Pages: 1 2 3 4 5 6 7 8 [9] 10 11 12 13 14 15 16 17 18 19 20 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.25 13:00:00 -
[241] - 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.
By Design - I predicted that
Rail Rifle isnt bad either resource wise - so a slight charge up and then full auto - I guess if is has bad recoil you cant really spam it.
Only thing missing is shield / armor breakdown |
Rynoceros
Rise Of Old Dudes
1076
|
Posted - 2013.10.25 13:01:00 -
[242] - Quote
Can we get a projectile speed buff on Swarm Launchers? HAVs outrunning Swarm missiles, regularly, is getting a bit ridiculous. |
Maken Tosch
DUST University Ivy League
4728
|
Posted - 2013.10.25 13:02:00 -
[243] - Quote
axis alpha wrote:The nerf of av nade is the re arise of murder taxi I guarantee it.... this is fukin bs
Dude... the LAVs got nerfed before the AVs. People don't murder taxi as effectively as they use to. I know from experience even in a match with no AV players on the field. |
Maken Tosch
DUST University Ivy League
4728
|
Posted - 2013.10.25 13:04:00 -
[244] - Quote
===============================NOTE========================================= If you want your post to be taken seriously, I suggest fixing your capitalization and your punctuation. ============================================================================= |
S Park Finner
DUST University Ivy League
341
|
Posted - 2013.10.25 13:05:00 -
[245] - Quote
DeeJay One wrote: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. Because you shouldn't go after a tank by yourself? while I quite agree you should not go after tanks yourself, with the short lock-on range there will be many times when you can't go after a tank in the red line with swarms at all.
To me that means forge and other tanks will be the only counter. And we do not know what the forge will look like after the rebalance. If the tanks' long range weapons don't do much splash damage -- ie anti-infantry -- then that might not be a problem. They would not interfere with the ground fight when they are far away.
With regard to drop ships and tanks close-in I would offset the swarm's lock-on range and damage reduction with a shorter lock-on time. The argument being that when vehicles are in the thick of it infantry will need to gang-up on them but the ground troops are at much greater risk from the new blaster balance. They need a little extra help to bring their exposure to the vehicle in line. While that would put the vehicle at some greater risk it also would increase the need for the vehicle to have ground support of it's own.
|
calisk galern
BurgezzE.T.F Public Disorder.
1142
|
Posted - 2013.10.25 13:05:00 -
[246] - Quote
Rynoceros wrote:Can we get a projectile speed buff on Swarm Launchers? HAVs outrunning Swarm missiles, regularly, is getting a bit ridiculous.
they won't have to anymore, they will either drive out of your range which will take all of a second, or they will just kill you while you try to maneuver inside of their blaster range. |
Takahiro Kashuken
Red Star. EoN.
1508
|
Posted - 2013.10.25 13:05:00 -
[247] - Quote
Rynoceros wrote:Can we get a projectile speed buff on Swarm Launchers? HAVs outrunning Swarm missiles, regularly, is getting a bit ridiculous.
lolno
A HAV has never outrun swarms, even LAVs cant do that |
calisk galern
BurgezzE.T.F Public Disorder.
1142
|
Posted - 2013.10.25 13:08:00 -
[248] - Quote
S Park Finner wrote:DeeJay One wrote: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. Because you shouldn't go after a tank by yourself? while I quite agree you should not go after tanks yourself, with the short lock-on range there will be many times when you can't go after a tank in the red line with swarms at all. To me that means forge and other tanks will be the only counter. And we do not know what the forge will look like after the rebalance. If the tanks' long range weapons don't do much splash damage -- ie anti-infantry -- then that might not be a problem. They would not interfere with the ground fight when they are far away. With regard to drop ships and tanks close-in I would offset the swarm's lock-on range and damage reduction with a shorter lock-on time. The argument being that when vehicles are in the thick of it infantry will need to gang-up on them but the ground troops are at much greater risk from the new blaster balance. They need a little extra help to bring their exposure to the vehicle in line. While that would put the vehicle at some greater risk it also would increase the need for the vehicle to have ground support of it's own.
more or less the goal is exactly what the vehicle pilots have wanted, only tanks will be able to kill tanks.
if you don't have another tank on your team they can troll roll the battle field all day, this was the intended goals of the vehicle pilots and it seems to be happening, all we need now is to find out the damage on a forge is 400 and the range 65 meters, |
Mortedeamor
WASTELAND JUNK REMOVAL The Ascendancy
530
|
Posted - 2013.10.25 13:08:00 -
[249] - 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.
they're are no proto tanks and currently there is no such thing as tank stomping
|
Forlorn Destrier
Bullet Cluster Legacy Rising
2159
|
Posted - 2013.10.25 13:14:00 -
[250] - 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.
We don't have advanced or proto tanks... |
|
Vrain Matari
ZionTCD Public Disorder.
1141
|
Posted - 2013.10.25 13:14:00 -
[251] - Quote
Foundation Seldon wrote: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. I like your take on this Mr. Seldon.
Enough variables are changing that hands-on will be required before any of us know what we're talking about.
It does look like swarms are being relegated to two roles:
1)Their primary role is as an area denial weapon, and they will be moderately effective in that role at proto level against well-fit standard hulls.
2)Their secondary role is as a component of an AV team, perhaps as the second stage of a tank-trap built around the active/passive phases of tank defences. They will need to be mobile, self-sufficient and low-profile, and they will need to maximize their damage output. They will be baby-soft and easy pickings for anything else on the field. They really need a wingman, but that means and AV team would be 3 peeps. Don't see that happening, tbqh.
It will be interesting to see what happens. I'm thinking it's going to be ugly. |
chase rowland
The Enclave Syndicate Dark Taboo
44
|
Posted - 2013.10.25 13:21:00 -
[252] - 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. they are taking vehicle varients away. not adding them. get your head out of your ass |
Maken Tosch
DUST University Ivy League
4728
|
Posted - 2013.10.25 13:21:00 -
[253] - Quote
Jade Dragonis wrote:
Nice. So now advanced and proto tanks can stomp harder. Brilliant move.
Just when you think CCP are getting things right.
What tank stomping? I have seen a lot of things as a scout (mostly up close and personal) and I haven't seen tank stomping in a loooooooooong time. I have only a smidgen of SP invested in advanced swarms and that alone is enough for me to able to scare away any tank on the field. |
Komodo Jones
Chaotik Serenity
176
|
Posted - 2013.10.25 13:24:00 -
[254] - Quote
I'm sure 1000 people have asked already but respec please! This is the only time I would ask for one as I'd like to test out these new weapons and have a chance to find one I like before I go all in, took forever for me to get the guts to spec into smg, I have new options to weigh now! Might just go back to smg but I'd like to not feel pressured to use it. |
Vrain Matari
ZionTCD Public Disorder.
1141
|
Posted - 2013.10.25 13:30:00 -
[255] - 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. This seems the most plausible prediction to me, and also unscoped rotation rate may suffer a bit too.
Looking at the apparently soft stats of the combat rifles i'd expect them to be on the top of the hipfire/rotation rate heap.
Ofc there will be balancing passes, but given what we're being presented with here it's looking like the racial weapon profiles will be sufficiently distinct that they all have their own 'personalities' and domains, and that there are multiple interesting factors to balance for situational weapon selection.
It's what wasn't in Wolfman's tables that will make the difference here.
Lastly, o7 Wolfman. The opportunity for analysis and feedback is appreciated. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3481
|
Posted - 2013.10.25 13:43:00 -
[256] - Quote
Vrain Matari wrote: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. This seems the most plausible prediction to me, and also unscoped rotation rate may suffer a bit too. Looking at the apparently soft stats of the combat rifles i'd expect them to be on the top of the hipfire/rotation rate heap. Ofc there will be balancing passes, but given what we're being presented with here it's looking like the racial weapon profiles will be sufficiently distinct that they all have their own 'personalities' and domains, and that there are multiple interesting factors to balance for situational weapon selection. It's what wasn't in Wolfman's tables that will make the difference here. Lastly, o7 Wolfman. The opportunity for analysis and feedback is appreciated.
Given that the Breach Assault Rifle has increased hip fire accuracy, I'd say it's a stretch to assume that the Rail Rifle, being based on the Breach AR, is going to have reduced hip fire accuracy.
Edit: I'd also like to mention that if we are provided with some videos showing how the weapons operate we can avoid the necessity of a balance pass early on and help CCP get it right the first time instead of having to waste resources/time going back to fix a screw up that could have been avoided. Unlikely though as this is what the CPM is apparently having problems getting CCP to understand in the first place. |
Nightbird Aeon
Ahrendee Mercenaries EoN.
338
|
Posted - 2013.10.25 13:46:00 -
[257] - Quote
This is going to get lost here on the 13th page, but whatever:
Don't change two stats at once. You have no idea which stat change had the desired impact. Keep everything constant, and change only one stat.
So, for swarms... either change the range and keep damage, or drop damage and keep range.
Or, even better:
Two swarm variants: One with current damage and shorter range One with reduced damage and current range
That way you can play test both stat changes, and KNOW which stat change had the desired effect. |
IgniteableAura
Pro Hic Immortalis
247
|
Posted - 2013.10.25 13:53:00 -
[258] - Quote
xxwhitedevilxx M wrote:Nice stuff there. I don't know if it has been asked already, but is there going to be a racial skill change for drop suits too? Are Combat Rifle and Rail rifle going to have a sharpshooter skill?
Combat Rifle Sharpshooter - 5% reduction in dispersion per level Rail rifle doesnt yet have a sharpshooter skill
The skills are the same as the current assault rifle skills. No difference in % or bonus applied |
IgniteableAura
Pro Hic Immortalis
247
|
Posted - 2013.10.25 13:54:00 -
[259] - Quote
Nightbird Aeon wrote:This is going to get lost here on the 13th page, but whatever:
Don't change two stats at once. You have no idea which stat change had the desired impact. Keep everything constant, and change only one stat.
So, for swarms... either change the range and keep damage, or drop damage and keep range.
Or, even better:
Two swarm variants: One with current damage and shorter range One with reduced damage and current range
That way you can play test both stat changes, and KNOW which stat change had the desired effect.
Its like basic science, only change one variable at a time. |
M McManus
Sinq Laison Gendarmes Gallente Federation
172
|
Posted - 2013.10.25 13:55:00 -
[260] - Quote
Lol at Swarms getting a nerf but FG still one hitting anything it touches, wtf CCP do something about forge gunners camping roof tops and demolishing infantry in one shot/splash... |
|
IgniteableAura
Pro Hic Immortalis
247
|
Posted - 2013.10.25 13:56:00 -
[261] - Quote
Aeon Amadi wrote:
Given that the Breach Assault Rifle has increased hip fire accuracy, I'd say it's a stretch to assume that the Rail Rifle, being based on the Breach AR, is going to have reduced hip fire accuracy.
Edit: I'd also like to mention that if we are provided with some videos showing how the weapons operate we can avoid the necessity of a balance pass early on and help CCP get it right the first time instead of having to waste resources/time going back to fix a screw up that could have been avoided. Unlikely though as this is what the CPM is apparently having problems getting CCP to understand in the first place.
Oddly enough based on the video of the flaylock and plasma cannon, the community pretty much had that one spot on. That was from a video, so I say your idea has merit.
Plus, I don't work in spreadsheets. I work in real time game play. People can theory craft all day and work out paper DPS optimals, but it won't do much until you get the hands on a weapon and really put it through the ringer. |
|
CCP Logibro
C C P C C P Alliance
3070
|
Posted - 2013.10.25 14:07:00 -
[262] - Quote
One thing you guys should be aware of is that the Rail Rifle (all variants) have a 0.2 second charge time before they start firing at full auto (so it goes charge -> fire -> fire, not charge -> fire -> charge -> fire)
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
[url=https://twitter.com/CCPLogibro]@CCPLogibro[/url]
|
|
Rinzler XVII
Forsaken Immortals Top Men.
186
|
Posted - 2013.10.25 14:10:00 -
[263] - Quote
Rei Shepard wrote:Hmm proto Rail rifle 42 Rounds, 81 something damage, full auto ? Sounds like the upgrade to a scrambler rifle seizing up at round 23, rail rifle no problem just keep slugging.
Unless the recoil is going to be horrible on that thing?
Edit: Most suits will be 2-3 shot with the average Proto being 4 shot, even my suit will be a 5 shot (0.6 seconds) and then youll have enough rounds lef for another 8 suits...
sounds to me like the New Tac Fotm
You do realise that just like the LR if you rush in and get close it'll become next to useless right ?? It's optimal range begins at 65m .. |
Vrain Matari
ZionTCD Public Disorder.
1141
|
Posted - 2013.10.25 14:23:00 -
[264] - Quote
xxwhitedevilxx M wrote:Nice stuff there. I don't know if it has been asked already, but is there going to be a racial skill change for drop suits too? Are Combat Rifle and Rail rifle going to have a sharpshooter skill? This is an important point. I can't help but feel that racial suit bonuses may play into these racial weapons.
It would be nice to know from CCP if there is more to the story than we're seeing in these tables. |
Pr0phetzReck0ning
KNIGHTZ OF THE ROUND
63
|
Posted - 2013.10.25 14:24:00 -
[265] - Quote
Here is my question and concern: Why release weapons that are greatly superior to the weapons we already have without rebalancing the older weapons to compete with the new ones??
This is the reason why when new weapons are released a majority of the community begin to cry "OP!" and "NERF!". I'm just wondering what other rebalances are coming and can we get a sneak peak? |
FATPrincess - XOXO
Shining Flame Amarr Empire
589
|
Posted - 2013.10.25 14:26:00 -
[266] - Quote
I thought the rail rifles were going to be semi-automatic, a replacement of the TAR?
-XOXO |
Dexter307
the unholy legion of darkstar DARKSTAR ARMY
464
|
Posted - 2013.10.25 14:27:00 -
[267] - Quote
FATPrincess - XOXO wrote:I thought the rail rifles were going to be semi-automatic, a replacement of the TAR?
-XOXO That's the scrambler rifle |
RydogV
Shadow Company HQ
512
|
Posted - 2013.10.25 14:28:00 -
[268] - Quote
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~
|
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
523
|
Posted - 2013.10.25 14:30:00 -
[269] - Quote
Looks good! Wouldn't it make sense at this point to pare down the AR variants? Each weapon has its unique style and an assault variant, for two weapons total. Why still have four variants on the ARs? Especially considering that specialization > generalization, it would seem that having 4x AR variants make it the "top" choice, since someone could effectively play all of the weapon variants. |
Disturbingly Bored
The Strontium Asylum
850
|
Posted - 2013.10.25 14:37:00 -
[270] - Quote
CCP Logibro wrote:One thing you guys should be aware of is that the Rail Rifle (all variants) have a 0.2 second charge time before they start firing at full auto (so it goes charge -> fire -> fire, not charge -> fire -> charge -> fire)
That doesn't sound very reassuring, honestly.
I'm a Forge Gun user, and it's really easy to maneuver your charge time around cover.
This just means that the Rail Rifle get's to slightly delay popping out from cover before dealing more DPS than the current AR at a significantly longer range. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 [9] 10 11 12 13 14 15 16 17 18 19 20 :: one page |
First page | Previous page | Next page | Last page |