sleep wrote:Arkena Wyrnspire 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.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons. So? It has to be accurate to hit tiny moving targets. Range = tiny.
Yes, so it's likely to be accurate at range. So it's accurate, has a longer range than other rifles, and has more damage than other rifles. Do you see the problem? |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4192
|
Posted - 2013.10.25 08:19:00 -
[89] - Quote
Fizzer94 wrote:Arkena Wyrnspire 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.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons. My guess is that its hipfire isn't too great, or the aiming speed while ADS suffer greatly. A combination of both seems likely as well.
I hope so. At the moment, the one mitigating factor to this is the very short charge up time before firing. |
KGB Sleep
Ikomari-Onu Enforcement Caldari State
342
|
Posted - 2013.10.25 08:19:00 -
[90] - Quote
Arkena Wyrnspire wrote:KGB Sleep wrote:Arkena Wyrnspire 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.
That may be so, but let's look at the rail rifle. It has a very long range on it. If it's particularly inaccurate, it's not going to effective at that range. If it's accurate enough to take advantage of that range, it outperforms most other weapons. So? It has to be accurate to hit tiny moving targets. Range = tiny. Yes, so it's likely to be accurate at range. So it's accurate, has a longer range than other rifles, and has more damage than other rifles. Do you see the problem?
no because it is a breach variant. ROF is not going to be high enough to matter in CQC |
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