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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Wolfman
C C P C C P Alliance
2656
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Posted - 2013.10.25 06:32:00 -
[1] - Quote
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:
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:
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 |
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CCP Frame
C C P C C P Alliance
1557
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Posted - 2013.10.25 06:34:00 -
[2] - Quote
Glue applied!
Tip: images are clickable for full-size version. CCP Frame |
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ryo sayo mio
Nyain Chan
44
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Posted - 2013.10.25 06:35:00 -
[3] - Quote
respec on av now please |
Jason Pearson
Animus Securities
3047
|
Posted - 2013.10.25 06:35:00 -
[4] - Quote
o7 Tra Swarms.
http://imageshack.us/a/img102/1651/2dqvndecw6in8.gif
King of the Forums // Vehicle Specialist for Hire Comment and like this thread about PvE, Here! Also, check out the Indirect Fire ability, Here! |
Vitharr Foebane
Blood Money Mercenaries
142
|
Posted - 2013.10.25 06:37:00 -
[5] - Quote
Loving the scrambler rifle changes... Now how bout that heavy laser weapon... |
Jade Dragonis
GRIM MARCH
230
|
Posted - 2013.10.25 06:38:00 -
[6] - 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
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.
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Iron Wolf Saber
Den of Swords
9649
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Posted - 2013.10.25 06:38:00 -
[7] - Quote
Woot. |
Coleman Gray
GunFall Mobilization Covert Intervention
857
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Posted - 2013.10.25 06:38:00 -
[8] - Quote
full out long range rifle that deals 56 dmg a shot? yes please |
Evolution-8
Brutor Vanguard Minmatar Republic
43
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Posted - 2013.10.25 06:41:00 -
[9] - Quote
Did you know that a toothpick is the object most choked on by americans?
You are now enlightened. |
Cosgar
ParagonX
6456
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Posted - 2013.10.25 06:42:00 -
[10] - Quote
Dat assault rifle range! |
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Aoena Rays
Bragian Order Amarr Empire
369
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Posted - 2013.10.25 06:42:00 -
[11] - Quote
Jade Dragonis wrote:Nice. So now advanced and proto tanks can stomp harder. Brilliant move.
And this is ladies and gentleman how you write completely non constructive douche reply.
Dev says it is work in progress, he assumes it is already set in stone. And doesn't think for more than 1min since the thread is posted.
Don't be Jade Dragonis, guys. Just don't. |
Rei Shepard
Spectre II
739
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Posted - 2013.10.25 06:42:00 -
[12] - Quote
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 |
Jade Dragonis
GRIM MARCH
230
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Posted - 2013.10.25 06:46:00 -
[13] - Quote
Aoena Rays wrote:Jade Dragonis wrote:Nice. So now advanced and proto tanks can stomp harder. Brilliant move.
And this is ladies and gentleman how you write completely non constructive douche reply. Dev says it is work in progress, he assumes it is already set in stone. And doesn't think for more than 1min since the thread is posted. Don't be Jade Dragonis, guys. Just don't.
Nice one. I complain about unneeded chages and not the oerwon making them. You deem it necessary to call me a douche instead of my complaint. Real classy sir.
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Fizzer94
L.O.T.I.S. Public Disorder.
562
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Posted - 2013.10.25 06:47:00 -
[14] - Quote
Feedback: the font on those charts... The 6s look like 8s. |
ryo sayo mio
Nyain Chan
44
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Posted - 2013.10.25 06:47:00 -
[15] - 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?
its 61.6 but yer 100m range,scope and full auto i think we just found the new FOTH |
Jason Pearson
Animus Securities
3047
|
Posted - 2013.10.25 06:48:00 -
[16] - 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.
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! |
Sylvana Nightwind
ck.0
526
|
Posted - 2013.10.25 06:50:00 -
[17] - Quote
This Wolfman, I like him! Another! But yeah, loving these changes.
And as swarm user myself (exclusively), I can understand those changes just fine. |
Doc Noah
Algintal Core Gallente Federation
747
|
Posted - 2013.10.25 06:56:00 -
[18] - Quote
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. |
SponkSponkSponk
The Southern Legion The Umbra Combine
440
|
Posted - 2013.10.25 06:56:00 -
[19] - Quote
combat rifle: 1200 rounds per minute (SMG-like)
Rail rifle: 450 rounds per minute with a 0.2 second spool up (rail turret-like)
I don't think rail rifles will be doing any quick-scoping like the scrams will, but then again they'll be able to put a lot of damage down range without worrying about heat or the massive recoil of the TAC AR. |
Iron Wolf Saber
Den of Swords
9650
|
Posted - 2013.10.25 06:56:00 -
[20] - 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.
Its minmatar. |
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meri jin
Goonfeet Top Men.
618
|
Posted - 2013.10.25 06:58:00 -
[21] - Quote
I would love to see the Rail and Combat rifle with the other two rifles in one sheet. It would be a lot of easier to compare them. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
156
|
Posted - 2013.10.25 06:59:00 -
[22] - Quote
Thanks for the post, CCP Wolfman.
I like how you guys are shaping the weapons and giving some nice trade offs. Really looking forward to ditching my ASCR for the Rail Rifle.
On a related note... Any sidearms being worked that we may seen soon? I was specifically looking for info on the Caldari MagSec SMG. |
Fizzer94
L.O.T.I.S. Public Disorder.
562
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Posted - 2013.10.25 07:01:00 -
[23] - Quote
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? |
Rei Shepard
Spectre II
739
|
Posted - 2013.10.25 07:01:00 -
[24] - Quote
ryo sayo mio wrote: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? its 61.6 but yer 100m range,scope and full auto i think we just found the new FOTH
Yeah its a 6, i had to stare at that font for a while to see that lol ...
Still without overheat at those ranges, its gonna be putting the hurt on stuff. |
DJINN leukoplast
Hellstorm Inc League of Infamy
1411
|
Posted - 2013.10.25 07:02:00 -
[25] - Quote
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.
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Fizzer94
L.O.T.I.S. Public Disorder.
562
|
Posted - 2013.10.25 07:03:00 -
[26] - 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. Minmatar weapons use a decent amount of CPU iirc. |
Cosgar
ParagonX
6458
|
Posted - 2013.10.25 07:03:00 -
[27] - Quote
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? |
SponkSponkSponk
The Southern Legion The Umbra Combine
440
|
Posted - 2013.10.25 07:04:00 -
[28] - Quote
SponkSponkSponk wrote:combat rifle: 1200 rounds per minute (SMG-like)
technically, you can only keep this up if you can click 7 times a seocnd. |
Vitharr Foebane
Blood Money Mercenaries
144
|
Posted - 2013.10.25 07:06:00 -
[29] - 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? The chart says ACOG style. Not a gun expert but i would say a decent zoom |
Fizzer94
L.O.T.I.S. Public Disorder.
562
|
Posted - 2013.10.25 07:09:00 -
[30] - 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? 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. |
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Soraya Xel
New Eden's Most Wanted Top Men.
687
|
Posted - 2013.10.25 07:09:00 -
[31] - Quote
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. |
DeeJay One
Guardian Solutions DARKSTAR ARMY
99
|
Posted - 2013.10.25 07:11:00 -
[32] - 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. Because you shouldn't go after a tank by yourself? |
crazy space 1
Unkn0wn Killers
1911
|
Posted - 2013.10.25 07:13:00 -
[33] - Quote
why aren't you getting rid of the burst AR and TAR?
doesn't the rail and combat rifle make them obsolete? |
Jade Dragonis
GRIM MARCH
231
|
Posted - 2013.10.25 07:14:00 -
[34] - Quote
I would comment but seems it gets removed.
So obviously no comolaints CCP.
Wonderful job as always.
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Grimmiers
0uter.Heaven
267
|
Posted - 2013.10.25 07:14:00 -
[35] - Quote
I'd like to point out that the breach rail vs assault rail dps is 473.9 (Breach) to 480.5 (Assault) while the Gallente breach vs assault is 292.7 (Breach) to 426.25 (Assault). You should either remove the breach varient of the gallente assault rifle, or buff it's rof to 550 so it's can fill its role at being a lower dps hipfire gun.
In fact it's like the other rifle are just playing the roles of the gallente assault rifle we have now so I wouldn't care if the burst, tactical, and breach assault rifles were removed to encourage diversity. |
Foundation Seldon
Gespenster Kompanie Villore Accords
123
|
Posted - 2013.10.25 07:17:00 -
[36] - Quote
NOTE : AV NERF IS IN RESPECT TO NEW VEHICLE STATS - KEEP THIS IN MIND
In General - Tanks have lower HP, higher shield regen, and finite ammo supplies.
Armor Tanks - Don't have ridiculous active reps anymore. They're PASSIVE always on and at a much lower rate.
~
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. They won't be able to plop down in a single spot and farm kills while staying in cover. AV is now more suited as an area denial deterrent rather than something that will commonly be used to take out tanks unless there's a sufficient level of coordination. The exciting thing here is that the AV stats are within reasonable levels for all vehicles. I'd say the balance as it is right now is set to where tanks can be countered but the act of setting the bar this high meant that all other vehicles (minus the LLAV) became extremely vulnerable. The exciting thing in my eyes is that with AV being at this level I could probably profit off of being a dedicated LAV (not LLAV) driver or Dropship pilot without having to deal with losing an expensively fit vehicle before I can react in any sort of meaningful way.
The changes to Swarms in particular will probably make them much less effective at taking out Dropships that are doing anything other than hovering in their vicinity |
Cosgar
ParagonX
6458
|
Posted - 2013.10.25 07:19:00 -
[37] - 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. Let's hope they learned from the Creadron breach fiasco... |
Ryme Intrinseca
Seraphim Auxiliaries
135
|
Posted - 2013.10.25 07:19:00 -
[38] - Quote
CCP Wolfman wrote: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 My feedback on this is that the game will be virtually unplayable for infantry players (i.e. 90%+ of the playerbase).
The expectation was something like a 5% or at most 10% nerf to AV. I wouldn't have liked that, as I think the current tank/infantry balance is good (I see tanks going 40+/0 frequently in pubs, and good tankers are the most valuable asset in PC), but I could have lived with it. 33% nerf to damage for swarms and 31% for AV nades (at PRO) is just ridiculous. Add to that the 56% nerf to swarm launcher range and it is clear that the intention is to make that weapon (the primary AV weapon) unusable.
Do you guys have such short memories that you can't remember the indestructible tanks in beta? Because that's what you will go back to with these numbers. |
DeeJay One
Guardian Solutions DARKSTAR ARMY
99
|
Posted - 2013.10.25 07:20:00 -
[39] - 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. It has spin up time, which should help a bit with lowering the overall effective DPS as you have to lead your first burst a bit more. |
Raz Warsaw
Capital Acquisitions LLC Public Disorder.
39
|
Posted - 2013.10.25 07:20:00 -
[40] - Quote
Hopefully their not lazy and reuse the acog from the tar like they did the laser rifle |
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Ulme Mees
Eesti Leegion
20
|
Posted - 2013.10.25 07:23:00 -
[41] - Quote
I want my SP from Swarm Launcers back :(
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3466
|
Posted - 2013.10.25 07:23:00 -
[42] - Quote
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 |
Iron Wolf Saber
Den of Swords
9651
|
Posted - 2013.10.25 07:24:00 -
[43] - Quote
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. |
Fizzer94
L.O.T.I.S. Public Disorder.
562
|
Posted - 2013.10.25 07:26:00 -
[44] - Quote
OK. That combat rifle is easier to fit, has a higher DPS, larger magazine size and more range than the current AR. There is something wrong here. |
Fizzer94
L.O.T.I.S. Public Disorder.
563
|
Posted - 2013.10.25 07:29:00 -
[45] - Quote
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 I know! I don't think CCP remembers that DPS needs to be sacrificed when you make a ranged weapon. |
Ryme Intrinseca
Seraphim Auxiliaries
136
|
Posted - 2013.10.25 07:29:00 -
[46] - Quote
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. |
ChromeBreaker
SVER True Blood Public Disorder.
1415
|
Posted - 2013.10.25 07:33:00 -
[47] - Quote
Need MOAR Info's!!
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Dengar Skirata
the third day Public Disorder.
11
|
Posted - 2013.10.25 07:36:00 -
[48] - Quote
Would pictures be too much too ask for? The info is great, but can we SEE the rifles? Just wondering. |
Grimmiers
0uter.Heaven
269
|
Posted - 2013.10.25 07:37:00 -
[49] - Quote
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.
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SponkSponkSponk
The Southern Legion The Umbra Combine
440
|
Posted - 2013.10.25 07:37:00 -
[50] - Quote
Iron Wolf Saber wrote:crazy space 1 wrote:why aren't you getting rid of the burst AR and TAR? Not everyone is going to train up the other races rifles up.
as if anyone uses the burst or breach anyway. |
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4187
|
Posted - 2013.10.25 07:37:00 -
[51] - Quote
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
That's even worse than I thought it would be. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6672
|
Posted - 2013.10.25 07:38:00 -
[52] - Quote
ROF stat, what the hell is it? per minute, per second? what exactly? 0.05 seems like a wrong number. |
Ten-Sidhe
Osmon Surveillance Caldari State
532
|
Posted - 2013.10.25 07:39:00 -
[53] - Quote
AR get the sharpshooter skill, rail may not. I would also expect more kick from a rail then a plasma weapon. So, the actual applied dps may be lower for the rail if it has more kick and dispersion. The applied damage should be lower, if it is as high as one paper it needs fixed.
Also, is a tac rail, tac combat, breach combat, breach scrambler, or burst scrambler planned? If tac combat rifle is added, range should be between scrambler and tac rail. Since it would basically be projectile (artillery) tech(in eve artillery is high damage per shot and low rate of fire projectile), which falls between laser-beam and hybrid-rail in range.
hybrid(blaster) less then projectile-autocannon less then laser-pulse less then laser-beam less then projectile-artillery less then hybrid-rail
If vehicle hp is reduced in re-balance then the av nerf won't be as bad as it looks, and may be only -10%. Need to see all the numbers at once to tell. |
Ten-Sidhe
Osmon Surveillance Caldari State
532
|
Posted - 2013.10.25 07:41:00 -
[54] - Quote
ROF is in time interval between shots. 60 divided by the decimal will give the rounds per minute. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6672
|
Posted - 2013.10.25 07:41:00 -
[55] - Quote
I hate your font, 6s look like 8s |
crazy space 1
Unkn0wn Killers
1911
|
Posted - 2013.10.25 07:41:00 -
[56] - 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 then you want them to give all 4 races all 4 weapon types?
Because what you actually just said was "People with Gallente weapons shouldn't have to cross train, but everyone else should" |
Bendtner92
Imperfects Negative-Feedback
1177
|
Posted - 2013.10.25 07:42:00 -
[57] - Quote
KAGEHOSHI Horned Wolf wrote:ROF stat, what the hell is it? per minute, per second? what exactly? 0.05 seems like a wrong number. Time between shots. |
Aqil Aegivan
The Southern Legion The Umbra Combine
224
|
Posted - 2013.10.25 07:42:00 -
[58] - Quote
I've got to say between this and the vehicle stats CCP seems to have turned a corner in communicating changes.
Kudos.
I assume that damage profile wise the combat rifle is projectile (better vs armour) and the rail rifle gets the same suit-based hybrid bonuses as blaster hybrid weapons (or is my knowledge of suit bonuses out of date)?
On the AV side of things I understand the need to focus on changing values for testing, rather than time consuming code changes, but I still think that we won't see much improvement in game play without looking at the mechanics. Static damage application between light, medium, and heavy vehicles will always struggle for balance.
AV homing radius should respond to vehicle profile, as should swarm lock time. Larger Swarm launchers should be heavier and should track more slowly. Anti-tank missiles should be guide by wire not fire and forget. Let LAVs and dropships speed and signature tank and give scout LAVs and assault dropships a role at the same time.
Nerfing AV grenades is all well and good but wouldn't swapping their damage with that of mines make for more tactical anti-vehicle play? An equipment slot item rather than a grenade (no assault based 'nade spam). Plus the ability to set traps in exchange for the ability to just chuck them from behind cover. |
Dengar Skirata
the third day Public Disorder.
12
|
Posted - 2013.10.25 07:42:00 -
[59] - Quote
So when can we expect these weapons and AV changes to be implemented? 1.7? 1.8?
Oh, and, uh... Any word on the MAGSEC? I've been looking forward to that thing for ages now... |
TechMechMeds
Swamp Marines Kleenex Inc.
899
|
Posted - 2013.10.25 07:46:00 -
[60] - 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.
Spoken like a true av barbarian newb.
Everything looks great.
|
|
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. |
|
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. |
|
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.
|
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 |
|
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:19:00 -
[91] - Quote
Jack McReady wrote: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.
Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool. |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:21:00 -
[92] - 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?
Almost all combat around objectives is cqc, it wouldn't be a problem. We do not fight on plain flat open fields. |
SILENTSAM 69
SONS of LEGION RISE of LEGION
576
|
Posted - 2013.10.25 08:22:00 -
[93] - Quote
Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle. yeah, I feel the same. It all looks good except that lock on range. I feel the nerf hammer hit it a little too hard. |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
385
|
Posted - 2013.10.25 08:22:00 -
[94] - Quote
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
Ah yes. This post will do fine.
I love how everyone disregarded the charge up time for the new rail rifle...
|
jerrmy12 kahoalii
REAPERS REPUBLIC
75
|
Posted - 2013.10.25 08:23:00 -
[95] - Quote
Silas Swakhammer wrote:Sixes, eights, and nines.
Also, that nerf to swarm launcher range seems a bit absurd. it gives good vehicle players a chance to escape for once |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:24:00 -
[96] - Quote
Excellent work CCP, worry about balancing it when its actually in use. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 08:26:00 -
[97] - Quote
TechMechMeds wrote:Jack McReady wrote: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. Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool.
this is ******** because it creates artificial numbers advantage. 2 guys with AV to kill one tank => one guy less to fight compared to the other team. why not just then bring only tanks into the game, you wont kill the tanks in time because you have limited amount of suits in a match. if you want to change ar514 into tanks514, then go ahead. as long as it takes only 1 guy to run a tank, then it should also take 1 guy to counter it (note I said not to destroy it). half a minute of shooting is not a counter, it is waste of time, after ~20s I simply move away into cover and come back few seconds later. this is not rocket science, all it takes to understand this is common sense.
also isk balance work differently than you think, beside that you get plenty of advantages in a tank for the isk you pay, namely immunity to majority of weapons, ability to destory installations, range, mobility, etc... so all your points are null and void.
and you specifically ignored the dropship and lav argument. how are you going to counter them? dropships are already unkillable to swarms with AB, now they dont need it cause the simply move out of range with regular movement speed. |
Rabbit C515
Bragian Order Amarr Empire
0
|
Posted - 2013.10.25 08:27:00 -
[98] - Quote
Good Job!
Then
Where is the Laser Rifle? |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
385
|
Posted - 2013.10.25 08:27:00 -
[99] - Quote
Arkena Wyrnspire 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. I hope so. At the moment, the one mitigating factor to this is the very short charge up time before firing. In a surprise turn around a corner in close quarters combat, that .2 seconds will be very interesting since user of other rifles will get instant fire ability. These rails on the other hand won't do well if the user gets into a situation where he can be ambushed... |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:27:00 -
[100] - Quote
Kaze Eyrou 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 Ah yes. This post will do fine. I love how everyone disregarded the charge up time for the new rail rifle...
I know right, as if the fact the guns aren't even out yet doesn't make the QQ pointless enough already, its bad QQ set in open flat plains. |
|
Kevall Longstride
DUST University Ivy League
593
|
Posted - 2013.10.25 08:27:00 -
[101] - Quote
I'll reserve judgment till I get to play with at least the militia variants but I'm a bit worried about the AV nerfs. Obviously we haven't got the final vehicle stats but if it ends that it need more than two infantry AV users working together to take down a tank, then we have a return of of the invincible tanks of the closed beta and the game is screwed. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4192
|
Posted - 2013.10.25 08:28:00 -
[102] - Quote
Kaze Eyrou 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 Ah yes. This post will do fine. I love how everyone disregarded the charge up time for the new rail rifle...
Does a delay of less than two bullet's worth seem like a significant enough balancing factor given that once you're firing you can fire continuously for eight seconds of high DPS at a long range? |
jerrmy12 kahoalii
REAPERS REPUBLIC
76
|
Posted - 2013.10.25 08:30:00 -
[103] - 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? use a laser rifle 10m. from you kinda that range |
INFINITE DIVERSITY IDIC
Intara Direct Action Caldari State
91
|
Posted - 2013.10.25 08:30:00 -
[104] - 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. 16 people that choose to bring any form of av grenade will destroy any and all vehicles, people just have to sacrifice their grenades, ive never had an issue either way, tank killing is easy
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6675
|
Posted - 2013.10.25 08:31:00 -
[105] - Quote
CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299 CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants).
Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants? |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:31:00 -
[106] - Quote
Kaze Eyrou wrote:Arkena Wyrnspire 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. I hope so. At the moment, the one mitigating factor to this is the very short charge up time before firing. In a surprise turn around a corner in close quarters combat, that .2 seconds will be very interesting since user of other rifles will get instant fire ability. These rails on the other hand won't do well if the user gets into a situation where he can be ambushed...
Yeah generally no matter who gets ambushed with what ends badly, that's the idea of an ambush and its a long range weapon so obviously any cqc situation will end fairly bad, that is what happens when you bring long ranged weapons into cqc. |
Kaze Eyrou
Turalyon 514 Turalyon Alliance
385
|
Posted - 2013.10.25 08:32:00 -
[107] - Quote
Arkena Wyrnspire wrote:Kaze Eyrou 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 Ah yes. This post will do fine. I love how everyone disregarded the charge up time for the new rail rifle... Does a delay of less than two bullet's worth seem like a significant enough balancing factor given that once you're firing you can fire continuously for eight seconds of high DPS at a long range? It does when I'm popping in and out of cover shooting at you.
But again, we'll have to see when it goes live.
Another thing to note: I didn't see an accuracy stat. What if the hip fire of it was equivalent to the sniper rifle hip fire? Lol |
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:33:00 -
[108] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants?
Have you even read the dev blog? It shows the different variants for the combat and rail rifle. |
Iron Wolf Saber
Den of Swords
9658
|
Posted - 2013.10.25 08:34:00 -
[109] - Quote
KAGEHOSHI Horned Wolf wrote: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 the extra variants, 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.
I did not see the word promise in that paragraph whatsoever. |
Banning Hammer
Tal-Romon Legion Amarr Empire
1942
|
Posted - 2013.10.25 08:35:00 -
[110] - Quote
You have to be kidding me....well.... time to look for another game. What the **** you doing CCP ? |
|
TechMechMeds
Swamp Marines Kleenex Inc.
905
|
Posted - 2013.10.25 08:36:00 -
[111] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote: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. Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool. this is ******** because it creates artificial numbers advantage. 2 guys with AV to kill one tank => one guy less to fight compared to the other team. why not just then bring only tanks into the game, you wont kill the tanks in time because you have limited amount of suits in a match. if you want to change ar514 into tanks514, then go ahead. as long as it takes only 1 guy to run a tank, then it should also take 1 guy to counter it (note I said not to destroy it). half a minute of shooting is not a counter, it is waste of time, after ~20s I simply move away into cover and come back few seconds later. this is not rocket science, all it takes to understand this is common sense. also isk balance work differently than you think, beside that you get plenty of advantages in a tank for the isk you pay, namely immunity to majority of weapons, ability to destory installations, range, mobility, etc... so all your points are null and void. and you specifically ignored the dropship and lav argument. how are you going to counter them? dropships are already unkillable to swarms with AB, now they dont need it cause the simply move out of range with regular movement speed.
If you are that thick as to not take down any vehicle with a squad mate then that's your problem. |
TechMechMeds
Swamp Marines Kleenex Inc.
906
|
Posted - 2013.10.25 08:39:00 -
[112] - Quote
Kevall Longstride wrote:I'll reserve judgment till I get to play with at least the militia variants but I'm a bit worried about the AV nerfs. Obviously we haven't got the final vehicle stats but if it ends that it need more than two infantry AV users working together to take down a tank, then we have a return of of the invincible tanks of the closed beta and the game is screwed.
If you knew what they are doing to tanks you'd not be worrying about that. Its all in a dev blog. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6675
|
Posted - 2013.10.25 08:39:00 -
[113] - Quote
TechMechMeds wrote:KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants? Have you even read the dev blog? It shows the different variants for the combat and rail rifle. Only assault variants. Have you read my post? I SPECIFICALLY said "besides just assault variants".
The base rail rifle is a "breach", slow firing automatic. Also gets a assault variant. So rail rifle is missing tactical, and burst.
The base combat rifle is a "burst", fires in 3 round bursts. Also gets a assault variant. So rail rifle is missing tactical, and breach.
The base scrambler rifle is a "tactical", fires single fire long range. Also gets a assault variant. So rail rifle is missing burst, and breach.
The base assault rifle is a "assault", fires in fast automatic fire. Also gets a breach variant. Also gets a burst variant. Also gets a tactical variant. So assault rifle is missing NOTHING, and gets EVERYTHING. |
TechMechMeds
Swamp Marines Kleenex Inc.
906
|
Posted - 2013.10.25 08:41:00 -
[114] - Quote
KAGEHOSHI Horned Wolf wrote:TechMechMeds wrote:KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants? Have you even read the dev blog? It shows the different variants for the combat and rail rifle. Only assault variants. Have you read my post? I SPECIFICALLY said "besides just assault variants". The base rail rifle is a "breach", slow firing automatic. Also gets a assault variant. So rail rifle is missing tactical, and burst. The base combat rifle is a "burst", fires in 3 round bursts. Also gets a assault variant. So rail rifle is missing tactical, and breach. The base scrambler rifle is a "tactical", fires single fire long range. Also gets a assault variant. So rail rifle is missing burst, and breach. The base assault rifle is a "assault", fires in fast automatic fire. Also gets a breach variant. Also gets a burst variant. Also gets a tactical variant. So assault rifle is missing NOTHING, and gets EVERYTHING.
No I didn't good point. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 08:43:00 -
[115] - Quote
TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote: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. Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool. this is ******** because it creates artificial numbers advantage. 2 guys with AV to kill one tank => one guy less to fight compared to the other team. why not just then bring only tanks into the game, you wont kill the tanks in time because you have limited amount of suits in a match. if you want to change ar514 into tanks514, then go ahead. as long as it takes only 1 guy to run a tank, then it should also take 1 guy to counter it (note I said not to destroy it). half a minute of shooting is not a counter, it is waste of time, after ~20s I simply move away into cover and come back few seconds later. this is not rocket science, all it takes to understand this is common sense. also isk balance work differently than you think, beside that you get plenty of advantages in a tank for the isk you pay, namely immunity to majority of weapons, ability to destory installations, range, mobility, etc... so all your points are null and void. and you specifically ignored the dropship and lav argument. how are you going to counter them? dropships are already unkillable to swarms with AB, now they dont need it cause the simply move out of range with regular movement speed. If you are that thick as to not take down any vehicle with a squad mate then that's your problem.
that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it...
|
KGB Sleep
Ikomari-Onu Enforcement Caldari State
342
|
Posted - 2013.10.25 08:45:00 -
[116] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants?
I liked this post when it came out bc i was hoping for some signature racial bonuses for using racial weaponry. |
Galvan Nized
Deep Space Republic Top Men.
225
|
Posted - 2013.10.25 08:45:00 -
[117] - Quote
Aqil Aegivan wrote: Nerfing AV grenades is all well and good but wouldn't swapping their damage with that of mines make for more tactical anti-vehicle play? An equipment slot item rather than a grenade (no assault based 'nade spam). Plus the ability to set traps in exchange for the ability to just chuck them from behind cover.
Yes, really would have liked proxies and AV nades to have switched dmgs as proxies are pretty worthless now. But hopefully a change to them is coming, they will have their day...someday.
While I understand the SL changes one thing that needs to be considered is that it can ONLY attack vehicles, turrets, etc. Let's not over-nerf them, yes they are too easy to use however they really play a single role. But I'll be patient and see how everything plays out. |
Cosgar
ParagonX
6459
|
Posted - 2013.10.25 08:45:00 -
[118] - Quote
KAGEHOSHI Horned Wolf wrote:CCP Remnant wrote: They won't be removed, no, but they will be tweaked slightly. The idea being that each race will have it's base variant be Assault, (Gallente) Burst (Minmatar), Breach (Caldari) or Tactical (Amarr) and then the variants are a specific race's take on the others using their own tech. So, you'd get an Assault Rail Rifle that attempts to somewhat mimic the behavior of the Gallente Assault Rifle and a Tactical Assault Rifle that attempts to mimic the Amarr Scrambler Rifle and so on.
https://forums.dust514.com/default.aspx?g=posts&m=870299#post870299CCP Remnant said this about AR variants, and other rifles getting their own other variants (beides just assault variants). Can anyone in CCP CONFIRM or DENY this is still planned? Will the AR be the only one who gets all the variants? Good luck on getting an answer. I'm still waiting on rollover SP. |
TechMechMeds
Swamp Marines Kleenex Inc.
906
|
Posted - 2013.10.25 08:46:00 -
[119] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote: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. Or two guys in less than 10 seconds, tanks are not supposed to be easily 1 manned, all that sp and isk invested is supposed to kill people you know, not just look cool. this is ******** because it creates artificial numbers advantage. 2 guys with AV to kill one tank => one guy less to fight compared to the other team. why not just then bring only tanks into the game, you wont kill the tanks in time because you have limited amount of suits in a match. if you want to change ar514 into tanks514, then go ahead. as long as it takes only 1 guy to run a tank, then it should also take 1 guy to counter it (note I said not to destroy it). half a minute of shooting is not a counter, it is waste of time, after ~20s I simply move away into cover and come back few seconds later. this is not rocket science, all it takes to understand this is common sense. also isk balance work differently than you think, beside that you get plenty of advantages in a tank for the isk you pay, namely immunity to majority of weapons, ability to destory installations, range, mobility, etc... so all your points are null and void. and you specifically ignored the dropship and lav argument. how are you going to counter them? dropships are already unkillable to swarms with AB, now they dont need it cause the simply move out of range with regular movement speed. If you are that thick as to not take down any vehicle with a squad mate then that's your problem. that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it...
No your just a noobcake who wants to remain invisible spamming swarms. If tanks coated half as much I'd agree with you but they don't, so I stand by what I say. |
Iron Wolf Saber
Den of Swords
9659
|
Posted - 2013.10.25 08:47:00 -
[120] - Quote
well... at 175 meters you should be able to see the guy shooting swarms at you now. |
|
KGB Sleep
Ikomari-Onu Enforcement Caldari State
342
|
Posted - 2013.10.25 08:49:00 -
[121] - Quote
OK now about the Swarms... if they are goign to be broken to the point where they can't lock a dropship we need dumbfire missiles to come back.
Sincerely,
Caldari trademark Inc. |
TechMechMeds
Swamp Marines Kleenex Inc.
906
|
Posted - 2013.10.25 08:49:00 -
[122] - Quote
Iron Wolf Saber wrote:well... at 175 meters you should be able to see the guy shooting swarms at you now.
Yes exactly, its obviously a temporary fix until rendering issues. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 08:49:00 -
[123] - Quote
TechMechMeds wrote:Jack McReady wrote:that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it... No your just a noobcake who wants to remain invisible spamming swarms. If tanks costed half as much I'd agree with you but they don't, so I stand by what I say. and you only continue to make yourself look stupid.
for half the isk you would only get half the tank. as already mentioned, you pay for mobility, high hp, range, immunity ot majority of weapons, etc... you dont get it and as result all your said is still null and void remember that tiny amount of credibility you had? well it went down the toilet several posts ago. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6675
|
Posted - 2013.10.25 08:50:00 -
[124] - Quote
Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. |
TechMechMeds
Swamp Marines Kleenex Inc.
906
|
Posted - 2013.10.25 08:53:00 -
[125] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it... No your just a noobcake who wants to remain invisible spamming swarms. If tanks costed half as much I'd agree with you but they don't, so I stand by what I say. and you only continue to make yourself look stupid. for half the isk you would only get half the tank. as already mentioned, you pay for mobility, high hp, range, immunity ot majority of weapons, etc... you dont get it and as result all your said is still null and void remember that tiny amount of credibility you had? well it went down the toilet several posts ago.
No, you just don't like that I disagree with you. Also assuming I'm stupid based on an altercation in a game demonstrates your intellect. |
Monkey MAC
killer taxi company General Tso's Alliance
870
|
Posted - 2013.10.25 08:55:00 -
[126] - Quote
40m on the standard assault?
[Hangs up suit] Ill be back in a year!
|
TechMechMeds
Swamp Marines Kleenex Inc.
906
|
Posted - 2013.10.25 08:57:00 -
[127] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it... No your just a noobcake who wants to remain invisible spamming swarms. If tanks costed half as much I'd agree with you but they don't, so I stand by what I say. and you only continue to make yourself look stupid. for half the isk you would only get half the tank. as already mentioned, you pay for mobility, high hp, range, immunity ot majority of weapons, etc... you dont get it and as result all your said is still null and void remember that tiny amount of credibility you had? well it went down the toilet several posts ago.
I really couldn't care any less what rubbish you spout, you can state your opinion as fact all you want sunshine. |
wripple
WarRavens League of Infamy
95
|
Posted - 2013.10.25 08:58:00 -
[128] - Quote
And sadly still no change to the assault forge. I'm retiring from dropships. |
Iron Wolf Saber
Den of Swords
9661
|
Posted - 2013.10.25 09:00:00 -
[129] - Quote
KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise.
The guy who made that promise is no longer with CCP. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 09:01:00 -
[130] - Quote
TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it... No your just a noobcake who wants to remain invisible spamming swarms. If tanks costed half as much I'd agree with you but they don't, so I stand by what I say. and you only continue to make yourself look stupid. for half the isk you would only get half the tank. as already mentioned, you pay for mobility, high hp, range, immunity ot majority of weapons, etc... you dont get it and as result all your said is still null and void remember that tiny amount of credibility you had? well it went down the toilet several posts ago. No, you just don't like that I disagree with you. Also assuming I'm stupid based on an altercation in a game demonstrates your intellect. I would not say that spreading around nonsense is disagreeing. nonsense is simply nonsense I and am glad that you are not responsible for the game.
and I bet you will be one of the first people crying about tanks |
|
Ghural
The Southern Legion The Umbra Combine
163
|
Posted - 2013.10.25 09:02:00 -
[131] - Quote
Whilst you're at it. Can you fix the invisible swarm bug? |
gbghg
L.O.T.I.S. Public Disorder.
3758
|
Posted - 2013.10.25 09:03:00 -
[132] - Quote
so AV nades are getting their damage nerfed by roughly a third? funny that, i've been saying that for months. glad that it finally happened though, those things were ridiculous. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
1137
|
Posted - 2013.10.25 09:03:00 -
[133] - Quote
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
I feel that the Assault rail rifle will be much like the laser rifle in terms of effectiveness at close range, being that it won't do very much damage at all. It could also be like the sniper rifle with a high kick/recoil so that the DPS on paper might not actually relate to the practical damage output of the gun (the HMG is a classic example of this)
However, this does mean that the laser rifle might be put even more out of use because of this, or it could be used more as players will switch to long range combat instead of just using an AR for all ranges. The new AR range will hopefully make players get closer to their targets...giving heavies and scouts an actual chance at taking them on.
I'd honestly like to see a video of all the new weapon variants so that we know how they shoot, what the rate of fire is like, and what the kick/dispersion is like, before we jump to any conclusions. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6675
|
Posted - 2013.10.25 09:05:00 -
[134] - Quote
Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP. Did not know that, thanks for telling me.
Does that mean its no longer planned? I would really love a confirmation or at least a denial. The plan made a lot of sense. |
Iron Wolf Saber
Den of Swords
9661
|
Posted - 2013.10.25 09:07:00 -
[135] - Quote
KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP. Did not know that, thanks for telling me. Does that mean its no longer planned? I would really love a confirmation or at least a denial. The plan made a lot of sense.
There was a massive disruption in plans, Im surprised you didn't keep up on these things. Head on over to the counselors chambers and read the AMA that should give a more or less the situation up until now.
I mean it was not the best kept secret the last EP departed and we now have a replacement one CCP Rouge. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6675
|
Posted - 2013.10.25 09:08:00 -
[136] - Quote
Damn, edited too slow. |
Cosgar
ParagonX
6461
|
Posted - 2013.10.25 09:08:00 -
[137] - Quote
Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP. If Remnant is gone, who's in charge of dropsuits? |
Foundation Seldon
Gespenster Kompanie Villore Accords
131
|
Posted - 2013.10.25 09:09:00 -
[138] - Quote
wripple wrote:And sadly still no change to the assault forge. I'm retiring from dropships.
Just because it isn't listed doesn't mean it isn't going to be addressed. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 09:11:00 -
[139] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it... No your just a noobcake who wants to remain invisible spamming swarms. If tanks costed half as much I'd agree with you but they don't, so I stand by what I say. and you only continue to make yourself look stupid. for half the isk you would only get half the tank. as already mentioned, you pay for mobility, high hp, range, immunity ot majority of weapons, etc... you dont get it and as result all your said is still null and void remember that tiny amount of credibility you had? well it went down the toilet several posts ago. No, you just don't like that I disagree with you. Also assuming I'm stupid based on an altercation in a game demonstrates your intellect. I would not say that spreading around nonsense is disagreeing. nonsense is simply nonsense I and am glad that you are not responsible for the game. and I bet you will be one of the first people crying about tanks
It takes less than 10 seconds working with a squad mate to blow up a tank and about a minute to have both reached, engaged and blown it up, then you switch from av back to your regular combat fit, two guys out of combat to blow up a tank for about a minute isnt a big deal. How is that nonsense? |
Heinz Doofenshertz
BetaMax.
540
|
Posted - 2013.10.25 09:11:00 -
[140] - Quote
Just gonna pop in here with some comparavtive stats for the weapon changes vs the proposed madruger stats.
Mads are assumed fit with armor hardner and one each of the 60 and 120 complex plates
Noskills: Current Swarm Unfit Mad: 11.24 seconds 3.51 shots used New Swarm Unfit Mad: 16.87 seconds 5.27 shots used Current Swarm Fit Mad: 21.7 seconds and 6.78 shots used New Swarms Fit Mad: 32.58 seconds 10.18 shots used
Full skiils and weapon dmg mods: Current Swarm Unfit Mad: 4.11 seconds 2.41 shots New Swarms Unfit Mad: 11.6 seconds and 3.62 shots Current Swarms Fit Mad: 14.9 seconds 4.6 shots New Swarms Fit Mad: 22.4 seconds 7 shots
if you wish to check for yourself try here www.dust514stats.com/compare.cfm it's a work in progress but it works. |
|
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 09:14:00 -
[141] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:that tunnelvision and lack of basic comprehension of a human you just repeated why it is wrong and still dont get it... No your just a noobcake who wants to remain invisible spamming swarms. If tanks costed half as much I'd agree with you but they don't, so I stand by what I say. and you only continue to make yourself look stupid. for half the isk you would only get half the tank. as already mentioned, you pay for mobility, high hp, range, immunity ot majority of weapons, etc... you dont get it and as result all your said is still null and void remember that tiny amount of credibility you had? well it went down the toilet several posts ago. No, you just don't like that I disagree with you. Also assuming I'm stupid based on an altercation in a game demonstrates your intellect. I would not say that spreading around nonsense is disagreeing. nonsense is simply nonsense I and am glad that you are not responsible for the game. and I bet you will be one of the first people crying about tanks
Why should a tank get less slots and stats across the board because it costs less? Its already easy enough as it is to blow up. You seem to want them to remain a massive isk and sp sink to be easily blown up. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2842
|
Posted - 2013.10.25 09:17:00 -
[142] - Quote
Cosgar wrote:Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP. If Remnant is gone, who's in charge of dropsuits?
Who all is gone anyway? Who is in charge now? What CCP words are now "complete bullshite" and which are still accurate? How do you parse that without being privy to information behind a NDA? How many issues that were raised and being actively looked at got dropped after CCP Soandso that we don't know about left?
I find some of these statements to be a bit a disingenuous.
Quoting a CCP developer...
"I don't see the word promise there"
then... a very reasonable "If they say explicitly say something is coming..."
followed by...
"Yeah, they don't work there anymore."
Then why not lead with that instead of the semantic games?
My only thought on the actual OP is to question where the missing Breach/Burst variants are. Apparently that's not called for because to hold CCP to statements requires us to take stock of a nonexistent census of current employees to gauge the veracity of former claims.
Either way, releasing without the variants or leaving the variants in the AR-tree would be incredibly unbalanced and asinine.
|
Bright Cloud
Namtar Elite Gallente Federation
268
|
Posted - 2013.10.25 09:18:00 -
[143] - Quote
swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
In my opinion with the vehicle rebalance they will just die as fast as usual. Maybe the derpship actually survives more as just 2 hits with a forge but that is aswell speculation cause extender nerf effects them aswell.
My opinion about the new rifles: -combat "assault" rifle is going to be the spray and pray guys choice #1. Rate of fire is 1200 but damage is significantly lower looks like a upgrade from a SMG but who knows?
-rail rifle: yeah right there CCP balance team at work. Fully auto, long range high powered rifles. Do i need to say more that this thing is going to be extremely popular? Regular rail rifle will shot at 461 rounds per minute and the assault is sitting at 600.
ive compared both assault variants on proto and the DPS on the rail rifle is higher then on the combat variant.
Now my question is when can we expect to see the new rifles in the game? with 1.6 or with 1.7 together with the vehicle rebalance? Well neverless im going to stack some SP in preparation. |
Ryme Intrinseca
Seraphim Auxiliaries
138
|
Posted - 2013.10.25 09:19:00 -
[144] - 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. So tanker role=massacring everything in sight. AV role=temporary inconvenience to the metal killing machine. Yep, that sounds balanced |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
129
|
Posted - 2013.10.25 09:19:00 -
[145] - Quote
So I am thinking that none of you actually have any clue what the ranges of the weapons (AR, ScR, so on) is now.
Orignal AR type------optimal----effective standard------38m-------65m ADV-----------40m-------68m PRO-----------42m--------71m
New AR type------optimal----effective standard------40m-------65m ADV-----------44m-------72m PRO-----------48m--------78m
I have no idea who thought it would be a good idea to INCREASE the range of the AR, but they did. So if anyone is freaking out about the assault rifle you should stop... it is getting a small range buff.
Anyway, here is the issue I have. The AR completely destroys the Assault scrambler at the assault scrambler's range because of a much tighter grouping while aiming down-sight. Is this issue going to be resolved?
Actually the Assault Rifle currently keeps up damage with the HMG due to such tight grouping of rounds compared to the crazy dispersion of the HMG. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 09:22:00 -
[146] - Quote
Ryme Intrinseca wrote: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. So tanker role=massacring everything in sight. AV role=temporary inconvenience to the metal killing machine. Yep, that sounds balanced
That's providers there's not even two people that will take it down yes, literally about 5 ish seconds of swarms and av nades blow up any tank and seen as Maddy's will be glorified somas for a while I don't see the problem. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 09:26:00 -
[147] - Quote
Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s
with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank
and this is assuming an unrealistic combat scenario, in reality it takes longer. |
KGB Sleep
Ikomari-Onu Enforcement Caldari State
343
|
Posted - 2013.10.25 09:28:00 -
[148] - Quote
Jack McReady wrote:Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank and this is assuming an unrealistic combat scenario, in reality it takes longer.
Tank Spamming will be the new winning move with crippled AV.
It is the saving grace for the horrible tank balance coming. |
Kal Kronos
L.O.T.I.S. Public Disorder.
88
|
Posted - 2013.10.25 09:28:00 -
[149] - Quote
How in the world did they come up with the idea to further increase the range of the damn blaster rifle. Bring back the hard cap so I can laugh as blaster rounds vanish into thin air in front of me while I kill them with my scr. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 09:28:00 -
[150] - Quote
Jack McReady wrote:Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank and this is assuming an unrealistic combat scenario, in reality it takes longer.
What game are you playing, me and a squad mate destroy any tank in about 5 seconds, or are you stating from a swarm only view minus tactics and av grenades. |
|
Chunky Munkey
Amarr Templars Amarr Empire
1886
|
Posted - 2013.10.25 09:32:00 -
[151] - Quote
More than halved lock-on range for swarms!? These vehicle balances better be exactly that. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 09:32:00 -
[152] - Quote
TechMechMeds wrote:Jack McReady wrote:Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank and this is assuming an unrealistic combat scenario, in reality it takes longer. What game are you playing, me and a squad mate destroy any tank in about 5 seconds, or are you stating from a swarm only view minus tactics and av grenades. wow you are a hero because you can take down low sp tank driven by bad driver with no support with proto weapons fast... congratulations for another pointless post. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 09:33:00 -
[153] - Quote
Jack McReady wrote:Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank and this is assuming an unrealistic combat scenario, in reality it takes longer.
And isnt the damage nerf 110 less per swarm? so marginal when twio people are taking out a tank, then add av nades and the fact Maddy's will have the same slots as somas, is it not easy enough already? |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 09:36:00 -
[154] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank and this is assuming an unrealistic combat scenario, in reality it takes longer. What game are you playing, me and a squad mate destroy any tank in about 5 seconds, or are you stating from a swarm only view minus tactics and av grenades. wow you are a hero because you can take down low sp tank driven by noobs with no support with proto weapons fast... congratulations for another pointless post.
So you are incapable of debate, OK I get the picture now, no these are high end tanks, seriously you can't even debate or answer questions from someone who disagrees with you, just be quiet. |
Foundation Seldon
Gespenster Kompanie Villore Accords
131
|
Posted - 2013.10.25 09:37:00 -
[155] - Quote
Ryme Intrinseca wrote: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. So tanker role=massacring everything in sight. AV role=temporary inconvenience to the metal killing machine. Yep, that sounds balanced
I'm glad we're in agreement, AV can no longer easy mode a tank with 2 AV grenades and a clip of swarms and we're less effective overall at killing you. |
Bright Cloud
Namtar Elite Gallente Federation
268
|
Posted - 2013.10.25 09:38:00 -
[156] - Quote
Proto swarms: 220Hp damage per missile X6= 1320HP damage per volley. That 3 times in a row is 3960HP damage without damage bonus against armor or damage mods nor proficency. and against armor a volley does still 1716HP damage. A full clip does 5148HP damage. And thats from a single swarmer alone on like 5-6 secs. And how much HP does your armor tank can get with just 3 low slots and the new modules? |
Laurent Cazaderon
What The French CRONOS.
1954
|
Posted - 2013.10.25 09:39:00 -
[157] - Quote
Foundation Seldon wrote:Ryme Intrinseca wrote: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. So tanker role=massacring everything in sight. AV role=temporary inconvenience to the metal killing machine. Yep, that sounds balanced I'm glad we're in agreement, AV can no longer easy mode a tank with 2 AV grenades and a clip of swarms and we're less effective overall at killing you.
Which sounds good to me. Vehicles shouldnt be paper made. But shouldnt be easy kill farming sleuts |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 09:39:00 -
[158] - Quote
TechMechMeds wrote:Jack McReady wrote:Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank and this is assuming an unrealistic combat scenario, in reality it takes longer. And isnt the damage nerf 110 less per swarm? so marginal when twio people are taking out a tank, then add av nades and the fact Maddy's will have the same slots as somas, is it not easy enough already?
no sane tank driver rushes his tank into a position where he can get mauled by several people with AV nades + AV weaponry. this is basic tank driving knowledge.
and this is your problem, all your posts indicate that you are one of those scrubs that do not know how to drive a tank and then whine that they get killed by several people at once.
TechMechMeds wrote: So you are incapable of debate, OK I get the picture now, no these are high end tanks, seriously you can't even debate or answer questions from someone who disagrees with you, just be quiet.
you just dont know how to use a tank and all your posts are filled with misinformation. there is nothing to debate when your you put your head into your arse and suffer from tunnelvision |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3477
|
Posted - 2013.10.25 09:40:00 -
[159] - Quote
TechMechMeds wrote:Kaze Eyrou wrote:Ah yes. This post will do fine. I love how everyone disregarded the charge up time for the new rail rifle... I know right, as if the fact the guns aren't even out yet doesn't make the QQ pointless enough already, its bad QQ set in open flat plains.
It's a pointless endeavor being as the charge time is half the time it takes the human eye to blink. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 09:42:00 -
[160] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank and this is assuming an unrealistic combat scenario, in reality it takes longer. What game are you playing, me and a squad mate destroy any tank in about 5 seconds, or are you stating from a swarm only view minus tactics and av grenades. wow you are a hero because you can take down low sp tank driven by bad driver with no support with proto weapons fast... congratulations for another pointless post.
I just checked your in game stats, your a complete noob, no wonder you disagree with me, I thought you was a dust uni teacher , seriously less than 3000 kills, just be quiet seriously, you don't even have enough experience to know what your on about. I should have known. |
|
Vyzion Eyri
The Southern Legion The Umbra Combine
1559
|
Posted - 2013.10.25 09:42:00 -
[161] - Quote
Vehicle turret ammunition. That is all. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 09:43:00 -
[162] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank and this is assuming an unrealistic combat scenario, in reality it takes longer. And isnt the damage nerf 110 less per swarm? so marginal when twio people are taking out a tank, then add av nades and the fact Maddy's will have the same slots as somas, is it not easy enough already? you win the price for the most pointless posts done in a day. no sane tank driver rushes his tank into a position where he can get mauled by several people with AV nades + AV weaponry. and this is your problem, all your posts indicate that you are one of those scrubs that do not know how to drive a tank and then whine that they get killed by several people at once. TechMechMeds wrote: So you are incapable of debate, OK I get the picture now, no these are high end tanks, seriously you can't even debate or answer questions from someone who disagrees with you, just be quiet.
you just dont know how to use a tank and all your posts are filled with misinformation. there is nothing to debate.
Check my tanker ALTs stats, terranknight87 and then you can stfu assuming that rubbish. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 09:56:00 -
[163] - Quote
TechMechMeds wrote: I just checked your in game stats, your a complete noob, no wonder you disagree with me, I thought you was a dust uni teacher , seriously less than 3000 kills, just be quiet seriously, you don't even have enough experience to know what your on about. I should have known.
looks like I was right, you are a CoD kid basing his opinions around kills, so your arguments are truly null and void. now the picture is complete.
and your assumption is wrong, I have more dust experience than you, I am here since the beginning of closed beta with several characters able to use proto gear. I am just not a no life CoD kid like you
and btw, I can assure you, the same same situation will happen that we had in close beta. I can safely assume FG will get a nerf too and sooner or later people will start to cry about tanks infesting the game and the amount of effort to take one down. there will again be alot of rage and again tanks will get nerfed and we return to status quo. I am calling it now. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 09:57:00 -
[164] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:Bright Cloud wrote:swarm nerf seems to be right in order. Vehicles get alot of fitting limitations and the swarms will stay UNTOUCHED until those vehicle changes are beeing implemented. You have to keep in mind what vehicle users loose or get nerfed at:
-vehicle armor reps 100% passive. No overpowered armor reps which gives them godmode. -shield boosters nerfed because of the buffed passive recharge and the module cooldown is longer. And if the tank gets hit by AV the shields stop recharging. -no passive resistance anymore -gunnlogi looses 2 high slots -madrugar looses 2 low slots -shield extenders/armor plates nerfed HARD and give less HP then before.
current proto swarms take down current ARMOR tanks in ~12-15s with announced nerfed proto swarms it will take ~23s to 30s of shooting to take down announced ARMOR tank and this is assuming an unrealistic combat scenario, in reality it takes longer. And isnt the damage nerf 110 less per swarm? so marginal when twio people are taking out a tank, then add av nades and the fact Maddy's will have the same slots as somas, is it not easy enough already? no sane tank driver rushes his tank into a position where he can get mauled by several people with AV nades + AV weaponry. this is basic tank driving knowledge. and this is your problem, all your posts indicate that you are one of those scrubs that do not know how to drive a tank and then whine that they get killed by several people at once. TechMechMeds wrote: So you are incapable of debate, OK I get the picture now, no these are high end tanks, seriously you can't even debate or answer questions from someone who disagrees with you, just be quiet.
you just dont know how to use a tank and all your posts are filled with misinformation. there is nothing to debate when your you put your head into your arse and suffer from tunnelvision
And you keep editing, no I don't suffer from that, you just can't debate and clearly result to that idiotic pompous rubbish, you have answered none of my qyestions , none, I listen to reason not someone who continually tries to enforce their view by attempting to make me look dumb, anyway check my tankers stats and then stfu, what's your tankers chars name so I can see how much better a tanker you think you are, if you are then my hat goes off to you. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 09:58:00 -
[165] - Quote
TechMechMeds wrote: by attempting to make me look dumb,. you did that by yourself, mister CoD kid.
|
Delta 749
Kestrel Reconnaissance
2222
|
Posted - 2013.10.25 10:00:00 -
[166] - Quote
Bright Cloud wrote:Proto swarms: 220Hp damage per missile X6= 1320HP damage per volley. That 3 times in a row is 3960HP damage without damage bonus against armor or damage mods nor proficency. and against armor a volley does still 1716HP damage. A full clip does 5148HP damage. And thats from a single swarmer alone on like 5-6 secs. And how much HP does your armor tank can get with just 3 low slots and the new modules?
Your calculation is off, it ignores the initial layer of shield reducing damage and doesnt account for the lowered clip sizes of swarms which reduces its overall damage I also have to ask when was the last time you died from a militia swarm launcher? Because thats what these new ones will be at a PROTO level 2 shot clips like the militia and the exact same damage but only if all 6 missiles hit |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:00:00 -
[167] - Quote
Jack McReady wrote:TechMechMeds wrote: I just checked your in game stats, your a complete noob, no wonder you disagree with me, I thought you was a dust uni teacher , seriously less than 3000 kills, just be quiet seriously, you don't even have enough experience to know what your on about. I should have known.
looks like I was right, you are a CoD kid basing his opinions around kills, so your arguments are truly null and void. now the picture is complete. and your assumption is wrong, I have more dust experience than you, I am here since the beginning of closed beta with several characters able to use proto gear. I am just not a no life CoD kid like you and btw, I can assure you, the same same situation will happen that we had in close beta. I can safely assume FG will get a nerf too and sooner or later people will start to cry about tanks infesting FW and the amount of effort to take one down. there will again be alot of rage and again tanks will get nerfed and we return to status quo. I am calling it now.
So anyone who disagrees with you is a cod kid? Well I'm sorry I don't type my posts Like a business proposal or excessively put stupid faces to try and validate my point.
No I hate cod with a passion and I'm 26, stats reflect performance so I base vpkayer ability by that, anyway you just keep tip toeing around everything I say and assume asbsolute rubbish. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:01:00 -
[168] - Quote
Jack McReady wrote:TechMechMeds wrote: by attempting to make me look dumb,. you did that by yourself, mister CoD kid.
And now your trying to troll me with childish bullsht, OK then lol. |
Delta 749
Kestrel Reconnaissance
2222
|
Posted - 2013.10.25 10:10:00 -
[169] - Quote
TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote: I just checked your in game stats, your a complete noob, no wonder you disagree with me, I thought you was a dust uni teacher , seriously less than 3000 kills, just be quiet seriously, you don't even have enough experience to know what your on about. I should have known.
looks like I was right, you are a CoD kid basing his opinions around kills, so your arguments are truly null and void. now the picture is complete. and your assumption is wrong, I have more dust experience than you, I am here since the beginning of closed beta with several characters able to use proto gear. I am just not a no life CoD kid like you and btw, I can assure you, the same same situation will happen that we had in close beta. I can safely assume FG will get a nerf too and sooner or later people will start to cry about tanks infesting FW and the amount of effort to take one down. there will again be alot of rage and again tanks will get nerfed and we return to status quo. I am calling it now. So anyone who disagrees with you is a cod kid? Well I'm sorry I don't type my posts Like a business proposal or excessively put stupid faces to try and validate my point. No I hate cod with a passion and I'm 26, stats reflect performance so I base vpkayer ability by that, anyway you just keep tip toeing around everything I say and assume asbsolute rubbish.
Im just going to point out something that leaves a big glaring hole in what you use to judge a persons ability The logistics class exists IE kill count means less and less all based on what class a person prefers Hell even playing a class specced towards killing a persons kill count is not a good indicator of their effectiveness, lets say a guy holds an objective from the enemy for an entire match but doesnt get many kills since the guys assaulting him move back when they get low on health Just because he didnt kill them does that mean he was ineffective even though they were never able to capture that objective?
You should be old enough to release these things on your own without someone younger than you spelling them out for you in this way |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 10:12:00 -
[170] - Quote
TechMechMeds wrote: So anyone who disagrees with you is a cod kid? Well I'm sorry I don't type my posts Like a business proposal or excessively put stupid faces to try and validate my point.
No I hate cod with a passion and I'm 26, stats reflect performance so I base vpkayer ability by that, anyway you just keep tip toeing around everything I say and assume asbsolute rubbish.
all your posts just indicate that you are butthurt cause you cant solo squads with your tanks.
people even showed you how the changes will effect the gameplay doing calculations and your still in denial and the fact that you base your opinion around kills made it apparent that I was right and that you fall under the category of a CoD kid that wants to run around killing everyone alone. this is not going to happen, welcome to new eden.
in short, what you do is not disagreeing but simply talking about stuff that does not belong to dust, we already covered that several posts ago. why do you repeat the same nonsense again? atleast be creative and post new one |
|
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
819
|
Posted - 2013.10.25 10:15:00 -
[171] - Quote
Ten-Sidhe wrote:ROF is in time interval between shots. 60 divided by the decimal will give the rounds per minute. Why they don't just write 1200 for CR and 460 for RR????
|
Heinz Doofenshertz
BetaMax.
541
|
Posted - 2013.10.25 10:15:00 -
[172] - Quote
I would love to point out that the math for the Swarms was done for you guys on page 7 with a link to go mess with it yourselves, and not argue about if you are right or not, note you are in fact wrong. |
Robert JD Niewiadomski
NULLIMPEX INC
641
|
Posted - 2013.10.25 10:17:00 -
[173] - Quote
Stephanie would never said that
Beside the above i have nothing to add to this discussion. I am not a stats freak to rage or to be turned on. I accept the battlefield the way it is After all the only constant thing in the entire universe is ...change |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:24:00 -
[174] - Quote
Jack McReady wrote:TechMechMeds wrote: So anyone who disagrees with you is a cod kid? Well I'm sorry I don't type my posts Like a business proposal or excessively put stupid faces to try and validate my point.
No I hate cod with a passion and I'm 26, stats reflect performance so I base vpkayer ability by that, anyway you just keep tip toeing around everything I say and assume asbsolute rubbish.
all your posts just indicate that you are butthurt cause you cant solo squads with your tanks. and the fact that you base your opinion around kills made it apparent that I was right and that you fall under the category of a CoD kid that wants to run around killing everyone alone. this is not going to happen, welcome to new eden. in short, what you do is not disagreeing but simply talking nonsense, we already covered that several posts ago. why do you repeat the same nonsense again? atleast be creative and post new one
Different stats are relevant to different roles, for tanks I assume kills and k/d represent a tankers skill, for a logi which is what I main in its the wp ratio that matters more, No seriously that is not the case, I think it should take 2 guys to blow up a tank, if I meant what you think I meant id have just outright said 'I want my tank to own whole squads'
I roll up to any tank and let of a volley of swarms then 3 hacked av nades followed by a last volley as they try to run, this is so damn easy its just not right, when I do this with a squad mate its ridiculously laughably easy but there are two of us so it seems kind of valid but its the fact I can so easily blow up a tank that just seems wrong, that much sp and isk invested for two guys to just sneak up or even just one and blow up a tank like its nothing, come on man that's not right. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 10:25:00 -
[175] - Quote
TechMechMeds wrote: I roll up to any tank and let of a volley of swarms then 3 hacked av nades followed by a last volley as they try to run
a good tank driver never gets in such situations were a player can do that, we already covered this and you repeat that nonsense again. if you base your opinions around bad drivers we all might aswell get throwable cotton stick as AV weaponry
welcome to new eden
anyway I cant wait to try out the combat rifle. |
Bright Cloud
Namtar Elite Gallente Federation
268
|
Posted - 2013.10.25 10:25:00 -
[176] - Quote
Delta 749 wrote:Bright Cloud wrote:Proto swarms: 220Hp damage per missile X6= 1320HP damage per volley. That 3 times in a row is 3960HP damage without damage bonus against armor or damage mods nor proficency. and against armor a volley does still 1716HP damage. A full clip does 5148HP damage. And thats from a single swarmer alone on like 5-6 secs. And how much HP does your armor tank can get with just 3 low slots and the new modules? Your calculation is off, it ignores the initial layer of shield reducing damage and doesnt account for the lowered clip sizes of swarms which reduces its overall damage I also have to ask when was the last time you died from a militia swarm launcher? Because thats what these new ones will be at a PROTO level 2 shot clips like the militia and the exact same damage but only if all 6 missiles hit The initial shield layer usually gets wiped with the 1st volley. And the dev post did not mention reduced clip size only reduced lock on range and less damage per missile. So you are pulling rabbits out of a hat with the statement that swarms will have only 2 rounds per clip. If you have a link providing more information then share it. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:28:00 -
[177] - Quote
Jack McReady wrote:TechMechMeds wrote: So anyone who disagrees with you is a cod kid? Well I'm sorry I don't type my posts Like a business proposal or excessively put stupid faces to try and validate my point.
No I hate cod with a passion and I'm 26, stats reflect performance so I base vpkayer ability by that, anyway you just keep tip toeing around everything I say and assume asbsolute rubbish.
all your posts just indicate that you are butthurt cause you cant solo squads with your tanks. people even showed you how the changes will effect the gameplay doing calculations and your still in denial and the fact that you base your opinion around kills made it apparent that I was right and that you fall under the category of a CoD kid that wants to run around killing everyone alone. this is not going to happen, welcome to new eden. in short, what you do is not disagreeing but simply talking about stuff that does not belong to dust, we already covered that several posts ago. why do you repeat the same nonsense again? atleast be creative and post new one
And what calculations where? From what if seen in dust the calculations don't account for random human behaviour and situational changes, they just account for static engagements that don't take a lot of factors of actual gameplay into account. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 10:34:00 -
[178] - Quote
TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote: So anyone who disagrees with you is a cod kid? Well I'm sorry I don't type my posts Like a business proposal or excessively put stupid faces to try and validate my point.
No I hate cod with a passion and I'm 26, stats reflect performance so I base vpkayer ability by that, anyway you just keep tip toeing around everything I say and assume asbsolute rubbish.
all your posts just indicate that you are butthurt cause you cant solo squads with your tanks. people even showed you how the changes will effect the gameplay doing calculations and your still in denial and the fact that you base your opinion around kills made it apparent that I was right and that you fall under the category of a CoD kid that wants to run around killing everyone alone. this is not going to happen, welcome to new eden. in short, what you do is not disagreeing but simply talking about stuff that does not belong to dust, we already covered that several posts ago. why do you repeat the same nonsense again? atleast be creative and post new one And what calculations where? From what if seen in dust the calculations don't account for random human behaviour and situational changes, they just account for static engagements that don't take a lot of factors of actual gameplay into account. as everyone can see you still dont get it and you now just posted something against yourself without knowing it. that is what happens when you suffer from tunnelvision syndrome.
ok, because I am nice I will repeat it for you: it will take ~23-30 seconds with a solo nerfed swarms to take out an armor tank with the announced changes (time depending on amount of damage mods) in an unrealistic combat scenario. that means in a real combat scenario it will most likely take half a minute or more of shooting to take down a tank with stacked dmg mods. you can find the post about the calculations on page 7. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:37:00 -
[179] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote: So anyone who disagrees with you is a cod kid? Well I'm sorry I don't type my posts Like a business proposal or excessively put stupid faces to try and validate my point.
No I hate cod with a passion and I'm 26, stats reflect performance so I base vpkayer ability by that, anyway you just keep tip toeing around everything I say and assume asbsolute rubbish.
all your posts just indicate that you are butthurt cause you cant solo squads with your tanks. people even showed you how the changes will effect the gameplay doing calculations and your still in denial and the fact that you base your opinion around kills made it apparent that I was right and that you fall under the category of a CoD kid that wants to run around killing everyone alone. this is not going to happen, welcome to new eden. in short, what you do is not disagreeing but simply talking about stuff that does not belong to dust, we already covered that several posts ago. why do you repeat the same nonsense again? atleast be creative and post new one And what calculations where? From what if seen in dust the calculations don't account for random human behaviour and situational changes, they just account for static engagements that don't take a lot of factors of actual gameplay into account. as everyone can see you still dont get it and you now just posted something against yourself without knowing it. that is what happens when you suffer from tunnelvision syndrome. ok, because I am nice I will repeat it for you: announced changes show that it will take 23-30 seconds (depending on amount of damage mods) in an unrealistic combat scenario. that means in a real combat scenario it will most likely take half a minute or more of shooting to take down a tank with stacked dmg mods.
No I just didn't see that but thanks, you attitude is so rotten you have to be trolling. |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 10:38:00 -
[180] - Quote
TechMechMeds wrote:No I just didn't see that but thanks, you attitude is so rotten you have to be trolling. your denial is amusing and sad at once
|
|
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:40:00 -
[181] - Quote
Jack McReady wrote:TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote: So anyone who disagrees with you is a cod kid? Well I'm sorry I don't type my posts Like a business proposal or excessively put stupid faces to try and validate my point.
No I hate cod with a passion and I'm 26, stats reflect performance so I base vpkayer ability by that, anyway you just keep tip toeing around everything I say and assume asbsolute rubbish.
all your posts just indicate that you are butthurt cause you cant solo squads with your tanks. people even showed you how the changes will effect the gameplay doing calculations and your still in denial and the fact that you base your opinion around kills made it apparent that I was right and that you fall under the category of a CoD kid that wants to run around killing everyone alone. this is not going to happen, welcome to new eden. in short, what you do is not disagreeing but simply talking about stuff that does not belong to dust, we already covered that several posts ago. why do you repeat the same nonsense again? atleast be creative and post new one And what calculations where? From what if seen in dust the calculations don't account for random human behaviour and situational changes, they just account for static engagements that don't take a lot of factors of actual gameplay into account. as everyone can see you still dont get it and you now just posted something against yourself without knowing it. that is what happens when you suffer from tunnelvision syndrome. ok, because I am nice I will repeat it for you: it will take ~23-30 seconds with a solo nerfed swarms to take out an armor tank with the announced changes (time depending on amount of damage mods) in an unrealistic combat scenario. that means in a real combat scenario it will most likely take half a minute or more of shooting to take down a tank with stacked dmg mods.
And can I have an actual link for that please rather than just taking your word for it, if there's solid proof I'll admit iv behaved like a ignorant **** but I've seen nothing ng that states this, just that Maddy s will have the slot layout of a soma.
|
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:42:00 -
[182] - Quote
Jack McReady wrote:TechMechMeds wrote:No I just didn't see that but thanks, you attitude is so rotten you have to be trolling. you dont see it or you do not want to see it? the numbers are posted on page 7. look it up and deal with it.
How old are you? Because that is some seriously juvenile idiocy right there lol. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:43:00 -
[183] - Quote
TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:No I just didn't see that but thanks, you attitude is so rotten you have to be trolling. you dont see it or you do not want to see it? the numbers are posted on page 7. look it up and deal with it. How old are you? Because that is some seriously juvenile idiocy right there lol.
Page 7 OK thank you |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 10:44:00 -
[184] - Quote
TechMechMeds wrote:
And can I have an actual link for that please rather than just taking your word for it, if there's solid proof I'll admit iv behaved like a ignorant **** but I've seen nothing ng that states this, just that Maddy s will have the slot layout of a soma.
wow your denial is just too obvious.
it was stated 3 times just on the last page where you find it. for the 4th time, the numbers and explanation is presented on page 7. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:46:00 -
[185] - Quote
Jack McReady wrote:TechMechMeds wrote:
And can I have an actual link for that please rather than just taking your word for it, if there's solid proof I'll admit iv behaved like a ignorant **** but I've seen nothing ng that states this, just that Maddy s will have the slot layout of a soma.
wow your denial is just too obvious. it was stated 3 times just on the last page where you find it. for the 4th time, the numbers and explanation is presented on page 7.
Yeah I just read it, I'm going to ignore you now because you appear to be either thick as sht or trolling, goodbye lol.
|
Smoky Fingers
Red Star. EoN.
140
|
Posted - 2013.10.25 10:48:00 -
[186] - Quote
I shall be waiting for.. AR is still OP.. threads |
Jack McReady
DUST University Ivy League
743
|
Posted - 2013.10.25 10:48:00 -
[187] - Quote
TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:
And can I have an actual link for that please rather than just taking your word for it, if there's solid proof I'll admit iv behaved like a ignorant **** but I've seen nothing ng that states this, just that Maddy s will have the slot layout of a soma.
wow your denial is just too obvious. it was stated 3 times just on the last page where you find it. for the 4th time, the numbers and explanation is presented on page 7. Yeah I just read it, I'm going to ignore you now because you appear to be either thick as sht or trolling, goodbye lol. who would guess that someone in denial ignores that truth... I never saw that coming |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:49:00 -
[188] - Quote
That calculator is based off of a guy just stood still shooting x av weapon at a tank also stood still, it does not and cannot take into account the random variables of gameplay, what a waste of time. |
Jack McReady
DUST University Ivy League
744
|
Posted - 2013.10.25 10:53:00 -
[189] - Quote
TechMechMeds wrote:That calculator is based off of a guy just stood still shooting x av weapon at a tank also stood still, it does not and cannot take into account the random variables of gameplay, what a waste of time. basically you are saying it takes longer than the math shows in which case you made yourself look stupid again because you just busted yourself. |
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:56:00 -
[190] - Quote
Jack McReady wrote:TechMechMeds wrote:That calculator is based off of a guy just stood still shooting x av weapon at a tank also stood still, it does not and cannot take into account the random variables of gameplay, what a waste of time. basically you are saying it takes longer than the math shows in which case you made yourself look stupid again because you just busted yourself.
No it takes less, way less, you just carry on assuming trash, that's what your mind seems to be filled with and I strongly believe your just some troll neckbeard. |
|
TechMechMeds
Swamp Marines Kleenex Inc.
907
|
Posted - 2013.10.25 10:58:00 -
[191] - Quote
Jack McReady wrote:TechMechMeds wrote:That calculator is based off of a guy just stood still shooting x av weapon at a tank also stood still, it does not and cannot take into account the random variables of gameplay, what a waste of time. basically you are saying it takes longer than the math shows in which case you made yourself look stupid again because you just busted yourself.
Now I really am going to ignore you, that calculator is a joke and your stats indicate you have barely ever even played dust, hardly ever. |
Jack McReady
DUST University Ivy League
744
|
Posted - 2013.10.25 11:00:00 -
[192] - Quote
TechMechMeds wrote:Jack McReady wrote:TechMechMeds wrote:That calculator is based off of a guy just stood still shooting x av weapon at a tank also stood still, it does not and cannot take into account the random variables of gameplay, what a waste of time. basically you are saying it takes longer than the math shows in which case you made yourself look stupid again because you just busted yourself. No it takes less, way less, you just carry on assuming trash, that's what your mind seems to be filled with and I strongly believe your just some troll neckbeard.
ok so math shows absolute fastest time to kill and you say that in a real combat sitation where you have delays due to dodging gunfire or chasing a moving tank it takes less time? did you really just said that?
stupidity reached a whole new level... |
Delta 749
Kestrel Reconnaissance
2223
|
Posted - 2013.10.25 11:02:00 -
[193] - Quote
Bright Cloud wrote:Delta 749 wrote:Bright Cloud wrote:Proto swarms: 220Hp damage per missile X6= 1320HP damage per volley. That 3 times in a row is 3960HP damage without damage bonus against armor or damage mods nor proficency. and against armor a volley does still 1716HP damage. A full clip does 5148HP damage. And thats from a single swarmer alone on like 5-6 secs. And how much HP does your armor tank can get with just 3 low slots and the new modules? Your calculation is off, it ignores the initial layer of shield reducing damage and doesnt account for the lowered clip sizes of swarms which reduces its overall damage I also have to ask when was the last time you died from a militia swarm launcher? Because thats what these new ones will be at a PROTO level 2 shot clips like the militia and the exact same damage but only if all 6 missiles hit The initial shield layer usually gets wiped with the 1st volley. And the dev post did not mention reduced clip size only reduced lock on range and less damage per missile. So you are pulling rabbits out of a hat with the statement that swarms will have only 2 rounds per clip. If you have a link providing more information then share it.
Eh, I was unclear and also made a mistake with the numbers but double checking things I did notice something interesting With the vehicle and AV changes ahead an unfitted militia Soma has enough health to absorb an entire clip of a proto type weapon
Unfitted militia gear is stronger than proto type gear unfitted milita > proto
Now I do fully cop to my mistake but again, an unfitted soma is still beating proto type level gear Oh and the initial shield layer while brought down very low, to about 150, still eats an entire volley This is ignoring the Sica though, unfitted a milita sica can eat 2 and a half swarms with its shields alone while still having armor
So to put this all in perspective I can just buy some milita tanks which are guaranteed to beat proto type level gear without any additional enhancement on my end since not only will I have more than enough health to survive whatever they throw at me but I will also have more than enough speed to get out of their range not to mentioned I will also be able to fit hardeners, repairs modules, plates and extenders and also spend skill points for an even greater advantage to counter the enhancements they will have at a comparable SP cost no less since the HAV skill in and of itself has the same multiplier as the basic drop suits And this is balanced bearing in mind I get all these advantages, dont even need to fit a small turret for the pretense of taking others with me therefor saving CPU and PG for other things and get to drive around completely on my own immune to the majority of the weapons on the battlefield while the only thing previously a threat to me I can just laugh off and drive away from in a militia tank while they must stop to reload and cant keep up that is if I havent turned them into ground beef with my superior weaponry already
This is what balance looks like to tank drivers am I correct? This is truly balance and not still unbalanced only tipped in their favor? This is balance and not the definition of pay to win Actually scratch that last one, its not pay to win at all, I mean how can it be pay to win when a militia tank costs less than a proto tank busting fit I mean the whole tank right now costs what, 115k isk and some change right while a proto swarm launcher is 90k+ isk, a proto medium suit to stick it on since youll need the CPU and PG is another 70k+ isk so already we have upwards of 160k isk for just the weapon and the suit never mind the damage mods youll need if you want to destroy that unfitted militia tank
Hmm you know this reminds me of something, didnt tankers say they shouldnt die so easily because of how much isk they spend? Well here we have a suit made of glass that can only maybe kill something cheaper while dying to it in seconds I mean if tankers were really concerned about balancing to isk cost they should be all over this right since its not fair which was a big part of the arguments Ive seen |
The Robot Devil
Molon Labe. RISE of LEGION
1087
|
Posted - 2013.10.25 11:04:00 -
[194] - Quote
Arkena Wyrnspire wrote: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.
SMG should do how much when compared to the AR? |
pegasis prime
BIG BAD W0LVES
1190
|
Posted - 2013.10.25 11:09:00 -
[195] - Quote
delta all they have done is release the damage values for the swarms and the changes in lock-on time and range. no one has mentioned the new clip size or if the proto swarms carry more than 6 missiles per volley. you seemed pretty happy when they released the stats for the new vehicle system as tanks will be inherently weaker to your av win button . it has been too easy to break a tank for too long and now they are evening out the field you are getting upset. I personally welcome all the new changes and look forward to putting them into practice and seeing the actual results before I do what you are doing i.e. crying because win button is taken away. |
Spkr4theDead
Red Star. EoN.
1112
|
Posted - 2013.10.25 11:12:00 -
[196] - 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 What about the variants for AV? Assault and breach forge guns, assault swarm, sleek and packed AV grenades?
It looks like you're nerfing AV to still be generally on par with the total HP of vehicles, which just doesn't help. If you want great tank battles, then they're going to have to be their own AV. Plus with a recharge penalty to vehicle shield extenders, I'll throw out there that the forge gun should be nerfed as well. Maybe a .25m to .50m splash damage, and a parallel nerf to damage to reflect the overall lower HP of tanks. |
Delta 749
Kestrel Reconnaissance
2223
|
Posted - 2013.10.25 11:13:00 -
[197] - Quote
pegasis prime wrote:delta all they have done is release the damage values for the swarms and the changes in lock-on time and range. no one has mentioned the new clip size or if the proto swarms carry more than 6 missiles per volley. you seemed pretty happy when they released the stats for the new vehicle system as tanks will be inherently weaker to your av win button . it has been too easy to break a tank for too long and now they are evening out the field you are getting upset. I personally welcome all the new changes and look forward to putting them into practice and seeing the actual results before I do what you are doing i.e. crying because win button is taken away.
Show me where I was rejoicing about the vehicle changes, the thread is right below this one and I dont recall ever posting in it While you are at it tell me how militia gear inherently being stronger than proto gear is balance and why requiring more than one person to destroy something controlled by one person is balanced, and please keep in mind that this is one person in something of militia level |
Spkr4theDead
Red Star. EoN.
1112
|
Posted - 2013.10.25 11:14:00 -
[198] - Quote
pegasis prime wrote:delta all they have done is release the damage values for the swarms and the changes in lock-on time and range. no one has mentioned the new clip size or if the proto swarms carry more than 6 missiles per volley. you seemed pretty happy when they released the stats for the new vehicle system as tanks will be inherently weaker to your av win button . it has been too easy to break a tank for too long and now they are evening out the field you are getting upset. I personally welcome all the new changes and look forward to putting them into practice and seeing the actual results before I do what you are doing i.e. crying because win button is taken away. All they're doing though is nerfing AV to be at the same level it is today, but reflecting the overall lower HP threshold of future vehicles. So it's still basically going to be the same.
But I really do like the lock on range nerf. |
Spkr4theDead
Red Star. EoN.
1112
|
Posted - 2013.10.25 11:17:00 -
[199] - 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. So it's taking a guy that's been living with destructive endocrine disease for 12 years to point out that the nerf to AV is parallel to the nerf in overall vehicle HP, thus making the balance between AV and vehicles mostly the same?
Do you really need such a crutch? Maybe you should go to an older Call of Duty where you can get a tactical nuke as a kill streak reward. |
Beld Errmon
The Southern Legion The Umbra Combine
1048
|
Posted - 2013.10.25 11:18:00 -
[200] - Quote
Delta 749 wrote:Hmm you know this reminds me of something, didnt tankers say they shouldnt die so easily because of how much isk they spend? Well here we have a suit made of glass that can only maybe kill something cheaper while dying to it in seconds I mean if tankers were really concerned about balancing to isk cost they should be all over this right since its not fair which was a big part of the arguments Ive seen
Even a militia tank costs more than a protoswarm suit.
You and ppl like leukopuss must be absolutely balling your little eyes out, months of spouting complete horse s*** hasn't paid off, now you can cry and kick all you like CCP never changes its mind once it states stuff like this.
Sadly you irrational pole smokers can't see how good these changes really are, when both sides hate the outcome the negotiator has done his job. |
|
Absolute Idiom II
SyNergy Gaming EoN.
820
|
Posted - 2013.10.25 11:19:00 -
[201] - Quote
ERROR!
Why does the Standard Scrambler Rifle have an Optimal of 85 and Effective of 80 ? |
Rubico
Seraphim Initiative..
54
|
Posted - 2013.10.25 11:20:00 -
[202] - Quote
SponkSponkSponk wrote:SponkSponkSponk wrote:combat rifle: 1200 rounds per minute (SMG-like) technically, you can only keep this up if you can click 7 times a seocnd.
Tryhards like me are going to do the exact same thing that we did for the TAR before the .01 ROF was nerfed, specifically macros on gaming mice. CCP needs to make sure such an 'exploit' is prevented in some way. |
KalOfTheRathi
Nec Tributis
846
|
Posted - 2013.10.25 11:20:00 -
[203] - Quote
I hate to ask but it is late here on the left coast of the US. Server shut down just happened and I am trying to catch up on this before I hit the sack.
Since Rifle type weapons are essentially completely redone does that mean we still get stuffed like CCP prefers or is there any SP Respec in the pipe? I am guessing not because that would be consistent with the entire EVE spend SP get ganked by CCP the other Dev crew is famous for. And they aren't free to play.
Having Prof for AR while the gun is not even 50m is back to the same treatment I got with my HMGs. Oh, that was a good weapon, let's see. Yep, we fixed that good and proper. SP Respec, what's that?
At least with my Vehicle SP I know they were talking about it at least, as it was on the table. There is absolutely no commitment even though, as commented in the beginning, tanks are trash targets in 1.7 with no modules that the Vehicle SP Respec will happen.
And to think I was trying to talk one of my squad mates from dropping out of DUST tonight (morning UTC) because we couldn't get a match as Scotty was out having a cuppa tea and couldn't be bothered to find us some Mercs to fight. |
Spkr4theDead
Red Star. EoN.
1114
|
Posted - 2013.10.25 11:21:00 -
[204] - Quote
Also, too bad I don't have computer access at work to have seen this when it was posted. I don't have any kind of case for my tablet so I can't bring that either. |
Spkr4theDead
Red Star. EoN.
1114
|
Posted - 2013.10.25 11:22:00 -
[205] - Quote
Beld Errmon wrote:Delta 749 wrote:Hmm you know this reminds me of something, didnt tankers say they shouldnt die so easily because of how much isk they spend? Well here we have a suit made of glass that can only maybe kill something cheaper while dying to it in seconds I mean if tankers were really concerned about balancing to isk cost they should be all over this right since its not fair which was a big part of the arguments Ive seen Even a militia tank costs more than a protoswarm suit. You and ppl like leukopuss must be absolutely balling your little eyes out, months of spouting complete horse s*** hasn't paid off, now you can cry and kick all you like CCP never changes its mind once it states stuff like this. Sadly you irrational pole smokers can't see how good these changes really are, when both sides hate the outcome the negotiator has done his job. LOL
+1 beer to you. |
pegasis prime
BIG BAD W0LVES
1191
|
Posted - 2013.10.25 11:22:00 -
[206] - Quote
Delta 749 wrote:pegasis prime wrote:delta all they have done is release the damage values for the swarms and the changes in lock-on time and range. no one has mentioned the new clip size or if the proto swarms carry more than 6 missiles per volley. you seemed pretty happy when they released the stats for the new vehicle system as tanks will be inherently weaker to your av win button . it has been too easy to break a tank for too long and now they are evening out the field you are getting upset. I personally welcome all the new changes and look forward to putting them into practice and seeing the actual results before I do what you are doing i.e. crying because win button is taken away. Show me where I was rejoicing about the vehicle changes, the thread is right below this one and I dont recall ever posting in it While you are at it tell me how militia gear inherently being stronger than proto gear is balance and why requiring more than one person to destroy something controlled by one person is balanced, and please keep in mind that this is one person in something of militia level
by happy I mean you never complaind when you though that swarms and forges were going to be untouched (its not only what you say but what you don't) and you seem fit to comment on evedry other vehicle thread and as you said you never commented on the thread that displayed our new stats (nerfs) but complain when av is brought down in line. as I said they haven't released the full stats so until then all you are doing is theory crafting (bs) . calm down itl all work out in the end son. |
Jack McReady
DUST University Ivy League
745
|
Posted - 2013.10.25 11:22:00 -
[207] - Quote
Beld Errmon wrote: Even a militia tank costs more than a protoswarm suit.
isk is not a free ticket to stomping. this is not how isk balance is working.
you pay for range, high hp, faster speed than suits on foot, immunity to majority of weapons, etc... |
Bendtner92
Imperfects Negative-Feedback
1177
|
Posted - 2013.10.25 11:23:00 -
[208] - Quote
Absolute Idiom II wrote:ERROR!
Why does the Standard Scrambler Rifle have an Optimal of 85 and Effective of 80 ? Read again. It's 65 optimal, the 6 just looks like an 8. |
Delta 749
Kestrel Reconnaissance
2224
|
Posted - 2013.10.25 11:23:00 -
[209] - Quote
Beld Errmon wrote:Delta 749 wrote:Hmm you know this reminds me of something, didnt tankers say they shouldnt die so easily because of how much isk they spend? Well here we have a suit made of glass that can only maybe kill something cheaper while dying to it in seconds I mean if tankers were really concerned about balancing to isk cost they should be all over this right since its not fair which was a big part of the arguments Ive seen Even a militia tank costs more than a protoswarm suit. You and ppl like leukopuss must be absolutely balling your little eyes out, months of spouting complete horse s*** hasn't paid off, now you can cry and kick all you like CCP never changes its mind once it states stuff like this. Sadly you irrational pole smokers can't see how good these changes really are, when both sides hate the outcome the negotiator has done his job.
I guess we can do what you guys did and kick and scream about getting blown up for 6 months til they change their mind then it will be your turn again |
Beren Hurin
Onslaught Inc RISE of LEGION
1744
|
Posted - 2013.10.25 11:24:00 -
[210] - Quote
RoF stat: Looks like it's time between bullets, so .05 = 20 rounds per second or 1200 RPM, but it's burst so less.
Also, people aren't getting that the rail rifle has that charge up time, which will mean that the other weapons, like scrambler for example, will be able to pop out of cover, land a big shot, and back in before the rail rifle gets a shot. They haven't mentioned whether they get an overheat mechanic either. |
|
Delta 749
Kestrel Reconnaissance
2224
|
Posted - 2013.10.25 11:26:00 -
[211] - Quote
pegasis prime wrote:Delta 749 wrote:pegasis prime wrote:delta all they have done is release the damage values for the swarms and the changes in lock-on time and range. no one has mentioned the new clip size or if the proto swarms carry more than 6 missiles per volley. you seemed pretty happy when they released the stats for the new vehicle system as tanks will be inherently weaker to your av win button . it has been too easy to break a tank for too long and now they are evening out the field you are getting upset. I personally welcome all the new changes and look forward to putting them into practice and seeing the actual results before I do what you are doing i.e. crying because win button is taken away. Show me where I was rejoicing about the vehicle changes, the thread is right below this one and I dont recall ever posting in it While you are at it tell me how militia gear inherently being stronger than proto gear is balance and why requiring more than one person to destroy something controlled by one person is balanced, and please keep in mind that this is one person in something of militia level by happy I mean you never complaind when you though that swarms and forges were going to be untouched (its not only what you say but what you don't) and you seem fit to comment on evedry other vehicle thread and as you said you never commented on the thread that displayed our new stats (nerfs) but complain when av is brought down in line. as I said they haven't released the full stats so until then all you are doing is theory crafting (bs) . calm down itl all work out in the end son.
Dont try to twist my words Actually I cant even say that since I never said anything about them in the first place, dont make **** up to support your position And by full stats do you mean Minmatar and Ammar tanks? Forge gun changes? a bunch of other **** not directly related to what is now fact that an unfit militia tank can survive proto gear? Its a weak argument son, your father should have taught you better |
xxwhitedevilxx M
Isuuaya Tactical Caldari State
804
|
Posted - 2013.10.25 11:29:00 -
[212] - Quote
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? |
pegasis prime
BIG BAD W0LVES
1193
|
Posted - 2013.10.25 11:31:00 -
[213] - Quote
Delta 749 wrote:pegasis prime wrote:Delta 749 wrote:pegasis prime wrote:delta all they have done is release the damage values for the swarms and the changes in lock-on time and range. no one has mentioned the new clip size or if the proto swarms carry more than 6 missiles per volley. you seemed pretty happy when they released the stats for the new vehicle system as tanks will be inherently weaker to your av win button . it has been too easy to break a tank for too long and now they are evening out the field you are getting upset. I personally welcome all the new changes and look forward to putting them into practice and seeing the actual results before I do what you are doing i.e. crying because win button is taken away. Show me where I was rejoicing about the vehicle changes, the thread is right below this one and I dont recall ever posting in it While you are at it tell me how militia gear inherently being stronger than proto gear is balance and why requiring more than one person to destroy something controlled by one person is balanced, and please keep in mind that this is one person in something of militia level by happy I mean you never complaind when you though that swarms and forges were going to be untouched (its not only what you say but what you don't) and you seem fit to comment on evedry other vehicle thread and as you said you never commented on the thread that displayed our new stats (nerfs) but complain when av is brought down in line. as I said they haven't released the full stats so until then all you are doing is theory crafting (bs) . calm down itl all work out in the end son. Dont try to twist my words Actually I cant even say that since I never said anything about them in the first place, dont make **** up to support your position And by full stats do you mean Minmatar and Ammar tanks? Forge gun changes? a bunch of other **** not directly related to what is now fact that an unfit militia tank can survive proto gear? Its a weak argument son, your father should have taught you better
just what words have I twisted ???? full stats i.e. clip size , number of missiles per volley, reload time , amount of ammo you can carry ect not just damage per missile. And it is bs that an unfit tank will survive anything . you are just crying like a child because they are bringing swarms and av down in line with havs |
Judge Rhadamanthus
Amarr Templars Amarr Empire
551
|
Posted - 2013.10.25 11:32:00 -
[214] - Quote
Silas Swakhammer wrote:Also, that nerf to swarm launcher range seems a bit absurd.
I am uploading a video where I show the new range vs the old. It's pretty clear the old was way OP. the new looks good. Point defence rather than map defence.
Soon Gäó this will be a link to a video |
Snagman 313
Carbon 7 CRONOS.
147
|
Posted - 2013.10.25 11:33:00 -
[215] - Quote
I just ran the DPS of the combat rifle through my calculator and before you say I know it's a burst weapon so you'll not likely ever get the full amount but oh my word I do believe I will be ditching my HMG for this baby.
HMG 18 dmg, 2000 rpm and 600 DPS
CR 32 dmg, 1200 rpm(yeah burst I know) and 640 DPS
Regards,
Snag |
The Robot Devil
Molon Labe. RISE of LEGION
1087
|
Posted - 2013.10.25 11:33:00 -
[216] - Quote
Absolute Idiom II wrote:ERROR!
Why does the Standard Scrambler Rifle have an Optimal of 85 and Effective of 80 ?
65, font is odd. |
Delta 749
Kestrel Reconnaissance
2225
|
Posted - 2013.10.25 11:36:00 -
[217] - Quote
pegasis prime wrote:Delta 749 wrote:pegasis prime wrote:Delta 749 wrote:pegasis prime wrote:delta all they have done is release the damage values for the swarms and the changes in lock-on time and range. no one has mentioned the new clip size or if the proto swarms carry more than 6 missiles per volley. you seemed pretty happy when they released the stats for the new vehicle system as tanks will be inherently weaker to your av win button . it has been too easy to break a tank for too long and now they are evening out the field you are getting upset. I personally welcome all the new changes and look forward to putting them into practice and seeing the actual results before I do what you are doing i.e. crying because win button is taken away. Show me where I was rejoicing about the vehicle changes, the thread is right below this one and I dont recall ever posting in it While you are at it tell me how militia gear inherently being stronger than proto gear is balance and why requiring more than one person to destroy something controlled by one person is balanced, and please keep in mind that this is one person in something of militia level by happy I mean you never complaind when you though that swarms and forges were going to be untouched (its not only what you say but what you don't) and you seem fit to comment on evedry other vehicle thread and as you said you never commented on the thread that displayed our new stats (nerfs) but complain when av is brought down in line. as I said they haven't released the full stats so until then all you are doing is theory crafting (bs) . calm down itl all work out in the end son. Dont try to twist my words Actually I cant even say that since I never said anything about them in the first place, dont make **** up to support your position And by full stats do you mean Minmatar and Ammar tanks? Forge gun changes? a bunch of other **** not directly related to what is now fact that an unfit militia tank can survive proto gear? Its a weak argument son, your father should have taught you better just what words have I twisted ???? full stats i.e. clip size , number of missiles per volley, reload time , amount of ammo you can carry ect not just damage per missile. And it is bs that an unfit tank will survive anything . you are just crying like a child because they are bringing swarms and av down in line with havs
Do you proof read your posts? First you say that I was rejoicing over the tank changes, when I point out I said nothing about them you claim that means I was still secretly throwing a party because of them, doesnt really get a clearer example of you attempting to twist what I say to your own ends does it And tell me where do the devs say anything of those things are being considered for change? You are grasping at straws saying "well they could do this" which ironically is something you attempted to lambaste me for, theory crafting
Oh and do some simple match with the tank stats and new swarm stats, factoring in both weakness and resistance to explosives the milita tanks have enough base EHP to survive a full clip of proto weaponry Hell the numbers are on page 1 of the thread below this one so its not all that difficult to compare |
ILLUSIONxox
RAINING HEAVY'S
16
|
Posted - 2013.10.25 11:37:00 -
[218] - 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.
ye man now dropships will be safe and the fast ass cars and sh.it are gonna roll on by the swarm launcher was sh.it already if you ask me . |
TuFar Gon
0uter.Heaven
31
|
Posted - 2013.10.25 11:39:00 -
[219] - Quote
At first I was only joking,,,but now am serious when I say CCP really does'nt care about heavies. This game has lost its versatility,,with an over abundance of assault content. WOW NICE JOB CCP,,and thnx 4 givin us heavies the middle finger |
Beren Hurin
Onslaught Inc RISE of LEGION
1744
|
Posted - 2013.10.25 11:39:00 -
[220] - Quote
Also, charge up time on the rail rifle will mean it can't be feathered.
So to the extent that it does get dispersion for longer firing periods means that it will quickly lose effective DPS. |
|
SponkSponkSponk
The Southern Legion The Umbra Combine
442
|
Posted - 2013.10.25 11:41:00 -
[221] - Quote
ILLUSIONxox wrote: ye man now dropships will be safe and the fast ass cars and sh.it are gonna roll on by the swarm launcher was sh.it already if you ask me .
I can only hope that swarm missile range is unchanged, even though their lock range is much smaller.
So if something comes near, at least they can't just drive out to 200m away and trolololol you. |
DeathwindRising
ROGUE SPADES EoN.
87
|
Posted - 2013.10.25 11:42:00 -
[222] - Quote
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?
they have less ammo? and a charge time |
axis alpha
Red Star. EoN.
67
|
Posted - 2013.10.25 11:48:00 -
[223] - Quote
The nerf of av nade is the re arise of murder taxi I guarantee it.... this is fukin bs |
The Robot Devil
Molon Labe. RISE of LEGION
1087
|
Posted - 2013.10.25 11:51:00 -
[224] - Quote
I am glad to see the other weapons starting to be flushed out. All the rage is a good thing because it shows that it is upsetting everyone's comfort zone. As with all other DUST releases things will need to be adjusted and I am looking forward to the testing and refinement of our new rifles.
The stats seem ok if the accuracy, reload time, rof, magazine size and charge/heat up time balances the ranges and damage like the LR stats do. I do like what I see and I hope it encourages more diversity and better gampeplay. Changing the AV weapons is a good thing and we should test them out before rolling out all the tears.
AV is very strong against vehicles and I do think they should be scaled back some. I would like to see a target painter (something like the active scanner) that works in conjunction with the squad's swarms to reduce lock time and maybe increase range. I don't mind nerfs that limit a weapons role as long as we get some skills and modules that alter the weapons afterwards. This a good start to creating a more specialized skill set.
We need to keep the rage to a minimum and realize these are just numbers and talk, until we can actually shoot the weapons we shouldn't get all inflamed. These are good changes that need to be tweaked to make them great changes. It is our job to provide productive feedback not argue back and forth about things that we can't even use yet.
|
ILLUSIONxox
RAINING HEAVY'S
16
|
Posted - 2013.10.25 11:52:00 -
[225] - Quote
CCP Has and is Presently Showing There None Concern About Adding Any New Weapons And Or Content To Heavy Class Dropsuits .
The HMG's Are Already Weak The Shield and Armor Are Outdated The Forge Gun Takes Forever To Charge We Are Slow As Fu.ck In Turning AND NOW THESE "SKAMPS" HAVE MORE WEAPONS TO TAKE US HEAVY'S OUT WITH ...!
Come On CCP Throw Us Heavys A New Fuc.king Weapon Like a Giant Laser Thing Or a Giant Rocket Launcher Grenade Launcher We Just Have TWO 2 Deuce Heavy Weapons To Choose From Dammit !
|
Bright Cloud
Namtar Elite Gallente Federation
268
|
Posted - 2013.10.25 12:06:00 -
[226] - Quote
i Would like to know if CCP keeps the stupid 3 round burst or if they give the combat rifle the old 7 round burst which was much more effective. |
Takahiro Kashuken
Red Star. EoN.
1507
|
Posted - 2013.10.25 12:11:00 -
[227] - Quote
Nice work on the Swarms changes Wolfman
175m is still a good range, but now it means you cant hide on a tower and spam missiles at everything which moves
Also it means survivability for DS and tanks a like
The Reduced damage is also good, due to the vehicle changes it was needed
AV nade also being reduced is good because its an AV support weapon not a fully blown AV weapon
Also have you removed the other varients of AV for now like you did the vehicle turrets?
Also with FG the main problem is that once they are on a tower or any high point they can cover the whole map basically and effectively kill infantry with ease
1 way to fix this is reduced damage over distance or maybe just cut the range so they cannot effectively cut the whole map off to vehicles |
Pent'noir
Algintal Core Gallente Federation
161
|
Posted - 2013.10.25 12:11:00 -
[228] - Quote
Could we get a graph of Damage Per Second vs Distance?
From what I understand, the optimal ranges are like the center of a bell curve for damage. I'd like to compare the damage from a Gallente AR and Caldari AR. I suspect Caldari are kings of ranged damage, but close up the Gallente dominates, but a graph would be really cool.
Please please pretty please |
Spectral Clone
Dust2Dust. Top Men.
289
|
Posted - 2013.10.25 12:13:00 -
[229] - Quote
Nice changes, now where is my respec?! |
Takahiro Kashuken
Red Star. EoN.
1507
|
Posted - 2013.10.25 12:16:00 -
[230] - Quote
Heinz Doofenshertz wrote:Just gonna pop in here with some comparavtive stats for the weapon changes vs the proposed madruger stats. Mads are assumed fit with armor hardner and one each of the 60 and 120 complex plates Noskills: Current Swarm Unfit Mad: 11.24 seconds 3.51 shots used New Swarm Unfit Mad: 16.87 seconds 5.27 shots used Current Swarm Fit Mad: 21.7 seconds and 6.78 shots used New Swarms Fit Mad: 32.58 seconds 10.18 shots used Full skiils and weapon dmg mods: Current Swarm Unfit Mad: 4.11 seconds 2.41 shots New Swarms Unfit Mad: 11.6 seconds and 3.62 shots Current Swarms Fit Mad: 14.9 seconds 4.6 shots New Swarms Fit Mad: 22.4 seconds 7 shots if you wish to check for yourself try here www.dust514stats.com/compare.cfm it's a work in progress but it works.
No it doesnt work
Its mislead stats wise and doesnt account for situations let alone it doesnt contain all the mods to fit up the tank the way you want it too it just has the plates and hardners no reppers and no extra mods |
|
M McManus
Sinq Laison Gendarmes Gallente Federation
171
|
Posted - 2013.10.25 12:24:00 -
[231] - Quote
For the love of god please CCP Wolfman fix the mouse accuracy and ADS so we can actually use these rifles at range... |
matsumoto yuichi san
SVER True Blood Public Disorder.
23
|
Posted - 2013.10.25 12:33:00 -
[232] - Quote
YAY mostly sensible numbers, as for the rail rifle i think we need to wait to see how that charge up time of .1 - .2 sec works and the fire rate and kick before we pass judgement, but the range profiles at least make a lot more sense now |
Harpyja
Royal Uhlans Amarr Empire
633
|
Posted - 2013.10.25 12:39:00 -
[233] - Quote
Love the AV changes!
Now let's see those forge guns dropped down just as much as the swarm launchers! (-33%) If not more because they will have a longer range (if they even do). |
IceShifter Childhaspawn
DUST University Ivy League
345
|
Posted - 2013.10.25 12:40:00 -
[234] - Quote
Damn it. Welcome back Murder Taxis. You were NOT missed. |
Bad Heal
PwNdCaKeSnRapLeSyrup
84
|
Posted - 2013.10.25 12:42:00 -
[235] - Quote
Any chance we could see a video of these new rifles being used? |
Acturus Galaxy
Vikingerne
152
|
Posted - 2013.10.25 12:44:00 -
[236] - Quote
TuFar Gon wrote:At first I was only joking,,,but now am serious when I say CCP really does'nt care about heavies. This game has lost its versatility,,with an over abundance of assault content. WOW NICE JOB CCP,,and thnx 4 givin us heavies the middle finger
The heavy might actually benefit from these. The new weapons should be worse at cqc compared to the current AR, they might be more lethal at range but staying in closed areas give the HMG a better chance of beating the opponent no longer running the high damage low-med range AR. That is if the new racial ARs are worse than the current AR at cqc. Lets wait and see, I am sure the heavy eventually will get new toys to play with. |
calisk galern
BurgezzE.T.F Public Disorder.
1142
|
Posted - 2013.10.25 12:53:00 -
[237] - Quote
I don't get why you'd turn the swarm launcher into a water balloon launcher but leave forge guns alone...forge guns were already twice the weapon swarms were. |
Knight Soiaire
P.O.I.N.T.L.E.S.S A.C.R.O.N.Y.M
2733
|
Posted - 2013.10.25 12:55:00 -
[238] - Quote
axis alpha wrote:The nerf of av nade is the re arise of murder taxi I guarantee it.... this is fukin bs
What Murder Taxis?
LLAVs are being removed, and the Basic LAVs are only good for getting you around the map, they're paper thin. |
Vrain Matari
ZionTCD Public Disorder.
1141
|
Posted - 2013.10.25 12:58:00 -
[239] - Quote
KAGEHOSHI Horned Wolf wrote:Can't we have just one gun with pre-chromosome camera-sights? We're going to have 4 racial ARs, each with their own variants, can't one variant of one of those guns have it? Having an option for camera sights would add a lot to the game. Maybe one for each race now, but later whan we have moddable weapons A camera sight makes a lot of sense, immerion-wise.
I liked the camera sights because they were something different than the vanilla fps shooters but were fairly easy to adapt to. |
calvin b
Molon Labe. RISE of LEGION
753
|
Posted - 2013.10.25 12:59:00 -
[240] - Quote
With tanks being reworked they had to rework the AV. Problem is you have to be on top of the tank to use them, WTF CCP. I am going to run a scout and just jump on the D*** tank and see how that works out. Also CCP what about the sniper rifle, you said "railgun tech and are therefore the longest range weapons in the game" WTF CCP. Is the sniper rifle no longer available, if so guys you have to give a respec.
So by my count you nerfed 3 of the weapons I speced into. You nerfed my sniper rifle, my AV nades, and my SL. Guys I am calling for a respec. |
|
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
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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... |
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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... |
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IgniteableAura
Pro Hic Immortalis
247
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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. |
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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]
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Rinzler XVII
Forsaken Immortals Top Men.
186
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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~
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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. |
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KGB Sleep
Ikomari-Onu Enforcement Caldari State
347
|
Posted - 2013.10.25 14:38:00 -
[271] - 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)
So does that mean no tapping? It will fire like a slow HMG?
Get rid of the charge up to fire mechanic. This is the future and look at all the gimped weapons.
You guys always damage and penalize the player for using weapons in a game where you have to shoot people. "let's make it charge up! let's make it blow up!"
Jesus how many uninstalls will it take to understand that gimping weapons is unrealistic and not fun. "Yeah I almost killed that guy but then my gun blew up in my face." "I feel you bro I could have helped you but I had to plug my gun into the wall and charge it."
No more overheats or feedback either. In the future there would be a safety mechanism to prevent damage to a soldier / customer. They wouldn't sell people weapons that would take their hand off for pulling the trigger too many times now would they?
No, they wouldn't because the Interstellar Better Business Bureau would laser their nuts off.
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Nightbird Aeon
Ahrendee Mercenaries EoN.
339
|
Posted - 2013.10.25 14:38:00 -
[272] - Quote
IgniteableAura wrote: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.
I know, right?
I remember when they nerfed the TAC... they changed damage, RoF and hipfire spread all at the same time. What was wrong with simply enforcing the hard cap on RoF... then seeing what happened???
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FATPrincess - XOXO
Shining Flame Amarr Empire
589
|
Posted - 2013.10.25 14:40:00 -
[273] - Quote
Disturbingly Bored wrote: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. ED: From the math I'm punching based on the tables, the Rail Rifle is basically a Chromosome Assault Rifle with slightly higher DPS.
10 second charge time seems balanced.
-XOXO
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Humble Seeker
PIE Inc. Praetoria Imperialis Excubitoris
22
|
Posted - 2013.10.25 14:45:00 -
[274] - Quote
These new weapons should add some interesting new flavors of combat. I see our Caldari allies pummeling enemies from atop a hill 70+ meters away, owning open fields. And the Minmatar fans rushing around with those medium-range crude rifles.
Oh the challenge. Oh the change!
Now for that heavy laser. |
Vrain Matari
ZionTCD Public Disorder.
1141
|
Posted - 2013.10.25 14:45:00 -
[275] - 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~ Aye. |
Beren Hurin
Onslaught Inc RISE of LEGION
1745
|
Posted - 2013.10.25 14:51:00 -
[276] - Quote
KGB Sleep wrote: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) So does that mean no tapping? It will fire like a slow HMG? Get rid of the charge up to fire mechanic. This is the future and look at all the gimped weapons. You guys always damage and penalize the player for using weapons in a game where you have to shoot people. "let's make it charge up! let's make it blow up!" Jesus how many uninstalls will it take to understand that gimping weapons is unrealistic and not fun. "Yeah I almost killed that guy but then my gun blew up in my face." "I feel you bro I could have helped you but I had to plug my gun into the wall and charge it." No more overheats or feedback either. In the future there would be a safety mechanism to prevent damage to a soldier / customer. They wouldn't sell people weapons that would take their hand off for pulling the trigger too many times now would they? No, they wouldn't because the Interstellar Better Business Bureau would laser their nuts off.
You are suggesting all guns should work the same? No. Everything has its style differences. What this also means is that you can use your knowledge of how the gun works to mitigate its damage. If you are behind cover and suppressed by one, you can play with its charge delay forcing it to waste ammo trying to guess when you will pop out. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3483
|
Posted - 2013.10.25 14:54:00 -
[277] - 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)
Was afraid of that... |
Forlorn Destrier
Bullet Cluster Legacy Rising
2159
|
Posted - 2013.10.25 14:54:00 -
[278] - 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.
Not a valid argument - just look at ships or weapons in Eve - crazy's proposal is along the same line as that. I see nothing wrong with crazy's idea in terms of "all SP spent should unlock the same type of gameplay" because that means what is the point of the racial variants of weapons? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3483
|
Posted - 2013.10.25 14:59:00 -
[279] - Quote
Disturbingly Bored wrote: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. ED: From the math I'm punching based on the tables, the Rail Rifle is basically a Chromosome Assault Rifle with slightly higher DPS.
That 0.2 second charge time is so miniscule it's not going to matter at all. Plasma Cannon has 0.6 but that doesn't stop it from landing kills on infantry, even with the flight time. Now we have this direct fire weapon with an optimal range of 70+ meters that does more DPS than the weapon that's SUPPOSED to have the highest (Assault Rifle).
Rail Rifle operates like a Breach Assault Rifle with a Complex Damage Mod, higher RoF and MUCH longer range.
That being said, I tried it out this morning and went 34/3 and that's using hip-fire primarily, out-strafing my targets. It's going to be god-mode for people that have half-decent aim.
But, you know, I'll reserve my thoughts until I see it in action but I would LOVE to see a video of it's usage before it goes live so we can at least point at it and say "It's ******* OP, fix it" before it starts some three month long Flavor of the Season |
RydogV
Shadow Company HQ
513
|
Posted - 2013.10.25 15:05:00 -
[280] - Quote
I was hoping the Combat Rifle would have a burst variant that had Iron Sights, just to mix things up a bit. I like the burst firing action but I really am not a fan of the scopes. Maybe the CR scopes will be different, but I would still like to see iron sight burst. Think about it |
|
Buzzwords
Deadly Blue Dots RISE of LEGION
500
|
Posted - 2013.10.25 15:11:00 -
[281] - Quote
i get that the incoming vehicle changes are also expected to be a nerf, so i GUESS i'm willing to see how these AV dmg nerfs shake out, but i do have one critique.
how do you kill a dropship if it just decides to hover really high up now? a forge cannot hit reliably at that kind of distance, and now the swarm cannot lock onto it. are we doomed to endure an endless rain of missile fire and enemy infantry literally falling out of the sky?
all i can think of is a railgun, which cannot pan up so... |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.25 15:21:00 -
[282] - Quote
RydogV wrote:I was hoping the Combat Rifle would have a burst variant that had Iron Sights, just to mix things up a bit. I like the burst firing action but I really am not a fan of the scopes. Maybe the CR scopes will be different, but I would still like to see iron sight burst. Think about it
Just burst fire it though, it has the same ROF or did you want even more ROF |
Shotty GoBang
Pro Hic Immortalis
1745
|
Posted - 2013.10.25 15:22:00 -
[283] - Quote
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? |
Disturbingly Bored
The Strontium Asylum
851
|
Posted - 2013.10.25 15:25:00 -
[284] - Quote
Aeon Amadi wrote: Rail Rifle operates like a Breach Assault Rifle with a Complex Damage Mod, higher RoF and MUCH longer range.
I'm just gonna put this here:
Rail Rifle should equal SMG DPS (383) at excellent 70-100m range. Combat Rifle should be sub-AR DPS (400) at good 50-70m range. AR should remain exactly as it is: 425DPS with 40m range.
I think we're going to end up in a long-term nerf cycle until the game gets stats roughly like this.
Hell, according to the chart, the Full-auto Combat Rifle has higher DPS (440!) than the blaster-based AR. That just ain't right. |
Heinz Doofenshertz
BetaMax.
542
|
Posted - 2013.10.25 15:27:00 -
[285] - Quote
Takahiro Kashuken wrote:Heinz Doofenshertz wrote:Just gonna pop in here with some comparavtive stats for the weapon changes vs the proposed madruger stats. Mads are assumed fit with armor hardner and one each of the 60 and 120 complex plates Noskills: Current Swarm Unfit Mad: 11.24 seconds 3.51 shots used New Swarm Unfit Mad: 16.87 seconds 5.27 shots used Current Swarm Fit Mad: 21.7 seconds and 6.78 shots used New Swarms Fit Mad: 32.58 seconds 10.18 shots used Full skiils and weapon dmg mods: Current Swarm Unfit Mad: 4.11 seconds 2.41 shots New Swarms Unfit Mad: 11.6 seconds and 3.62 shots Current Swarms Fit Mad: 14.9 seconds 4.6 shots New Swarms Fit Mad: 22.4 seconds 7 shots if you wish to check for yourself try here www.dust514stats.com/compare.cfm it's a work in progress but it works. No it doesnt work Its mislead stats wise and doesnt account for situations let alone it doesnt contain all the mods to fit up the tank the way you want it too it just has the plates and hardners no reppers and no extra mods
I'm sorry you feel that my formulations fail to be perfect. if you have an idea how I can include reps I'm all ears, doing so in a hard code enviroment while I figure out javascript is rather difficult. I have not added other mods, like weapon mods, or scanners because they are not defensive and thus outside the calculation. the base line of no fitting and no skills for both weapon and tank are valid data, yes they can change because you kill the shooter, or move, or he can't get a solid lock, but that is the shortest amount of time it will ever take anyone to kill you by themselves.
So While I never claimed this was perfect data, because no one can simulate a battle without having one, nor simulate all possible battles I do give a best and worest case and it is a slight bit better than anything else I have seen. Sorry I'm not perfect. |
Shotty GoBang
Pro Hic Immortalis
1745
|
Posted - 2013.10.25 15:30:00 -
[286] - Quote
Disturbingly Bored wrote: (1) Rail Rifle should equal SMG DPS (383) at excellent 70-100m range. (2) AR should remain exactly as it is: 425DPS with 40m range.
(1) Looks beastly at range. How would you see it limited up-close? (2) Devastating at range. Devastating up-close. A Jack or Master of all Trades? |
Takahiro Kashuken
Red Star. EoN.
1509
|
Posted - 2013.10.25 15:31:00 -
[287] - Quote
Heinz Doofenshertz wrote:Takahiro Kashuken wrote:Heinz Doofenshertz wrote:Just gonna pop in here with some comparavtive stats for the weapon changes vs the proposed madruger stats. Mads are assumed fit with armor hardner and one each of the 60 and 120 complex plates Noskills: Current Swarm Unfit Mad: 11.24 seconds 3.51 shots used New Swarm Unfit Mad: 16.87 seconds 5.27 shots used Current Swarm Fit Mad: 21.7 seconds and 6.78 shots used New Swarms Fit Mad: 32.58 seconds 10.18 shots used Full skiils and weapon dmg mods: Current Swarm Unfit Mad: 4.11 seconds 2.41 shots New Swarms Unfit Mad: 11.6 seconds and 3.62 shots Current Swarms Fit Mad: 14.9 seconds 4.6 shots New Swarms Fit Mad: 22.4 seconds 7 shots if you wish to check for yourself try here www.dust514stats.com/compare.cfm it's a work in progress but it works. No it doesnt work Its mislead stats wise and doesnt account for situations let alone it doesnt contain all the mods to fit up the tank the way you want it too it just has the plates and hardners no reppers and no extra mods I'm sorry you feel that my formulations fail to be perfect. if you have an idea how I can include reps I'm all ears, doing so in a hard code enviroment while I figure out javascript is rather difficult. I have not added other mods, like weapon mods, or scanners because they are not defensive and thus outside the calculation. the base line of no fitting and no skills for both weapon and tank are valid data, yes they can change because you kill the shooter, or move, or he can't get a solid lock, but that is the shortest amount of time it will ever take anyone to kill you by themselves. So While I never claimed this was perfect data, because no one can simulate a battle without having one, nor simulate all possible battles I do give a best and worest case and it is a slight bit better than anything else I have seen. Sorry I'm not perfect.
Use a calculator and pen and paper
Its what i do, all you need to know is stacking penalties and the skills and bonuses
|
Terram Nenokal
Namtar Elite Gallente Federation
219
|
Posted - 2013.10.25 15:32:00 -
[288] - Quote
Does the rail rifle count as a hybrid weapon? Gallente Assaults want to know. |
Heinz Doofenshertz
BetaMax.
542
|
Posted - 2013.10.25 15:35:00 -
[289] - Quote
you want me to calculate in real time damage done by 1 of 27 weapons against a variety of vehicles with a bunch of fitting options, and skills with a pen and paper? or maybe you don't understand how these things work?
Also stacking penalties do not apply to repair systems, plates or shield extenders. and we currently do not know if you can stack the armor or shield resistance modules. |
Heinz Doofenshertz
BetaMax.
542
|
Posted - 2013.10.25 15:36:00 -
[290] - Quote
Terram Nenokal wrote:Does the rail rifle count as a hybrid weapon? Gallente Assaults want to know.
all of the weapons are listed in their damage types here http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ |
|
dent 308
Subdreddit Test Alliance Please Ignore
1913
|
Posted - 2013.10.25 15:37:00 -
[291] - Quote
Heinz Doofenshertz wrote:you want me to calculate in real time damage done by 1 of 27 weapons against a variety of vehicles with a bunch of fitting options, and skills with a pen and paper? or maybe you don't understand how these things work?
Also stacking penalties do not apply to repair systems, plates or shield extenders. and we currently do not know if you can stack the armor or shield resistance modules.
With an average approximation of player skills that effect the damage output as well.
You will be timed, go. |
Monty Mole Clone
Shiv M
73
|
Posted - 2013.10.25 15:41:00 -
[292] - Quote
if i hold down R1 when using the rail rifle is it going to do this
Charge pew pew pew pew pew
or
Charge pew Charge pew Charge pew |
Takahiro Kashuken
Red Star. EoN.
1509
|
Posted - 2013.10.25 15:42:00 -
[293] - Quote
Heinz Doofenshertz wrote:you want me to calculate in real time damage done by 1 of 27 weapons against a variety of vehicles with a bunch of fitting options, and skills with a pen and paper? or maybe you don't understand how these things work?
Also stacking penalties do not apply to repair systems, plates or shield extenders. and we currently do not know if you can stack the armor or shield resistance modules.
If you cant do it right put a disclaimer in that the numbers are wrong or whatever that something like x isnt calculated with y
But dont try and say its fact when it isnt and its wrong, its just lying |
Disturbingly Bored
The Strontium Asylum
851
|
Posted - 2013.10.25 15:42:00 -
[294] - Quote
Shotty GoBang wrote:Disturbingly Bored wrote: (1) Rail Rifle should equal SMG DPS (383) at excellent 70-100m range. (2) AR should remain exactly as it is: 425DPS with 40m range.
(1) Looks beastly at range. How would you see it limited up-close? (2) Devastating at range. Devastating up-close. A Jack or Master of all Trades?
If you think 383 is beastly at range, you're going to have a field day with the rail rifle as proposed.
It's set to do 430 DPS at 70-100km, which is more DPS than the current AR. |
RydogV
Shadow Company HQ
519
|
Posted - 2013.10.25 15:43:00 -
[295] - Quote
Daxxis KANNAH wrote:RydogV wrote:I was hoping the Combat Rifle would have a burst variant that had Iron Sights, just to mix things up a bit. I like the burst firing action but I really am not a fan of the scopes. Maybe the CR scopes will be different, but I would still like to see iron sight burst. Think about it Just burst fire it though, it has the same ROF or did you want even more ROF
No I am not asking for any ROF increase. That can stay the same. Just looking for a version of the Burst variant without any optics. I really like the burst action in assault class weapons but the I am not a fan of scopes. The Combat Rifle seems appealing with a bit higher damage than the Gallente Burst Rifle but would prefer no optics.
The full-auto crowd gets a scoped version of their preferred action with the Rail Rifle. Just looking for a little Burst love
|
Baltazar Pontain
Phantom Universe Task Force Orion Empire
19
|
Posted - 2013.10.25 15:43:00 -
[296] - Quote
175m for swarm lock on range? Okay I can throw it on tanks...
Seriously, why do you overreact from 400m to 175m?
I mean it takes my Light weapon slot.
I want a dislike button ^^
|
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
271
|
Posted - 2013.10.25 15:44:00 -
[297] - Quote
CCP Wolfman wrote: 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
So what you're saying is that you've made swarm launchers completely useless to red line rail sniping tanks. To drop ship pilots who just need to hold down L1 to get as high as possible to avoid swarms. To LAV's who can drive out of range of your lock instantly and then back in again to run you over. What you're also saying now is my Swarms do a fraction of the damage they once did when it already takes me 6 shots (2 reloads) plus nanohives to break some of these tanks at proficiency 5 and 3 complex damage mods. Let's not even mention Blaster tanks. Now I have to be in the middle of the street to get a lock on the tanks. Right in the optimal range of my enemy, to gun me down completely.
AND you still haven't said any changes to forge guns like their insta-kills to infantry and roof sniping/camping objectives in PC...
Yeah, no thanks. I think I'll just respec out of AV entirely. There better be a respec after this.
|
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.25 15:45:00 -
[298] - Quote
Monty Mole Clone wrote:if i hold down R1 when using the rail rifle is it going to do this
Charge pew pew pew pew pew
or
Charge pew Charge pew Charge pew
Charge pew pew pew pew pew |
Krom Ganesh
Holdfast Syndicate Amarr Empire
450
|
Posted - 2013.10.25 15:45:00 -
[299] - Quote
Monty Mole Clone wrote:if i hold down R1 when using the rail rifle is it going to do this
Charge pew pew pew pew pew
or
Charge pew Charge pew Charge pew
Charge pew pew pew pew pew. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3483
|
Posted - 2013.10.25 15:48:00 -
[300] - Quote
Disturbingly Bored wrote:Aeon Amadi wrote: Rail Rifle operates like a Breach Assault Rifle with a Complex Damage Mod, higher RoF and MUCH longer range.
I'm just gonna put this here: Rail Rifle should equal SMG DPS (383) at excellent 70-100m range. Combat Rifle should be sub-AR DPS (400) at good 50-70m range. AR should remain exactly as it is: 425DPS with 40m range. I think we're going to end up in a long-term nerf cycle until the game gets stats roughly like this. Hell, according to the chart, the Full-auto Combat Rifle has higher DPS (440!) than the blaster-based AR. That just ain't right.
I'd even go so far as to say that the AR needs a bit more kick for it's range considering that the other rifles are so damned similar in DPS values. At Close Range, if two weapons have the same DPS - Rate of Fire usually wins simply because you can put more rounds down range and have more room for error in accuracy. This is why the Assault Rifle oftens comes out the victor when in combat against Breach Rifles - and yes, I know overall DPS plays a lot into it but DPS is assuming that all the rounds hit. Three moderately damage rounds can do a lot more overall damage than one high damage round. |
|
Heinz Doofenshertz
BetaMax.
542
|
Posted - 2013.10.25 15:48:00 -
[301] - Quote
The Data is the data, it's not wrong, for the situation presented. if tank A is fit this way, and weapon A is skilled and fitted this way this is how long it will take on nothing but shooting it to kill it.
While the data may not meet your standards, it is for the situation presented acurate. if you would like more situations to be represented, you do know where I am to offer your assistance to make it better. |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.25 15:49:00 -
[302] - Quote
You are god. I demand we name a tank hull after you |
Forlorn Destrier
Bullet Cluster Legacy Rising
2159
|
Posted - 2013.10.25 15:50:00 -
[303] - Quote
Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote: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 the extra variants, 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. I did not see the word promise in that paragraph whatsoever.
IWS - you are being argumentative again over semantics, and getting overly defensive. CCP Remnant's statement was phrased as an absolute. Also, you are appear to be inflexible again on this point and not acknowledging the validity of what was suggested. |
Disturbingly Bored
The Strontium Asylum
853
|
Posted - 2013.10.25 15:50:00 -
[304] - Quote
Just to be clear, the stats as proposed give you the choice of:
Amazing DPS at amazing range. (Rail.) Fantastic DPS at good range. (Combat.) Good DPS at okay range. (Assault Rifle.)
PEOPLE ALREADY COMPLAIN ABOUT THE ASSAULT RIFLE.
|
Niuvo
The Phoenix Federation The Ascendancy
651
|
Posted - 2013.10.25 15:53:00 -
[305] - Quote
I expect the worst from these new weapons. "flaylock" nightmares. Can we get skillful "hard" weapons?
How about them scouts? |
Shotty GoBang
Pro Hic Immortalis
1747
|
Posted - 2013.10.25 15:53:00 -
[306] - Quote
Disturbingly Bored wrote: If you think 383 is beastly at range, you're going to have a field day with the rail rifle as proposed. It's set to do 430 DPS at 70-100km, which is more DPS than the current AR.
Run away, little Scout! Run away!
Shotguns and Knives better start hitting and killing the deadly things we sneak up behind.
Disturbingly Bored wrote: PEOPLE ALREADY COMPLAIN ABOUT THE ASSAULT RIFLE.
* Raises little Scout hands * |
Forlorn Destrier
Bullet Cluster Legacy Rising
2159
|
Posted - 2013.10.25 15:53:00 -
[307] - Quote
Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP.
IWS, I offered to give all CPM a fresh look recently. Kain appears to be different and not playing the same game he used to play I'm happy to admit, but you are just as defensive, argumentative, and inflexible when the player base approaches you. I shouldn't say you lost my support as I was trying to be impartial, but I can say I won't support you moving forward. You need to be replaced when we have an election hopefully next year. |
Beren Hurin
Onslaught Inc RISE of LEGION
1746
|
Posted - 2013.10.25 15:55:00 -
[308] - Quote
Disturbingly Bored wrote:Aeon Amadi wrote: Rail Rifle operates like a Breach Assault Rifle with a Complex Damage Mod, higher RoF and MUCH longer range.
I'm just gonna put this here: Rail Rifle should equal SMG DPS (383) at excellent 70-100m range. Combat Rifle should be sub-AR DPS (400) at good 50-70m range. AR should remain exactly as it is: 425DPS with 40m range. I think we're going to end up in a long-term nerf cycle until the game gets stats roughly like this. Hell, according to the chart, the Full-auto Combat Rifle has higher DPS (440!) than the blaster-based AR. That just ain't right. ]
I think the RoF inside of bursts is shown. What we don't know is how fast can you fire bursts. My guess is that it can't be much faster than a Scr. So rather than getting 20 rounds per second, its probably 25% to 30% less or so. Also with the combat rifle, you'd effectively get only 18 shots in a clip since the bursts are automatic. That shouldn't be overlooked. Also, who knows if they will change the minmatar assault as a result of this.
As for the rail rifle, it can easily funcion with a kind of semi-automatic mode thanks to the charge up. Using it this way will be a little challengeing as it would require keeping the reticle on target, but it will greatly conserve ammunition. Scrambler rifle still has a better 'per shot' hit though. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
271
|
Posted - 2013.10.25 15:57:00 -
[309] - 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?
OH MY GOD! You're right. This solves all our problems. Just don't go after a tank alone and everything is better! |
BARDAS
DUST University Ivy League
728
|
Posted - 2013.10.25 15:57:00 -
[310] - Quote
Sounds like the days where tanks go 50-0 without any fear of death are making a return. Yes, AV needed to be balanced but CCP doesn't know the meaning of small tweaks. They just all out neutered it. |
|
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
271
|
Posted - 2013.10.25 15:58:00 -
[311] - Quote
Maken Tosch wrote: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.
Except you still can't kill Logi LAV's, so reducing the AV damage plus the range just makes them even more of a nuisance. |
Disturbingly Bored
The Strontium Asylum
853
|
Posted - 2013.10.25 16:00:00 -
[312] - Quote
Beren Hurin wrote: I think the RoF inside of bursts is shown. What we don't know is how fast can you fire bursts. My guess is that it can't be much faster than a Scr. So rather than getting 20 rounds per second, its probably 25% to 30% less or so. Also with the combat rifle, you'd effectively get only 18 shots in a clip since the bursts are automatic. That shouldn't be overlooked.
Beren, I am only referring to the full-auto combat rifle in my numbers and analysis. The Burst version may very well be okay.
But when you start comparing full-auto weapons to full-auto weapons and the normal AR, the new full-auto rifles look like they're going to be annoying FOTM right away. |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.25 16:04:00 -
[313] - Quote
BARDAS wrote:Sounds like the days where tanks go 50-0 without any fear of death are making a return. Yes, AV needed to be balanced but CCP doesn't know the meaning of small tweaks. They just all out neutered it.
Well actually you will still be able to solo tanks when their hardeners come off. Madrugars can't rep through damage anymore and shield tanks with have 2250 ehp when their hardeners shut off.
These av weapons will be more effective at killing new tanks in an ambush tactic. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3250
|
Posted - 2013.10.25 16:04:00 -
[314] - Quote
Swarm launcher lock range has me worried.
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. When it omes to close combat, splitting up you damage into many bits of damage is better. So two rifles both have 450 DPS, but one does one blast of 450 every second while the other does 450 blasts of 1 damage every second. The latter rifle will be better up close as you are doing the damage consistently and if you miss a few shots it's not that big deal, where as the first if you miss the shot you have to wait another second before you have another chance to deal damage, which can mean death in close combat.
Also the rail rifle is going to have a 0.2 second charge up time before every shot, so that means every shot is effectively going to lag 0.2 seconds which sounds like a fair trade off to me. The rail rifle will be much better at range and suffer tremendously in close combat to the Gallente assault rifle. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2159
|
Posted - 2013.10.25 16:06:00 -
[315] - Quote
Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP. Did not know that, thanks for telling me. Does that mean its no longer planned? I would really love a confirmation or at least a denial. The plan made a lot of sense. There was a massive disruption in plans, Im surprised you didn't keep up on these things. Head on over to the counselors chambers and read the AMA that should give a more or less the situation up until now. I mean it was not the best kept secret the last EP departed and we now have a replacement one CCP Rouge.
Again - reads as if it is the player's fault and as if you are talking down to the player base. |
Happy Violentime
OMFGZOMBIESRUN
132
|
Posted - 2013.10.25 16:07:00 -
[316] - 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.
Wait and see? Tell CCP not to bother posting up stuff in advance in future if your contribution is 'wait and see' |
Icarus DelSol
BIG BAD W0LVES
0
|
Posted - 2013.10.25 16:08:00 -
[317] - Quote
Foundation Seldon wrote:[quote=Ryme Intrinseca][quote=Foundation Seldon] 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.
This.
So maybe if you do a certain percentage of damage to a tank (say 30% of total HP) in some time period (maybe 15 seconds) and the tank withdraws (doesn't get any kills for 30 - 60 seconds) you get WP for deterring the tank? How much would this be worth, 25WP like an infantry assist? 75WP like a vehicle kill assist? 15WP like a scanning assist? |
Goric Rumis
Dead Six Initiative Lokun Listamenn
235
|
Posted - 2013.10.25 16:11:00 -
[318] - Quote
At a glance, I like the AV changes. I would still prefer for HAV's to be hardened against AV grenades so that they're really only useful for taking out lighter vehicles. I like the reduction in lock-on range for the swarm launcher--my style was always to put it on a scout suit anyway, and the range modification supports its role as a light AV weapon.
I don't have much of an opinion about the rifles--I would have to crunch numbers like crazy, and I just don't have the time. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4204
|
Posted - 2013.10.25 16:12:00 -
[319] - 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)
I'm not sure that's enough to balance the weapon. A spool-up time before each shot is ludicrous, but the weapon is perhaps overly effective in its current state - after a couple of seconds firing the damage exceeds the blaster rifle's damage, at a much increased range with quite possibly superior accuracy.
Also, could we have the accuracy stats? The hip-fire may be significant. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.25 16:12:00 -
[320] - Quote
Aero Yassavi wrote: Also the rail rifle is going to have a 0.2 second charge up time before every shot, so that means every shot is effectively going to lag 0.2 seconds which sounds like a fair trade off to me. The rail rifle will be much better at range and suffer tremendously in close combat to the Gallente assault rifle.
That is incorrect |
|
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.25 16:12:00 -
[321] - Quote
Charge up for rail will probs be like the railgun- hummmm-pew!pew!pew! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3250
|
Posted - 2013.10.25 16:13:00 -
[322] - Quote
Daxxis KANNAH wrote:Aero Yassavi wrote: Also the rail rifle is going to have a 0.2 second charge up time before every shot, so that means every shot is effectively going to lag 0.2 seconds which sounds like a fair trade off to me. The rail rifle will be much better at range and suffer tremendously in close combat to the Gallente assault rifle.
That is incorrect Yup, I just read through the thread and realized that. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3250
|
Posted - 2013.10.25 16:15:00 -
[323] - Quote
Rabbit C515 wrote:Good Job!
Then Where is the Laser Rifle?
Also will CCP adjust the magnification of scope? since their range are increased. Laser rifle is not part of the same class of weapons. Just because it says "rifle" doesn't mean you should compare it with assault rifle, scrambler rifles, combat rifles, and rail rifles. I mean, by that case we should also be trying to compare sniper rifles in this group as well. |
Melchiah ARANeAE
the unholy legion of darkstar DARKSTAR ARMY
163
|
Posted - 2013.10.25 16:17:00 -
[324] - Quote
Will we also get militia variants of them and have them on the starter fits? |
Icarus DelSol
BIG BAD W0LVES
0
|
Posted - 2013.10.25 16:18:00 -
[325] - Quote
Shotty GoBang wrote:Disturbingly Bored wrote: If you think 383 is beastly at range, you're going to have a field day with the rail rifle as proposed. It's set to do 430 DPS at 70-100km, which is more DPS than the current AR.
Run away, little Scout! Run away! Shotguns and Knives better start hitting and killing the deadly things we sneak up behind. Disturbingly Bored wrote: PEOPLE ALREADY COMPLAIN ABOUT THE ASSAULT RIFLE.
* Puts down broken Shotgun. Raises both hands. *
*Pats on shoulder. Presses tear release valve on bottom of face shield. Picks up broken shotgun, shoots a round into the air in salute, and puts back into upraised hands. Hands profile dampener, shrugs, and walks away into the burning Research Lab.* |
Heimdallr69
Imperfect Bastards
1088
|
Posted - 2013.10.25 16:20:00 -
[326] - 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 The full auto is 53 dmg or whatev go look again and I'm sure the rof sucks ass |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
156
|
Posted - 2013.10.25 16:36:00 -
[327] - Quote
I took a while to read through the whole thread this morning...BTW mostly well thought out points and concerns on all sides, only the obligatory amount of trolling.
Just wanted to state my opinion, purely subjective commentary, but I'm trying to be as balanced on this as I can and I also have a couple questions:
1) New Rifles...good deal. I'm pretty keen to try out the rail rifle and I have a lot of Minmatar buddies that are foaming at the mouth for the Combat Rifle. I'll reserve judgement on preformance till I actually experinece how they funciton in combat.
2) Any word on other weapons? Particularly the MagSec SMG...my understanding that it is the Caldari sidearm, correct? It's a little confusing since the current SMGs have both Minmatar and Caldari manufactured versions.
3) AVs...lot of thoughts on this. I specialize in AV work and have put quite a bit of time and SP into that playstyle. I think poorly fitted or poorly operated tanks don't do well and well fitted / well fought tanks preform pretty well. I use advanced AV grenades and proto swarms and work very hard for ever kill on HAVs and particularly Dropships.
- Loss of range for Swarms is huge...I'm way more concerned about this than the damage nerf. This is the only way to effectively deal with redline tanks and turrets. Also, on some of the bigger maps that means you are a real disadvantage in getting to an overwatch position to disrupt / destroy vehicles for your team. As pointed out earlier...Dropships will suddenly be damn near untouchable if the pilot has half a brain.
- Nerfing AV damage and lower HP of vehicles...seems like it evens out. Unprepared tanks will be at a disadvantage if they haven't activated their defensive modules; probably legit.
- Anything other than base / BPO vehicles with no fittings can be deceptively hard to kill. I honestly think we need to INCREASE the WP per HAV and Dropship kill. High risk, High difficult, High pay-off.
- Generally, I do think Swarms need to have the uber-tracking toned down. The exchange should be significantly faster projectile speed...this eliminates chasing around 90 degree walls and HAVs and Dropships that out run your rounds. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3251
|
Posted - 2013.10.25 16:38:00 -
[328] - Quote
Ok guys, I'm not really big into balancing numbers but I love looking at mechanics and I think I may realized what's going to be the big difference when selecting your weapons.
When you're in that close combat range, which a lot of action around objectives is, the assault rifle would be a better choice functionally not only because of the high ROF but because if you realize you're going off target on your aim, you can stop your aim and readjust to conserve bullets in your magazine. For the rail rifle, every time you let your finger off the trigger you will have to do another 0.2 second charge up to begin firing again, so users will have to choose between using up the magazine or stopping fire and becoming vulnerable for awhile as they attempt to start shooting again. Combine this with the fact that the rail rifle magazine is about a third smaller than the assault rifle, and it seems that at least mechanically you would want to have an assault rifle up close over a rail rifle any day.
Now I'm still not sure if that makes up for the damage numbers, but again balancing statistics isn't really my thing. |
Parson Atreides
Ahrendee Mercenaries EoN.
817
|
Posted - 2013.10.25 16:39:00 -
[329] - Quote
Nerfed Swarm launcher damage by 1/3 and range by more than half. ********.
-1 |
Takahiro Kashuken
Red Star. EoN.
1512
|
Posted - 2013.10.25 16:42:00 -
[330] - Quote
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 |
|
Parson Atreides
Ahrendee Mercenaries EoN.
817
|
Posted - 2013.10.25 16:44:00 -
[331] - Quote
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? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3251
|
Posted - 2013.10.25 16:45:00 -
[332] - Quote
Aero Yassavi wrote:Ok guys, I'm not really big into balancing numbers but I love looking at mechanics and I think I may realized what's going to be the big difference when selecting your weapons.
When you're in that close combat range, which a lot of action around objectives is, the assault rifle would be a better choice functionally not only because of the high ROF but because if you realize you're going off target on your aim, you can stop your aim and readjust to conserve bullets in your magazine. For the rail rifle, every time you let your finger off the trigger you will have to do another 0.2 second charge up to begin firing again, so users will have to choose between using up the magazine or stopping fire and becoming vulnerable for awhile as they attempt to start shooting again. Combine this with the fact that the rail rifle magazine is about a third smaller than the assault rifle, and it seems that at least mechanically you would want to have an assault rifle up close over a rail rifle any day.
Now I'm still not sure if that makes up for the damage numbers, but again balancing statistics isn't really my thing. On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/ Turn the metronome to tempo 300, that is 0.2 seconds between each beat.
Spool up time probably needs to increase quite a bit. |
Theresa Rohk
The Cuddlefish Templis Dragonaors
44
|
Posted - 2013.10.25 16:47:00 -
[333] - 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)
This.
So much whining based on paper DPS, this is why releasing numbers is generally seen as a bad idea, people compare numbers and then ***** and moan without any experience first hand about how effective a weapon is in game.
a .02 charge up time is pretty significant, as is the seizure mechanic on the scrambler, so I expect the gun is pretty well balanced around that to offset its better stats.
Have faith, and wait until you see the gun in action before saying its unbalanced. |
Heimdallr69
Imperfect Bastards
1088
|
Posted - 2013.10.25 16:48:00 -
[334] - 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? Doesn't matter if they have teamwork...shooting a swarm 6k dmg a pop at 400m your team won't be able to help against that but good try |
SHANN da MAN
D3LTA FORC3
99
|
Posted - 2013.10.25 16:48:00 -
[335] - 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. The problem with your scenario is that AV is not the paper, it is just the sharp end of the scissors (Infantry) In the ROCK-PAPER-SCISSORS scenario, ROCK = Vehicles, SCISSORS = Infantry, PAPER = Aircraft There is not a problem with AV ... the Problem is that there are no Attack/Bomber Aircraft (PAPER) to counter the HAV's (ROCK) If CCP would provide Effective Bomber Dropships, or anti-Vehicle weapons for dropships, the balance would be restored. |
Parson Atreides
Ahrendee Mercenaries EoN.
819
|
Posted - 2013.10.25 16:53:00 -
[336] - Quote
Heimdallr69 wrote: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? Doesn't matter if they have teamwork...shooting a swarm 6k dmg a pop at 400m your team won't be able to help against that but good try
330 x 6 = 1980. Nice try at math. |
Reav Hannari
Red Rock Outriders
1640
|
Posted - 2013.10.25 16:54:00 -
[337] - Quote
The numbers look interesting but I think I need to reserve judgement until I've used them on the battlefield. The Combat Rifle will be my new primary weapon no matter what but I may just train the others up to operations 3 to try them out. The Rail Rifle looks like it might make a good weapon for scouts in order to pick off people from range.
I just can't wait to have some more variety on the field.
I think the Swarm changes are good for dropships but I think the forge gun needs the most balancing. It dominates over a great range and has nearly instantaneous damage. |
Takahiro Kashuken
Red Star. EoN.
1512
|
Posted - 2013.10.25 16:58:00 -
[338] - 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?
Over 6months of nerfs to all vehicles i have adapted everytime and use teamwork with them yet AV users think they can solo us from the otherside of the map with ease
Now its your turn to adapt and get good |
Maximus Stryker
Villore Sec Ops Gallente Federation
663
|
Posted - 2013.10.25 16:59:00 -
[339] - 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. Support...a lot |
Terram Nenokal
Namtar Elite Gallente Federation
219
|
Posted - 2013.10.25 16:59:00 -
[340] - Quote
I have a feeling the Rail Rifle will feel more balanced one people use it. I suspect it will have some decent recoil, requiring you to stop shooting to regain proper aim after unloading a bit. Then with the charge up time before becoming full auto again, which makes burst firing it a huge reduction in DPS.
Pure speculation, regardless, I'm excited to try it out! |
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3254
|
Posted - 2013.10.25 17:01:00 -
[341] - Quote
Ok I did some maths
Rail rifle charge up time is 0.2 seconds. Assault rifle ROF is 750 shots per minute. That means the AR will get 2.5 shots off in the time it takes the rail to charge. This is a discrete problem (you can't fire half a bullet), so 2. Each bullet of the AR is roughly 35 damage (haven't looked at AR stats in forever). So that is a 70 damage head start for the AR. Now, if we assume that at one point in this fight the rail rifle is going to stop firing to readjust its aim, that's another 70 damage, so the AR is given a 140 damage edge already (assuming he makes the shots during this time).
Sounds to me like the AR will still be idea for close combat, but I could be wrong. |
Goric Rumis
Dead Six Initiative Lokun Listamenn
235
|
Posted - 2013.10.25 17:01:00 -
[342] - Quote
SHANN da MAN 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. The problem with your scenario is that AV is not the paper, it is just the sharp end of the scissors (Infantry) In the ROCK-PAPER-SCISSORS scenario, ROCK = Vehicles, SCISSORS = Infantry, PAPER = Aircraft There is not a problem with AV ... the Problem is that there are no Attack/Bomber Aircraft (PAPER) to counter the HAV's (ROCK) If CCP would provide Effective Bomber Dropships, or anti-Vehicle weapons for dropships, the balance would be restored. The problem with your argument is that one would then have to expect infantry to be highly effective against aircraft--or else, effective against whatever is effective against aircraft. The reason AV fits the rock-paper-scissors scenario is because AV infantry is weak against AI infantry.
Besides, you're missing the point: if a tank needs to be opposed by several people in order to neutralize it, it unbalances the entire field of play. If it takes four infantry to neutralize a tank, for example, you're now fighting a 12 v 15 battle instead of 16 v 16. That's a big deal.
All the same, I don't have an issue with the swarm launcher changes just yet. I think the range nerf is good, and the damage nerf is probably necessary after the recent ROF buff. We'll have to test it out against the changes to vehicles. |
Maximus Stryker
Villore Sec Ops Gallente Federation
663
|
Posted - 2013.10.25 17:02:00 -
[343] - Quote
Aero Yassavi wrote:Aero Yassavi wrote:Ok guys, I'm not really big into balancing numbers but I love looking at mechanics and I think I may realized what's going to be the big difference when selecting your weapons.
When you're in that close combat range, which a lot of action around objectives is, the assault rifle would be a better choice functionally not only because of the high ROF but because if you realize you're going off target on your aim, you can stop your aim and readjust to conserve bullets in your magazine. For the rail rifle, every time you let your finger off the trigger you will have to do another 0.2 second charge up to begin firing again, so users will have to choose between using up the magazine or stopping fire and becoming vulnerable for awhile as they attempt to start shooting again. Combine this with the fact that the rail rifle magazine is about a third smaller than the assault rifle, and it seems that at least mechanically you would want to have an assault rifle up close over a rail rifle any day.
Now I'm still not sure if that makes up for the damage numbers, but again balancing statistics isn't really my thing. On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/Turn the metronome to tempo 300, that is 0.2 seconds between each beat. Spool up time probably needs to increase quite a bit. I like the 200 tempo |
Nirwanda Vaughns
Molon Labe. RISE of LEGION
132
|
Posted - 2013.10.25 17:04:00 -
[344] - Quote
Errr WTF with the AV? i understand changes to the damage but perhaps make it around 250, sure they lock on but unlike a forge gun there is no guarantee all swarms will hit. the biggest issue though is the lock on range. Dropships already just shoot off to a high altitude out of range even for my proto swarms or just hit an AB and zoom off. please at least keep the lock range if you're taking the damage away.
also i've mentioned many times about maybe some new Swarm Launcher skills. Being 'Swarm missile flight time' and 'swarm missile velocity' in order to even the score against dropships and add a more dedicated skill path for us AV guys. as for the AV nades thats probably the most balanced, normally a militia tank takes 3-4 lai dai packed before they pop.
Seeing as AV is getting looked into can we have something done about prox mines detection and blast ranges? too many times logi LAVs and even standard LAVs just cruise past my carpet of 16 mines i lay down probably hitting 2-3 or so. i just feel that if i'm having to use a logis full set of equipment slots and every prox mine in game and still cant take down a single logi LAV there is something wrong. |
Parson Atreides
Ahrendee Mercenaries EoN.
819
|
Posted - 2013.10.25 17:06:00 -
[345] - Quote
Takahiro Kashuken wrote: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? Over 6months of nerfs to all vehicles i have adapted everytime and use teamwork with them yet AV users think they can solo us from the otherside of the map with ease Now its your turn to adapt and get good
If there was any viable light-weapon AV alternative to the swarm launcher, then I wouldn't mind as much, but there isn't.
And it still only takes one person to drive a tank plus they can kill you from any distance you can kill him (assuming they're using a railgun). Why should it take an entire squad working together to kill them? I've always been a proponent of lowering ISK costs for vehicles and vehicle modules/weapons, because balancing based on ISK is stupid. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.25 17:08:00 -
[346] - Quote
Aero Yassavi wrote:Rabbit C515 wrote:Good Job!
Then Where is the Laser Rifle?
Also will CCP adjust the magnification of scope? since their range are increased. Laser rifle is not part of the same class of weapons. Just because it says "rifle" doesn't mean you should compare it with assault rifle, scrambler rifles, combat rifles, and rail rifles. I mean, by that case we should also be trying to compare sniper rifles in this group as well.
Has a great point about scope though - ScR and RR could probably get a slightly greater magnification but I doubt it is happening. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3255
|
Posted - 2013.10.25 17:10:00 -
[347] - Quote
Maximus Stryker wrote:Aero Yassavi wrote:Aero Yassavi wrote:Ok guys, I'm not really big into balancing numbers but I love looking at mechanics and I think I may realized what's going to be the big difference when selecting your weapons.
When you're in that close combat range, which a lot of action around objectives is, the assault rifle would be a better choice functionally not only because of the high ROF but because if you realize you're going off target on your aim, you can stop your aim and readjust to conserve bullets in your magazine. For the rail rifle, every time you let your finger off the trigger you will have to do another 0.2 second charge up to begin firing again, so users will have to choose between using up the magazine or stopping fire and becoming vulnerable for awhile as they attempt to start shooting again. Combine this with the fact that the rail rifle magazine is about a third smaller than the assault rifle, and it seems that at least mechanically you would want to have an assault rifle up close over a rail rifle any day.
Now I'm still not sure if that makes up for the damage numbers, but again balancing statistics isn't really my thing. On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/Turn the metronome to tempo 300, that is 0.2 seconds between each beat. Spool up time probably needs to increase quite a bit. I like the 200 tempo That would equate to 0.3 second charge up time. That would equate to 3.75 bullets of an AR in that charge up time, but since again the problem is discrete (you can't fire 3/4ths of a bullet), 3 bullets. If an AR bullet does 35 damage, that's 105 damage head start. If the rail rifle stops firing once during the fire fight, that is a 210 damage edge, assuming the AR user lands his shots in this time.
|
Takahiro Kashuken
Red Star. EoN.
1512
|
Posted - 2013.10.25 17:12:00 -
[348] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote: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? Over 6months of nerfs to all vehicles i have adapted everytime and use teamwork with them yet AV users think they can solo us from the otherside of the map with ease Now its your turn to adapt and get good If there was any viable light-weapon AV alternative to the swarm launcher, then I wouldn't mind as much, but there isn't. And it still only takes one person to drive a tank plus they can kill you from any distance you can kill him (assuming they're using a railgun). Why should it take an entire squad working together to kill them? I've always been a proponent of lowering ISK costs for vehicles and vehicle modules/weapons, because balancing based on ISK is stupid.
lolrailgun
It has shell travel time, its not instant shot
It also dips
It has poorer splash damage then a FG
It requires a direct hit to kill whoever, that means a direct hit to kill that SL who is bunny hopping about 300m away
With any other turret on it the SL has a big advanatge since lolmissiles and blasters cannot reach 200m out currently
Squad size is 6 - thinking it will take 6 AV'er to kill a tank lolno
I have proto swarms, i can solo any tank but to make it easier i can team up with spkr with his proto FG and we can whack any vehicle alot easier
If vehicle pilots can use teamwork in tanking but also in AV and vehicle destruction why cant AV'ers use teamwork? |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
272
|
Posted - 2013.10.25 17:12:00 -
[349] - Quote
Parson Atreides wrote:Heimdallr69 wrote: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? Doesn't matter if they have teamwork...shooting a swarm 6k dmg a pop at 400m your team won't be able to help against that but good try 330 x 6 = 1980. Nice try at math.
That's assuming all 6 missiles even hit! haha Ridiculous imo. This is such a huge hit it's not even worth training into this weapon. Good bye swarms, join your friend, the Flaylock Pistol, in the arsenal of weapons that never will be used again since they got nerfed! |
Epicsting pro
Planetary Response Organization Test Friends Please Ignore
304
|
Posted - 2013.10.25 17:13:00 -
[350] - Quote
I see the high end rail rifle has iron sights might I also ask what the dispersion like. Also with forge guns up there dispersion at longer ranges and lower the splash radius and I thank they will be fine though tank wont have as much health but ya'll will thank of something. |
|
Heimdallr69
Imperfect Bastards
1089
|
Posted - 2013.10.25 17:15:00 -
[351] - Quote
Parson Atreides wrote:Heimdallr69 wrote: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? Doesn't matter if they have teamwork...shooting a swarm 6k dmg a pop at 400m your team won't be able to help against that but good try 330 x 6 = 1980. Nice try at math. Hey scrub talk to venery you know an Imperfect? He puts out that much say what you want lmfao get good..your forgetting dmg mods and all that goodstuff aswell you can't do math if your forgetting the equation smart guy |
SHANN da MAN
D3LTA FORC3
99
|
Posted - 2013.10.25 17:20:00 -
[352] - 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. Blink speed is actually 0.004 seconds on average ... Average Blink Speed |
Shouper of BHD
Resheph Interstellar Strategy Gallente Federation
289
|
Posted - 2013.10.25 17:20:00 -
[353] - Quote
digging the AR balance from what I can see but as a pilot I`m a bit concered about AV balance (keep reading if you rolled your eyes since in that case you see things difreantly). AV, as a role needs to get deceant vehicle kills to shine as there roll, light weapons hit the weight class of light vehicles - meduim vehicles, attacking heavy vehicles should require 2 swarms to kill or 1 PRO breach swarm, plasma cannon are also AT 9anti tank weapon, much better then a breach swarm 9should be that is) even though they are light weapons, AV nades need a very small buff from what you showed. FG are good except for the dame the assualt does considering its RoF, but if its accuracy is nerfed so its not anti infrantry and requires a closer vehicle target I see it as a win win since breach and non role FG takes longer to charge it won`t be to much of a pain to troopers and would allow FG vs FG balance. vehicles need to die oftenly in order for AV to be a role BUT vehicles are as much of a role, they should last long enough to get something done. they MUST be affordable if they are to be a role, other wise we will go back and forth when it comes to vehicle and AV buff and nerf, we can`t get that balanced without the listed. in order for vehicles to be profitable they must be MUCH cheaper so vehicle guys can call several in and AV guys can kill several! small turrets must be on par with heavy weapons. small railguns carry the same ammount of damage as FG through their total ammo, so if they fire all their shots they equal FGs but note FG have less ammo so their ammo is worth more, this is the type of "on par with" I mean, it doesn`t mean same stats it means equal to but different works. large turrets need to be the strongest weapon since tanks must be the damage doers (obviously not to the point of being OP if thats what your thinking), tanks also must be the heavy weight class of vehicles so the strongest, still can be bitten by heavy AV alone, no heavy groups and if they have PRO and you have PRO your stil dead but your not in negative!
a circle of life (:P) balance is the only way to go for BOTH ROLES to be balanced. here are the costs:
LAVs are meant for transport, STD classes are meant for transport with minor damage taken, any light weapon should take them out and AV nades will nearly destroy them alone, this allows them to be super cheap, 9 LAVs should be worth an average battle earnings. ADV should be better resileant, allowing you to travel through bleak skrimishes rather then around, they should take a light weapon still but 1 shot won`t kill them, 8 ADV LAVs should be affordable per battle. PRO LAVs are the gurilla attack LAVs meant to get through light weapon AV combat scratched but alive as long as they don`t stick around, they are also usable for anti infrantry gurrilla attacks, if modded well you`ll survive any drive by with 1 light weapon (again if you don`t stay, just keep driving) but you should only be able to afford 7 of theese per battle, bty theese cost are strictly to a vehicle costs with the same meta lv mods as the vehicle.
dropships and MAVs (soon tm) carry the same weapons as LAVs so its use of vehicle changes its advantage but the weapon has no improvement this allows dropships to stick to their role better, clearing a landing spot or providing some support to an attack vehicle maybe even repping it in the process. being meduim vehicles they can take light weapons better but still will die from them, heavy weapons being dangerous but not an instant death like the LAVs when it comes to same/near same meta AV. a STD MAV/MAA should allow 6 uses per battle (again, vehicle load-out alone), ADV 5 uses and PRO 4 uses.
HAVs aka tanks are a heavy class meant for attack rather then support, their large turret boasts its damage capibility while its heavy class shows its resistance but heavy weapons on the same meta will take it out with or without a team, it won`t be as quick but.... heavy weapons WILL take you out even alone, this allows tankers to gain their worth with their damage and they HP prolongs a very long fight, charging into heavy AT/AV weapons will loose your fit but if you out wit the AV/AT and shoot him up before he can react then even better. HAVs per battle should allow 3 STD per battle, 2 ADV per battle and 1 PRO per battle,
for AV users this promises profit from light to heavy, for vehicle users remember, this is the max you can loose per battle, on avrage you should be gaining ISK! again GAINING! |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.25 17:23:00 -
[354] - Quote
Cenex Langly wrote:Maken Tosch wrote: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. Except you still can't kill Logi LAV's, so reducing the AV damage plus the range just makes them even more of a nuisance.
Tanks have no problem killing LAVs. Make friends with tankers. |
Disturbingly Bored
The Strontium Asylum
853
|
Posted - 2013.10.25 17:23:00 -
[355] - Quote
Theresa Rohk wrote: a .02 charge up time is pretty significant, as is the seizure mechanic on the scrambler, so I expect the gun is pretty well balanced around that to offset its better stats.
Have faith, and wait until you see the gun in action before saying its unbalanced.
.02 charge up time is not even remotely significant. Look at the post immediately above yours:
Aero Yassavi wrote:On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/Turn the metronome to tempo 300, that is 0.2 seconds between each beat. Spool up time probably needs to increase quite a bit.
|
Tectonic Fusion
the unholy legion of darkstar DARKSTAR ARMY
421
|
Posted - 2013.10.25 17:24:00 -
[356] - Quote
ryo sayo mio wrote: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? its 61.6 but yer 100m range,scope and full auto i think we just found the new FOTH If it will be, my predictions would be right then. Like 5 months ago I said it would be so OP that the Gallente AR can keep it's range. I guess it will be even more OP... |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3484
|
Posted - 2013.10.25 17:26:00 -
[357] - Quote
SHANN da MAN wrote: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. Blink speed is actually 0.004 seconds on average ... Average Blink Speed
The human eye can only register 1/60th of a second (I know this from photography and the basic fact that anything over 60 FPS in a video is going faster than the human eye can visibly see) so, by your logic, I should be able to blink faster than my eye can visibly see the shift.
Let me try.
Nope, can still see that I did, in fact, blink for the brief darkness that enshrouded my vision.
|
Forlorn Destrier
Bullet Cluster Legacy Rising
2161
|
Posted - 2013.10.25 17:26:00 -
[358] - Quote
Wrong.
Just because they are posting this first, doesn't mean heavy weapons are being ignored. You are a doom sayer with the "end is nigh" talk. |
Parson Atreides
Ahrendee Mercenaries EoN.
822
|
Posted - 2013.10.25 17:29:00 -
[359] - Quote
Heimdallr69 wrote:Hey scrub talk to venery you know an Imperfect? He puts out that much say what you want lmfao get good..your forgetting dmg mods and all that goodstuff aswell you can't do math if your forgetting the equation smart guy also is this current stats or updated.?
There's no need to account for damage mods or proficiency when no amount of those are going to raise 2,000 damage to 6,000. And I'm using the current stats. 6 missiles at 330 damage. The bonus to armor would help a little, but I even gave you the benefit of the doubt and assumed you had no resistances (in which case you deserve to lose the tank). |
DeeJay One
Guardian Solutions DARKSTAR ARMY
104
|
Posted - 2013.10.25 17:32:00 -
[360] - Quote
Cenex Langly wrote: What you're also saying now is my Swarms do a fraction of the damage they once did when it already takes me 6 shots (2 reloads) plus nanohives to break some of these tanks at proficiency 5 and 3 complex damage mods. Let's not even mention Blaster tanks. Now I have to be in the middle of the street to get a lock on the tanks. Right in the optimal range of my enemy, to gun me down completely.
You're still going after tanks alone? Silly you. |
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3257
|
Posted - 2013.10.25 17:35:00 -
[361] - Quote
Disturbingly Bored wrote:Theresa Rohk wrote: a .02 charge up time is pretty significant, as is the seizure mechanic on the scrambler, so I expect the gun is pretty well balanced around that to offset its better stats.
Have faith, and wait until you see the gun in action before saying its unbalanced.
.02 charge up time is not even remotely significant. Look at the post immediately above yours: Aero Yassavi wrote:On second thought, mechanically I believe my point is valid, but just how long is 0.2 seconds? http://a.bestmetronome.com/Turn the metronome to tempo 300, that is 0.2 seconds between each beat. Spool up time probably needs to increase quite a bit. 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare). On a GEK with no mods or proficiency, that means 71.4 damage for a head start. On a duvolle with not mods or proficiency, that means 74.8 damage for a head start. Now if you have to stop firing at any time during the engagement, which usually happens, that's another 71.4 damage or 74.8 damage, respectively. Then factor in that the rail rifle's clip size is one third that of the assault rifle. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
450
|
Posted - 2013.10.25 17:36:00 -
[362] - Quote
That link states 400 milliseconds... which is 0.4 seconds. |
Parson Atreides
Ahrendee Mercenaries EoN.
822
|
Posted - 2013.10.25 17:36:00 -
[363] - Quote
Takahiro Kashuken wrote:
lolrailgun
It has shell travel time, its not instant shot
It also dips
It has poorer splash damage then a FG
It requires a direct hit to kill whoever, that means a direct hit to kill that SL who is bunny hopping about 300m away
With any other turret on it the SL has a big advanatge since lolmissiles and blasters cannot reach 200m out currently
Squad size is 6 - thinking it will take 6 AV'er to kill a tank lolno
I have proto swarms, i can solo any tank but to make it easier i can team up with spkr with his proto FG and we can whack any vehicle alot easier
If vehicle pilots can use teamwork in tanking but also in AV and vehicle destruction why cant AV'ers use teamwork?
A shell has travel time? It's close enough to instantaneous to be so. And if you want to talk about travel time, maybe we can talk about how long it takes swarms to get to your tank from 400m out.
The splash damage is still damage. The FG debate is another one entirely.
If you're fine with ignoring low amount sof splash damage, then swarms require a direct hit too.
Then hide near or behind a rock, structure or box of crates. The missiles are stupid and half will be destroyed while trying to turn a corner.
A tank still only takes one guy. Thinking it should take any more than one person to kill it is "lolstupid"
Of course they can. But if these changes go through, then they'll have to. Tankers don't have to use teamwork to get kills.
I should have known Spkr was your friend. I guess that's why you can't stop riding RND's d.ick whenever one of us posts something. |
DeeJay One
Guardian Solutions DARKSTAR ARMY
104
|
Posted - 2013.10.25 17:39:00 -
[364] - Quote
Goric Rumis wrote: Besides, you're missing the point: if a tank needs to be opposed by several people in order to neutralize it, it unbalances the entire field of play. If it takes four infantry to neutralize a tank, for example, you're now fighting a 12 v 15 battle instead of 16 v 16. That's a big deal.
Not really, three suits (two with swarms, one heavy with a forge, maybe a fourth doing anti infantry jobs - and you still got two in the squad left) are still dirt cheap when compared with the cost of a tank. KDR doesn't matter, ISK does. Also bring your own tank - the enemy will have to switch to AV and you're even. |
Disturbingly Bored
The Strontium Asylum
853
|
Posted - 2013.10.25 17:40:00 -
[365] - Quote
Aero Yassavi wrote: 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare).
My bad, you're correct about the timing.
The issue with the gun, however, is not that the AR comes out slightly ahead in a straight up fight.
It's that it matches the AR pretty close in a straight up fight, and has 75% longer optimal range.
That kind of range should come with a significant DPS reduction. The SMG still kills with it's tiny range, having the rail rifle's DPS brought down to SMG levels does not seem like an extreme reduction at all.
As it stands, it has potentially higher DPS than the AR while totally spanking it in the range department. The game doesn't need new ARs on steroids. |
Avinash Decker
Seykal Expeditionary Group Minmatar Republic
79
|
Posted - 2013.10.25 17:40:00 -
[366] - Quote
Any changes to the Plasma cannon? |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.25 17:46:00 -
[367] - Quote
Daxxis KANNAH wrote:Aero Yassavi wrote:Rabbit C515 wrote:Good Job!
Then Where is the Laser Rifle?
Also will CCP adjust the magnification of scope? since their range are increased. Laser rifle is not part of the same class of weapons. Just because it says "rifle" doesn't mean you should compare it with assault rifle, scrambler rifles, combat rifles, and rail rifles. I mean, by that case we should also be trying to compare sniper rifles in this group as well. Has a great point about scope though - ScR and RR could probably get a slightly greater magnification but I doubt it is happening.
Lol. Not that I disagree, but by that logic, rail guns should have a 12x scope. Haha |
Beck Weathers
Ghosts of Dawn
174
|
Posted - 2013.10.25 17:46:00 -
[368] - Quote
I would also like to see a video showcasing how these guns fire in both CQC and at range. hip fire and ADS in both cases prefered. |
CharCharOdell
Shining Flame Amarr Empire
1284
|
Posted - 2013.10.25 17:48:00 -
[369] - Quote
Disturbingly Bored wrote:Aero Yassavi wrote: 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare).
My bad, you're correct about the timing. The issue with the gun, however, is not that the AR comes out slightly ahead in a straight up fight. It's that it matches the AR pretty close in a straight up fight, and has 75% longer optimal range. That kind of range should come with a significant DPS reduction. The SMG still kills with it's tiny range, having the rail rifle's DPS brought down to SMG levels does not seem like an extreme reduction at all. As it stands, it has potentially higher DPS than the AR while totally spanking it in the range department. The game doesn't need new ARs on steroids.
No, the 0.2 charge Time will nerf it in close engagements. |
Shotty GoBang
Pro Hic Immortalis
1749
|
Posted - 2013.10.25 17:50:00 -
[370] - Quote
Beck Weathers wrote:I would also like to see a video showcasing how these guns fire in both CQC and at range. hip fire and ADS in both cases prefered. Please and thank you. |
|
Tectonic Fusion
the unholy legion of darkstar DARKSTAR ARMY
421
|
Posted - 2013.10.25 17:51:00 -
[371] - 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? 2/3 or 1/2 of a sniper scope prolly. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3484
|
Posted - 2013.10.25 17:52:00 -
[372] - Quote
CharCharOdell wrote:Disturbingly Bored wrote:Aero Yassavi wrote: 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare).
My bad, you're correct about the timing. The issue with the gun, however, is not that the AR comes out slightly ahead in a straight up fight. It's that it matches the AR pretty close in a straight up fight, and has 75% longer optimal range. That kind of range should come with a significant DPS reduction. The SMG still kills with it's tiny range, having the rail rifle's DPS brought down to SMG levels does not seem like an extreme reduction at all. As it stands, it has potentially higher DPS than the AR while totally spanking it in the range department. The game doesn't need new ARs on steroids. No, the 0.2 charge Time will nerf it in close engagements.
Think you guys are -drastically- over estimating this 0.2 seconds business... It might as well not even be there it's so short... |
Disturbingly Bored
The Strontium Asylum
853
|
Posted - 2013.10.25 17:55:00 -
[373] - Quote
CharCharOdell wrote:No, the 0.2 charge Time will nerf it in close engagements.
No, it won't nerf it.
See? I supported my argument as well as you did.
...
Now let me try to be more civil. I honestly hope you're correct, but I doubt it.
The clip size is not small enough to counteract just holding the trigger and ignoring the 0.2 penalty. And you assume two people meet each other and start firing at the same time, while the vast majority of firefights start asymmetrically.
A smart player with a Rail Rifle is simply more cautious about what battles he fights. If he can negate the 0.2 penalty by firing first, he wins. |
Panoscape
BurgezzE.T.F Public Disorder.
148
|
Posted - 2013.10.25 17:57:00 -
[374] - Quote
Having swarms at 5 and prof. at 4, these changes pretty much make this SP allocation worthless. I call for a respec.
You can't change a weapon this dramatically and not give something back, it's an entirely different weapon now. |
Takahiro Kashuken
Red Star. EoN.
1515
|
Posted - 2013.10.25 18:02:00 -
[375] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote:
lolrailgun
It has shell travel time, its not instant shot
It also dips
It has poorer splash damage then a FG
It requires a direct hit to kill whoever, that means a direct hit to kill that SL who is bunny hopping about 300m away
With any other turret on it the SL has a big advanatge since lolmissiles and blasters cannot reach 200m out currently
Squad size is 6 - thinking it will take 6 AV'er to kill a tank lolno
I have proto swarms, i can solo any tank but to make it easier i can team up with spkr with his proto FG and we can whack any vehicle alot easier
If vehicle pilots can use teamwork in tanking but also in AV and vehicle destruction why cant AV'ers use teamwork?
A shell has travel time? It's close enough to instantaneous to be so. And if you want to talk about travel time, maybe we can talk about how long it takes swarms to get to your tank from 400m out. The splash damage is still damage. The FG debate is another one entirely. If you're fine with ignoring low amount sof splash damage, then swarms require a direct hit too. Then hide near or behind a rock, structure or box of crates. The missiles are stupid and half will be destroyed while trying to turn a corner. A tank still only takes one guy. Thinking it should take any more than one person to kill it is "lolstupid" Of course they can. But if these changes go through, then they'll have to. Tankers don't have to use teamwork to get kills. I should have known Spkr was your friend. I guess that's why you can't stop riding RND's d.ick whenever one of us posts something.
Rail still has travel time
Swarms 400m out have travel time but all 3 volleys are in the air so 9k dmg will hit me in 3seconds and prob will still go around the corner to hit me, i will go wtf because i never see the swarms launch lolrendering, i cant see the missiles at any time while in the air lolrendering, they will still go around stuff to hit me loltracking, i dont know where they are at any point
Swarms require i direct hit. you dont say *pic of the cage* big ******* difference the railgun user has to aim, think of that i have to aim where swarms are a fire and forget no aiming required and always hit even around corners while its missiles and the user are invisible to the vehicle pilot unless the tank is next to him then he will render just
Hide near a rock, doesnt realise that tracking with swarms is uber broken, they track where the vehicle is at launch of the swarms travel to that point and if the vehicle has moved lets say around a corner the missiles then pull a 90deg turn and travel toward the tank which could be in cover and out of LOS of the swarmer, if the missiles actually tracked the tanks movements as it was going around the corner the missiles would hit the wall
Tanks takes 1 guy its OP its OP, okay then tanks will take 2 or 3ppl BUT ONLY if it reuires 2-3ppl to shoot your assault rifle or use your repper so one to pull the gun out and the 3rd to fire it, okay? we have a deal?
I have to use teamwork every game with my tank, if i go blaster how can i shoot 300m away at AV? i cant, i need to use teamwork to survive against the AV we have, ive done it for most builds now, 6+months of nerfs and here swarms recieve its 1st nerf in a long time and you cant even adapt to it
But you are bad players, hence your original post that you basically dont like crutch swarms being nerfed, you had trouble in destroying a APC from MAG so really its no suprise you have trouble with the vehicles in this game
Much better AV players than you will adapt and change and deal and will still destroy tanks and other vehicles, you on the otherhand will most likely drop all skills and sulk in the corner with an AR crying about how it cant damage a tank anymore |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3259
|
Posted - 2013.10.25 18:11:00 -
[376] - Quote
Disturbingly Bored wrote:Aero Yassavi wrote: 0.2 seconds guys, not .02 seconds. There is a major difference. Tempo 300 does represent 0.2 seconds between beats though. Also, though it may not seem like much while listening, that is even time for an AR to fire two shots (with time to spare).
My bad, you're correct about the timing. The issue with the gun, however, is not that the AR comes out slightly ahead in a straight up fight. It's that it matches the AR pretty close in a straight up fight, and has 75% longer optimal range. That kind of range should come with a significant DPS reduction. The SMG still kills with it's tiny range, having the rail rifle's DPS brought down to SMG levels does not seem like an extreme reduction at all. As it stands, it has potentially higher DPS than the AR while totally spanking it in the range department. The game doesn't need new ARs on steroids. I don't think it'll match the AR close at all in close combat, and I already gave my math and mechanic reasoning behind that. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3259
|
Posted - 2013.10.25 18:14:00 -
[377] - Quote
Disturbingly Bored wrote:CharCharOdell wrote:No, the 0.2 charge Time will nerf it in close engagements. No, it won't nerf it. See? I supported my argument as well as you did. ... Now let me try to be more civil. I honestly hope you're correct, but I doubt it. The clip size is not small enough to counteract just holding the trigger and ignoring the 0.2 penalty. And you assume two people meet each other and start firing at the same time, while the vast majority of firefights start asymmetrically. A smart player with a Rail Rifle is simply more cautious about what battles he fights. If he can negate the 0.2 penalty by firing first, he wins. You also assume that during engagements you never let go of the trigger. From what I remember back when I didn't have a scrambler rifle, and what I see from streams and youtube videos, engagements with the AR usually always result in a seize fire at least once before the kill is made, so that's another moment the rail rifle has to charge up for 0.2 seconds. |
Beck Weathers
Ghosts of Dawn
176
|
Posted - 2013.10.25 18:14:00 -
[378] - Quote
Panoscape wrote:Having swarms at 5 and prof. at 4, these changes pretty much make this SP allocation worthless. I call for a respec.
You can't change a weapon this dramatically and not give something back, it's an entirely different weapon now.
It is a diferant weapon, but you will also be shooting it at an entirely revamped set of vehicals, so you really cant call for a respec till you have had time to shoot it at the revamped vehicals. |
Jebus McKing
Molon Labe. RISE of LEGION
112
|
Posted - 2013.10.25 18:20:00 -
[379] - Quote
My thoughts on the new rifles and range changes so far:
- Combat Rifle: As a Minmatar player I have to say it looks fantastic. Almost too fantastic.
It all depends now on how the Burst ROF will transport over to the game. From the stats it seems that the DPS might be VERY good but as I said we'll have to see how this gun actually works in-game.
Assault variants seem pretty well balanced compared to the assault variants of the rest of the rifles.
The one thing that concerns me slightly though is the relatively low CPU/PG requirement, especially for the proto variants. It seems like the CR is way easier to fit than any other rifle, though DPS is not any worse, if not better, than those of the rest of the rifles.
- Rail Rifle: I'm not sure about this weapon.
DPS looks like it is comparable to the AR but with way more range.
But then the 0.2 charge up time and the reload of 3.2 seconds really make clear that this gun is not meant to be effective close range.
It would be a really decent weapon IMO if it was not for the Scrambler Rifle range buff.
- Scrambler Rifle: Wow, assuming that no other stats will be changed but the range, this will be an absolutely awesome weapon.
In comparison to the current Tactical AR stats you will get: more range, larger clipsize, less recoil, more damage, better ROF. Though these come at a hefty CPU/PG requirement, but still these changes have the potential to make this weapon VERY good.
And here comes my problem with this: Comparing the Kaalakiota Rail Rifle and the Imperial Scrambler Rifle, why would I ever prefer to use the Rail Rifle over the Scrambler Rifle assuming I have the CPU/PG to fit the SR? For a mere +8 CPU and +3 PG I can use the SR which has no charge up time and is better in almost everything the RR does.
Either I'm missing something or the RR has something to it that's not represented through its stats. Maybe a Dev can share some insights of the RRs performance in the play-tests.
- Assault Rifle: Hm, looking at the stats of the rest of the rifles, I guess the slight range buff is absolutely necessary.
The gun is easy to fit, easy to use has very good DPS, and should still be an absolute beast in close to mid-range combat.
The one thing I'm concerned about though is my personal favourite: the Tactical AR. The range nerf (-10m) is quite hefty IMO and in combination with its slow ROF, small clipsize, huge hip-fire spread I don't see me wanting to use this weapon very much anymore.
All in all it looks like we get some decent new weapons soonTM. I'm hyped!
BTW I made s small spreadsheet with what all the weapons stats will look like with those changes. Including RPM and DPS for each weapon: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
135
|
Posted - 2013.10.25 18:26:00 -
[380] - Quote
CCP Wolfman;
Will these new weapons have ADS groupings like the AR or the assault scrambler?
What I mean is when you shoot while aiming downsight, the accuracy of the shots is very different between the AR and the assault scrambler. Will these new weapons also have differences with the aim down sight accuracy? |
|
crazy space 1
Unkn0wn Killers
1920
|
Posted - 2013.10.25 18:51:00 -
[381] - 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.
likes crazy space :11 CPM: 0
Crazyspace for CPM! |
Disturbingly Bored
The Strontium Asylum
854
|
Posted - 2013.10.25 19:01:00 -
[382] - Quote
Aero Yassavi wrote:You also assume that during engagements you never let go of the trigger. From what I remember back when I didn't have a scrambler rifle, and what I see from streams and youtube videos, engagements with the AR usually always result in a seize fire at least once before the kill is made, so that's another moment the rail rifle has to charge up for 0.2 seconds.
Quick note off topic: I did see the math, and there's a respectable argument there. You're the best rail proponent I've seen about backing up your arguments. Thanks for that.
On topic: I'd argue that if I was in the habit of using the Rail Rifle, I most definitely would not let go of the trigger. I'd learn to deal with the recoil while aiming from the hip.
Now... it begs the questions, what will the recoil be like? If it kicks like a mule, then it may well be balanced both in CQC and at range. (Need to take your finger off full-auto to readjust your aim, which reduces the very high DPS.)
I hate it, but we'll have to wait and see. Comparing numbers to numbers, however, the Rail looks it out-competes in all categories.
TOTAL SIDE NOTE: Since there's going to be a bunch of long range rifles in the game, can we increase the Laser Rifle's range, please?
Or at least remove the minimum effective distance? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3260
|
Posted - 2013.10.25 19:01:00 -
[383] - Quote
crazy space 1 wrote: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. likes crazy space :11 CPM: 0 Crazyspace for CPM! Though CCP specifically did say that the other weapons were NOT placeholders, but would be tweaked (which is happening, see OP). Instead of removing two variants of the AR, they are going to add more variants to the other rifles in the future. So what is still to come:
Breach Scrambler Rifle Burst Scrambler Rifle Breach Combat Rifle Tactical Combat Rifle Burst Rail Rifle Tactical Rail Rifle
I reckon they're only giving each of the new rifles it's assault variant right now because assault is pretty easy, "Make it go pew pew pew faster." Though for the other variants, they may be exploring more interesting and unique mechanics. |
SHANN da MAN
D3LTA FORC3
99
|
Posted - 2013.10.25 19:01:00 -
[384] - Quote
Goric Rumis wrote:SHANN da MAN 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. The problem with your scenario is that AV is not the paper, it is just the sharp end of the scissors (Infantry) In the ROCK-PAPER-SCISSORS scenario, ROCK = Vehicles, SCISSORS = Infantry, PAPER = Aircraft There is not a problem with AV ... the Problem is that there are no Attack/Bomber Aircraft (PAPER) to counter the HAV's (ROCK) If CCP would provide Effective Bomber Dropships, or anti-Vehicle weapons for dropships, the balance would be restored. The problem with your argument is that one would then have to expect infantry to be highly effective against aircraft--or else, effective against whatever is effective against aircraft. The reason AV fits the rock-paper-scissors scenario is because AV infantry is weak against AI infantry. Besides, you're missing the point: if a tank needs to be opposed by several people in order to neutralize it, it unbalances the entire field of play. If it takes four infantry to neutralize a tank, for example, you're now fighting a 12 v 15 battle instead of 16 v 16. That's a big deal. All the same, I don't have an issue with the swarm launcher changes just yet. I think the range nerf is good, and the damage nerf is probably necessary after the recent ROF buff. We'll have to test it out against the changes to vehicles. I did not miss the point of the original argument, I offered a counterpoint. Infantry AV is highly effective vs. aircraft - most dropships cannot survive more than a minute vs. a competent Infantry AV soldier (Forge or Swarm). It Should take more than one Infantry (or a great effort by one individual) to destroy a HAV, a HAV's primary predator Should be Air Power, but there are no AV Aircraft (ie. Bombers or Dropship AV Weapons) in the Game.
I have edited my original post to more clearly describe my point.
|
Raz Warsaw
Capital Acquisitions LLC Public Disorder.
41
|
Posted - 2013.10.25 19:03:00 -
[385] - Quote
Jebus McKing wrote:My thoughts on the new rifles and range changes so far:
- Combat Rifle: As a Minmatar player I have to say it looks fantastic. Almost too fantastic.
It all depends now on how the Burst ROF will transport over to the game. From the stats it seems that the DPS might be VERY good but as I said we'll have to see how this gun actually works in-game.
Assault variants seem pretty well balanced compared to the assault variants of the rest of the rifles.
The one thing that concerns me slightly though is the relatively low CPU/PG requirement, especially for the proto variants. It seems like the CR is way easier to fit than any other rifle, though DPS is not any worse, if not better, than those of the rest of the rifles.
- Rail Rifle: I'm not sure about this weapon.
DPS looks like it is comparable to the AR but with way more range.
But then the 0.2 charge up time and the reload of 3.2 seconds really make clear that this gun is not meant to be effective close range.
It would be a really decent weapon IMO if it was not for the Scrambler Rifle range buff.
- Scrambler Rifle: Wow, assuming that no other stats will be changed but the range, this will be an absolutely awesome weapon.
In comparison to the current Tactical AR stats you will get: more range, larger clipsize, less recoil, more damage, better ROF. Though these come at a hefty CPU/PG requirement, but still these changes have the potential to make this weapon VERY good.
And here comes my problem with this: Comparing the Kaalakiota Rail Rifle and the Imperial Scrambler Rifle, why would I ever prefer to use the Rail Rifle over the Scrambler Rifle assuming I have the CPU/PG to fit the SR? For a mere +8 CPU and +3 PG I can use the SR which has no charge up time and is better in almost everything the RR does.
Either I'm missing something or the RR has something to it that's not represented through its stats. Maybe a Dev can share some insights of the RRs performance in the play-tests.
- Assault Rifle: Hm, looking at the stats of the rest of the rifles, I guess the slight range buff is absolutely necessary.
The gun is easy to fit, easy to use has very good DPS, and should still be an absolute beast in close to mid-range combat.
The one thing I'm concerned about though is my personal favourite: the Tactical AR. The range nerf (-10m) is quite hefty IMO and in combination with its slow ROF, small clipsize, huge hip-fire spread I don't see me wanting to use this weapon very much anymore.
All in all it looks like we get some decent new weapons soonTM. I'm hyped! BTW I made s small spreadsheet with what all the weapons stats will look like with those changes. Including RPM and DPS for each weapon: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharingEDIT: Oh, also, please nerf ForgeGuns into oblivion. Those tower FG snipers are ******* annoying. the rail rifle doesn't overheat
|
crazy space 1
Unkn0wn Killers
1920
|
Posted - 2013.10.25 19:03:00 -
[386] - Quote
Cosgar wrote:Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP.
OK I want tto make everyone saw this. According to the CPM Iron Wolf Saber, we will not be anything ANYTHING planned out and promised in the weekly dust updates over the past year. Since those ideas are now too old. SO WE BETA TESTED FOR NOTHING.
KAGEHOSHI Horned Wolf wrote:
The base assault rifle is a "assault", fires in fast automatic fire. Also gets a breach variant. Also gets a burst variant. Also gets a tactical variant. So assault rifle is missing NOTHING, and gets EVERYTHING.
We wouldn't want to train anything but the gallente assault rifle , obviously. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3261
|
Posted - 2013.10.25 19:10:00 -
[387] - Quote
crazy space 1 wrote:KAGEHOSHI Horned Wolf wrote:
The base assault rifle is a "assault", fires in fast automatic fire. Also gets a breach variant. Also gets a burst variant. Also gets a tactical variant. So assault rifle is missing NOTHING, and gets EVERYTHING.
We wouldn't want to train anything but the gallente assault rifle , obviously. Again, it's likely the other three rifles only have the "assault" as their variant because assault is easy to do, "make things go pewpewpew faster."
Now the other variants also have some general characteristics, Tactical - single, powerful shots Burst - volley of shots Breach - slow, powerful shots
But there's also plenty of room for interesting and unique mechanics. For instance, the base scrambler rifle is the tactical, but instead of just firing single, powerful shots it also has a charge function and heat build up. So for the Tactical Combat Rifle and Tactical Rail rifle, would you rather it simply fire one shot at a time like the tactical AR or would you rather give them more time to think up some other mechanics that still fall within that general frame but are more unique? |
Heimdallr69
Imperfect Bastards
1089
|
Posted - 2013.10.25 19:11:00 -
[388] - Quote
Parson Atreides wrote:Heimdallr69 wrote:Hey scrub talk to venery you know an Imperfect? He puts out that much say what you want lmfao get good..your forgetting dmg mods and all that goodstuff aswell you can't do math if your forgetting the equation smart guy also is this current stats or updated.? There's no need to account for damage mods or proficiency when no amount of those are going to raise 2,000 damage to 6,000. And I'm using the current stats. 6 missiles at 330 damage. The bonus to armor would help a little, but I even gave you the benefit of the doubt and assumed you had no resistances (in which case you deserve to lose the tank). I skilled out of tanks long ago av takes no sp compared to tanks...and cost wayyy less |
ADAM-OF-EVE
Svartur Bjorn
456
|
Posted - 2013.10.25 19:12:00 -
[389] - Quote
thank god i stopped wasting sp in swarms after the last change. not 1 but a double nerf into oblivion. can i have my sp back so i can put into something that is actually going to work |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
820
|
Posted - 2013.10.25 19:15:00 -
[390] - 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) What |
|
SHANN da MAN
D3LTA FORC3
99
|
Posted - 2013.10.25 19:15:00 -
[391] - Quote
Krom Ganesh wrote:That link states 400 milliseconds... which is 0.4 seconds. yes, it also states 4/1000ths of a second which is 0.004 seconds ... it contradicts itself, bad link ... never trust a wiki ... |
Jebus McKing
Molon Labe. RISE of LEGION
112
|
Posted - 2013.10.25 19:24:00 -
[392] - Quote
Raz Warsaw wrote:the rail rifle doesn't overheat That's true, but then again even if you fire as fast as you can you won't overheat before getting at least 17 shots out and that should be enough to kill most people, especially at range. If you can't do that you should probably not use the SR. The heat build-up is a thing you learn to manage quite fast in my experience.
And also the SR gets the ability to charge up shots, with which you can kill people in seconds. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3264
|
Posted - 2013.10.25 19:30:00 -
[393] - Quote
Jebus McKing wrote:Raz Warsaw wrote:the rail rifle doesn't overheat That's true, but then again even if you fire as fast as you can you won't overheat before getting at least 17 shots out and that should be enough to kill most people, especially at range. If you can't do that you should probably not use the SR. The heat build-up is a thing you learn to manage quite fast in my experience. And also the SR gets the ability to charge up shots, with which you can kill people in seconds. You can kill people in seconds with any weapon. The charge shot allows you to kill people before before they know what hit them.
Of course, if you miss that charge shot you are really in a hole for the next few moments. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
452
|
Posted - 2013.10.25 19:38:00 -
[394] - Quote
shaman oga wrote: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) What I really do not understand how it works. You charge it and then you can fire at full auto, ok, but how many rounds? If you stop shooting you have to charge again, is this what you mean?
I assume yes. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
453
|
Posted - 2013.10.25 19:41:00 -
[395] - Quote
Aero Yassavi wrote:Again, it's likely the other three rifles only have the "assault" as their variant because assault is easy to do, "make things go pewpewpew faster."
Now the other variants also have some general characteristics, Tactical - single, powerful shots Burst - volley of shots Breach - slow, powerful shots
But there's also plenty of room for interesting and unique mechanics. For instance, the base scrambler rifle is the tactical, but instead of just firing single, powerful shots it also has a charge function and heat build up. So for the Tactical Combat Rifle and Tactical Rail rifle, would you rather it simply fire one shot at a time like the tactical AR or would you rather give them more time to think up some other mechanics that still fall within that general frame but are more unique?
Actually, it would be interesting if the rail rifle also got a charge ability for its tactical that worked similar to how the charge sniper rifle does now.
Edit: Though without that god awful vacuum noise >_< |
Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
889
|
Posted - 2013.10.25 19:59:00 -
[396] - Quote
I love the changes to AV and the new stuff, but... my weapon... my only love...
Tac AR being nerfed... again...
This is the saddest day in DUST for me. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
820
|
Posted - 2013.10.25 19:59:00 -
[397] - Quote
Krom Ganesh wrote:
Actually, it would be interesting if the rail rifle also got a charge ability for its tactical that worked similar to how the charge sniper rifle does now.
Edit: Though without that god awful vacuum noise >_<
I would like that too, more charge more damage, less charge less damage.
Also, i don't really like the fact that the RR will not charge for each shot, it should be like a little railgun, (automatically) charge for each shot, giving it a proper charge time to be useful, charge time would be the factor that decides ROF and a skill would decrease charge time. This will allow tactical usage of it. |
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1545
|
Posted - 2013.10.25 20:10:00 -
[398] - Quote
Combat rifle \o/ |
Maken Tosch
DUST University Ivy League
4737
|
Posted - 2013.10.25 20:17:00 -
[399] - Quote
Anything on Nova Knives? |
Nocturnal Soul
Immortal Retribution
923
|
Posted - 2013.10.25 20:24:00 -
[400] - Quote
shaman oga wrote:Krom Ganesh wrote:
Actually, it would be interesting if the rail rifle also got a charge ability for its tactical that worked similar to how the charge sniper rifle does now.
Edit: Though without that god awful vacuum noise >_<
I would like that too, more charge more damage, less charge less damage. Also, i don't really like the fact that the RR will not charge for each shot, it should be like a little railgun, (automatically) charge for each shot, giving it a proper charge time to be useful, charge time would be the factor that decides ROF and a skill would decrease charge time. This will allow tactical usage of it. Well its a good thing the real tactical gun in the game got it |
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jerrmy12 kahoalii
REAPERS REPUBLIC
76
|
Posted - 2013.10.25 20:41:00 -
[401] - Quote
Parson Atreides wrote:Takahiro Kashuken wrote:
lolrailgun
It has shell travel time, its not instant shot
It also dips
It has poorer splash damage then a FG
It requires a direct hit to kill whoever, that means a direct hit to kill that SL who is bunny hopping about 300m away
With any other turret on it the SL has a big advanatge since lolmissiles and blasters cannot reach 200m out currently
Squad size is 6 - thinking it will take 6 AV'er to kill a tank lolno
I have proto swarms, i can solo any tank but to make it easier i can team up with spkr with his proto FG and we can whack any vehicle alot easier
If vehicle pilots can use teamwork in tanking but also in AV and vehicle destruction why cant AV'ers use teamwork?
A shell has travel time? It's close enough to instantaneous to be so. And if you want to talk about travel time, how long it takes swarms to get to your tank double standerd, make it so my infrantry/pro infrantry cant solo the match, because i do it all the time. |
jerrmy12 kahoalii
REAPERS REPUBLIC
76
|
Posted - 2013.10.25 20:48:00 -
[402] - Quote
ADAM-OF-EVE wrote:thank god i stopped wasting sp in swarms after the last change. not 1 but a double nerf into oblivion. can i have my sp back so i can put into something that is actually going to work double standerd, tanks don't get respec, you AV don't get respec. "deal with it" |
THUNDERGROOVE
ZionTCD Public Disorder.
1160
|
Posted - 2013.10.25 20:51:00 -
[403] - Quote
Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle. After swarms got buffed I always said the best way to fix swarms is cut their range in half. Nothing more fair than a swarm user unloading 3 volleys of swarms doing 5940 damage. That's before damage mods and prof.
I've had a commando fire 3 volleys of proto swarms and switch to his second Wyrikomi swarm launcher and fire 3 more. |
THUNDERGROOVE
ZionTCD Public Disorder.
1160
|
Posted - 2013.10.25 20:54:00 -
[404] - Quote
ryo sayo mio wrote:respec on av now please Go back to firing your proto swarms in the redline |
Maken Tosch
DUST University Ivy League
4739
|
Posted - 2013.10.25 20:58:00 -
[405] - Quote
I'm actually OK with the nerf to swarm lock-on range. If you think about it, 400m is practically too far. Overkill if anything.
To give you an idea how far 400m looks like, your minimap has a range of 100m measured from the center. I have observed how far 100m looks visually on the ground by looking at an objective. It's pretty damn far. Now imagine 400m. That's too far. |
Vell0cet
Royal Uhlans Amarr Empire
445
|
Posted - 2013.10.25 21:03:00 -
[406] - Quote
First, I'm glad to see CCP posting the info ahead of release. It's going to be very nice to have more weapon diversity out there, and more meaningful specializations than in the past. It's a good step in the right direction. I think it was a mistake to post the AV changes in the same thread though because it's cluttered the discussion up with two very different topics. Please consider splitting this kind of thing into two separate posts in the future CCP.
I'm a bit weary of the RR being OP, based on the stats, but we'll have to see how it works out in the game. The 0.2 seconds seems too short, but may be ok. If the RR becomes the new FOTM, then CCP might want to consider increasing the charge up variable slightly until the weapon is balanced. Focusing on balancing the weapon's unique aspects instead of just dps will help each weapon have a unique feel to it which is what we want.
I'm a little concerned for the LR. It's probably going to need a range buff to remain viable, given the many interesting drawbacks that make it so unique.
As for the AV changes, I'm very concerned about vehicles dominating in 1.7. If it takes teams of AV to counter a single HAV or dropship, the team who deploys vehicles will almost always be guaranteed victory. I'm sure CCP will keep a close eye on this, and I hope they've built the necessary infrastructure to implement balance changes quickly so we don't have to go months with things out-of-whack. I think the vehicle changes are frankly going in the wrong direction. I would like to see lots of vehicle slots for a wide variety of setups, and vehicle capacitors to make vehicle gameplay more compelling.
I hope the missing racial vehicles are on the horizon so this whole vehicle balance thing can get sorted out at once. I expect DUST to get chaotic again for the next several months following these changes as things get balanced. I think it would have made more sense to release the rifle changes with 1.6 so we could have balanced them independently of all of the other major changes, but I'm quite sure that's not possible now. Maybe CCP can learn from this.
Overall, I'm pretty positive on the new content. It's overdue and much-needed. Let's get it out there ASAP so we can start the balancing process. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.25 21:04:00 -
[407] - Quote
THUNDERGROOVE wrote:Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle. After swarms got buffed I always said the best way to fix swarms is cut their range in half. Nothing more fair than a swarm user unloading 3 volleys of swarms doing 5940 damage. That's before damage mods and prof. I've had a commando fire 3 volleys of proto swarms and switch to his second Wyrikomi swarm launcher and fire 3 more.
Only a Commado can do that though - CCP created that problem.
And how do they fix it? Punish all the other users by dropping damage and range. |
SgtDoughnut
Red Star Jr. EoN.
327
|
Posted - 2013.10.25 21:18:00 -
[408] - Quote
Why does the SCR optimal range go down as you go up in teirs? |
RandomizeUsr
Vacuum Cleaner. LLC RUST415
8
|
Posted - 2013.10.25 21:23:00 -
[409] - Quote
-ò-¦-Ç-+-é-î--¦-+-+-+-é-+-é-î! -ÿ-+-â-ç-+-+ -¦-Ç-¦-+-¦-é-ï -+ -ü-¦-¦-Ç-+-ï, -ç-é-+-¦-ï -ü-¦-¦-ç-ü, -+-+ -+-¦-+-¦-¦-+-+-Ä -¦-¦-¦-¦-+-+-+-¦-Ç-ü-¦-+-¦ -+-¦-+-+-ç-¦-+, -+-ë-â-é-+-é-î -ü-¦-+-Ä -¦-¦-ü-+-+-+-+-ë-+-+-ü-é-î. -ù-¦-ê-+-¦-+-ü-î! =( |
Dominus Fatali
Nox Aeterna Security
505
|
Posted - 2013.10.25 21:55:00 -
[410] - Quote
I didn't read everything, but the Combat Rifle reload is faster than the SMG. I think this is a problem. |
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Jebus McKing
Molon Labe. RISE of LEGION
112
|
Posted - 2013.10.25 21:56:00 -
[411] - Quote
SgtDoughnut wrote:Why does the SCR optimal range go down as you go up in teirs? 65 - 72 - 78 It is not going down. |
Croned
B o u n d l e s s.
484
|
Posted - 2013.10.25 22:05:00 -
[412] - Quote
While I do now kind of agree with a swarm launcher nerf, I really don't think those stats are the way to do it. Forge Guns will be far superior to Swarm Launchers, and I think FGs are fine at the moment. |
Iron Wolf Saber
Den of Swords
9681
|
Posted - 2013.10.25 22:07:00 -
[413] - Quote
Forlorn Destrier wrote:Iron Wolf Saber wrote:KAGEHOSHI Horned Wolf wrote:Iron Wolf Saber wrote: I did not see the word promise in that paragraph whatsoever.
A promise is defined as a declaration of assurance, a claim of what will happen, to give good ground for expectation; I'd say a dev post saying something will happen is plenty good grounds to expect it. The word "promise" itself is not required for something to be a promise. Why are you always doing this anyway? whenever someone tries to hold CCP to their word you have to swoop in and find loop holes. I remember when you even claimed weapons, vehicle, and dropsuit racial variants were NEVER promised within 1 yr from Fanfest despite you yourself having been there. I had to link you the talk (Advancing the core) where they said they'll be out within 6 to 12 months of the time of that Fanfest. Speaking of which, I'm actually hopeful and optimistic that they will be able to keep that promise. The guy who made that promise is no longer with CCP. IWS, I offered to give all CPM a fresh look recently. Kain appears to be different and not playing the same game he used to play I'm happy to admit, but you are just as defensive, argumentative, and inflexible when the player base approaches you. I shouldn't say you lost my support as I was trying to be impartial, but I can say I won't support you moving forward. You need to be replaced when we have an election hopefully next year.
It's more about lowering the bar and not holding CCP to crossing every T in an iron cage. Things happen when you plan things that far out and when you get to play testing it feels all wrong and requires drastic changes it make it feel right. And chances are a few months from now none of those statements made are going to survive the player base. There will be complaints on the guns, it will be taken to account, and adjustments will be made even then.
I rather the new guns get out, than the guns on reasonable state than the guns fitting the promise perfectly.
I can imagine a future we they will just remove the variants and replace with modular weapons and letting parts achieve the variant flavors ala receiver change out. |
Tectonious Falcon
The Southern Legion The Umbra Combine
760
|
Posted - 2013.10.25 22:22:00 -
[414] - Quote
This is like reading Dota forums before a new patch is released. A bunch of people throwing tantrums and complaining before they even see it in action.
|
Tech Ohm Eaven
L.O.T.I.S. Public Disorder.
893
|
Posted - 2013.10.25 22:26:00 -
[415] - Quote
Magnus Amadeuss wrote:So I am thinking that none of you actually have any clue what the ranges of the weapons (AR, ScR, so on) is now.
Orignal AR type------optimal----effective standard------38m-------65m ADV-----------40m-------68m PRO-----------42m--------71m
New AR type------optimal----effective standard------40m-------65m ADV-----------44m-------72m PRO-----------48m--------78m
I have no idea who thought it would be a good idea to INCREASE the range of the AR, but they did. So if anyone is freaking out about the assault rifle you should stop... it is getting a small range buff.
Anyway, here is the issue I have. The AR completely destroys the Assault scrambler at the assault scrambler's range because of a much tighter grouping while aiming down-sight. Is this issue going to be resolved?
Actually the Assault Rifle currently keeps up damage with the HMG due to such tight grouping of rounds compared to the crazy dispersion of the HMG.
So right NOW the AR out ranges the gimped laser and they are adding MORE range to the AR????
Finger hovers over the delete Dust option in November but will wait and see how bad CCP implements this??
Tech Ohm looks at Black Friday ad scans and picks several new games for the PS4 and a few for a new PS3. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
453
|
Posted - 2013.10.25 22:28:00 -
[416] - Quote
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?!? |
Shotty GoBang
Pro Hic Immortalis
1755
|
Posted - 2013.10.25 22:33:00 -
[417] - Quote
RandomizeUsr wrote:-ò-¦-Ç-+-é-î--¦-+-+-+-é-+-é-î! -ÿ-+-â-ç-+-+ -¦-Ç-¦-+-¦-é-ï -+ -ü-¦-¦-Ç-+-ï, -ç-é-+-¦-ï -ü-¦-¦-ç-ü, -+-+ -+-¦-+-¦-¦-+-+-Ä -¦-¦-¦-¦-+-+-+-¦-Ç-ü-¦-+-¦ -+-¦-+-+-ç-¦-+, -+-ë-â-é-+-é-î -ü-¦-+-Ä -¦-¦-ü-+-+-+-+-ë-+-+-ü-é-î. -ù-¦-ê-+-¦-+-ü-î! =( You see that frowny face? This guy is quite plainly angry.
Friendly Reminder: Angry Russians = Ganked Servers |
Mordecai Sanguine
What The French CRONOS.
71
|
Posted - 2013.10.25 22:48:00 -
[418] - Quote
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. |
Nocturnal Soul
Immortal Retribution
923
|
Posted - 2013.10.25 22:49:00 -
[419] - Quote
Shotty GoBang wrote:RandomizeUsr wrote:-ò-¦-Ç-+-é-î--¦-+-+-+-é-+-é-î! -ÿ-+-â-ç-+-+ -¦-Ç-¦-+-¦-é-ï -+ -ü-¦-¦-Ç-+-ï, -ç-é-+-¦-ï -ü-¦-¦-ç-ü, -+-+ -+-¦-+-¦-¦-+-+-Ä -¦-¦-¦-¦-+-+-+-¦-Ç-ü-¦-+-¦ -+-¦-+-+-ç-¦-+, -+-ë-â-é-+-é-î -ü-¦-+-Ä -¦-¦-ü-+-+-+-+-ë-+-+-ü-é-î. -ù-¦-ê-+-¦-+-ü-î! =( You see that frowny face? No idea what this guy said, but he is quite plainly angry. Friendly Reminder: Angered Russians = Ganked Servers Google Translate is your friend: Edrit-bang! Examined the grenades and svarmy to now, with a wave of developer sticks to feel helpless. Zashibis! = ( |
Lv2spd2
Slow And Old
38
|
Posted - 2013.10.25 23:15:00 -
[420] - Quote
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
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. |
|
Iron Wolf Saber
Den of Swords
9682
|
Posted - 2013.10.25 23:24:00 -
[421] - Quote
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. |
Magpie Raven
ZionTCD Public Disorder.
261
|
Posted - 2013.10.25 23:59:00 -
[422] - Quote
A lot of people are saying that the RR will be OP in cqb. I think it will actually be at a disadvantage.
It probably has poor hipfire Low ROF Notice it has an ACOG sight. In my experience it can be difficult to follow a target when you are up close like that. Firing delay. May need to be increased but we will see. Every second counts when turning a corner into a red dot.
Dont call anything OP until we actually have tried it.
|
SgtDoughnut
Red Star Jr. EoN.
330
|
Posted - 2013.10.26 00:02:00 -
[423] - Quote
Shotty GoBang wrote:RandomizeUsr wrote:-ò-¦-Ç-+-é-î--¦-+-+-+-é-+-é-î! -ÿ-+-â-ç-+-+ -¦-Ç-¦-+-¦-é-ï -+ -ü-¦-¦-Ç-+-ï, -ç-é-+-¦-ï -ü-¦-¦-ç-ü, -+-+ -+-¦-+-¦-¦-+-+-Ä -¦-¦-¦-¦-+-+-+-¦-Ç-ü-¦-+-¦ -+-¦-+-+-ç-¦-+, -+-ë-â-é-+-é-î -ü-¦-+-Ä -¦-¦-ü-+-+-+-+-ë-+-+-ü-é-î. -ù-¦-ê-+-¦-+-ü-î! =( You see that frowny face? No idea what this guy said, but he is quite plainly angry. Friendly Reminder: Angered Russians = Ganked Servers
You should listen to Mittani's story about why he never pisses off the russians. |
crazy space 2100046106
Unkn0wn Killers
1922
|
Posted - 2013.10.26 00:18:00 -
[424] - Quote
Daxxis KANNAH wrote:THUNDERGROOVE wrote:Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle. After swarms got buffed I always said the best way to fix swarms is cut their range in half. Nothing more fair than a swarm user unloading 3 volleys of swarms doing 5940 damage. That's before damage mods and prof. I've had a commando fire 3 volleys of proto swarms and switch to his second Wyrikomi swarm launcher and fire 3 more. Only a Commado can do that though - CCP created that problem. And how do they fix it? Punish all the other users by dropping damage and range.
The lock range is 125m... Have you... played the game? 125m still outranges tank rails, and it can still hit dropships up high. They can change one of the skills now into a 5% more range per level, and create longer range/lower damage and short range/high damage variants now. |
crazy space 1
Unkn0wn Killers
1924
|
Posted - 2013.10.26 00:18:00 -
[425] - Quote
Daxxis KANNAH wrote:THUNDERGROOVE wrote:Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle. After swarms got buffed I always said the best way to fix swarms is cut their range in half. Nothing more fair than a swarm user unloading 3 volleys of swarms doing 5940 damage. That's before damage mods and prof. I've had a commando fire 3 volleys of proto swarms and switch to his second Wyrikomi swarm launcher and fire 3 more. Only a Commado can do that though - CCP created that problem. And how do they fix it? Punish all the other users by dropping damage and range.
The lock range is 125m... Have you... played the game? 125m still outranges tank rails, and it can still hit dropships up high. They can change one of the skills now into a 5% more range per level, and create longer range/lower damage and short range/high damage variants now. |
Hunter Junko
Zanzibar Concept
205
|
Posted - 2013.10.26 00:52:00 -
[426] - Quote
Combat rifle... :D |
skippy678
F.T.U.
102
|
Posted - 2013.10.26 01:47:00 -
[427] - Quote
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..... |
Delanus Turgias
Subdreddit Test Alliance Please Ignore
152
|
Posted - 2013.10.26 01:59:00 -
[428] - Quote
SponkSponkSponk wrote:SponkSponkSponk wrote:combat rifle: 1200 rounds per minute (SMG-like) technically, you can only keep this up if you can click 7 times a seocnd. Modded controllers, here we come. Although hopefully the burst takes so much time that that DPS is unattainable. |
skippy678
F.T.U.
102
|
Posted - 2013.10.26 02:09:00 -
[429] - 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.....
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..
|
Hunter Junko
Zanzibar Concept
205
|
Posted - 2013.10.26 02:18:00 -
[430] - Quote
skippy678 wrote:
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..
a stubborn as i am right now, i formally deny your request to contribute to your AR crusade.
sides, im a Logi specializing in the Basics: Nanite injector, Armor repair and nanohives, i need my fellow blues fresh and topped off :3 |
|
Foundation Seldon
Gespenster Kompanie Villore Accords
142
|
Posted - 2013.10.26 02:31:00 -
[431] - Quote
Are the people complaining about lack of Forge changes incapable of reading?
CCP Wolfman wrote: 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:
WeGÇÖre looking forward to hearing your feedback!
|
Alldin Kan
MoIden Heath PoIice Department EoN.
730
|
Posted - 2013.10.26 02:32:00 -
[432] - Quote
I hereby accept the new stats as balanced for release, though I'm still uncertain on AV side. |
Doc DDD
MoIden Heath PoIice Department EoN.
85
|
Posted - 2013.10.26 03:10:00 -
[433] - Quote
So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. |
D legendary hero
Ultramarine Corp
1222
|
Posted - 2013.10.26 03:26:00 -
[434] - Quote
the best^^ |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
599
|
Posted - 2013.10.26 03:27:00 -
[435] - Quote
Yay! more AR flavors. You know, because we did not have enough AR in this game. Thanks, CCP! |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:30:00 -
[436] - Quote
Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All.
Swarms are still wicked effective on DS |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:32:00 -
[437] - Quote
Ludvig Enraga wrote:Yay! more AR flavors. You know, because we did not have enough AR in this game. Thanks, CCP!
Yah! another minmintar weapon to get nerfed! Aside from SMGs and locus nades every other minmintar weapon has been nerfed to hell. (HMG, MD, flaylock, etc) |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
601
|
Posted - 2013.10.26 03:36:00 -
[438] - Quote
Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All.
Forge will have that ridiculously fast and effective suit attached to it too. |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:36:00 -
[439] - Quote
M McManus wrote: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...
Thats the problem. They can nerf swarmers because most swarmers also have enough SP left over for proto assault suits and ARs, etc.
the Only other heavy weapon is the FG. The only usable heavy weapon is the forgun. If you nerf the forge gun, then the Heavy, HMG and forge gun will be COMPLETELY broke and all heavies will either start playing as militia assaults or just quit this game all together.
Everyone says heavies are supposed to be "point defense". but, when a forgunning heavy gets on a roof and defends that point he has to get nerfed? So, then why be heavy at all? |
Doc DDD
MoIden Heath PoIice Department EoN.
86
|
Posted - 2013.10.26 03:40:00 -
[440] - Quote
D legendary hero wrote:Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. Swarms are still wicked effective on DS
Yes wicked effective if the dropship hovers less than 175m from swarmer and doesnt try to fly away, Forge still wins. AV nades almost win. |
|
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:40:00 -
[441] - Quote
Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All.
Its funny because this sorta sounds like what happened to the HMG, flaylock and MD. The only logical anti-infantry choices now are Scr,AScr, and most commonly galentie full auto AR. Diversity was killed.
So, you know what even though your argument makes sense.... forget it. We might as well, screw swarms over, we already killed all the side arms save SMGs. MD, HMG, and LAZER are just toys really that barely get any use. shotguns are a joke too... so, yeah |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.26 03:41:00 -
[442] - Quote
Doc DDD wrote:D legendary hero wrote:Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. Swarms are still wicked effective on DS Yes wicked effective if the dropship hovers less than 175m from swarmer and doesnt try to fly away, Forge still wins. AV nades almost win.
we both can agree that AV nades are way too OP |
Doc DDD
MoIden Heath PoIice Department EoN.
86
|
Posted - 2013.10.26 03:54:00 -
[443] - Quote
Ludvig Enraga wrote:Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. Forge will have that ridiculously fast and effective suit attached to it too.
Because a fast and effective suit with a swarm launcher has any benefit over a heavy suit and a forge? KinCats and cardiac regulators work on a heavy suit if you want to run fast, not going to make you any more effective. Can you one shot a Forger with your swarm launcher? No... You could stand on a nanohive with swarms and toss nades, he can toss nades too, and if you have a sidearm well so does the heavy. No benefit to swarms save the equipment slots. All equipment is going to do is give him 5 sp for everyone he blows up with splash damage. |
medomai grey
WarRavens League of Infamy
287
|
Posted - 2013.10.26 03:55:00 -
[444] - Quote
Foundation Seldon wrote:Are the people complaining about lack of Forge changes incapable of reading? CCP Wolfman wrote: 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:
WeGÇÖre looking forward to hearing your feedback!
You'd be amazed at how many fundamental skills this community lacks. We're all doomed.
|
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3759
|
Posted - 2013.10.26 04:00:00 -
[445] - 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 Just to clarify, this stuff is still slated for 1.7 and NOT 1.6, correct? |
Iron Wolf Saber
Den of Swords
9695
|
Posted - 2013.10.26 04:11:00 -
[446] - Quote
Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All.
Swarms can be equipped by any suit with a light slot. |
Iron Wolf Saber
Den of Swords
9695
|
Posted - 2013.10.26 04:13:00 -
[447] - Quote
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.
|
Ghost Kaisar
R 0 N 1 N
668
|
Posted - 2013.10.26 04:14:00 -
[448] - Quote
Iron Wolf Saber wrote:Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. Swarms can be equipped by any suit with a light slot.
He is trying to make a different point. Why have 3 people on your team specced into AV Swarms, when you can just grab a single heavy, sit him on a tower, and get more AV potential from 1 guy instead of three. Give those Med/Light suits an AR, and leave AV to the heavies. In competitive, this will make swarms a bad strategic decision, as you have to waste men on the ground to chase tanks. |
Doc DDD
MoIden Heath PoIice Department EoN.
86
|
Posted - 2013.10.26 04:42:00 -
[449] - Quote
Iron Wolf Saber wrote:Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. Swarms can be equipped by any suit with a light slot.
Yes, good point, and forges can be equipped by any suit with a heavy slot, be it militia or bpo which both require no skill. Any other comments to make that have nothing to do with the issue at hand? Like swarms shoot a volley of rockets? Who cares? There is no benefit to speccing into swarms after the next nerf. A commando with swarms is still less effective than a forge. Look at the stats you guys have, how many commando suits are being used in PC, how many Forges are being used? How many vehicles are blown up by swarms vs forges? How many infantry are one shot by Forges? You seriously read my post and could only come up with swarms fitting in dropsuit slots that can take light weapons? |
Xender17
MoIden Heath PoIice Department EoN.
852
|
Posted - 2013.10.26 04:57:00 -
[450] - Quote
Doc DDD wrote:Iron Wolf Saber wrote:Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. Swarms can be equipped by any suit with a light slot. Yes, good point, and forges can be equipped by any suit with a heavy slot, be it militia or bpo which both require no skill. Any other comments to make that have nothing to do with the issue at hand? Like swarms shoot a volley of rockets? Who cares? There is no benefit to speccing into swarms after the next nerf. A commando with swarms is still less effective than a forge. Look at the stats you guys have, how many commando suits are being used in PC, how many Forges are being used? How many vehicles are blown up by swarms vs forges? How many infantry are one shot by Forges? You seriously read my post and could only come up with swarms fitting in dropsuit slots that can take light weapons? The point I think he is trying to put on is that heavies are too common for your point to matter. Pretty much. |
|
Doc DDD
MoIden Heath PoIice Department EoN.
86
|
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. |
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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
|
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.
|
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
|
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
|
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
|
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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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
|
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 |
|
|
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
|
|
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.
|
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.
|
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 |
|
Skybladev2
Vacuum Cleaner. LLC RUST415
53
|
Posted - 2013.10.26 17:40:00 -
[511] - Quote
Takahiro Kashuken wrote:Skybladev2 wrote: But LAVs are buffed.
With less slots Meaning new vehicles can not overtank old versions? |
Takahiro Kashuken
Red Star. EoN.
1527
|
Posted - 2013.10.26 17:43:00 -
[512] - Quote
Skybladev2 wrote:Takahiro Kashuken wrote:Skybladev2 wrote: But LAVs are buffed.
With less slots Meaning new vehicles can not overtank old versions?
Not the LLAV, thats been removed
As for the new LAV only active can make it have more tank but no more passive |
Iron Wolf Saber
Den of Swords
9720
|
Posted - 2013.10.26 18:02:00 -
[513] - Quote
Well based on the kick comment ccp logibro made with the rail rifle I can see losing more than one second just feathering out shots and bad trigger timing could cause a lot of shots to not fire at all. This may force the RR to be a bit closer range if the kick is notable. |
Nick nugg3t
Sinq Laison Gendarmes Gallente Federation
198
|
Posted - 2013.10.26 18:23:00 -
[514] - 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).
I hope your speech skill is at least +70 before you talk to wolfman It would be so cool If you SUCCEEDED I really really want this :0 |
|
CCP Logibro
C C P C C P Alliance
3095
|
Posted - 2013.10.26 18:34:00 -
[515] - Quote
Nick nugg3t 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). I hope your speech skill is at least +70 before you talk to wolfman It would be so cool If you SUCCEEDED I really really want this :0
It's not about the speech level, it's about how much honeyed lamb you have.
CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
|
|
Jebus McKing
Molon Labe. RISE of LEGION
114
|
Posted - 2013.10.26 19:07:00 -
[516] - Quote
Daxxis KANNAH wrote: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. I'm raising concerns and giving feedback based on the stats we have. This has nothing to do with QQ-ing. Quite the contrary. I expect CCP to be VERY careful concerning balancing in order to avoid having to rebalance weapons again, which - as they said during EVE Vegas - costs them a lot of time and money.
From the stats I gathered here: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0 the SR to me looks like it has the potential to be phenomenally good.
In a highly competitive environment like Planetary Conquest no one gives a **** about a mere +30k ISK per clone or those ~31k SP you need for Prof. 1.
But this is what I think about this weapon and if my feedback makes CCP take another look at the SRs stats even if they don't change a thing because the data gathered during playtesting did not raise any balancing concerns then I consider this a success. |
Thor Odinson42
Molon Labe. RISE of LEGION
1716
|
Posted - 2013.10.26 19:31:00 -
[517] - Quote
Why not nerf the swarm lock on range first, then see if the damage needs to be reduced?
If a tank wants to play up close it should be risky. |
Thang Bausch
Pierrot Le Fou Industries
72
|
Posted - 2013.10.26 20:07:00 -
[518] - Quote
Mixed feeling about nerfing SL damage so much, but also dropping the lock on range is crazy. You are essentially nerfing the SL to uselessness. I want my SP back. Actually, I want the money back from the Elite pack I bought a couple of months ago. alpha games don't deserve money spent on them. |
Beforcial
REAPERS REPUBLIC
43
|
Posted - 2013.10.26 20:23:00 -
[519] - Quote
The BK-42 and the SL-4 are the only ones that make sens to me racially speaking. Would be more useful to be able to actually use them and then give feedback.
Also i am guessing that everyone that was waiting for these since before May 14th 2013 will just have to grind some more for them now. No possibility of recovering the galentte assault rifle skill points. Right? |
Michael Cratar
Fenrir's Wolves DARKSTAR ARMY
260
|
Posted - 2013.10.26 20:37:00 -
[520] - Quote
Wow, these stats look as if thought was put in them.
They look fine so far. Keep up the good work! |
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2849
|
Posted - 2013.10.26 20:53:00 -
[521] - 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.
Scrambler probably does need a better scope on the semi-auto. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
433
|
Posted - 2013.10.26 21:05:00 -
[522] - Quote
Jebus McKing wrote:Daxxis KANNAH wrote: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. I'm raising concerns and giving feedback based on the stats we have. This has nothing to do with QQ-ing. Quite the contrary. I expect CCP to be VERY careful concerning balancing in order to avoid having to rebalance weapons again, which - as they said during EVE Vegas - costs them a lot of time and money. From the stats I gathered here: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0 the SR to me looks like it has the potential to be phenomenally good. In a highly competitive environment like Planetary Conquest no one gives a **** about a mere +30k ISK per clone or those ~31k SP you need for Prof. 1. But this is what I think about this weapon and if my feedback makes CCP take another look at the SRs stats even if they don't change a thing because the data gathered during playtesting did not raise any balancing concerns then I consider this a success.
I take your point about balancing but you do have to agree that the higher tier weapon is usually better.
Also the AR's do really well right now against AScR's and while they are getting a range bump, if the scopes are going to stay the same then ironsight users will be fine in my opinion.
It just seems AR users dont want people doing to them what they do. If you arent one I apologize.
AS for PC - dont play so I wont say whether that is the level the weapons should be balanced for (others feel different) but as far as I know, tactics and the squad trump a weapon. |
KING CHECKMATE
AMARR IMPERIAL CRUSADERS
2089
|
Posted - 2013.10.26 21:37:00 -
[523] - Quote
Im NOT very happy with the AV weapon changes, but i'll wait to actually test them vs the ''balanced'' vehicles.
it seems that at 220 per swarm, and ADV swarm launcher will only do 1100 dm. Taking into account that tanks have over 6k HP, up to 30-40% dam resistance PLUS repers/shield regenerator im not sure how we are supposed to kill stuff now.
But again, i'll wait for the full data..
BTW im very exited for rail rifles. +1 on that CCP. |
General John Ripper
MoIden Heath PoIice Department EoN.
3910
|
Posted - 2013.10.26 21:40:00 -
[524] - Quote
please don't |
TechMechMeds
Swamp Marines Kleenex Inc.
1006
|
Posted - 2013.10.26 21:45:00 -
[525] - 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
Please don't |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
343
|
Posted - 2013.10.26 21:56:00 -
[526] - Quote
wow a new gun that will be able to smoke a heavy frame in 12 rounds from 100 meters away. Great.....
|
Meeko Fent
expert intervention Caldari State
1303
|
Posted - 2013.10.26 22:26:00 -
[527] - Quote
Thurak1 wrote:wow a new gun that will be able to smoke a heavy frame in 12 rounds from 100 meters away. Great.....
61*12=732
Heavies have more base HP then that.
Miss read the chart perhaps? |
Jebus McKing
Molon Labe. RISE of LEGION
114
|
Posted - 2013.10.26 23:03:00 -
[528] - Quote
Daxxis KANNAH wrote:I take your point about balancing but you do have to agree that the higher tier weapon is usually better.
Also the AR's do really well right now against AScR's and while they are getting a range bump, if the scopes are going to stay the same then ironsight users will be fine in my opinion.
It just seems AR users dont want people doing to them what they do. If you arent one I apologize.
AS for PC - dont play so I wont say whether that is the level the weapons should be balanced for (others feel different) but as far as I know, tactics and the squad trump a weapon.
My point is that I think ARs and SRs are fairly well balanced right now. I personally use both of them and each has something unique to it that makes it more useful in certain situations than the other.
With those changes it seems to me that the SR has just too many things to it that make it superior to any other rifle, not only to ARs. But maybe those stats make the gap look bigger than it actually is and that's why I hope CCP will check their data once more so they don't have to rebalance again after the update.
In PC matches lag trumps everything else actually. |
Nick nugg3t
Sinq Laison Gendarmes Gallente Federation
199
|
Posted - 2013.10.26 23:33:00 -
[529] - Quote
CCP Logibro wrote:Nick nugg3t 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). I hope your speech skill is at least +70 before you talk to wolfman It would be so cool If you SUCCEEDED I really really want this :0 It's not about the speech level, it's about how much honeyed lamb you have. . . . I'll be right back *Mysteriously runs into the distance. . perhaps he is getting as much Honeyed Lamb as he possibly can? maybe he is getting something better.?* |
Rinzler XVII
Forsaken Immortals Top Men.
197
|
Posted - 2013.10.26 23:52:00 -
[530] - Quote
Arkena Wyrnspire wrote: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, or have another mitigating factor. The spool-up time here is insufficient to balance this. It can't be like this, where the longer range weapons have both a range advantage AND a DPS advantage.
You are an idiot ... why are their so many idiots replying on this topic ???? THE RAIL RIFLE WILL NOT DO AS MUCH DAMAGE IN CQC AS THE GALLENTE DO .. THE DAMAGE THEY DO SHOULD ALWAYS BE EQUAL AT THEIR OWN OPTIMAL RANGES .. WHY THE HELL SHOULD A WEAPON DO LESS DAMAGE THAN A CQC WEAPON WHEN AT ITS OPTIMUM RANGE ?
Seriously how can something as simple as this be so hard to understand ... get close .. fight at your optimum range and gain the advantage .. if you're fighting at a rail rifles optimum range when you are out f your own weapons range you are gonna get killed ...
This is my issue ... Idiots calling for nerfs because they do not understand basic concepts which then leads to a poor game |
|
BLUE WAFFLE TASTY
Hellstorm Inc League of Infamy
17
|
Posted - 2013.10.27 00:42:00 -
[531] - Quote
Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle. thats rediculous...try gettn within 175 meters of a dropship, ora beastly blaster tank. or the rail tank u guys allow to snipe from the red, that we now have no capability to lock onto.......wonderful move ccp, u guys r the greatest (not) |
Ripcord19981
KNIGHTZ OF THE ROUND
128
|
Posted - 2013.10.27 00:52:00 -
[532] - Quote
damn, the assault combat rifle costs a LOT |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.27 01:32:00 -
[533] - Quote
Doc DDD wrote:D legendary hero wrote:Doc DDD wrote:So now there is no point in speccing into swarms.
Forge will have far superior range
Forge will have far superior damage to vehicles/installations
Forge will have far superior infantry sniping/obliterating ability
Dont waste any points in Swarm Launchers, there is no benefit, put all those sp points into a level 1 heavy suit then level up that Forge Gun. Then we can all have fun as 16 forgers fight 16 forgers. There is zero benefit to swarms after the nerf, hurray it's a light weapon who cares, the plasma cannon and mass driver are going to be more effective AV at this rate.
Just start the match in a logi suit and fly to the highest point on any map, even the new ones, drop uplinks and nanohives, then suicide and get back to those hives and forge away. Now you can solo anything anyone can throw at you. And this is balance? To nerf the only strictly AV weapon in the game and force anyone that can think logically to spec into Forges is going to kill diversity.
I am all for trying to improve the game and balance stats and gameplay, if swarms are ripping the new tanks up on your test servers, then can you please get someone that has used a forge before to take a couple shots at one. It sounds like a fully specced forger, damage mods and level 5 proficiency, will be one shotting tanks. This on top of one shotting anyone in its sights. No wonder all we see in planetary conquest is forges on towers and roofs. Who cares about new rifles when Forge> All. Swarms are still wicked effective on DS Yes wicked effective if the dropship hovers less than 175m from swarmer and doesnt try to fly away, Forge still wins. AV nades almost win.
If swarms ever showed up on my screen this would be UP. |
Senator Snipe
SVER True Blood Public Disorder.
55
|
Posted - 2013.10.27 01:38:00 -
[534] - Quote
LOL CCP soon there will be nothing but assault and logi spammers. CCP be sayin "**** heavies". am i right or wrong? |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.27 02:08:00 -
[535] - Quote
Meeko Fent wrote:Thurak1 wrote:wow a new gun that will be able to smoke a heavy frame in 12 rounds from 100 meters away. Great.....
61*12=732 Heavies have more base HP then that. Miss read the chart perhaps?
your average heavy has 1100 ehp. Thats 18 shots that can kill a Heavy outside his effective range. If the number under ROF are the hundredth of a second delay between shots then 18 x 13 = 234 hundredths of a second. So, in 234 hundredths of a second you have killed a heavy. for those who don't know 234 hundreds of a second boils down to that would be 2.34 seconds hen again their is the .2 second charge up time. The galente militia galente AR kills a Heavy in approximately the same time at 2.35 seconds.
So evidently without proficiency or damage mods: [list] gal AR kills heavy with 1100 ehp in 2.4 seconds within optimal
caldari railrifle kills heavy with 1100 ehp in 2.5 seconds within optimal (much farther than gal btw)
minmintar combat rifle* kills heavy with 1100 ehp in ~2.9 seconds within its optimal
Scr can kill a heavy with 1100 ehp anywhere within 2.0-2.7 seconds within its optimal (largely depends on the suit your using)
Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs.... |
D legendary hero
Ultramarine Corp
1223
|
Posted - 2013.10.27 02:09:00 -
[536] - Quote
Senator Snipe wrote:LOL CCP soon there will be nothing but assault and logi spammers. CCP be sayin "**** heavies". am i right or wrong?
thats it in a nutshell. they just screwed heavys and minmintar straight to hell |
BL4CKST4R
WarRavens League of Infamy
1330
|
Posted - 2013.10.27 02:32:00 -
[537] - Quote
Would love to see a DPS comparison between all 4 rifle types, the GAR should have the highest DPS for its range sacrifice while the Rail rifle should have the lowest DPS for its higher range, what this does is maintain each gun dominant within its range fields. If the DPS remains the same for each gun what would happen is that the longest range weapon becomes the FOTM and the low range weapons become novelty.
Looking at the ranges the GAR should have at least a 25-40% DPS advantage against the Rail rifle, while the Combat rifle and scrambler sit in between. Remember that DPS does not mean high damage, DPS is usually judged by low damage-per-shot and high ROF or a mixture of medium damage and medium ROF, while low DPS is usually (for high damage weapons) highdamage per-shot and low ROF. A good way to see how this comes into play is by comparing the gameplay of a Blaster cannon and Rail gun on a tank, at long ranges the Rail gun will always beat the blaster, but at close ranges the Blaster will always beat the Rail gun.
Without adding the GAR and the Scrambler to this weapon comparison its hard to see how this will add a balanced gameplay, so far these two new rifles seem to overpower the previous rifles. |
BL4CKST4R
WarRavens League of Infamy
1330
|
Posted - 2013.10.27 02:51:00 -
[538] - Quote
Rinzler XVII wrote:Arkena Wyrnspire wrote: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, or have another mitigating factor. The spool-up time here is insufficient to balance this. It can't be like this, where the longer range weapons have both a range advantage AND a DPS advantage. You are an idiot ... why are their so many idiots replying on this topic ???? THE RAIL RIFLE WILL NOT DO AS MUCH DAMAGE IN CQC AS THE GALLENTE DO .. THE DAMAGE THEY DO SHOULD ALWAYS BE EQUAL AT THEIR OWN OPTIMAL RANGES .. WHY THE HELL SHOULD A WEAPON DO LESS DAMAGE THAN A CQC WEAPON WHEN AT ITS OPTIMUM RANGE ? Seriously how can something as simple as this be so hard to understand ... get close .. fight at your optimum range and gain the advantage .. if you're fighting at a rail rifles optimum range when you are out f your own weapons range you are gonna get killed ... This is my issue ... Idiots calling for nerfs because they do not understand basic concepts which then leads to a poor game
If I rushed you with a AR (high DPS weapon) from 50 meters while you use a Sniper rifle (a low DPS weapon) you would die. If I rushed you with a AR (high DPS weapon) from 200 meters while you use a Sniper rifle (a low DPS weapon) I would die. The damage in this scenario is obviously not the same, but within the optimal range the optimal weapon is winning. Now imagine the Sniper rifle having the same DPS as the AR also its longer range, the optimal weapon for BOTH scenarios would be the sniper rifle (ignoring the sway and impossible hip fire which wouldn't be a problem for the Rail), this is the problem that Arkena is pointing out. |
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 03:11:00 -
[539] - Quote
So, are the Combat Rifles replacing the Tactical Assault Rifles? Because Tac-ARs also are semiautomatic and share the same ranges. Well, unless you think that the 5m advantage is going to make everyone run the Combat Rifles. The fully automatic Combat Rifle has the range of a GK-Burst Assault Rifle.
Rail Rifles look good, except what happens to Laser Rifles? It's bad enough having a 19m span to work with and getting slaughtered by GLUs without Rail Rifles. At least the Laser after heat can out damage most weapons within its optimum range right now. Also, how are the RoFs represented here?
Hopefully these guns will promote higher weapon diversity.
EDIT: Just noticed that the Combat Rifle is a burst weapon. Whoops. |
Godin Thekiller
Hellstorm Inc League of Infamy
1284
|
Posted - 2013.10.27 03:13:00 -
[540] - Quote
Thor Odinson42 wrote:Why not nerf the swarm lock on range first, then see if the damage needs to be reduced?
If a tank wants to play up close it should be risky.
Implying that blasters don't exist I guess |
|
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 03:22:00 -
[541] - Quote
You're nerfing Swarm Launcher damage to 220? Currently, anything other than PRO tier Swarms is basically impossible to kill a fully decked out HAV with before it boosts behind a wall and magically disappears, fully healed. At PRO tier, you're tearing everything a new hole in combination with proficiency and complex damage mods. The problem is the scaling across tiers. All launchers should fire the same amount of rounds, with a 15%/30% damage boost for ADV and PRO, instead of the current 25%/50%. Recall needs to then be reworked.
Now, HAV stats have also been reduced. However, the two stat tables taken together show us that HAVs have a 20% longer TTK when the hardners are up or so and the opposite when they are down. This could reinforce the current "activate hardeners, wreck, boost away and recall" mentality among many pubstomping HAV pilots. |
Fist Groinpunch
Goonfeet Top Men.
128
|
Posted - 2013.10.27 03:31:00 -
[542] - Quote
Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. |
Evicer
THE HECATONCHIRES
28
|
Posted - 2013.10.27 04:08:00 -
[543] - Quote
About Swarms.....yeah.......I'd like my sp back now please.So I can put it into LAv's
Oh wait people already did that before and continue to do it.Guess I just need to join the heard.(sarcasm)
In all seriousness though.People spent 6 months running down any proto suit/player that they saw with LAV's.Most people got tired of this and therefore spec'd into AV ie Swarms and AV nades which by the way LAi dai's were not blowing up LAV's unless they were stopped.Reducing Lock on range??? People are bitching because they cant sit in a tank and completely own.Not to mention most of these people cant play and shooter in the first place thats why they tank!!! Armor tankers that I know laughing over comms in squad as they run down heavies with forge guns.......
Im just going to stop right there.Fk it.....
Like I said can I get my sp back?
EDIT: Half of these people that armor tank.Dont know how to tank in this game they forget to hit there reppers or they dont turn them on when they go into potentially dangerous areas.It just like everyother class and race they dont know how to fit the tank and assume just because its a Madrugar and they've seen some other guy with a Madrugar kill everyone that since they unlocked it they can do that too with there base chassis.Ive also seen Tankers that I know go A whole week in the past and not loose a tank........I was in closed beta when free militia viper dropships flew faster than the swarms....why do we keep going through this? |
Disfool
Endless Hatred
7
|
Posted - 2013.10.27 04:43:00 -
[544] - Quote
Evicer wrote:About Swarms.....yeah.......I'd like my sp back now please.So I can put it into LAv's
Oh wait people already did that before and continue to do it.Guess I just need to join the heard.(sarcasm)
In all seriousness though.People spent 6 months running down any proto suit/player that they saw with LAV's.Most people got tired of this and therefore spec'd into AV ie Swarms and AV nades which by the way LAi dai's were not blowing up LAV's unless they were stopped.Reducing Lock on range??? People are bitching because they cant sit in a tank and completely own.Not to mention most of these people cant play and shooter in the first place thats why they tank!!! Armor tankers that I know laughing over comms in squad as they run down heavies with forge guns.......
Im just going to stop right there.Fk it.....
Like I said can I get my sp back?
EDIT: Half of these people that armor tank.Dont know how to tank in this game they forget to hit there reppers or they dont turn them on when they go into potentially dangerous areas.It just like everyother class and race they dont know how to fit the tank and assume just because its a Madrugar and they've seen some other guy with a Madrugar kill everyone that since they unlocked it they can do that too with there base chassis.Ive also seen Tankers that I know go A whole week in the past and not loose a tank........I was in closed beta when free militia viper dropships flew faster than the swarms....why do we keep going through this?
Back during beta swarms were not invisible from a long range, they also did 30 less damage a swarm, thats 120 less a volly at basic and 180 unmodified at proto, tanks were stronger, no logi lav, and didnt unload their whole load before their first swarms hit a tank. Ive killed whole teams, and if there is one swarmer, at the current build the game is in, he can unload 4 vollys that i cant see before the first one hits me, my hardener takes 5 seconds to start repper too. Though i normaly have my repper up very few tanks can survive 4 vollys of proto swarms. Also remember the numbers for av are getting changed in response to the vehicals all getting changed. Av nades also needed a change because of the logi lav's being stronger and 200% faster than thanks. I understand that i cant sit around in my tank and kill and gain money, a tank fit atm cost about 1-3 mill each, every game gets you about 200k-500k, meaning losing one tank costs you at min 2 games at most 15 games of doing well and not dying to make any money at all. Most really good tankers go maybe 3 games at most without losing their tank, till 3 guys throw av nades and kill them in 2 nades each. Lastly if a forger gets run down by a tank, hes an idiot and shouldnt have that forge gun, he'll shoot his eye out. |
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 05:02:00 -
[545] - Quote
Here's some DPS in case someone else hasn't done it. This is with Proficiency 5 and 2 Complex Damage Mods, which is a common PRO build. For reference, the Duvolle will be included in these calculations. The numbers have been rounded to the nearest multiple of 5.
Duvolle AR: 640 DPS (37.4 damage * 1.15 proficiency * 1.19 mods * 750 RPM / 60 seconds)
Boundless CR: 960 DPS (35.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds) Six Kin CR: 635 DPS (23.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds)
Kaalakiota RR: 645 (61.6 damage * 1.15 proficiency * 1.19 mods * 460 RPM / 60 seconds) Ishukone RR: 655 (48.05 damage * 1.15 proficiency * 1.19 mods * 600 RPM / 60 seconds)
So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
Also, with Rail Rifles, there will no longer be a need for Laser Rifles because they cover the same range, except without a reverse damage drop off. 280 DPS between 64m and 83m (19m) or 655 DPS between 0m and 78m (78m)? No, obviously no outclassing there. Two and a half times the damage with quadruple the optimal span? Nope.
Also, heat damage is 0.6 * bullets fired. The standard LR overheats at exactly 60 bullets. Averaging the damage of these 60 bullets, provided you never let go of the trigger to maximize build up, deals 580 damage a second. The Viziam can fire around 70 bullets. This takes 6 seconds and deals 3660 damage, which is 610 damage. The peak damage of a standard LR at the very last bullet is 845 DPS, which is unobtainable because it overheats after one bullet at that DPS. The peak damage of the Viziam is 940.
To make the DPS match the Rail Rifle, you need to "charge" by wasting ammo. To reach the same average DPS throughout the TTK of your average suit, you need to fire 30 shots. This will make you deal around the same damage as the Rail Rifle on average if you land all your shots. This takes 2.5 seconds.
Thus, to reach comparable damage with the Laser Rifle as it is now to the Rail Rifle, you need to "charge" the gun over 2.5 seconds, wasting 30 ammo. The Rail Rifle, on the other hand, only takes 0.2 seconds to charge, wasting no ammo. It also has no overheat to worry about. And a 78m optimal span, compared to the tiny 19m optimal span of the Laser.
Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons? |
johnhonorcrest2
RestlessSpirits
14
|
Posted - 2013.10.27 05:11:00 -
[546] - Quote
Ryme Intrinseca wrote:CCP Wolfman wrote: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 My feedback on this is that the game will be virtually unplayable for infantry players (i.e. 90%+ of the playerbase). The expectation was something like a 5% or at most 10% nerf to AV. I wouldn't have liked that, as I think the current tank/infantry balance is good (I see tanks going 40+/0 frequently in pubs, and good tankers are the most valuable asset in PC), but I could have lived with it. 33% nerf to damage for swarms and 31% for AV nades (at PRO) is just ridiculous. Add to that the 56% nerf to swarm launcher range and it is clear that the intention is to make that weapon (the primary AV weapon) unusable. Do you guys have such short memories that you can't remember the indestructible tanks in beta? Because that's what you will go back to with these numbers.
u seem to forget that tanks will have to get ammo at supply depots= ambush for avers, having modules and turrets either changed or removed, and will be losing 2 primary modules. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
344
|
Posted - 2013.10.27 05:12:00 -
[547] - Quote
Meeko Fent wrote:Thurak1 wrote:wow a new gun that will be able to smoke a heavy frame in 12 rounds from 100 meters away. Great.....
61*12=732 Heavies have more base HP then that. Miss read the chart perhaps? thats a 61? The font is hard to read i thought it was 81. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
344
|
Posted - 2013.10.27 05:15:00 -
[548] - Quote
Rinzler XVII wrote:Arkena Wyrnspire wrote: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, or have another mitigating factor. The spool-up time here is insufficient to balance this. It can't be like this, where the longer range weapons have both a range advantage AND a DPS advantage. You are an idiot ... why are their so many idiots replying on this topic ???? THE RAIL RIFLE WILL NOT DO AS MUCH DAMAGE IN CQC AS THE GALLENTE DO .. THE DAMAGE THEY DO SHOULD ALWAYS BE EQUAL AT THEIR OWN OPTIMAL RANGES .. WHY THE HELL SHOULD A WEAPON DO LESS DAMAGE THAN A CQC WEAPON WHEN AT ITS OPTIMUM RANGE ? Seriously how can something as simple as this be so hard to understand ... get close .. fight at your optimum range and gain the advantage .. if you're fighting at a rail rifles optimum range when you are out f your own weapons range you are gonna get killed ... This is my issue ... Idiots calling for nerfs because they do not understand basic concepts which then leads to a poor game Well for a gun like the AR there is no decrease in damage in close quarters it only suffers a drop in damage at long range and some would even call it sniper like range. |
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 05:17:00 -
[549] - Quote
Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. |
Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
523
|
Posted - 2013.10.27 05:23:00 -
[550] - Quote
Why, again, do we have FOUR Assault Rifle variations and only TWO of the others? |
|
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 05:25:00 -
[551] - Quote
Vespasian Andendare wrote:Why, again, do we have FOUR Assault Rifle variations and only TWO of the others?
What are you talking about? There are 8 Assault Rifle variations. Oh, you thought the Combat Rifles and Rail Rifles were different weapons. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
345
|
Posted - 2013.10.27 05:27:00 -
[552] - Quote
Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. No i totally saw it. I am not happy about it at all. I also wonder if that is the range where i generally cant even see the shooter because heavy weapon's dont generally have a zoom to them and it seems after a certain distance you cant even see a little of a player the game just dosn't even bother drawing them. Another reason i have switched to using my assault suit with a scrambler. That ever so slight zoom they get means i can actually target someone that is far off. Best part is the lagg that happens when i zoom in to where i think they are and 1 second there is nothing then poof like magic someone is right where i zoomed in and they are already fine tuning their aim on me. Sometimes there is enough lagg so that i can see them just in time to lie down from a headshot. |
Evicer
THE HECATONCHIRES
28
|
Posted - 2013.10.27 05:28:00 -
[553] - Quote
Disfool wrote:Evicer wrote:About Swarms.....yeah.......I'd like my sp back now please.So I can put it into LAv's
Oh wait people already did that before and continue to do it.Guess I just need to join the heard.(sarcasm)
In all seriousness though.People spent 6 months running down any proto suit/player that they saw with LAV's.Most people got tired of this and therefore spec'd into AV ie Swarms and AV nades which by the way LAi dai's were not blowing up LAV's unless they were stopped.Reducing Lock on range??? People are bitching because they cant sit in a tank and completely own.Not to mention most of these people cant play and shooter in the first place thats why they tank!!! Armor tankers that I know laughing over comms in squad as they run down heavies with forge guns.......
Im just going to stop right there.Fk it.....
Like I said can I get my sp back?
EDIT: Half of these people that armor tank.Dont know how to tank in this game they forget to hit there reppers or they dont turn them on when they go into potentially dangerous areas.It just like everyother class and race they dont know how to fit the tank and assume just because its a Madrugar and they've seen some other guy with a Madrugar kill everyone that since they unlocked it they can do that too with there base chassis.Ive also seen Tankers that I know go A whole week in the past and not loose a tank........I was in closed beta when free militia viper dropships flew faster than the swarms....why do we keep going through this? Back during beta swarms were not invisible from a long range, they also did 30 less damage a swarm, thats 120 less a volly at basic and 180 unmodified at proto, tanks were stronger, no logi lav, and didnt unload their whole load before their first swarms hit a tank. Ive killed whole teams, and if there is one swarmer, at the current build the game is in, he can unload 4 vollys that i cant see before the first one hits me, my hardener takes 5 seconds to start repper too. Though i normaly have my repper up very few tanks can survive 4 vollys of proto swarms. Also remember the numbers for av are getting changed in response to the vehicals all getting changed. Av nades also needed a change because of the logi lav's being stronger and 200% faster than thanks. I understand that i cant sit around in my tank and kill and gain money, a tank fit atm cost about 1-3 mill each, every game gets you about 200k-500k, meaning losing one tank costs you at min 2 games at most 15 games of doing well and not dying to make any money at all. Most really good tankers go maybe 3 games at most without losing their tank, till 3 guys throw av nades and kill them in 2 nades each. Lastly if a forger gets run down by a tank, hes an idiot and shouldnt have that forge gun, he'll shoot his eye out. TL;DR yeah just got done in a match wear a Tanker called in a Tank Madrugar chassis and a Proto rail and sat on top of a tower Railing anyone that tried to hack an objective
|
Borne Velvalor
Endless Hatred
810
|
Posted - 2013.10.27 05:30:00 -
[554] - Quote
Thurak1 wrote:Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. No i totally saw it. I am not happy about it at all. I also wonder if that is the range where i generally cant even see the shooter because heavy weapon's dont generally have a zoom to them and it seems after a certain distance you cant even see a little of a player the game just dosn't even bother drawing them. Another reason i have switched to using my assault suit with a scrambler. That ever so slight zoom they get means i can actually target someone that is far off. Best part is the lagg that happens when i zoom in to where i think they are and 1 second there is nothing then poof like magic someone is right where i zoomed in and they are already fine tuning their aim on me. Sometimes there is enough lagg so that i can see them just in time to lie down from a headshot.
Well, you should see them at that distance. You can't hit them unless you run towards them for 10 seconds first, but you can see them as they kill you in 1.5 seconds (real number if the headshot modifier is 1.5 for RRs) with headshots. |
GVGMODE
WorstPlayersEver
81
|
Posted - 2013.10.27 05:31:00 -
[555] - Quote
Quote:- 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
Until we are able to see the vehicle vs all the AV weapons, so far looks meh... we'll see. |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
346
|
Posted - 2013.10.27 05:45:00 -
[556] - Quote
Borne Velvalor wrote:Thurak1 wrote:Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. No i totally saw it. I am not happy about it at all. I also wonder if that is the range where i generally cant even see the shooter because heavy weapon's dont generally have a zoom to them and it seems after a certain distance you cant even see a little of a player the game just dosn't even bother drawing them. Another reason i have switched to using my assault suit with a scrambler. That ever so slight zoom they get means i can actually target someone that is far off. Best part is the lagg that happens when i zoom in to where i think they are and 1 second there is nothing then poof like magic someone is right where i zoomed in and they are already fine tuning their aim on me. Sometimes there is enough lagg so that i can see them just in time to lie down from a headshot. Well, you should see them at that distance. You can't hit them unless you run towards them for 10 seconds first, but you can see them as they kill you in 1.5 seconds (real number if the headshot modifier is 1.5 for RRs) with headshots. Lol just great. Yep when i play my heavy suit i will be able to die from even further ranges.
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Levithunder
Butt Hurt Try Hards
117
|
Posted - 2013.10.27 05:47:00 -
[557] - Quote
Laser rifle r.i.p to the rail rifle laser rifle brothers take a moment of silence well at least we were back for a few months . |
Borne Velvalor
Endless Hatred
811
|
Posted - 2013.10.27 05:49:00 -
[558] - Quote
Levithunder wrote:Laser rifle r.i.p to the rail rifle laser rifle brothers take a moment of silence well at least we were back for a few months .
I loved my Laser Rifle. I... don't know if I can go on. |
Koan Zalinto
Bobbit's Hangmen
19
|
Posted - 2013.10.27 05:51:00 -
[559] - Quote
Thank god! Swarms and av nades were the only thing that I couldn't seem to get away from in my logi lav. Now I might be able to use the damn thing with my team and actually put my gunner to work x.x 400k isk per vehicle and can be killed by two guys with advanced swarms. I mean yeah, that's a lot of missiles but the thing has damage resistance out the tailpipe! |
Heimdallr69
Imperfect Bastards
1097
|
Posted - 2013.10.27 05:54:00 -
[560] - Quote
I got enough sp to pro 5 in both combat and rail rifles |
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Musta Tornius
Algintal Core Gallente Federation
640
|
Posted - 2013.10.27 09:38:00 -
[561] - Quote
Koan Zalinto wrote:Thank god! Swarms and av nades were the only thing that I couldn't seem to get away from in my logi lav. Now I might be able to use the damn thing with my team and actually put my gunner to work x.x 400k isk per vehicle and can be killed by two guys with advanced swarms. I mean yeah, that's a lot of missiles but the thing has damage resistance out the tailpipe!
You do realise llavs are being removed at the start. You're going to have to wait a while to get back the wheel of one. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2855
|
Posted - 2013.10.27 09:43:00 -
[562] - Quote
Proxy mines aren't mentioned in the AV adjustment.
Also, reiterating that we either need the other variants for Scrambler/Combat/Rail, or you need to remove 2 variants from Gallente ARs. |
Jebus McKing
Molon Labe. RISE of LEGION
115
|
Posted - 2013.10.27 11:03:00 -
[563] - Quote
D legendary hero wrote:Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs.... The 0.05 ROF is the time between each shot of a burst. (SHOT-0.05-SHOT-0.05-SHOT)
For comparision the AR has a ROF of 0.08 between each shot, the GK-13 Burst AR has 0.072 and the Allotek Burst AR 0.064.
So the CR bursts are significantly faster and the RPM is then only limited by how fast you can pull the trigger after each burst, which should result in you theoretically being able to shoot every 0.1 seconds.
This would lead to a DPS maximum of 960 for the standard CR. As this sounds like it'd be way too much I guess in reality you will not be able to pull the trigger that fast. Then again I don't expect the CRs real DPS to be much worse than that of the AR. Also from what I heard from the Devs the CR seems to be a really good weapon.
BL4CKST4R wrote:Would love to see a DPS comparison between all 4 rifle types, the GAR should have the highest DPS for its range sacrifice while the Rail rifle should have the lowest DPS for its higher range, what this does is maintain each gun dominant within its range fields. If the DPS remains the same for each gun what would happen is that the longest range weapon becomes the FOTM and the low range weapons become novelty.
Looking at the ranges the GAR should have at least a 25-40% DPS advantage against the Rail rifle, while the Combat rifle and scrambler sit in between, keep in mind that outside of optimal and maximum range the DPS advantage has no advantage. Remember that DPS does not mean high damage, DPS is usually judged by low damage-per-shot and high ROF or a mixture of medium damage and medium-high ROF, while low DPS is usually (for high damage weapons) high-damage-per-shot and low ROF. A good way to see how this comes into play is by comparing the gameplay of a Blaster cannon and Rail gun on a tank, at long ranges the Rail gun will always beat the blaster, but at close ranges the Blaster will always beat the Rail gun. This works for either burst, tactical, or assault variants.
Without adding the GAR and the Scrambler to this weapon comparison its hard to see how this will add a balanced gameplay, so far these two new rifles seem (at least to me) to overpower the previous rifles.
I made a small spreadsheet with the stats of all rifles, including interesting stats like RPM, DPS, damage after 1 second, damage per clip, and time to empty a clip. You can find it here: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0
Borne Velvalor wrote:(...)So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
(...)Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons?
The 0.2 second charge up time for the Rail Rifle is so significant that it can never catch up to the damage output of an AR.
As for the Laser Rifle, well, I guess we have to see how the Rail Rifle works in-game. You have to remember though that the Laser Rifle does not have any recoil no matter for how long you pull the trigger. I expect the Rail Rifle to have some form of recoil that also might increase over time and each time they release the trigger they have to charge up again. But if this is enough to balance the LR against the RR we'll have to see once we can actually use the new rifles.
Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil.
The AR does more DPS than the RR. Due to the charge up time and a longer reload time the RR can never catch up on damage output. For example in the first second after pulling the trigger the Duvolle AR will have dealt 467.5 damage while the Ishukone Assault RR will have dealt only 384.4 damage, all due to the charge up time.
Like I said before, here is a spreadsheet with stats of all rifles: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0 |
Mortedeamor
WASTELAND JUNK REMOVAL The Ascendancy
538
|
Posted - 2013.10.27 11:29:00 -
[564] - Quote
please post the laser rifle stats set up like this. i wanna see the differences between the lr stats from stnd to proto and every other rifle you put in dust |
Ghermard-ol Dizeriois
Maphia Clan Corporation
10
|
Posted - 2013.10.27 11:59:00 -
[565] - Quote
CCP Wolfman wrote: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
Great, now give 9999 Shield Points / 9999 Armor Points to each HAV (Sica and Soma included) and I think we have a balanced game. |
Takahiro Kashuken
Red Star. EoN.
1528
|
Posted - 2013.10.27 12:08:00 -
[566] - Quote
Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage.
lolno
How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch
|
Delta 749
Kestrel Reconnaissance
2253
|
Posted - 2013.10.27 12:15:00 -
[567] - Quote
Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch
Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals |
Bright Cloud
Namtar Elite Gallente Federation
271
|
Posted - 2013.10.27 13:04:00 -
[568] - Quote
The Rail rifle will be much better at fighting over distance simply cause at range the Assault rifle does like 10HP per hit while you still do full damage with the rail rifle and murdering every 1. This is just going to be as popular as the TAC AR in the beginning where it was the none plus ultra. If you can outrange your enemy you basically won the firefight. And with the recent heavy usage of active scanners you cant really say that the 0.2 secs charge time is a handicap. People will just pre fire around corners to bridge the charge time. And you seem to forget that the rail rifle deals more damage per bullet which means that you need less to kill somebody and that saves you ammo. |
Takahiro Kashuken
Red Star. EoN.
1528
|
Posted - 2013.10.27 13:28:00 -
[569] - Quote
Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals
Dropsuit self heals
Its a tank, i know you want to be able to kill it with a militia AR with 1 bullet |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4290
|
Posted - 2013.10.27 13:31:00 -
[570] - Quote
Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals
wtf tank shuld b godmoed |
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Takahiro Kashuken
Red Star. EoN.
1528
|
Posted - 2013.10.27 13:55:00 -
[571] - Quote
Arkena Wyrnspire wrote:Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals wtf tank shuld b godmoed
Only to stupid enemies such as yourselfs who dont know how to use AV which you clearly dont know how to |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4292
|
Posted - 2013.10.27 14:12:00 -
[572] - Quote
Takahiro Kashuken wrote:Arkena Wyrnspire wrote:Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals wtf tank shuld b godmoed Only to stupid enemies such as yourselfs who dont know how to use AV which you clearly dont know how to
I look forward to seeing your continued tears after AV is nerfed and you still get dominated. |
Takahiro Kashuken
Red Star. EoN.
1529
|
Posted - 2013.10.27 14:35:00 -
[573] - Quote
Arkena Wyrnspire wrote:
I look forward to seeing your continued tears after AV is nerfed and you still get dominated.
PC will be a true test, not random pub matches |
Meeko Fent
expert intervention Caldari State
1313
|
Posted - 2013.10.27 14:38:00 -
[574] - Quote
Skybladev2 wrote:Takahiro Kashuken wrote:Skybladev2 wrote: But LAVs are buffed.
With less slots Meaning new vehicles can not overtank old versions? Only if they sacrifice resists or reppers. |
Jebus McKing
Molon Labe. RISE of LEGION
116
|
Posted - 2013.10.27 15:07:00 -
[575] - Quote
Bright Cloud wrote:The Rail rifle will be much better at fighting over distance simply cause at range the Assault rifle does like 10HP per hit while you still do full damage with the rail rifle and murdering every 1. This is just going to be as popular as the TAC AR in the beginning where it was the none plus ultra. If you can outrange your enemy you basically won the firefight. And with the recent heavy usage of active scanners you cant really say that the 0.2 secs charge time is a handicap. People will just pre fire around corners to bridge the charge time. And you seem to forget that the rail rifle deals more damage per bullet which means that you need less to kill somebody and that saves you ammo.
There seem to be a lot of concerns regarding the Rail Rifle, but in my perception the Rail Rifle looks like it is going to be the weakest of the four rifles.
Those 0.2 seconds charge up time make a huge difference and absolutely diminish the RRs usefulness in any close range fights. For example a Duvolle AR will be able to deliver 90+ damage before the RR even finished charging up and it can never catch up in damage output when fighting inside the ARs optimal range. Outside of the ARs optimal range, the RR will certainly be a good weapon, but it probably won't stand a chance against an AR in close range fights.
The reason why the Tactical AR was so popular was not just its range, but the ability to be effective in close range fights too. That's the reason why CCP nerfed the hip-fire accuracy, ROF and clipsize of the TAR. |
Mordecai Sanguine
What The French
74
|
Posted - 2013.10.27 16:05:00 -
[576] - Quote
Quote:Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs....
Aaaaaaand THIS IS THE MOMENT WHEN DUST DIED. It's when the stupid people think than 2.86 to kill an heavy is too slow. IT'S a ******* HEAVYYYYYY. Are you ******* kidding me guys ??????
When you will understand than assaut rifle IS NOT SUPPOSED TO KILL SO FAST THE ACTUAL BIGGEST SUIT !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
It's NOT KALOFDOUTIE WHERE YOU INSTANKILL YOU DUMBA*S.
|
Mordecai Sanguine
What The French
74
|
Posted - 2013.10.27 16:09:00 -
[577] - Quote
Takahiro Kashuken wrote:Delta 749 wrote:Takahiro Kashuken wrote:Fist Groinpunch wrote:Not a fan of the proposed changes to the AV grenades. It's the most difficult AV weapon to use because it requires you to be essentially face to face with a tank. More risk should equal better reward, ie more damage. lolno How are you face to face with a tank when you are hiding around a corner or behind a wall spamming AV nades which never miss because lolhomingcrutch Loltalking about crutches when he sits in a vehicle that is practically immune to all but three weapons and self heals Dropsuit self heals Its a tank, i know you want to be able to kill it with a militia AR with 1 bullet
Well Assault rifle is a 60 magazine. 38 of damage approximately (and i don't count master level or Damagers. 60x38 is 2280. Enough to destroy a Madrugar Shield. In theory 10 people shooting with Assault rifles at a Tank will destroy it really easily.
Now people see the problem with assault rifle and the weakness of tanks or ??? |
KEROSIINI-TERO
The Rainbow Effect
784
|
Posted - 2013.10.27 16:33:00 -
[578] - 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.
While I agree that the swarm nerf seems to be too big amount, Swarm positioned on top of towers was ridiculous so the lock range reduction has it's reasons.
Also, swarms got MAJOR buff early september (the rof increase with no penalties).
This nerf is not gonna create a race of predatory dropships. Dropships biggest banes are rail installations, rail tanks and of course - the dreaded nigh-instapopping forge gun. Which are still there.
Furthermore, swarms are not the best AV versus redline tanks. Redline snip tanks are virtually always positioned so that can negate the swarms by backing up a bit - unless the swarms are invisible, which is a bug and should not be part of balancing the field.
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
10
|
Posted - 2013.10.27 16:38:00 -
[579] - Quote
I already see a 16 vs 16 where there are only ForgeGuns, so no tank will be called into battle.
Thanks CCP |
Shotty GoBang
Pro Hic Immortalis
1797
|
Posted - 2013.10.27 16:39:00 -
[580] - Quote
KEROSIINI-TERO wrote: Also, swarms got MAJOR buff early september (the rof increase with no penalties).
Former WikiHaHa clipsize = 5 Current WikiHaHa clipsize = 3
^ Penalty? |
|
Takahiro Kashuken
Red Star. EoN.
1532
|
Posted - 2013.10.27 16:44:00 -
[581] - Quote
Shotty GoBang wrote:KEROSIINI-TERO wrote: Also, swarms got MAJOR buff early september (the rof increase with no penalties).
Former WikiHaHa clipsize = 5 Current WikiHaHa clipsize = 3 ^ Penalty?
No penalty when it can fire more volleys at a faster ROF even when you include reload time |
Shotty GoBang
Pro Hic Immortalis
1797
|
Posted - 2013.10.27 16:51:00 -
[582] - Quote
Takahiro Kashuken wrote:Shotty GoBang wrote:KEROSIINI-TERO wrote: Also, swarms got MAJOR buff early september (the rof increase with no penalties).
Former WikiHaHa clipsize = 5 Current WikiHaHa clipsize = 3 ^ Penalty? No penalty when it can fire more volleys at a faster ROF even when you include reload time
Good point. Can't argue with maths :-) |
Rei Shepard
Spectre II
752
|
Posted - 2013.10.27 17:31:00 -
[583] - Quote
Jebus McKing wrote:Bright Cloud wrote:The Rail rifle will be much better at fighting over distance simply cause at range the Assault rifle does like 10HP per hit while you still do full damage with the rail rifle and murdering every 1. This is just going to be as popular as the TAC AR in the beginning where it was the none plus ultra. If you can outrange your enemy you basically won the firefight. And with the recent heavy usage of active scanners you cant really say that the 0.2 secs charge time is a handicap. People will just pre fire around corners to bridge the charge time. And you seem to forget that the rail rifle deals more damage per bullet which means that you need less to kill somebody and that saves you ammo. There seem to be a lot of concerns regarding the Rail Rifle, but in my perception the Rail Rifle looks like it is going to be the weakest of the four rifles. Those 0.2 seconds charge up time make a huge difference and absolutely diminish the RRs usefulness in any close range fights. For example a Duvolle AR will be able to deliver 90+ damage before the RR even finished charging up and it can never catch up in damage output when fighting inside the ARs optimal range. Outside of the ARs optimal range, the RR will certainly be a good weapon, but it probably won't stand a chance against an AR in close range fights. The reason why the Tactical AR was so popular was not just its range, but the ability to be effective in close range fights too. That's the reason why CCP nerfed the hip-fire accuracy, ROF and clipsize of the TAR.
So they are making a long range Rail rifle and people are already whining it cant compete with a gun designed for close encounters?
If the new RR would be better at Close range or the same, wouldnt that just make it so the Blaster is useless? |
crazy space 1
Vherokior Combat Logistics Minmatar Republic
1935
|
Posted - 2013.10.27 18:03:00 -
[584] - Quote
Thank you Rei Shepard
There are clearly too many weapons going on, no reason for it. We can have all 4 racial guns thought out now. The rail is long range no need for a lower range high damage rail it would make blasters useless.
maybe if they see no one using the tar and old brust they will remove them at a later date. |
Jebus McKing
Molon Labe. RISE of LEGION
117
|
Posted - 2013.10.27 19:07:00 -
[585] - Quote
Rei Shepard wrote:So they are making a long range Rail rifle and people are already whining it cant compete with a gun designed for close encounters?
If the new RR would be better at Close range or the same, wouldnt that just make it so the Blaster is useless? Yup, but many people in here obviously seem to have the impression that the RR will be exactly like an AR but with better DPS and more range, which is not the case. RR will be a good long range weapon but suck at close ranges and for the AR it is the other way around, and IMO that is the way it should be. So, everything is fine. |
Borne Velvalor
Endless Hatred
818
|
Posted - 2013.10.27 19:20:00 -
[586] - Quote
Jebus McKing wrote:Borne Velvalor wrote:(...)So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
(...)Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons? The 0.2 second charge up time for the Rail Rifle is so significant that it can never catch up to the damage output of an AR. As for the Laser Rifle, well, I guess we have to see how the Rail Rifle works in-game. You have to remember though that the Laser Rifle does not have any recoil no matter for how long you pull the trigger. I expect the Rail Rifle to have some form of recoil that also might increase over time and each time they release the trigger they have to charge up again. But if this is enough to balance the LR against the RR we'll have to see once we can actually use the new rifles. Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. The AR does more DPS than the RR. Due to the charge up time and a longer reload time the RR can never catch up on damage output. For example in the first second after pulling the trigger the Duvolle AR will have dealt 467.5 damage while the Ishukone Assault RR will have dealt only 384.4 damage, all due to the charge up time. Like I said before, here is a spreadsheet with stats of all rifles: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0
Thank you for the well thought out response. The damage output for the Rail Rifle is affected by the charge up time, but over the average 2 second it'll take to kill a proto considering slight inaccuracy, that's 10% less damage. It already does slightly more DPS, anyways. It'll be enough to get an RR user killed in 1 v 1 combat against an AR user if both pull the trigger at the same time, with the same suit.
We'll have to see whether or not these discourage RR dominance or not. I'm thinking that a lot of players would rather have that 78m > 48m range than that 20% damage in the first second of fire.
Also, the clip takes longer to unload than an Assault Rifle user. With two complex damage mods and proficiency, you could kill three 1000 eHP protos and still have half a dozen bullets to spare. |
Kazeno Rannaa
BIG BAD W0LVES
296
|
Posted - 2013.10.27 19:38:00 -
[587] - 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.
I have to agree with the suggestion that this will give vehicles an undue and unfair advantage when it comes to the AV that is available to the ground troops, when it comes to the SWARM lock-on range reduction. You are basically making it so that I have to be right next to the damn thing to get a lock on. Have any of you guys realized that even today the general lock-on range of the JAVELIN or the STINGER are in measured in thousands of meters, with even in BF3 the general lock-on ranges for their anti-vehicle weapon systems being measured in 1000 - 2000 meters (JAVELN and STINGER RESPECTIVELY).
So how is it with the size of the maps that are available (5km x 5km) that are lock on ranges are being reduced to such dismal ranges??? It makes no sense, considering that the general map size for BF3, which mind you is one of the only comparable games as for equipment, its use and functionality in comparison to map size and interactional availability, and is still smaller than in DUST, is being reduced from being roughly 50% of it and is being contemplated in reducing it to somewhere between 8-17% of their comparable ranges (related inversely).
Who thought that was a GREAT idea? Especially with a reduction in the weaponGÇÖs damage output? If you are going to reduce the range so HEAVILY, then the damage shouldnGÇÖt be touched. If the damage is going to be reduce by 1/3, then the range of lock-on should not be reduced, if anything is should be given at the VERY LEAST a 150-200m buff in lock-on range. This would be just for the shear fact that it is near impossible to get a target (primarily tanks, but also DERPships) because of the likelihood that a collision will occur due to flight path occlusions.
Nothing personal WOLFman, but what did you smoke out of the crack-pipe to come up with these adjustments to the swarm and AV nades? Was it every one being upset with the fact of being hit by invisible swarms? IF so, isnGÇÖt the more appropriate fix to this issue is increasing the draw distance of both the vehicles and the swarms while working out how you are able to add a collision or lock-on threat indicator alarm? This solution screams of a cheap (i.e., cognitively and it has the appearance of being lazy in the problem solving department) and temporary fix that will have to be undone at a later date, especially when the stat adjustment for vehicles is finally done and implemented for the 1.7/1.8 update.
That also sounds the GÇ£double your workGÇ¥ alarm in my head, since again, you will be implementing this fix as a band-aide for one problem, and then that band-aide will allow an infection that will also have to be addressed along with the original problem that that band-aid was placed there with the intention of fixing it.
As for the the weapons. They seem fairly balanced role wise. My only disappointment is the fact that the assault variants of both the Rail and Combat rifles are being forced to have an iron sight. I believe a number of us were under the impression that a red-dot sight was going to be the standard for them, or at least the Rail rifle. That being based off the model that was paraded around in earlier renditions? So the Amarr are the only ones with the tech to build red-dot (or rather gold-dot) sights?
Before you commit to the iron sights for ADS on the assault variants, I would RECOMMEND that you post images of what those sight pictures will look like while in ADS (both the ACOG and the Iron sights) and I would request that you look at playing with a red-dot/HOLO style scope for both of the new rifles.
And on a final note, what about the MAGSEC SMG? Anything new down the pipes for my heavy brethren? They seem to be the bastard children besides us Caldari. They have only 1 race and three suits to choose from, kind of like us Caldari only have medium frames, no heavies, no light frames, and just swarms, equipment, sniper rifles, AV nades, and NOVA knives to our patriotism to the State and our Corporate parents.
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Talos Vagheitan
King Slayers
121
|
Posted - 2013.10.27 20:34:00 -
[588] - Quote
ryo sayo mio wrote:respec on av now please
Tanks are getting limited ammo. Should balance out |
Dreggs Ular
STRONG-ARMED BANDITS Public Disorder.
2
|
Posted - 2013.10.27 21:15:00 -
[589] - Quote
iz the combat rifle Minmatar? |
Bright Cloud
Namtar Elite Gallente Federation
274
|
Posted - 2013.10.27 21:23:00 -
[590] - Quote
Hmm when was the last time we had a long range high damaging weapon which was fully auto? Oh yeah i remember now it was the pre nerf laser rifle. And the last time the argument with "its crap at close range" hasnt beeing accepted by the community. But ive still have a question if the combat rifle is a 3 round or 7 round burst. If it is 7 then i might spec into it. Loved the allotek AR with 7 round burst and then CCP decided to give it a 3 round burst. |
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Borne Velvalor
Endless Hatred
821
|
Posted - 2013.10.27 21:26:00 -
[591] - Quote
Bright Cloud wrote:Hmm when was the last time we had a long range high damaging weapon which was fully auto? Oh yeah i remember now it was the pre nerf laser rifle. And the last time the argument with "its crap at close range" hasnt beeing accepted by the community. But ive still have a question if the combat rifle is a 3 round or 7 round burst. If it is 7 then i might spec into it. Loved the allotek AR with 7 round burst and then CCP decided to give it a 3 round burst.
I love using the Laser Rifle and feel like it's in a good place against most weapons, other than the drop off at the end to 10% 3m out of optimal. It looks like RRs will be even better than the old LRs and I'll be out of my niche. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
540
|
Posted - 2013.10.27 21:34:00 -
[592] - Quote
So Durka-Durka, I'm guessing the Rail Rifle is the most effective against armor in the same sense that the Scrambler Rifle is the most effective against Shields? |
ToRgUe77
Ultramarine Corp
6
|
Posted - 2013.10.27 22:13:00 -
[593] - Quote
Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. |
Heathen Bastard
The Bastard Brigade
670
|
Posted - 2013.10.27 22:40:00 -
[594] - Quote
ToRgUe77 wrote:Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game.
BOO. ****ING. HOO. Now you'll need to be within render distance to completely murder a tank. |
Borne Velvalor
Endless Hatred
824
|
Posted - 2013.10.27 22:44:00 -
[595] - Quote
Heathen Bastard wrote:ToRgUe77 wrote:Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. BOO. ****ING. HOO. Now you'll need to be within render distance to completely murder a tank.
Only proto swarms with complex damage mods and proficiency "murders" HAVs. Everything else just peppers it with its repair unit and hardeners going until it decides to boost around a corner and recall, redeploying later when you've switched away from swarms.
EDIT: Also, there's a 55% range reduction PLUS a 33% damage reduction. For reference, this makes post-nerf proto swarms deal the exact same damage as standard swarms. Good luck taking on that Falchion with standard swarms before it magically disappears. |
KEROSIINI-TERO
The Rainbow Effect
784
|
Posted - 2013.10.27 23:04:00 -
[596] - Quote
Fizzer94 wrote: I know! I don't think CCP remembers that DPS needs to be sacrificed when you make a ranged weapon.
Not quite that simple. There are many other attributes to weight in. Like kick, dispersion, cooldowns, the sight quality etc. |
Evicer
THE HECATONCHIRES
28
|
Posted - 2013.10.27 23:25:00 -
[597] - Quote
So i decided to test this theory about Swarms doing too much damage.I just came from a match where I got sniped 3 times once in my Proto swarm fit and 2 times using my Dren swarms.A Madrugar pushed the whole team back I saw 4 other guys In There starter swarm fits shooting there swarms at it.I hit it 10 times and shot 26 salvos at it.I didnt bother to count everyone elses's. It was not spider tanking it did not have Logi Lav on it.
Lets also not forget that tankers use installations to mask the lock on of the swarms.Whereby your swarms lock on to a supply depot instead of the tank......
Oh but it does that faster now.(sarcasm) |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
435
|
Posted - 2013.10.27 23:26:00 -
[598] - Quote
Heathen Bastard wrote:ToRgUe77 wrote:Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. BOO. ****ING. HOO. Now you'll need to be within render distance to completely murder a tank.
The same way Tanks are invisible around corners like the boogeyman - CCP have multiple things to work on |
Ydubbs81 RND
MoIden Heath PoIice Department EoN.
2041
|
Posted - 2013.10.27 23:49:00 -
[599] - Quote
Looks like I'm late to this party....as usual.
Anyway please CCP..consider this.....the health of logi lavs and HAVs. How could you put the hammer on AV nades and SL lock on distance? A LAV will be able to simply drive out of range before we will be able to lock on it. Even if we get one shot on it...logi lavs will eat that proto swarm launcher and keep it moving. Packed AV nades were a joke against lavs (especially logi lavs)...now you're making the proto av nade weaker than a current packed AV nade?? Where is the sense in that? I need you guys to play this game when you guys are considering nerfing things.
Have you guys played this game where a tank just sits on a hill (that you guys allow because of the design of these maps) and rails down on objectives? How will we be able to scare him off of the redline now? Now, you're making it so only heavies can attack vehicles...but what if there aren't any in the game? We will just have to die aimlessly then, huh?
I'd rather you give the tanks more health or more effective modules for survivability then to remove our only ways to defend ourselves. I mean, seriously.....proto AV nades 1000hp??? What will that do for tanks and lavs with armor and shield resistance? Some logi lavs still had shields after 3 Lai Dai Packed nades hit them....how will we defend ourselves against them now?
This is the only game where you have to go AV OR Assault. AV nades are going to be a joke against a good tank now and SLs just the same. But for assault class, the SL is our best defense and we can't even use a SL with our primary weapon....which leaves us vulnerable to infantry. It will require 3 or 4 assaults at the same time to take a tank out...and now, all the tanks have to do is run a few meters.
This is another bad idea, CCP...horrible, in fact. You guys don't ever compromise...it is always one extreme or the other. And that is terrible practice as far as balancing a game is concerned. |
Bright Cloud
Namtar Elite Gallente Federation
276
|
Posted - 2013.10.28 00:01:00 -
[600] - Quote
Ydubbs81 RND wrote:Looks like I'm late to this party....as usual.
Anyway please CCP..consider this.....the health of logi lavs and HAVs. How could you put the hammer on AV nades and SL lock on distance? A LAV will be able to simply drive out of range before we will be able to lock on it. Even if we get one shot on it...logi lavs will eat that proto swarm launcher and keep it moving. Packed AV nades were a joke against lavs (especially logi lavs)...now you're making the proto av nade weaker than a current packed AV nade?? Where is the sense in that? I need you guys to play this game when you guys are considering nerfing things.
Have you guys played this game where a tank just sits on a hill (that you guys allow because of the design of these maps) and rails down on objectives? How will we be able to scare him off of the redline now? Now, you're making it so only heavies can attack vehicles...but what if there aren't any in the game? We will just have to die aimlessly then, huh?
I'd rather you give the tanks more health or more effective modules for survivability then to remove our only ways to defend ourselves. I mean, seriously.....proto AV nades 1000hp??? What will that do for tanks and lavs with armor and shield resistance? Some logi lavs still had shields after 3 Lai Dai Packed nades hit them....how will we defend ourselves against them now?
This is the only game where you have to go AV OR Assault. AV nades are going to be a joke against a good tank now and SLs just the same. But for assault class, the SL is our best defense and we can't even use a SL with our primary weapon....which leaves us vulnerable to infantry. It will require 3 or 4 assaults at the same time to take a tank out...and now, all the tanks have to do is run a few meters.
This is another bad idea, CCP...horrible, in fact. You guys don't ever compromise...it is always one extreme or the other. And that is terrible practice as far as balancing a game is concerned. You seem to have not beeing following the vehicle changes CCP are planning do you? Well let me enlighten you: -Logi Lav's are getting removed from the game. -Madrugars will have 3 low slots and Gunnlogis will have 3 high slots. (basically they loose 2 slots for using tank) -Armor reps getting hit wih a nerfbat. Extenders/Plates getting nerfed. -Passive resistance modules getting removed -active modules have awfully long cooldown times (like 60 secs)
So tell me when tanks are getting nerfed (rebalanced lol) then why should swarms and other AV weapons keep their old damage potential? What they basically are doing is to turn Gunnlogis into Sica's and madrugars into worse Soma's. Oh and militia tanks will have a 2-2 module layout. And the AV changes will be released TOGETHER with the vehicle changes. I cant believe that so many people are ignorant and doesnt even look at the vehicle changes. They just complain "dont nerf my swarms". |
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KEROSIINI-TERO
The Rainbow Effect
784
|
Posted - 2013.10.28 01:41:00 -
[601] - Quote
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. [/quote]
In buiilt-up corner to corner fighting it is a lot.
Btw blinking for 0,4 sec would look... Odd. Like on drugs, perhaps. |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 02:22:00 -
[602] - Quote
Ghermard-ol Dizeriois wrote:CCP Wolfman wrote: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 Great, now give 9999 Shield Points / 9999 Armor Points to each HAV (Sica and Soma included) and I think we have a balanced game.
Are you implying that they are trying to make us OP? |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 02:25:00 -
[603] - Quote
Dreggs Ular wrote:iz the combat rifle Minmatar?
yes |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 02:26:00 -
[604] - Quote
Roy Ventus wrote:So Durka-Durka, I'm guessing the Rail Rifle is the most effective against armor in the same sense that the Scrambler Rifle is the most effective against Shields?
It's on par with the Combat Rifle |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 02:27:00 -
[605] - Quote
Borne Velvalor wrote:Heathen Bastard wrote:ToRgUe77 wrote:Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. BOO. ****ING. HOO. Now you'll need to be within render distance to completely murder a tank. Only proto swarms with complex damage mods and proficiency "murders" HAVs. Everything else just peppers it with its repair unit and hardeners going until it decides to boost around a corner and recall, redeploying later when you've switched away from swarms. EDIT: Also, there's a 55% range reduction PLUS a 33% damage reduction. For reference, this makes post-nerf proto swarms deal the exact same damage as standard swarms. Good luck taking on that Falchion with standard swarms before it magically disappears.
So maybe have a friend to help you out, or hit it while the hardeners are down? |
Fist Groinpunch
Goonfeet Top Men.
128
|
Posted - 2013.10.28 02:44:00 -
[606] - Quote
Talos Vagheitan wrote:ryo sayo mio wrote:respec on av now please Tanks are getting limited ammo. Should balance out
Would recalling the tank, then calling in a new one reset the ammo count?
If yes, what is stopping the tanker from hightailing an empty tank to his redline and replenishing the ammo that way? |
Commander Tzu
L.O.T.I.S. Public Disorder.
25
|
Posted - 2013.10.28 02:48:00 -
[607] - Quote
Godin Thekiller wrote:Borne Velvalor wrote:Heathen Bastard wrote:ToRgUe77 wrote:Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. BOO. ****ING. HOO. Now you'll need to be within render distance to completely murder a tank. Only proto swarms with complex damage mods and proficiency "murders" HAVs. Everything else just peppers it with its repair unit and hardeners going until it decides to boost around a corner and recall, redeploying later when you've switched away from swarms. EDIT: Also, there's a 55% range reduction PLUS a 33% damage reduction. For reference, this makes post-nerf proto swarms deal the exact same damage as standard swarms. Good luck taking on that Falchion with standard swarms before it magically disappears. So maybe have a friend to help you out, or hit it while the hardeners are down?
Wait, hold on, what? You mean to say that you should NOT attack a tank while it has all of it's modules on? So you should wait until it's vulnerable to attack instead of attacking when it is at it's strongest? Whoa, that is a game changer, I mean it's totally unheard of to attack an enemy when they're vulnerable. /sarcasm |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:35:00 -
[608] - Quote
BL4CKST4R wrote:Rinzler XVII wrote:Arkena Wyrnspire wrote: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, or have another mitigating factor. The spool-up time here is insufficient to balance this. It can't be like this, where the longer range weapons have both a range advantage AND a DPS advantage. You are an idiot ... why are their so many idiots replying on this topic ???? THE RAIL RIFLE WILL NOT DO AS MUCH DAMAGE IN CQC AS THE GALLENTE DO .. THE DAMAGE THEY DO SHOULD ALWAYS BE EQUAL AT THEIR OWN OPTIMAL RANGES .. WHY THE HELL SHOULD A WEAPON DO LESS DAMAGE THAN A CQC WEAPON WHEN AT ITS OPTIMUM RANGE ? Seriously how can something as simple as this be so hard to understand ... get close .. fight at your optimum range and gain the advantage .. if you're fighting at a rail rifles optimum range when you are out f your own weapons range you are gonna get killed ... This is my issue ... Idiots calling for nerfs because they do not understand basic concepts which then leads to a poor game If I rushed you with a AR (high DPS weapon) from 50 meters while you use a Sniper rifle (a low DPS weapon) you would die. If I rushed you with a AR (high DPS weapon) from 200 meters while you use a Sniper rifle (a low DPS weapon) I would die. The damage in this scenario is obviously not the same, but within the optimal range the optimal weapon is winning. Now imagine the Sniper rifle having the same DPS as the AR also its longer range, the optimal weapon for BOTH scenarios would be the sniper rifle (ignoring the sway and impossible hip fire which wouldn't be a problem for the Rail), this is the problem that Arkena is pointing out.
Explain how this works with the HMG...because when people rush HMG in CQC they still win |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:41:00 -
[609] - Quote
Borne Velvalor wrote:Here's some DPS in case someone else hasn't done it. This is with Proficiency 5 and 2 Complex Damage Mods, which is a common PRO build. For reference, the Duvolle will be included in these calculations. The numbers have been rounded to the nearest multiple of 5.
Duvolle AR: 640 DPS (37.4 damage * 1.15 proficiency * 1.19 mods * 750 RPM / 60 seconds)
Boundless CR: 960 DPS (35.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds) Six Kin CR: 635 DPS (23.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds)
Kaalakiota RR: 645 (61.6 damage * 1.15 proficiency * 1.19 mods * 460 RPM / 60 seconds) Ishukone RR: 655 (48.05 damage * 1.15 proficiency * 1.19 mods * 600 RPM / 60 seconds)
So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
Also, with Rail Rifles, there will no longer be a need for Laser Rifles because they cover the same range, except without a reverse damage drop off. 280 DPS between 64m and 83m (19m) or 655 DPS between 0m and 78m (78m)? No, obviously no outclassing there. Two and a half times the damage with quadruple the optimal span? Nope.
Also, heat damage is 0.6 * bullets fired. The standard LR overheats at exactly 60 bullets. Averaging the damage of these 60 bullets, provided you never let go of the trigger to maximize build up, deals 580 damage a second. The Viziam can fire around 70 bullets. This takes 6 seconds and deals 3660 damage, which is 610 damage. The peak damage of a standard LR at the very last bullet is 845 DPS, which is unobtainable because it overheats after one bullet at that DPS. The peak damage of the Viziam is 940.
To make the DPS match the Rail Rifle, you need to "charge" by wasting ammo. To reach the same average DPS throughout the TTK of your average suit, you need to fire 30 shots. This will make you deal around the same damage as the Rail Rifle on average if you land all your shots. This takes 2.5 seconds.
Thus, to reach comparable damage with the Laser Rifle as it is now to the Rail Rifle, you need to "charge" the gun over 2.5 seconds, wasting 30 ammo. The Rail Rifle, on the other hand, only takes 0.2 seconds to charge, wasting no ammo. It also has no overheat to worry about. And a 78m optimal span, compared to the tiny 19m optimal span of the Laser.
Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons?
the numbers on the boundless are off. Because it is a Burst rifle. I am not sure what the delay is, but it is most likely the same delay as the GAL burst rifle. if you know that delay stat the real DPS will be almost 150-200 DPS lower. |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:47:00 -
[610] - Quote
Borne Velvalor wrote:Thurak1 wrote:Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. No i totally saw it. I am not happy about it at all. I also wonder if that is the range where i generally cant even see the shooter because heavy weapon's dont generally have a zoom to them and it seems after a certain distance you cant even see a little of a player the game just dosn't even bother drawing them. Another reason i have switched to using my assault suit with a scrambler. That ever so slight zoom they get means i can actually target someone that is far off. Best part is the lagg that happens when i zoom in to where i think they are and 1 second there is nothing then poof like magic someone is right where i zoomed in and they are already fine tuning their aim on me. Sometimes there is enough lagg so that i can see them just in time to lie down from a headshot. Well, you should see them at that distance. You can't hit them unless you run towards them for 10 seconds first, but you can see them as they kill you in 1.5 seconds (real number if the headshot modifier is 1.5 for RRs) with headshots.
If you are a Heavy with 1100 ehp (the average for heavies), and a STD Rail Rifle is shooting you if he does not miss you will die in 2.3 - 2.5 Seconds. That is fast. |
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D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:50:00 -
[611] - Quote
Jebus McKing wrote:D legendary hero wrote:Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs.... The 0.05 ROF is the time between each shot of a burst. (SHOT-0.05-SHOT-0.05-SHOT) For comparision the AR has a ROF of 0.08 between each shot, the GK-13 Burst AR has 0.072 and the Allotek Burst AR 0.064. So the CR bursts are significantly faster and the RPM is then only limited by how fast you can pull the trigger after each burst, which should result in you theoretically being able to shoot every 0.1 seconds. This would lead to a DPS maximum of 960 for the standard CR. As this sounds like it'd be way too much I guess in reality you will not be able to pull the trigger that fast. Then again I don't expect the CRs real DPS to be much worse than that of the AR. Also from what I heard from the Devs the CR seems to be a really good weapon. BL4CKST4R wrote:Would love to see a DPS comparison between all 4 rifle types, the GAR should have the highest DPS for its range sacrifice while the Rail rifle should have the lowest DPS for its higher range, what this does is maintain each gun dominant within its range fields. If the DPS remains the same for each gun what would happen is that the longest range weapon becomes the FOTM and the low range weapons become novelty.
Looking at the ranges the GAR should have at least a 25-40% DPS advantage against the Rail rifle, while the Combat rifle and scrambler sit in between, keep in mind that outside of optimal and maximum range the DPS advantage has no advantage. Remember that DPS does not mean high damage, DPS is usually judged by low damage-per-shot and high ROF or a mixture of medium damage and medium-high ROF, while low DPS is usually (for high damage weapons) high-damage-per-shot and low ROF. A good way to see how this comes into play is by comparing the gameplay of a Blaster cannon and Rail gun on a tank, at long ranges the Rail gun will always beat the blaster, but at close ranges the Blaster will always beat the Rail gun. This works for either burst, tactical, or assault variants.
Without adding the GAR and the Scrambler to this weapon comparison its hard to see how this will add a balanced gameplay, so far these two new rifles seem (at least to me) to overpower the previous rifles. I made a small spreadsheet with the stats of all rifles, including interesting stats like RPM, DPS, damage after 1 second, damage per clip, and time to empty a clip. You can find it here: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&usp=sharing#gid=0Borne Velvalor wrote:(...)So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
(...)Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons? The 0.2 second charge up time for the Rail Rifle is so significant that it can never catch up to the damage output of an AR. As for the Laser Rifle, well, I guess we have to see how the Rail Rifle works in-game. You have to remember though that the Laser Rifle does not have any recoil no matter for how long you pull the trigger. I expect the Rail Rifle to have some form of recoil that also might increase over time and each time they release the trigger they have to charge up again. But if this is enough to balance the LR against the RR we'll have to see once we can actually use the new rifles. Borne Velvalor wrote:Has everyone missed the part where the Rail Rifle has the same damage per second as the assault rifle over twice the range? Yeah. So, Heavies will indeed be dropping in two to three seconds to Rail Rifles, provided this is an accurate representation of how the gun will work and there isn't some crazy recoil. The AR does more DPS than the RR. Due to the charge up time and a longer reload time the RR can never catch up on damage output. For example in the first second after pulling the trigger the Duvolle AR will have dealt 467.5 damage while the Ishukone Assault RR will have dealt only 384.4 damage, all due to the charge up time. Like I said before, here is a spreadsheet with stats of all rifles: https://docs.google.com/spreadsheet/ccc?key=0AkgH4oyiFeUAdFpjQW0wRExKazF6empxY0R2Rm9iV3c&... |
D legendary hero
Ultramarine Corp
1224
|
Posted - 2013.10.28 03:57:00 -
[612] - Quote
Mordecai Sanguine wrote:Quote:Combat rifle Based on the stats the burst and full auto have the same fire rate. evidently their is a .05 second delay between each shot even in the busts. We do not have a burst delay stat so, its hard to tell what its true fire rate is. mostly likely the same burst delay as the galente burst.
Therefore it will take .15 seconds to fire one burst which will do a total of 96 damage. If this is the case and their is a .1 second delay. 1 second the cambat rifle does 96 damage in .25seconds time * 4 = 384DPS.
If the CB rifle has a 384 DPS, then it will take it 2.86 seconds to kill a heavy. Which is pretty bad. considering minmintar about speed and power.
I am really worried the combat rilfe is going to be utter garbage. And join the ranks of all the other minmintar wepaonry. The only usable minmintar stuff in this game are locus grenades and smgs.... Aaaaaaand THIS IS THE MOMENT WHEN DUST DIED.It's when the stupid people think than 2.86 to kill an heavy is too slow. IT'S a ******* HEAVYYYYYY. Are you ******* kidding me guys ?????? When you will understand than assaut rifle IS NOT SUPPOSED TO KILL SO FAST THE ACTUAL BIGGEST SUIT !!!!!!!!!!!!!!!!!!!!!!!!!!!!! It's NOT KALOFDOUTIE WHERE YOU INSTANKILL YOU DUMBA*S.
Dude. I was comparing the Combat rifle to the other assault rilfes. All the assault rifles kill the heavy suit too fast. thats not the issue here.
french: 9because clearly you don't speak English. Mec. Je comparais le fusil de combat aux autres rilfes d'assaut. Tous les fusils d'assaut tuent le costume lourd trop vite. thats pas la question ici. |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
818
|
Posted - 2013.10.28 04:37:00 -
[613] - Quote
As someone who has recently found love in swarms... that lock nerf is a bit too much. The damage sure, will take a few more hits. But you can bet you will be wasted instantly trying to dodge a tank from 175m... and those dropships are now most of the time out of lock range. |
|
Super Sniper95
GAC WORLD
9
|
Posted - 2013.10.28 05:18:00 -
[614] - Quote
I didnt see any new sniper rifle :-( |
DeathwindRising
ROGUE SPADES EoN.
112
|
Posted - 2013.10.28 05:29:00 -
[615] - Quote
D legendary hero wrote:Borne Velvalor wrote:Here's some DPS in case someone else hasn't done it. This is with Proficiency 5 and 2 Complex Damage Mods, which is a common PRO build. For reference, the Duvolle will be included in these calculations. The numbers have been rounded to the nearest multiple of 5.
Duvolle AR: 640 DPS (37.4 damage * 1.15 proficiency * 1.19 mods * 750 RPM / 60 seconds)
Boundless CR: 960 DPS (35.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds) Six Kin CR: 635 DPS (23.2 damage * 1.15 proficiency * 1.19 mods * 1200 RPM / 60 seconds)
Kaalakiota RR: 645 (61.6 damage * 1.15 proficiency * 1.19 mods * 460 RPM / 60 seconds) Ishukone RR: 655 (48.05 damage * 1.15 proficiency * 1.19 mods * 600 RPM / 60 seconds)
So, full auto Combat Rifles and Rail Rifles have around the same damage output, but at a much longer range than standard Assault Rifles. A 0.2 second spool up doesn't seem to me like it'll be enough to stop Rail Rifle dominance. 3% more damage and a 30m range extension beyond the 48m of the Assault Rifle is very, very good.
Also, with Rail Rifles, there will no longer be a need for Laser Rifles because they cover the same range, except without a reverse damage drop off. 280 DPS between 64m and 83m (19m) or 655 DPS between 0m and 78m (78m)? No, obviously no outclassing there. Two and a half times the damage with quadruple the optimal span? Nope.
Also, heat damage is 0.6 * bullets fired. The standard LR overheats at exactly 60 bullets. Averaging the damage of these 60 bullets, provided you never let go of the trigger to maximize build up, deals 580 damage a second. The Viziam can fire around 70 bullets. This takes 6 seconds and deals 3660 damage, which is 610 damage. The peak damage of a standard LR at the very last bullet is 845 DPS, which is unobtainable because it overheats after one bullet at that DPS. The peak damage of the Viziam is 940.
To make the DPS match the Rail Rifle, you need to "charge" by wasting ammo. To reach the same average DPS throughout the TTK of your average suit, you need to fire 30 shots. This will make you deal around the same damage as the Rail Rifle on average if you land all your shots. This takes 2.5 seconds.
Thus, to reach comparable damage with the Laser Rifle as it is now to the Rail Rifle, you need to "charge" the gun over 2.5 seconds, wasting 30 ammo. The Rail Rifle, on the other hand, only takes 0.2 seconds to charge, wasting no ammo. It also has no overheat to worry about. And a 78m optimal span, compared to the tiny 19m optimal span of the Laser.
Unless you severely modify the Laser Rifle, the Rail Rifle will either be consistently dealing twice the damage or the Laser will need to charge up for 12 times longer to reach comparable DPS, at which point it's dead twice over. The Rail Rifle thus far seems to be mathematically superior to the Laser Rifle in every way. As a Laser Rifle user, I am disappointed by this news.
Congratulations. You didn't want AR 514, so CCP has made it Long Range AR 514. They have the same DPS over a longer range with negligible trade offs. Are there any mechanics that have not been stated yet for these weapons? the numbers on the boundless are off. Because it is a Burst rifle. I am not sure what the delay is, but it is most likely the same delay as the GAL burst rifle. if you know that delay stat the real DPS will be almost 150-200 DPS lower.
0.2 seconds to charge... the assaul combat rifle will have fired 4 rounds at 23.3 damage per round. thats 93 damage before youve fired your first shot. and thats why Rail Rifles will be bad in CQC, since hey don have the ammo to spray and pray, and they also have the longes reload of all AR's. you pop a few rounds to damage them until they ster shooting, then take cover til they stop shooting. repeat until they reload, then you attack full force.
the stats on rail rifles made their weakness abundantly obvious to me. i guess the ones complaining didnt notice that fact. |
Robert Conway
Concordiat Mercenaries
24
|
Posted - 2013.10.28 05:53:00 -
[616] - 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. True. But if you do have your own tanker with you, even if it poorly fit, that poorly it tank (scissors) + an av infantry (paper) should beat the other tank(rock). So av infantry can be used as leverage to help out your vehicle teammates. This is a team based game after all. :) |
Delta 749
Kestrel Reconnaissance
2259
|
Posted - 2013.10.28 06:46:00 -
[617] - Quote
Robert Conway 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. True. But if you do have your own tanker with you, even if it poorly fit, that poorly it tank (scissors) + an av infantry (paper) should beat the other tank(rock). So av infantry can be used as leverage to help out your vehicle teammates. This is a team based game after all. :)
This is a team based game but you dont need team work to drive a tank or to increase its offensive ability or defensive ability in anyway, please explain how "This is team based" holds up under that? And since the obvious thing to mention is small turrets Ill counter that right now, small turrets will be removable which is something many tank drivers have been asking for and is the first thing many plan to remove thus negating even the illusion of a good tank requiring teamwork to operate |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
33
|
Posted - 2013.10.28 07:38:00 -
[618] - 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
That being said , now it's a NO BRAINER that people will FLOCK to the new weapons that are coming out , so what does that mean to someone who had level five as well as the same in proficiency in their assault rifles ??? The assault rifles will now become the dying breed of this game ?????? What about the HMG's as well ??? There is a movement now to the scrambler and now with the newer weapons coming , I just fear that the assault rifle will die NOW. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
33
|
Posted - 2013.10.28 07:52:00 -
[619] - Quote
You do need team mates to operate a tank. If your alone and come upon a fully manned tank your toast. Even more so if one person who is in that tank hops out with a swarmer , then your out manned like three to one with that swarm now becoming an extra gun as well , the tank being one also with an extra gunner being the other.
This IS suppose to be a team game but how many people know what team work is and how to use that to their advantage or even incorporate a battle plan , instead of a few people being all over the map and your team is continually being flanked or wiped out even , because your adversaries are working together coming at you in squad numbers all at once. NOTHING BEATS A TEAM and even more so when they are all working together and has each other's back or six as it's known. This is something that corporation's work on or try to work on always in hopes of knowing each other's tendencies and weaknesses to make up for those and to strengthen the gaps or lags in the ranks. |
Captain Africa Clone1
GRIM MARCH
145
|
Posted - 2013.10.28 08:00:00 -
[620] - 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.
For starters Im not a drop-ship pilot at all , but every role in Dust 514 should have its own little spot in the sun. Personally the drop ship should be very vulnerable against AV BUT Drop ship should be fitted with Super HMG that has the Normal HMG DPS and ROF but additionally have the range (huge range) . I mean its a HMG fitted to a vehicle so it should be a lot bigger and badder than the normal fatty HMG . THIS IS THE ROLE .......IT CAN EASILY DIE BUT BOY IT IS THE BEST MOBILE ANTI PERSONNEL WEAPON AROUND. If you decide to not go anti personnel then fit it with anti tank missiles ...two volleys of swarms of anti tank missiles and the tank should be dead. But you can only fit this type of anti tank on drop ships ... This would make the drop ship a whole lot more valuable on the field but at the same token paper thin against normal swarms.... remember drop ships has speed to outrun swarms...
My two cents ... |
|
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
33
|
Posted - 2013.10.28 08:00:00 -
[621] - Quote
Super Sniper95 wrote:I didnt see any new sniper rifle :-(
They don't care about us. They want to rid this game of us in the first place. BUT HELL if your level five you kind of don't need any new ones plus you have those that you have from salvage. I'm content. |
Miokai Zahou
Film Actors Guilds
52
|
Posted - 2013.10.28 08:26:00 -
[622] - Quote
does anyone know when the new guns come out? |
Vitharr Foebane
Blood Money Mercenaries
159
|
Posted - 2013.10.28 08:42:00 -
[623] - Quote
Captain Africa Clone1 wrote: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. For starters Im not a drop-ship pilot at all , but every role in Dust 514 should have its own little spot in the sun. Personally the drop ship should be very vulnerable against AV BUT Drop ship should be fitted with Super HMG that has the Normal HMG DPS and ROF but additionally have the range (huge range) . I mean its a HMG fitted to a vehicle so it should be a lot bigger and badder than the normal fatty HMG . THIS IS THE ROLE .......IT CAN EASILY DIE BUT BOY IT IS THE BEST MOBILE ANTI PERSONNEL WEAPON AROUND. If you decide to not go anti personnel then fit it with anti tank missiles ...two volleys of swarms of anti tank missiles and the tank should be dead. But you can only fit this type of anti tank on drop ships ... This would make the drop ship a whole lot more valuable on the field but at the same token paper thin against normal swarms.... remember drop ships has speed to outrun swarms... My two cents ... Dropships > General Infantry Infantry AV > Dropships Dropships > Tanks Tanks > Infantry & Infantry AV And where does a FG fit in this little equation? |
Ghermard-ol Dizeriois
Maphia Clan Corporation
10
|
Posted - 2013.10.28 08:52:00 -
[624] - Quote
Vitharr Foebane wrote:Captain Africa Clone1 wrote:My two cents ...
Dropships > General Infantry Infantry AV > Dropships Dropships > Tanks Tanks > Infantry & Infantry AV And where does a FG fit in this little equation?
FG >>>>>>>>>>>>>>>>>>>>>>>> everything else
|
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 09:38:00 -
[625] - Quote
Commander Tzu wrote:Godin Thekiller wrote:Borne Velvalor wrote:Heathen Bastard wrote:ToRgUe77 wrote:Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. BOO. ****ING. HOO. Now you'll need to be within render distance to completely murder a tank. Only proto swarms with complex damage mods and proficiency "murders" HAVs. Everything else just peppers it with its repair unit and hardeners going until it decides to boost around a corner and recall, redeploying later when you've switched away from swarms. EDIT: Also, there's a 55% range reduction PLUS a 33% damage reduction. For reference, this makes post-nerf proto swarms deal the exact same damage as standard swarms. Good luck taking on that Falchion with standard swarms before it magically disappears. So maybe have a friend to help you out, or hit it while the hardeners are down? Wait, hold on, what? You mean to say that you should NOT attack a tank while it has all of it's modules on? So you should wait until it's vulnerable to attack instead of attacking when it is at it's strongest? Whoa, that is a game changer, I mean it's totally unheard of to attack an enemy when they're vulnerable. /sarcasm
So why exactly are you complaining then? it'll have about 5k eHP, so popping it should be easy. You just want easymode swarms. Get out. |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 09:39:00 -
[626] - Quote
Captain Africa Clone1 wrote: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. For starters Im not a drop-ship pilot at all , but every role in Dust 514 should have its own little spot in the sun. Personally the drop ship should be very vulnerable against AV BUT Drop ship should be fitted with Super HMG that has the Normal HMG DPS and ROF but additionally have the range (huge range) . I mean its a HMG fitted to a vehicle so it should be a lot bigger and badder than the normal fatty HMG . THIS IS THE ROLE .......IT CAN EASILY DIE BUT BOY IT IS THE BEST MOBILE ANTI PERSONNEL WEAPON AROUND. If you decide to not go anti personnel then fit it with anti tank missiles ...two volleys of swarms of anti tank missiles and the tank should be dead. But you can only fit this type of anti tank on drop ships ... This would make the drop ship a whole lot more valuable on the field but at the same token paper thin against normal swarms.... remember drop ships has speed to outrun swarms... My two cents ... Dropships > General Infantry Infantry AV > Dropships Dropships > Tanks Tanks > Infantry & Infantry AV
No. |
Godin Thekiller
Hellstorm Inc League of Infamy
1310
|
Posted - 2013.10.28 09:44:00 -
[627] - Quote
ChribbaX wrote:As someone who has recently found love in swarms... that lock nerf is a bit too much. The damage sure, will take a few more hits. But you can bet you will be wasted instantly trying to dodge a tank from 175m... and those dropships are now most of the time out of lock range.
175m is way outside of any blaster range (I use stabilized, so I know), and that's when rendering starts to **** up. Plus, before, you could keep dropships out of the battle from most objectives with the range they had. now, you can only do one. Still think 250m is better, but unless they make the rendering work so I can see you shooting at me, then 175 it is.
Adapt or die |
pegasis prime
BIG BAD W0LVES
1221
|
Posted - 2013.10.28 11:43:00 -
[628] - Quote
Godin Thekiller wrote:ChribbaX wrote:As someone who has recently found love in swarms... that lock nerf is a bit too much. The damage sure, will take a few more hits. But you can bet you will be wasted instantly trying to dodge a tank from 175m... and those dropships are now most of the time out of lock range. 175m is way outside of any blaster range (I use stabilized, so I know), and that's when rendering starts to **** up. Plus, before, you could keep dropships out of the battle from most objectives with the range they had. now, you can only do one. Still think 250m is better, but unless they make the rendering work so I can see you shooting at me, then 175 it is. Adapt or die
yip 175m is well beyond the effective range on any blaster, if you are attacking blaster tanks closer than 50 m your doing it wrong and if your targeting any rail or missile tank beyond 100 m your doing it wrong. |
Atom Heart Mother
Nazionali Senza Filtro
66
|
Posted - 2013.10.28 12:40:00 -
[629] - Quote
touching AV is a big mistake, CCP Wolfman |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1297
|
Posted - 2013.10.28 12:58:00 -
[630] - Quote
I attack tanks closer than 50m all the time. Tankers never use 3rd person, so if you come up behind them they don't know you're there unless you get scanned. Pop 3 advanced AV grenades on him once his hardeners are down and follow up with a swarm, and they start running for cover. As long as you've picked an ambush location that doesn't have cover nearby he's toast, thanks to the nearly infinite lock range.
I kill madrugars like this several times a week...with a militia swarm launcher.
All the QQ from the duvolle AR users who are upset about their favorite weapon not being the best at all ranges is pure gold. Yeah...you skilled into a close range weapon. You can't just run straight across a field anymore like you're some kind of god, big deal. Learn a thing or two from the shotgun users and get close to the rail rifle guy, he won't stand a chance. |
|
Mac 3030
Ultramarine Corp
1
|
Posted - 2013.10.28 13:03:00 -
[631] - Quote
Well the swarm launcher Nerf and AV Nerf... It will be just like in the beta with 4 tanks and now assault drop-ships to deal with too... seems you want to have the actual infantry removed from game. With no real way to counteract these. That is without everyone in tanks and drop-ships... Sounds like a game called EVE... where is this FPS heading...
Well i guess now we will be wearing forge guns... Till they get nerfed.... |
Draco Cerberus
Hell's Gate Inc
437
|
Posted - 2013.10.28 13:14:00 -
[632] - Quote
Ryme Intrinseca wrote:CCP Wolfman wrote: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 My feedback on this is that the game is virtually unplayable for infantry players (i.e. 90%+ of the playerbase). The expectation was something like a 5% or at most 10% nerf to AV. I wouldn't have liked that, as I think the current tank/infantry balance is good (I see tanks going 40+/0 frequently in pubs, and good tankers are the most valuable asset in PC), but I could have lived with it. 33% nerf to damage for swarms and 31% for AV nades (at PRO) is just ridiculous. Add to that the 56% nerf to swarm launcher range and it is clear that the intention is to make that weapon (the primary AV weapon) unusable. Do you guys have such short memories that you can't remember the indestructible tanks in beta? Because that's what you will go back to with these numbers. Fixed it for you, and some very good points. |
Takahiro Kashuken
Red Star. EoN.
1537
|
Posted - 2013.10.28 13:47:00 -
[633] - Quote
Ydubbs81 RND wrote:Looks like I'm late to this party....as usual.
Anyway please CCP..consider this.....the health of logi lavs and HAVs. How could you put the hammer on AV nades and SL lock on distance? A LAV will be able to simply drive out of range before we will be able to lock on it. Even if we get one shot on it...logi lavs will eat that proto swarm launcher and keep it moving. Packed AV nades were a joke against lavs (especially logi lavs)...now you're making the proto av nade weaker than a current packed AV nade?? Where is the sense in that? I need you guys to play this game when you guys are considering nerfing things.
Have you guys played this game where a tank just sits on a hill (that you guys allow because of the design of these maps) and rails down on objectives? How will we be able to scare him off of the redline now? Now, you're making it so only heavies can attack vehicles...but what if there aren't any in the game? We will just have to die aimlessly then, huh?
I'd rather you give the tanks more health or more effective modules for survivability then to remove our only ways to defend ourselves. I mean, seriously.....proto AV nades 1000hp??? What will that do for tanks and lavs with armor and shield resistance? Some logi lavs still had shields after 3 Lai Dai Packed nades hit them....how will we defend ourselves against them now?
This is the only game where you have to go AV OR Assault. AV nades are going to be a joke against a good tank now and SLs just the same. But for assault class, the SL is our best defense and we can't even use a SL with our primary weapon....which leaves us vulnerable to infantry. It will require 3 or 4 assaults at the same time to take a tank out...and now, all the tanks have to do is run a few meters.
This is another bad idea, CCP...horrible, in fact. You guys don't ever compromise...it is always one extreme or the other. And that is terrible practice as far as balancing a game is concerned.
1. Logi LAVs are getting removed, along with assault DS and logi DS and also scout LAVs and finally enforcers 2. HAV are losing slots which means less tank and less resistances, also vehicles as a whole are losing skills/mods/weapons/slots 3. A LAV will not be able to drive 175m before you cannot lock onto it, locking on time for swarms is just over 1second, it might aswell be instant the lock onto time is that short 4. Once again Logi LAVs are being taken out 5. Packed AV nade does 1300dmg currently, frankly AV nades were being used as a main AV weapon when its support, but double standards once again when you cry about core locus grenades popping you because you are infantry yet its okay to do it to a tank for example, also if you still cant destroy a LAV with AV nades you are just bad 6. Tank can sit on a hill with rail, yet it cannot see the objective because lolrendering, i dont expect you to know this because you are a AR tryhard 7. You scare a tank off the redline by driving up to it and using your AV weapons, if you have no AV weapons that is your own fault and you deserved to be stomped on 8. Heavies you have a FG, if you dont have any again its your own fault, medium and scouts also have access to AV nades, AV stands for ANTI-VEHICLE, you also do have the swarms launcher and plasma cannon, you are not defenceless 8. If tanks got more health and resistance you would all QQ, you have done it since chromosome 9. They havnt removed anything from the game, you can still defend yourselfs with the AV weapons, its just so now you cant spam 400m away swarms while pilots cannot even see the AV'er or the missiles, you actually have to risk yourself for once and use teamwork which is an alien concept to you 10. AV nades are a support weapon not a primary AV weapon 11. If a LAV/HAV have armor and shield resistance then its because the pilots actually know how to fit up a vehicle and protect themselves from tryhards who carry AV nades and think that it should be a primary AV weapon 12. Once again Logi LAVs are being taken out 13. No it isnt, you can still go assault with AV nades, or commando with swarms and a duvolle if you really wanted, or a scout with a PC and smg back up, or a logi with AV nades, or assault with swarms and SMG back up etc, not our fault if you choose to go tryhard or AV, you made that choice yourself 14. A good tank is a good tank due to the pilot, it means no longer can you spam Lai Dai and solo a tank, it means no longer can you sit on the hill 400m away and send 9k of dmg our way in 3seconds while pilots cannot see it, it means you actually have to use teamwork again alien concept to you 15. Oh noes a choice, do i tryhard or go AV? well generally all tryhards did both and carried AV nades 16. Tanks cant run 17. Infantry crying that CCP doesnt compromise, loldouble standards
Final note - This is balancing for PC matches mainly, if you use pub matches as an example it doesnt matter because pubs is meh and lol worthy where you can fight randoms with no AV and go 40-0, PC is where the true vehicle challenge is |
aries shooter
Quafe Runners Orion Empire
0
|
Posted - 2013.10.28 14:05:00 -
[634] - Quote
Did they mess with the sharpshooter skill on the ar. |
Fizzer94
L.O.T.I.S. Public Disorder.
647
|
Posted - 2013.10.28 16:46:00 -
[635] - Quote
I lol at all these guys crying about their easy mode swarms getting nerfed. Being the easiest AV weapon to use, they should also do the least damage. Balance.
They lock on.They could do even less damage and still be balanced.
[Insert snarky remark here.]
|
Sgt Kirk
SyNergy Gaming EoN.
2421
|
Posted - 2013.10.28 18:51:00 -
[636] - Quote
Fizzer94 wrote:I lol at all these guys crying about their easy mode swarms getting nerfed. Being the easiest AV weapon to use, they should also do the least damage. Balance.
They lock on.They could do even less damage and still be balanced. I never got why the swarm launchers did 2.3x more damage than the plasma cannon which takes skill to use while you could train a monkey to fire swarm launchers.
Finally things are even, Stupid Caldari weapons.
I may have deleted DUST but I still care deeply about this game.
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
10
|
Posted - 2013.10.28 19:59:00 -
[637] - Quote
Takahiro Kashuken wrote:16. Tanks cant run
And pigs have wings.
Dude, c'mon... |
Godin Thekiller
Hellstorm Inc League of Infamy
1315
|
Posted - 2013.10.28 20:33:00 -
[638] - Quote
pegasis prime wrote:Godin Thekiller wrote:ChribbaX wrote:As someone who has recently found love in swarms... that lock nerf is a bit too much. The damage sure, will take a few more hits. But you can bet you will be wasted instantly trying to dodge a tank from 175m... and those dropships are now most of the time out of lock range. 175m is way outside of any blaster range (I use stabilized, so I know), and that's when rendering starts to **** up. Plus, before, you could keep dropships out of the battle from most objectives with the range they had. now, you can only do one. Still think 250m is better, but unless they make the rendering work so I can see you shooting at me, then 175 it is. Adapt or die yip 175m is well beyond the effective range on any blaster, if you are attacking blaster tanks closer than 50 m your doing it wrong and if your targeting any rail or missile tank beyond 100 m your doing it wrong.
I attack blaster HAv's within 50m all the time. sneak up on a parked one, hope that it's scanner didn't pick you up, RE's down, set them off, AV nades up the ass, and one swarm later, dead HAV. |
Godin Thekiller
Hellstorm Inc League of Infamy
1315
|
Posted - 2013.10.28 20:36:00 -
[639] - Quote
Atom Heart Mother wrote:touching AV is a big mistake, CCP Wolfman
lol, get good or grab a friend. |
Evane Sa'edi
Forsaken Immortals Top Men.
77
|
Posted - 2013.10.28 22:11:00 -
[640] - Quote
As a proto swarm user I find that the proposed changes are a joke and is only a gift to all users of vehicles. I have seen the damage cut from 350 per missile to 330, the removal of dumb-fireing & the internal magazine cut to 3 flights. It is shear stupidity to cut the range of an anti-armour missile launcher. swarm lanuncher already have to ambush Hav's as their guns have greater range and damage. You should try to copy current anti-armour systems which have better range and damage potential than in game weapons. |
|
Fizzer94
L.O.T.I.S. Public Disorder.
648
|
Posted - 2013.10.28 23:10:00 -
[641] - Quote
Sgt Kirk wrote:Fizzer94 wrote:I lol at all these guys crying about their easy mode swarms getting nerfed. Being the easiest AV weapon to use, they should also do the least damage. Balance.
They lock on.They could do even less damage and still be balanced. I never got why the swarm launchers did 2.3x more damage than the plasma cannon which takes skill to use while you could train a monkey to fire swarm launchers. Finally things are even, Stupid Caldari weapons. IKR! The swarm does more DPS than the FG and the Placon, even though it is much easier to use, and doesn't miss. I don't think CCP understands balancing for skill very well.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
|
Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.28 23:18:00 -
[642] - Quote
Ydubbs81 RND wrote:Looks like I'm late to this party....as usual.
Anyway please CCP..consider this.....the health of logi lavs and HAVs. How could you put the hammer on AV nades and SL lock on distance? A LAV will be able to simply drive out of range before we will be able to lock on it. Even if we get one shot on it...logi lavs will eat that proto swarm launcher and keep it moving. Packed AV nades were a joke against lavs (especially logi lavs)...now you're making the proto av nade weaker than a current packed AV nade?? Where is the sense in that? I need you guys to play this game when you guys are considering nerfing things.
Have you guys played this game where a tank just sits on a hill (that you guys allow because of the design of these maps) and rails down on objectives? How will we be able to scare him off of the redline now? Now, you're making it so only heavies can attack vehicles...but what if there aren't any in the game? We will just have to die aimlessly then, huh?
I'd rather you give the tanks more health or more effective modules for survivability then to remove our only ways to defend ourselves. I mean, seriously.....proto AV nades 1000hp??? What will that do for tanks and lavs with armor and shield resistance? Some logi lavs still had shields after 3 Lai Dai Packed nades hit them....how will we defend ourselves against them now?
This is the only game where you have to go AV OR Assault. AV nades are going to be a joke against a good tank now and SLs just the same. But for assault class, the SL is our best defense and we can't even use a SL with our primary weapon....which leaves us vulnerable to infantry. It will require 3 or 4 assaults at the same time to take a tank out...and now, all the tanks have to do is run a few meters.
This is another bad idea, CCP...horrible, in fact. You guys don't ever compromise...it is always one extreme or the other. And that is terrible practice as far as balancing a game is concerned. Wow, all this coming from a guy that's never before worried about vehicles, calling them an annoyance rather than a game changer. Why are you worried about tanks? You're not going to use them. You don't bring heavies into PC? You don't bring tankers into PC? And I'll mention again, Logi LAVs are being removed. You make it sound like swarm launchers are being nerfed to the level the plasma cannon is currently at. You haven't yet realized that AV is being nerfed to the level that tanks are going to be nerfed, which will basically keep the tank and AV balance the same as it is now.
Go back to your AR 514. |
Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.28 23:58:00 -
[643] - Quote
Fist Groinpunch wrote:Talos Vagheitan wrote:ryo sayo mio wrote:respec on av now please Tanks are getting limited ammo. Should balance out Would recalling the tank, then calling in a new one reset the ammo count? If yes, what is stopping the tanker from hightailing an empty tank to his redline and replenishing the ammo that way? Why can infantry select the same suit at a depot to get full ammo right away? |
Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.29 00:20:00 -
[644] - Quote
Delta 749 wrote:Robert Conway 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. True. But if you do have your own tanker with you, even if it poorly fit, that poorly it tank (scissors) + an av infantry (paper) should beat the other tank(rock). So av infantry can be used as leverage to help out your vehicle teammates. This is a team based game after all. :) This is a team based game but you dont need team work to drive a tank or to increase its offensive ability or defensive ability in anyway, please explain how "This is team based" holds up under that? And since the obvious thing to mention is small turrets Ill counter that right now, small turrets will be removable which is something many tank drivers have been asking for and is the first thing many plan to remove thus negating even the illusion of a good tank requiring teamwork to operate Yet your double standards are that it shouldn't take teamwork to destroy a tank. |
Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.29 00:22:00 -
[645] - Quote
Atom Heart Mother wrote:touching AV is a big mistake, CCP Wolfman But they're nerfing the total amount of HP any tank can have, plus they're getting rid of active repair modules for armor tanks.
Did you even look at all the proposed numbers? Why are you complaining? |
Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.29 00:24:00 -
[646] - Quote
Kristoff Atruin wrote:I attack tanks closer than 50m all the time. Tankers never use 3rd person, so if you come up behind them they don't know you're there unless you get scanned. Pop 3 advanced AV grenades on him once his hardeners are down and follow up with a swarm, and they start running for cover. As long as you've picked an ambush location that doesn't have cover nearby he's toast, thanks to the nearly infinite lock range.
I kill madrugars like this several times a week...with a militia swarm launcher.
All the QQ from the duvolle AR users who are upset about their favorite weapon not being the best at all ranges is pure gold. Yeah...you skilled into a close range weapon. You can't just run straight across a field anymore like you're some kind of god, big deal. Learn a thing or two from the shotgun users and get close to the rail rifle guy, he won't stand a chance. Easy tactic against Somas and Sicas that are poorly piloted. |
Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.29 01:27:00 -
[647] - Quote
Mac 3030 wrote:Well the swarm launcher Nerf and AV Nerf... It will be just like in the beta with 4 tanks and now assault drop-ships to deal with too... seems you want to have the actual infantry removed from game. With no real way to counteract these. That is without everyone in tanks and drop-ships... Sounds like a game called EVE... where is this FPS heading...
Well i guess now we will be wearing forge guns... Till they get nerfed.... You can put 16 Cal Logi suits with Duvolle TARs and Core Flaylocks on each side, but you can't put 16 tanks on each side, because vehicles are capped at 7 per team.
You all make it sound like tanking is going to become the flavor of the month, with teams somehow deploying 16 tanks at once on the field.
Assault dropships are being removed. Try again |
Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.29 02:20:00 -
[648] - Quote
Evane Sa'edi wrote:As a proto swarm user I find that the proposed changes are a joke and is only a gift to all users of vehicles. I have seen the damage cut from 350 per missile to 330, the removal of dumb-fireing & the internal magazine cut to 3 flights. It is shear stupidity to cut the range of an anti-armour missile launcher. swarm lanuncher already have to ambush Hav's as their guns have greater range and damage. You should try to copy current anti-armour systems which have better range and damage potential than in game weapons. LOL Greater range and damage? You must be playing a different game. Go away |
Delta 749
Kestrel Reconnaissance
2276
|
Posted - 2013.10.29 02:32:00 -
[649] - Quote
Spkr4theDead wrote:Delta 749 wrote:Robert Conway 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. True. But if you do have your own tanker with you, even if it poorly fit, that poorly it tank (scissors) + an av infantry (paper) should beat the other tank(rock). So av infantry can be used as leverage to help out your vehicle teammates. This is a team based game after all. :) This is a team based game but you dont need team work to drive a tank or to increase its offensive ability or defensive ability in anyway, please explain how "This is team based" holds up under that? And since the obvious thing to mention is small turrets Ill counter that right now, small turrets will be removable which is something many tank drivers have been asking for and is the first thing many plan to remove thus negating even the illusion of a good tank requiring teamwork to operate Yet your double standards are that it shouldn't take teamwork to destroy a tank.
You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Im not drunk, the planet just happens to be especially wobbly today.
|
JP Acuna
RoyalSquad514
25
|
Posted - 2013.10.29 02:49:00 -
[650] - 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.
A dropship can't hurt you from such distance, why would you want to destroy it? |
|
JP Acuna
RoyalSquad514
25
|
Posted - 2013.10.29 03:10:00 -
[651] - Quote
New weapons are of course welcome.I just hope my ARs aren't being touched. I use all 4 types and im not interested in getting Caldari fashionable railthing. You guys better wait for more variations of these new weapons to come instead of wanting Gallente AR types removed.
But I can't wait to see a Forgegun nerf. Why would you punish swarms so bad and leave that annoying thing alone? I mean, it's good against tanks, but too good against dropships. Plus, it can kill infantry!! Swarms cannot.
I can understand perfectly the swarm nerf tho. It's kinda made for dropships, since LAVs can outrun them easily by using terrain to their advantage, and Tanks are easier to aim at so there's no need for a lock-on against them. You can't shoot from a dropship from a very long distance, so there's a point in reducing the lock-on range in swarms. But WHAT ABOUT FORGEGUNS??? why not reduce their range or at least make a drastic (i mean drastic) damage reduction over distance? |
Templar 514
Amarr Templars Amarr Empire
17
|
Posted - 2013.10.29 03:34:00 -
[652] - Quote
JP Acuna wrote:But I can't wait to see a Forgegun nerf. Why would you punish swarms so bad and leave that annoying thing alone? I mean, it's good against tanks, but too good against dropships. Plus, it can kill infantry!! Swarms cannot.
But WHAT ABOUT FORGEGUNS??? why not reduce their range or at least make a drastic (i mean drastic) damage reduction over distance?
Just quoting the, IMO, relevant portions. Namely, a nerf to the already brokenly terrible heavy class. Seriously, as a part-time heavy, I am incredibly offended by your frothing desire to take the only useful and effective weapon that heavies currently have, and NERF INTO THE GROUND.
You sir, are an atrocious disgrace, and I fervently hope that you are Forge Gunned at least 7 times in every single match you play from now until the end of New Eden. Which will coincide with the end of the world. |
Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.29 03:54:00 -
[653] - Quote
Delta 749 wrote:
You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Swarms obviously, because they lock on.
If you can't destroy tanks, you're doing it wrong. |
Godin Thekiller
Hellstorm Inc League of Infamy
1327
|
Posted - 2013.10.29 03:54:00 -
[654] - Quote
Delta 749 wrote: You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Our aim and hit detection plus rendering makes our range about the same, so no. Plus, the health is a non-factor when AV comes into play, in which many people has at least to adv. at this point. Plus, we lose most of our mobility for the speed, and we become giant targets, so that one doesn't count. ANd for CAldari HAV's, all you need is 3 fluxes and a breach MD, and it's gone, your're just not creative enough to think of that. There's lots more combo's that you can do too. Lastly, What bonuses do we get? WE risk several games worth of ISK for what? SO we can be the biggest and baddest things on the field. And that's what's happening. Bye bye AR514, hello Dust 514. The mixture era is about to start SOONtm, and it's all thanks to the Saint Wolfman. SUCK IT.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Godin Thekiller
Hellstorm Inc League of Infamy
1327
|
Posted - 2013.10.29 03:56:00 -
[655] - Quote
Templar 514 wrote:JP Acuna wrote:But I can't wait to see a Forgegun nerf. Why would you punish swarms so bad and leave that annoying thing alone? I mean, it's good against tanks, but too good against dropships. Plus, it can kill infantry!! Swarms cannot.
But WHAT ABOUT FORGEGUNS??? why not reduce their range or at least make a drastic (i mean drastic) damage reduction over distance? Just quoting the, IMO, relevant portions. Namely, a nerf to the already brokenly terrible heavy class. Seriously, as a part-time heavy, I am incredibly offended by your frothing desire to take the only useful and effective weapon that heavies currently have, and NERF INTO THE GROUND. You sir, are an atrocious disgrace, and I fervently hope that you are Forge Gunned at least 7 times in every single match you play from now until the end of New Eden. Which will coincide with the end of the world.
That just means that the Heavy needs fixing, not to give it one single crutch and ruin everyone else's fun.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Godin Thekiller
Hellstorm Inc League of Infamy
1327
|
Posted - 2013.10.29 03:57:00 -
[656] - Quote
JP Acuna wrote:New weapons are of course welcome.I just hope my ARs aren't being touched. I use all 4 types and im not interested in getting Caldari fashionable railthing. You guys better wait for more variations of these new weapons to come instead of wanting Gallente AR types removed.
But I can't wait to see a Forgegun nerf. Why would you punish swarms so bad and leave that annoying thing alone? I mean, it's good against tanks, but too good against dropships. Plus, it can kill infantry!! Swarms cannot.
I can understand perfectly the swarm nerf tho. It's kinda made for dropships, since LAVs can outrun them easily by using terrain to their advantage, and Tanks are easier to aim at so there's no need for a lock-on against them. You can't shoot from a dropship from a very long distance, so there's a point in reducing the lock-on range in swarms. But WHAT ABOUT FORGEGUNS??? why not reduce their range or at least make a drastic (i mean drastic) damage reduction over distance?
They are doing Forge Guns. Learn to read the fine print.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Delta 749
Kestrel Reconnaissance
2276
|
Posted - 2013.10.29 04:02:00 -
[657] - Quote
Godin Thekiller wrote:Delta 749 wrote: You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Our aim and hit detection plus rendering makes our range about the same, so no. Plus, the health is a non-factor when AV comes into play, in which many people has at least to adv. at this point. Plus, we lose most of our mobility for the speed, and we become giant targets, so that one doesn't count. ANd for CAldari HAV's, all you need is 3 fluxes and a breach MD, and it's gone, your're just not creative enough to think of that. There's lots more combo's that you can do too. Lastly, What bonuses do we get? WE risk several games worth of ISK for what? SO we can be the biggest and baddest things on the field. And that's what's happening. Bye bye AR514, hello Dust 514. The mixture era is about to start SOONtm, and it's all thanks to the Saint Wolfman. SUCK IT.
Prove your ranges are worse, pull up the stats of a blaster and compare its optimal and effective ranges to infantry weapons, you beat everything but sniper rifles forges and swarms, that and tanks hiding in the red line with rail guns kills your "We dont have better range" Speed is speed so it still counts even if you arent turning on a dime, grasp those straws Also read the word "practical" can a tank be taken out with grenades and a MD yes but its not practical due to how squishy a suit is and the range of the engagement, its like saying a normal guy can enter a body building competition, doable but not practical so there goes that counter
As for all your last stuff it just sounds like a defense of the pay to win model to me, if thats what you want there are plenty of other games that will let you throw money at them to overcome your lack of ability, you wont even need 6 months of tears
Im not drunk, the planet just happens to be especially wobbly today.
|
Delta 749
Kestrel Reconnaissance
2276
|
Posted - 2013.10.29 04:08:00 -
[658] - Quote
Spkr4theDead wrote:Delta 749 wrote:
You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Swarms obviously, because they lock on. If you can't destroy tanks, you're doing it wrong.
We should call you ostrich with all that time you spend with your head in the sand, also you should petition for dumb fire swarms since you cry about them so much Hell I would even sign that since if you give me direct fire I wont have to worry about them hitting the ground or rocks or walls and what have you and could get you to cry even more about them
And since I know its coming because you also cry about guys on roof tops, if you were actually a decent tanker you would be shooting down dropships at the start of a match and then you wouldnt have to worry about them, hell if they are desperate to get up there you could be farming dropships for a match I know Ive done it myself a few times and no more worrying about forge gunners on rooftops
Honestly Im surprised most tank drivers havent figured that out since even including the angle limitations on the turrets there are a lot of areas that let you angle up by driving on them
Im not drunk, the planet just happens to be especially wobbly today.
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Fizzer94
L.O.T.I.S. Public Disorder.
659
|
Posted - 2013.10.29 04:31:00 -
[659] - Quote
Templar 514 wrote:JP Acuna wrote:But I can't wait to see a Forgegun nerf. Why would you punish swarms so bad and leave that annoying thing alone? I mean, it's good against tanks, but too good against dropships. Plus, it can kill infantry!! Swarms cannot.
But WHAT ABOUT FORGEGUNS??? why not reduce their range or at least make a drastic (i mean drastic) damage reduction over distance? the only useful and effective weapon that heavies currently have Just quoting the stupid part.
I didn't realize Heavies couldn't use ARs.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
|
Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.29 04:32:00 -
[660] - Quote
Delta 749 wrote:Godin Thekiller wrote:Delta 749 wrote: You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Our aim and hit detection plus rendering makes our range about the same, so no. Plus, the health is a non-factor when AV comes into play, in which many people has at least to adv. at this point. Plus, we lose most of our mobility for the speed, and we become giant targets, so that one doesn't count. ANd for CAldari HAV's, all you need is 3 fluxes and a breach MD, and it's gone, your're just not creative enough to think of that. There's lots more combo's that you can do too. Lastly, What bonuses do we get? WE risk several games worth of ISK for what? SO we can be the biggest and baddest things on the field. And that's what's happening. Bye bye AR514, hello Dust 514. The mixture era is about to start SOONtm, and it's all thanks to the Saint Wolfman. SUCK IT. Prove your ranges are worse, pull up the stats of a blaster and compare its optimal and effective ranges to infantry weapons, you beat everything but sniper rifles forges and swarms, that and tanks hiding in the red line with rail guns kills your "We dont have better range" Speed is speed so it still counts even if you arent turning on a dime, grasp those straws Also read the word "practical" can a tank be taken out with grenades and a MD yes but its not practical due to how squishy a suit is and the range of the engagement, its like saying a normal guy can enter a body building competition, doable but not practical so there goes that counter As for all your last stuff it just sounds like a defense of the pay to win model to me, if thats what you want there are plenty of other games that will let you throw money at them to overcome your lack of ability, you wont even need 6 months of tears What part about "terrible rendering" don't you understand? You obviously have no idea what it's like to tank. |
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Spkr4theDead
Red Star. EoN.
1135
|
Posted - 2013.10.29 04:33:00 -
[661] - Quote
Delta 749 wrote:Spkr4theDead wrote:Delta 749 wrote:
You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Swarms obviously, because they lock on. If you can't destroy tanks, you're doing it wrong. We should call you ostrich with all that time you spend with your head in the sand, also you should petition for dumb fire swarms since you cry about them so much Hell I would even sign that since if you give me direct fire I wont have to worry about them hitting the ground or rocks or walls and what have you and could get you to cry even more about them And since I know its coming because you also cry about guys on roof tops, if you were actually a decent tanker you would be shooting down dropships at the start of a match and then you wouldnt have to worry about them, hell if they are desperate to get up there you could be farming dropships for a match I know Ive done it myself a few times and no more worrying about forge gunners on rooftops Honestly Im surprised most tank drivers havent figured that out since even including the angle limitations on the turrets there are a lot of areas that let you angle up by driving on them LOL You obviously have never been in a PC either. Don't talk to me about things you know nothing about. |
Templar 514
Amarr Templars Amarr Empire
17
|
Posted - 2013.10.29 04:44:00 -
[662] - Quote
Godin Thekiller wrote: That just means that the Heavy needs fixing, not to give it one single crutch and ruin everyone else's fun.
My main issue with what that guy said was that he more-or-less desired for the Forge Gun to be nerfed into uselessness. I DO agree that heavies in general need fixing, but right now the biggest thing that makes them at least passable is the Forge Gun. Until I see anything regarding dropsuit rebalance, then I will continue to say "don't nerf Forge Gun, because then heavy=useless".
I'm hoping that 1.7/1.8 brings a much needed update to dropsuits in general (would like more variety in heavies to shoot at, since I'm AmarrSuitsForLife), and especially to heavies and our incredibly hardcore scoutbros, but until then. Yeah. Forges don't need a lot of "nerfing", so much as "tweaking".
Fizzer94 wrote:Just quoting the stupid part.
I didn't realize Heavies couldn't use ARs.
Just quoting the stupid part. I didn't think people thought AR+Heavy is a good idea. Hint: A medium frame anything will do that infinitely better. I also didn't think that people would be so daft as to believe I was speaking of all weapon classes, rather than the class-specific Heavy Weapons that no one but Heavies can carry. |
Fizzer94
L.O.T.I.S. Public Disorder.
659
|
Posted - 2013.10.29 04:49:00 -
[663] - Quote
Templar 514 wrote:Godin Thekiller wrote: That just means that the Heavy needs fixing, not to give it one single crutch and ruin everyone else's fun. My main issue with what that guy said was that he more-or-less desired for the Forge Gun to be nerfed into uselessness. I DO agree that heavies in general need fixing, but right now the biggest thing that makes them at least passable is the Forge Gun. Until I see anything regarding dropsuit rebalance, then I will continue to say "don't nerf Forge Gun, because then heavy=useless". I'm hoping that 1.7/1.8 brings a much needed update to dropsuits in general (would like more variety in heavies to shoot at, since I'm AmarrSuitsForLife), and especially to heavies and our incredibly hardcore scoutbros, but until then. Yeah. Forges don't need a lot of "nerfing", so much as "tweaking". Fizzer94 wrote:Just quoting the stupid part.
I didn't realize Heavies couldn't use ARs.
Just quoting the stupid part. I didn't think people thought AR+Heavy is a good idea. Hint: A medium frame anything will do that infinitely better. I also didn't think that people would be so daft as to believe I was speaking of all weapon classes, rather than the class-specific Heavy Weapons that no one but Heavies can carry. The Forge Gun shouldnt be OP, just because the heavy isn't that great. It is OP by the way, for being so easy to use, it shouldn't be able to kill both Vehicles and Dropshots so efficiently. It needs to lose the splash damage.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
|
Justin Tymes
Dem Durrty Boyz Public Disorder.
459
|
Posted - 2013.10.29 04:58:00 -
[664] - Quote
If people weren't using Logi suits before, they will be now. Remote Explosives are now the best and pretty much only viable way for Medium Frames to take down tanks and LAVs. Freedom MD with 3 damage mods gets a special mention, since it's not complete garbage against Infantry, although Flux nades are needed, and it's hard to get a good shot with those against a moving vehicle or being vulnerable in the open.
Swarms are absolute garbage, any tanker with a brain is not worried about them now. Militia Forge on a Militia Heavy is more effective then Proto swarms against vehicles, while being able to 1 shot Infantry, and that's a shame. AV Nade Damage nerf makes them barely viable as AV.
There is now no reason not to use ARs. Lasers are outclassed again, and MD aren't worth the hassle, needing elevation to be able to even compete with the AR RIGHT NOW. |
Godin Thekiller
Hellstorm Inc League of Infamy
1328
|
Posted - 2013.10.29 05:04:00 -
[665] - Quote
Delta 749 wrote:Godin Thekiller wrote:Delta 749 wrote: You keep using those words, I do not think they mean what you think they mean It would only be a double standard if I said you needed two tankers to take out a single player with AV and please point out where I said that and not that it should take one player to take out one player
Oh and since "Waaah isk cost" is something that gets trotted out Ill just say that all that isk cost buys you more health, more speed, more attack range, and resistance to most weapons with only 3 able to harm you in any practical sort of way and with two of those being specialized to only be effective on vehicles they damn well better actually be effective against them in a meaningful way, none of this "Herp derp they dropped my shields, Id better switch on my modules and drive away"
You know its funny, you guys freak out that swarms lock on and call it a crutch but then I look at all the bonuses tanks have while still retaining versatility while the swarm is good at one thing and one thing only and I have to wonder, who has the bigger crutch?
Our aim and hit detection plus rendering makes our range about the same, so no. Plus, the health is a non-factor when AV comes into play, in which many people has at least to adv. at this point. Plus, we lose most of our mobility for the speed, and we become giant targets, so that one doesn't count. ANd for CAldari HAV's, all you need is 3 fluxes and a breach MD, and it's gone, your're just not creative enough to think of that. There's lots more combo's that you can do too. Lastly, What bonuses do we get? WE risk several games worth of ISK for what? SO we can be the biggest and baddest things on the field. And that's what's happening. Bye bye AR514, hello Dust 514. The mixture era is about to start SOONtm, and it's all thanks to the Saint Wolfman. SUCK IT. Prove your ranges are worse, pull up the stats of a blaster and compare its optimal and effective ranges to infantry weapons, you beat everything but sniper rifles forges and swarms, that and tanks hiding in the red line with rail guns kills your "We dont have better range" Speed is speed so it still counts even if you arent turning on a dime, grasp those straws Also read the word "practical" can a tank be taken out with grenades and a MD yes but its not practical due to how squishy a suit is and the range of the engagement, its like saying a normal guy can enter a body building competition, doable but not practical so there goes that counter As for all your last stuff it just sounds like a defense of the pay to win model to me, if thats what you want there are plenty of other games that will let you throw money at them to overcome your lack of ability, you wont even need 6 months of tears
Can't do that because like I said, the aiming... dammit my bad, tracking with the turrets is off, the sight is off at times by a slight margin, and hit detection makes it a closer than what it says for the optimal and effective. And therefore you don't because of said things. Plus that's only for blasters; missiles and rails have it worse, especially rails.
Mobility ain't about turning on dimes dipshit. It's about where you can go, which is pretty limited for a vehicle.
As for practicality of ways on taking down vehicles, yes, if it works a lot, and it's not overly difficult, then yea you could say that it's practical. Get on my level scrub, and learn to adapt. Oh wait, all you know how to do is ***** and moan to get your way
Lastly, **** you. this **** has more skill then you. GO play COD if you want no vehicle presence.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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CharCharOdell
1370
|
Posted - 2013.10.29 05:39:00 -
[666] - Quote
JP Acuna 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. A dropship can't hurt you from such distance, why would you want to destroy it?
nope. better get ur own sniper tank, then :)
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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Templar 514
Amarr Templars Amarr Empire
17
|
Posted - 2013.10.29 05:42:00 -
[667] - Quote
Fizzer94 wrote:The Forge Gun shouldnt be OP, just because the heavy isn't that great. It is OP by the way, for being so easy to use, it shouldn't be able to kill both Vehicles and Dropshots so efficiently. It needs to lose the splash damage.
Look, I'm just going to start off by being upfront about this: I was a diehard, all-fatty-all-the-time type of guy in Chromosome, where it was incredibly expensive to be so bootylicious that you could carry Heavy weapons. Uprising comes along, and I pretty much go a mix of Amarr Assault and Amarr Logi, with just a little heavy thrown in in preparation for the eventual arrival of an Amarr heavy weapon. You know why? Because Assaults with ARs are cutting me down in my HMG's optimal range, where I *should* have the DPS and EHP advantage. Because of my still-undying hatred of the GAR, I have refused to spec into it, despite having two GAR BPOs in my inventory.
I didn't switch because I wanted to be that AR guy. I switched because I wanted to have a fighting chance again. Outrange me when I have my HMG? Fine, I accept that loss with dignity. Outnumber and surround me? I'll accept it, especially if I take one or two guys with me. But rush me point blank with an AR, and gun me down with impunity when I should have the DPS and EHP advantage? I call broken balance- I should not have to fit an AR to a fatsuit in order to be on equal terms in close quarters, because the HMG is supposed to fill that role for the heavy.
Yes, right now heavies are cheaper to run, and have ever-so-slightly more EHP than in Chrome, but ARs are still cutting us fatties down at point blank range. 99% of the time it's a medium frame that does it. HMGs are probably the worst weapon in the game (yes, even the PlasCan works better than the HMG, trust me, I use both), on one of the most brokenly bad suits in the game, to the point that the only other heavy weapon in the game makes being a Heavy actually useful to a team.
Forges are one of the few things where the description gives an accurate expectation of what you're going to get. It's described as more-or-less an anti-everything gun. I DO agree that Forge Guns need balancing work done, but I don't think that they are brokenly good.
For the most part, I'd say that Assault forges are a bit out of line- they are dealing more damage than the garden-variety charge-holding variant, in both direct and splash damage. I don't think that the actual splash damage values are too high- if anything I would say that doing the following would be a good way to begin iteration on Forge Gun balance:
Swap Forge Gun/AFG damage values Reduce splash radius on regular/assault FGs [Breach Forges are already difficult enough to use, I have literally only been killed by a Breach FG ONCE, and I was in a tank to boot; I also have a single BreachFG kill to my name, because some people turn off their brains when they jump in a turret]
And then working from there. Also, WHY do you think Forges are OP? I mean, tower-sniping is pretty bad, but mostly it's AFGs that are out of wack. Keep in mind that most dedicated tower Forge snipers tend to rely on splash damage to get their kills, so reducing the radius is actually a good way to kill tower sniping with FGs- it becomes too difficult for the average splash-happy Forge sniper.
As an aside, I enjoy blapping people with the Forge Gun, but I also ALWAYS try to go for the direct hit, AND I dislike the AFG for doing such things. I also don't generally get onto high vantage points- partly due to laziness (I'd rather just stand here and blap dudes, since I can already see them), partly due to being a terrible derpship pilot (think I'm above a tower, get out, fall to ground and have said derpship land on top of me. True story.).
Yes, it's a wall of text. If you want a TL;DR, then here it is: Forge Guns need tweaking, not nerfing, heavies are brokenly bad, HMGs are brokenly nigh-useless, and until then I will continue to harvest tears when I blap dudes with my Forge from a ground level position.
As a final note, can you at least explain in *some* measure of detail why you think FGs are OP? |
Fizzer94
L.O.T.I.S. Public Disorder.
663
|
Posted - 2013.10.29 06:11:00 -
[668] - Quote
My reasoning behind FGs being OP is that they only sacrifice very little ease of use for very high versatility. IMO if a weapon can kill anything in the game, and OHK people, it should be exceedingly hard to use.
I like to call this concept of making hard to use weapons better 'balancing for skill'.
The FG flies in the face of balancing for skill. It has one of the longest ranges in the game, does the most damage, and has perfect accuracy, and isn't really that hard to use at all.
The only downside of the FG is its charge and its limited Ammo supply, and the charge isn't even much of a downside because you can hold it.
It outperforms the Plasma Cannon in almost every way, despite being easier to use. It has a higher DPS, doesn't have projectile drop(or slow speed), has a faster fire rate and can fire more rounds before it has to reload(which is only barely longer than the Placons reload I might add).
Keep in mind that I don't want to nerf the FGs DPS. It needs it to be an effective AV weapon. What I want is for it to be much harder to use against infantry. In the same way the Placon is better at killing infantry than vehicles, I want the FG to be better at killing vehicles than infantry, by making it harder to use against infantry.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2877
|
Posted - 2013.10.29 06:18:00 -
[669] - Quote
Just an observation: four days since this thread was made, and it already has more pages of posts than the vehicle thread. |
Fizzer94
L.O.T.I.S. Public Disorder.
663
|
Posted - 2013.10.29 06:21:00 -
[670] - Quote
Zeylon Rho wrote:Just an observation: four days since this thread was made, and it already has more pages of posts than the vehicle thread. There are a lot more infantry than vehicle specialists. Also the swarm nerf is a huge deal I guess.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
|
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JP Acuna
RoyalSquad514
25
|
Posted - 2013.10.29 07:09:00 -
[671] - Quote
Templar 514 wrote:JP Acuna wrote:But I can't wait to see a Forgegun nerf. Why would you punish swarms so bad and leave that annoying thing alone? I mean, it's good against tanks, but too good against dropships. Plus, it can kill infantry!! Swarms cannot.
But WHAT ABOUT FORGEGUNS??? why not reduce their range or at least make a drastic (i mean drastic) damage reduction over distance? Just quoting the, IMO, relevant portions. Namely, a nerf to the already brokenly terrible heavy class. Seriously, as a part-time heavy, I am incredibly offended by your frothing desire to take the only useful and effective weapon that heavies currently have, and NERF INTO THE GROUND. You sir, are an atrocious disgrace, and I fervently hope that you are Forge Gunned at least 7 times in every single match you play from now until the end of New Eden. Which will coincide with the end of the world.
Heavies broken? HMG worse than Plasma Cannon? you sir are not a good heavy then.
Heavies are a nightmare at close quarters. There's a reason why i hate them. You accurately unload on them, switch to sidearm, unload, and they just keep walking towards you shooting that noisy bulky HMG without having to reload at any time because of their huge mag until you're dead. And that's when he's alone, when there are more guys you die earlier. There's a teamwork and a specific role to them, you can't expect to eat the bullets of three or four guys at the same time by yourself and get away with 200 WP just because you're a heavy (which sometimes even happens!). I hate it but i'm ok with that because they're the 'fats'. I tried it once and didn't work for me, so i'm not saying fats are OP, they just need to know how to do their thing and some actually do. Despite of your qualms about assault forge guns, which i deeply respect, you seriously sound like you want your stuff to be OP.
How can it not be OP a weapon that you can snipe with, you can take vehicles down with, and that's not even tricky to use? Heavies are not even easy to take down with a single sniper, so they can be camping all the match.
You took me wrong: i don't want to nerf forgeguns into the ground, just hoped they get balanced with other weapons and vehicles, especially dropships.
But as i didn't like your attitude, i fervently hope to meet you in every single match from now on and claim at least 7 kills with a weapon that requires risk and real skill.
(With all due respect to serious forgegunners out there) |
dogmanpig
black market bank
23
|
Posted - 2013.10.29 07:21:00 -
[672] - Quote
from one troll to forum community. HTFU swarms still do 1320(proto) which still puts one AV guy able to kill a tank before running out of ammo w/o hives as for av nades that is the normal ones the packed ones will 1500~ (proto) still putting them as highest alpha and DPS damage. range nerf well they can't fix the rendering on vehicles... balance is less range on AV.
combat rifle= burst fire thats = to or less then assault rifle but more range rail rifle = increased reaction gap so bad for CQC where that matters and high recoil means bad at range.
HTFU and stop complaining. |
Kira Lannister
Ancient Exiles
1695
|
Posted - 2013.10.29 07:59:00 -
[673] - Quote
dogmanpig wrote:from one troll to forum community. HTFU swarms still do 1320(proto) which still puts one AV guy able to kill a tank before running out of ammo w/o hives as for av nades that is the normal ones the packed ones will 1500~ (proto) still putting them as highest alpha and DPS damage. range nerf well they can't fix the rendering on vehicles... balance is less range on AV which they still gave them more range then rendering combat rifle= burst fire thats = to or less then assault rifle but more range rail rifle = increased reaction gap so bad for CQC where that matters and high recoil means bad at range. HTFU and stop complaining.
I thought the assault variant of the combat rifle is 1200 rpm?
"The Ancient Templars will guard fearlessly the people, the land and the heavens of the empire."
Book of Exiles 1:3
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Powerh8er
Norwegian Dust514 Corporation Top Men.
205
|
Posted - 2013.10.29 08:16:00 -
[674] - Quote
If the forgegun is nerfed i demand we rename the heavy to handicap. |
Magnus Amadeuss
Tal-Romon Legion Amarr Empire
136
|
Posted - 2013.10.29 08:18:00 -
[675] - Quote
Easy fix to forge guns I either posted or read before on this forum.
The reticule should not turn red when aimed at dropsuits.
There, forge gun tower spammers and anti-infantry duties fixed.
BTW this is coming from someone who uses forge guns ALOT. |
Fizzer94
L.O.T.I.S. Public Disorder.
663
|
Posted - 2013.10.29 08:26:00 -
[676] - Quote
Magnus Amadeuss wrote:Easy fix to forge guns I either posted or read before on this forum.
The reticule should not turn red when aimed at dropsuits.
There, forge gun tower spammers and anti-infantry duties fixed.
BTW this is coming from someone who uses forge guns ALOT.
Oh and the heavy has bigger problems than the forge gun being the only viable weapon. Those problem should be addressed, not covered up. Do that and reduce splash diameter(or damage, reducing damage would make it an assist machine though) and the Forge Gun would be an actual skillshot weapon.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
|
dogmanpig
black market bank
23
|
Posted - 2013.10.29 08:44:00 -
[677] - Quote
Krom Ganesh wrote:That link states 400 milliseconds... which is 0.4 seconds. quote for LOLs .1= tenths .01= hundredths .001= thousandths
" 4/1000ths of a second" You owe me your first born daughter when she is 18.
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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dogmanpig
black market bank
23
|
Posted - 2013.10.29 09:07:00 -
[678] - Quote
Kira Lannister wrote:dogmanpig wrote:from one troll to forum community. HTFU swarms still do 1320(proto) which still puts one AV guy able to kill a tank before running out of ammo w/o hives as for av nades that is the normal ones the packed ones will 1500~ (proto) still putting them as highest alpha and DPS damage. range nerf well they can't fix the rendering on vehicles... balance is less range on AV which they still gave them more range then rendering combat rifle= burst fire thats = to or less then assault rifle but more range rail rifle = increased reaction gap so bad for CQC where that matters and high recoil means bad at range. HTFU and stop complaining. I thought the assault variant of the combat rifle is 1200 rpm? yea but did you look at the damage... proto level is still less then proto level AR and i didn't bring up the branches of combat rifle or rail.
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
|
Krom Ganesh
Holdfast Syndicate Amarr Empire
474
|
Posted - 2013.10.29 13:47:00 -
[679] - Quote
dogmanpig wrote:Krom Ganesh wrote:That link states 400 milliseconds... which is 0.4 seconds. quote for LOLs .1= tenths .01= hundredths .001= thousandths- that is one millisecond " about 300 to 400 milliseconds or 3/1000ths to 4/1000th" You owe me your first born daughter when she is 18. They will die from "nature causes" any time now with that kind of smarts. can't wait to see it on the news
Please do enlighten me as to how what I said was incorrect? The answer does in fact say 400 milliseconds first and 400 milliseconds is in fact 0.4 seconds (shocker, huh). |
ABadMutha13
Nihil-Obstat Mercs General Tso's Alliance
63
|
Posted - 2013.10.29 15:22:00 -
[680] - Quote
Summing up this entire thread quicklyGǪ.
Tanks get GÇ£alteredGÇ¥ Post GÇô AVGÇÖers GÇô HAHAHHA we win we win, stewpid tanks! Tankers GÇôWe donGÇÖt want much just a chance to play our class.
AVGÇÖs get GÇ£alteredGÇ¥ Post GÇô AVGÇÖers GÇô WAAAAAAA not fair WAAAAAAAA, someone change my diaper WAAAAAAA Tankers- I think this will balance everything out rather nicely.
|
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Justin Tymes
Dem Durrty Boyz Public Disorder.
460
|
Posted - 2013.10.29 16:01:00 -
[681] - Quote
ABadMutha13 wrote:Summing up this entire thread quicklyGǪ.
Tanks get GÇ£alteredGÇ¥ Post GÇô AVGÇÖers GÇô HAHAHHA we win we win, stewpid tanks! Tankers GÇôWe donGÇÖt want much just a chance to play our class.
AVGÇÖs get GÇ£alteredGÇ¥ Post GÇô AVGÇÖers GÇô WAAAAAAA not fair WAAAAAAAA, someone change my diaper WAAAAAAA Tankers- I think this will balance everything out rather nicely.
More like
Tanker Uprising 1.1 = Tanks not worth it no one will run them, even though that's been proven false in PC and Pub matches.
Tankers Uprising 1.4 = Swarm supposed buff, Death of tanks, we quit even though we don't.
Tankers Uprising 1.7 = Who cares if it's not balanced, after all we've endured we deserve tank supremacy.
With alot of WAAAAAAAAAAA. More or less. |
Fizzer94
L.O.T.I.S. Public Disorder.
669
|
Posted - 2013.10.29 18:22:00 -
[682] - Quote
dogmanpig wrote:Krom Ganesh wrote:That link states 400 milliseconds... which is 0.4 seconds. quote for LOLs .1= tenths .01= hundredths .001= thousandths- that is one millisecond " about 300 to 400 milliseconds or 3/1000ths to 4/1000th" You owe me your first born daughter when she is 18. They will die from "nature causes" any time now with that kind of smarts. can't wait to see it on the news Lrn2maths.
1 millisecond is 1/1000 of a second. So, 400 milliseconds is 400/1000 of a second. 400/1000 ++ 100 = 4/10 4/10 = 0.4
So, 400 milliseconds = 0.4 seconds.
You did horrible math, then demanded to **** his daughter. You sir are the worst kind of stupid. That was like 5th Grade Mathematics.
GET OFF MY FORUMS!
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
|
NICK PETRONE
SUICIDAL ARMY
3
|
Posted - 2013.10.29 18:24:00 -
[683] - Quote
Well if you're going to nerf the swarms and the AV grenades you might as well nerf the proximity explosions too and make killing a tank an entire match excursion... Dumb idea. Tanks are still really hard to kill. Esp. when your going up against an experienced tanker with a missile launcher that can take you out in one blast. Not cool at all.
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Templar 514
Amarr Templars Amarr Empire
19
|
Posted - 2013.10.29 21:53:00 -
[684] - Quote
Fizzer94 wrote:{snipped well-written Forge/PlasCan balance and general gudpost, because text limits}
I'll be honest, I *really* LIKE that you want Forges to be their own kind of thing, where it is a skillshot weapon. Incidentally, this is why I like the 1.6 patch notes- they indicate that Forges are getting a splash radius nerf, increasing the skillshot aspect of the weapon.
Now, I will say that I think Forge-vs-PlasCan balance is actually pretty good (IMHO)- but this has to do more with the limitations that Heavy weapons impose upon the player (only Heavy Frame/Sentinel suits, no equipment, glacial speed), while the PlasCan can be slapped on any suit whatsoever, and is still quite deadly- especially when benefiting from 2+ damage mods.
Magnus Amadeuss wrote:Easy fix to forge guns I either posted or read before on this forum.
The reticule should not turn red when aimed at dropsuits.
There, forge gun tower spammers and anti-infantry duties fixed.
BTW this is coming from someone who uses forge guns ALOT.
Oh and the heavy has bigger problems than the forge gun being the only viable weapon. Those problem should be addressed, not covered up.
I disagree. I think that reducing splash radius (which will be in 1.6, see above devblog link), and a possible reduction in splash damage, is all that is necessary. While Forges have perfect accuracy, the reticle is the size of a barn and is actually kind of tricky to line up long range shots with, in my experience.
I do agree, however, that the Forge being the only viable heavy weapon is the LEAST of the heavy's problems, and I DEFINITELY agree that said problems should be addressed rather than covered up.
JP Acuna wrote:{snipped general stupidity about how heavies are "fine", even though he doesn't know jack about heavies}
I absolutely LOVE how players that have no idea what it's like to be heavy tell us heavybros that we're "bad heavies" since we lose to AR scrubs in pointblank shootouts while using HMGs /sarcasm. Guess what? Heavies are broken. HMGs are even more broken.
Did you know that the HMGs hit detection is actually so broken, that in order to get ANY hits you MUST have the incredibly-teeny-tiny center dot on target? I'm quite certain that you have no idea that that's the case. I also like the argument of "you need teamwork to make heavies work well", but then follow up with "a single sniper can't take down a heavy".
You want to kill some dork who's tower forging? GET A FREAKIN' BUDDY AND SYNC YOUR SNIPER FIRE. If a heavy needs teamwork in order to function (which Assaults do not, and I'll even put ISK on the fact that you're an Assault scrub who runs AR), then either shut up and deal, or complain to team/squad mates to help you, if you can't kill a heavy. Or drop an OB on them, that's always an option for squads.
For the record, no, I do not expect to soak fire from 3+ guys and still gun them down with impunity. I even said as much in a previous post, where I also talk about the problem where AR dorks are gunning us heavies down at point blank, and 1v1.
I also mentioned in said post that I will Forge snipe FROM THE GROUND. I don't sit on towers and try to Forge snipe people- mostly because I paradoxically find it difficult to blap people from such incredibly high vantage points, and the total lack of zoom the Forge has doesn't help.
SO, to recap: No, I don't want heavies to be OP. Yes, they are brokenly bad. Yes, HMGs are worse off than PlasCans (at least you can HIT people with PlasCans, instead of having imaginary bullet cone of fluffy tickles with center-bullet-hose-dot). No, Forges are not uncounterable, you're simply too lazy.
NICK PETRONE wrote:Well if you're going to nerf the swarms and the AV grenades you might as well nerf the proximity explosions too and make killing a tank an entire match excursion... Dumb idea. Tanks are still really hard to kill. Esp. when your going up against an experienced tanker with a missile launcher that can take you out in one blast. Not cool at all.
I like how people don't read the Vehicle changes, or how the AV changes are only coming in 1.7 WHEN VEHICLE CHANGES GO LIVE /sarcasm.
For the record, Proxy explosives are already bad, so nerfing them is unnecessary. Also, current Large Missile Turrets are incredibly unpredictable, and therefore unreliable. Also also, READ THE OP BETTER. Seriously. New Rifles+rifle changes are coming in 1.7, along with vehicle and AV changes. Pretty much says it on the tin. |
Godin Thekiller
Hellstorm Inc League of Infamy
1333
|
Posted - 2013.10.29 22:47:00 -
[685] - Quote
Justin Tymes wrote:ABadMutha13 wrote:Summing up this entire thread quicklyGǪ.
Tanks get GÇ£alteredGÇ¥ Post GÇô AVGÇÖers GÇô HAHAHHA we win we win, stewpid tanks! Tankers GÇôWe donGÇÖt want much just a chance to play our class.
AVGÇÖs get GÇ£alteredGÇ¥ Post GÇô AVGÇÖers GÇô WAAAAAAA not fair WAAAAAAAA, someone change my diaper WAAAAAAA Tankers- I think this will balance everything out rather nicely.
More like Tanker Uprising 1.1 = Tanks not worth it no one will run them, even though that's been proven false in PC and Pub matches. Tankers Uprising 1.4 = Swarm supposed buff, Death of tanks, we quit even though we don't. Tankers Uprising 1.7 = Who cares if it's not balanced, after all we've endured we deserve tank supremacy. With alot of WAAAAAAAAAAA. More or less.
Pretty sure the best guys said we're not quitting.... Also, yes, there has been hardly any HAV's in PC as far as I've seen. Only good/really good pilots have been using them, or bluedots who don't know better.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Johnny Guilt
Algintal Core Gallente Federation
314
|
Posted - 2013.10.29 23:43:00 -
[686] - Quote
If explosive AV is getting nerfed atleast buff RE to stick to vehicles along with a damage up |
Fizzer94
L.O.T.I.S. Public Disorder.
673
|
Posted - 2013.10.29 23:58:00 -
[687] - Quote
Johnny Guilt wrote:If explosive AV is getting nerfed atleast buff RE to stick to vehicles along with a damage up REs do plenty of damage. If you want vehicles to die as quickly as they do in BF, then vehicle should get coaxial blasters and be able to destroy cover and buildings.
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
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Jakar Umbra
Militaires-Sans-Frontieres
337
|
Posted - 2013.10.30 03:38:00 -
[688] - Quote
Since I generally refuse to read through 34 pages worth of posts, I'm curious as to if anyone brought up the fact that when the map sizes and ranges increase, unless CCP builds all the maps with structures spaced as they do now, which is unlikely for the sake of mixing it up, these weapon ranges may have to change again.
Every now and then I read a comment on the internet and then I realise something very important...
We're boned...
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General John Ripper
MoIden Heath PoIice Department EoN.
11331
|
Posted - 2013.10.30 04:47:00 -
[689] - Quote
bump
Level 5 Forum Warrior Prof 5
Founder of the Forum Warrior Club
King of Tacos
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Rusty Shallows
Black Jackals
444
|
Posted - 2013.10.30 04:54:00 -
[690] - Quote
jerrmy12 kahoalii wrote:ADAM-OF-EVE wrote:thank god i stopped wasting sp in swarms after the last change. not 1 but a double nerf into oblivion. can i have my sp back so i can put into something that is actually going to work double standerd, tanks don't get respec, you AV don't get respec. "deal with it" A Double Standard is applying different a set of values on various groups. For ADAM-OF-EVE's statement to be a Double Standard he would have had to try denying the possibility of repecs for pilots.
Godin Thekiller wrote:Arkena Wyrnspire wrote:DJINN leukoplast wrote: snip
snip PLC is obviously not 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.\ EDIT: My bad, PLC isn't, as it's already good enough other than a few things like the projectile speed. Medium Frames with stacked Light Complex Damage modifiers already made swarms a far better anti-vehicle weapon than forge guns. In of itself toning down one item is not a viable reason to tone down another item.
Any re-balancing on Forge Guns should happen if testing shows them to have a broken advantage with some of the vehicle changes. Which in my opinion will have to happen to some degree if the regen-tanking aspect on vehicles is nerfed. As a member of the Forge Gunner Master Race I can say the constant regeneration of shields with their damage advantage after the last Hybrid-Rail damage-type nerf is significant. Not as much as the armor reppers which made it possible for a tank to duck and soon after pop back out healthy again or in some cases remain out in the open.
Since both of those tanking aspects are being reduced it wouldn't be surprising if in their testing some kind of direct damage nerf was applied to Forge Guns.
My hope would be more of a re-balance since the class of weapon was already drastically altered when ground vehicles got the speed boost. The 3.5 second base time was tricky enough when dealing with someone trying to make street pizza, it forced me into using assault forge guns. With any reduction in damage at the very least some kind of muzzle velocity increase or match to other rails would be nice.
With regards to the game changes. Bring it, experimentation is win. Any unforscene imbalance can always be patched later.
"She may not be Miss Right but she'll do right now," Thank you SR-71
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Text Grant
Death Firm.
194
|
Posted - 2013.10.30 05:11:00 -
[691] - Quote
Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. |
Templar 514
Amarr Templars Amarr Empire
19
|
Posted - 2013.10.30 06:33:00 -
[692] - Quote
Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock.
Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats.
Seriously, pay attention to the stickies and at least look over them in passing. |
Text Grant
Death Firm.
194
|
Posted - 2013.10.30 07:33:00 -
[693] - Quote
Templar 514 wrote:Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. |
D legendary hero
Ultramarine Corp
1229
|
Posted - 2013.10.30 07:53:00 -
[694] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Super Sniper95 wrote:I didnt see any new sniper rifle :-( They don't care about us. They want to rid this game of us in the first place. BUT HELL if your level five you kind of don't need any new ones plus you have those that you have from salvage. I'm content.
The caldari sniper is the longest range sniper in the game. what else could you possibly want?
A galente sniper would just be a tac AR withreally high damage and fire rate.... An Amarr sniper would pretty much show everyone exactly where you are.... A minmintar sniper.... hmmmm... a .50 cal perhaps?
since sniping is about range and you have the longest range sniper... there really is no need atm for new snipers. just maps that help sniping about more.
D Legendary Hero, Defender of the downtrodden.
Let those tainted by evil beware... soon they will discover Justice
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Baal Omniscient
L.O.T.I.S. Public Disorder.
701
|
Posted - 2013.10.30 08:00:00 -
[695] - Quote
I just hope that the Minmatar burst actually has a functional scope on it, because the Galllente one has far too much zoom for it's limited range. I'd rather the scope be under powered than have enemies look like they are close enough to hit with optimal damage and just barely scratch them when you pull the trigger.
Also I hope the grouping is decently tight on the burst, otherwise it will be useless. The other 2 projectile high ROF weapons we have have ungodly spread at any range beyond spitting distance, but burst rifles need tight bullet grouping. As for the full auto combat rifle... hopefully it has a comparable spread to the current AScR. It will need a bit of spread since it's main upside is it's ROF.
Basically... GIMME A FULLY FUNCTIONAL BURST RIFLE WITH A PROPER SCOPE CCP! I MISS MY OLD ALLOTEK FROM CHROMOSOME SOOOOO BAD!!!
(GÇó_GÇó)
( GÇó_GÇó)>GîÉGûá-Gûá
(GîÉGûá_Gûá)
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Shley Ashes
TanksVeryMuch
37
|
Posted - 2013.10.30 16:26:00 -
[696] - Quote
Any news on the Combat Rifle Operation skill and Rail Rifle Operation skills and what they will actually have an effect on ?
Rail Rifle Operation = 5% reduction to charge time per level ? Combat Rifle Operation = 5% reduction to combat rifle kick per level ?
also will they have a sharpshooter skill for each ???? and if so what will that affect ?
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BLACK MASK D
The Exemplars Top Men.
16
|
Posted - 2013.10.30 17:17:00 -
[697] - Quote
seeing how the full auto rail rifle and the combat rifles are gunna have a acog scopes will the gallante rifle be getting one to? |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
440
|
Posted - 2013.10.30 18:18:00 -
[698] - Quote
BLACK MASK D wrote:seeing how the full auto rail rifle and the combat rifles are gunna have a acog scopes will the gallante rifle be getting one to?
Full auto Combat Rifle will have ironsight.
Rail Rifle is supposed to be used much further out and will have much lower ROF
EDIT: both will have ironsight
So I doubt AR setup will change. |
Godin Thekiller
Hellstorm Inc League of Infamy
1335
|
Posted - 2013.10.30 20:52:00 -
[699] - Quote
BLACK MASK D wrote:seeing how the full auto rail rifle and the combat rifles are gunna have a acog scopes will the gallante rifle be getting one to?
Combat Rifle is getting a Red Dot Sight, and the Plasma Rifles are sticking with the iron sights. All assault versions are getting iron sights.
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Principus Shmoof Triariian
Deadly Blue Dots RISE of LEGION
46
|
Posted - 2013.10.30 21:04:00 -
[700] - Quote
AV Nerf? Moar guns? How I wish I had my PS3 with me! |
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Spkr4theDead
Red Star. EoN.
1159
|
Posted - 2013.10.30 23:07:00 -
[701] - Quote
Text Grant wrote:Templar 514 wrote:Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. You just want it pathetically easy to destroy vehicles.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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VikingKong iBUN
Mcalpines Fusiliers Covert Intervention
6
|
Posted - 2013.10.31 00:25:00 -
[702] - Quote
D legendary hero wrote:Shinobi MumyoSakanagare ZaShigurui wrote:Super Sniper95 wrote:I didnt see any new sniper rifle :-( They don't care about us. They want to rid this game of us in the first place. BUT HELL if your level five you kind of don't need any new ones plus you have those that you have from salvage. I'm content. The caldari sniper is the longest range sniper in the game. what else could you possibly want? A galente sniper would just be a tac AR withreally high damage and fire rate.... An Amarr sniper would pretty much show everyone exactly where you are.... A minmintar sniper.... hmmmm... a .50 cal perhaps? since sniping is about range and you have the longest range sniper... there really is no need atm for new snipers. just maps that help sniping about more. i want a Minmatar bolt-action sniper rifle so bad |
CharCharOdell
1413
|
Posted - 2013.10.31 01:27:00 -
[703] - Quote
Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock.
only if vehicles cost between 9k for STD and 150k for proto.
also, can my dren AR ohk your suit, too?
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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Pandora Mars
Afterlife Overseers
389
|
Posted - 2013.10.31 02:52:00 -
[704] - Quote
I realize this only now:
CCP, I really hope ranges are not set in stone, because I hope you relize that you buffed the AR's range and nerfed the TAR's range.
Just one word: WHY?
TAR's range was 60m ADV and 65m PRO, you decreased it by 5m. You also buffed the Scrambler A LOT, so there was absolutely no reason to nerf the TAR's range.
The Combat rifle is projectile tech, but it's burst. The TAR is blaster (slightly less range), but it's a single shot weapon (generally more range). Give it the same range of the Combat rifle (60m ADV and 66m PRO), at least.
The gun was already a bit down the line (not much, it's a decent weapon, but just a bit below average) and you are going to nerf it further: stop now that you can, please!
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Text Grant
Death Firm.
194
|
Posted - 2013.10.31 07:29:00 -
[705] - Quote
Spkr4theDead wrote:Text Grant wrote:Templar 514 wrote:Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. You just want it pathetically easy to destroy vehicles. It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay |
Harpyja
Royal Uhlans Amarr Empire
659
|
Posted - 2013.10.31 13:29:00 -
[706] - Quote
Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. LOL, another scrub who thinks he has to be able to solo every tank!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Halador Osiris
Dead Six Initiative Lokun Listamenn
701
|
Posted - 2013.10.31 16:43:00 -
[707] - Quote
Was writing stuff. gave up on stuff..
I used to be a director like you, but then I took 7 mil from the corp wallet.
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Wombat in combat
MoIden Heath PoIice Department EoN.
118
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Posted - 2013.10.31 19:29:00 -
[708] - Quote
Here is my feedback.
1. Stop using the nerf hammer, use the nerf screwdriver; i.e. do gradual tweaks. 2. Swarm launchers are being hammered into uselessness. Sure the lock on range could have used a nerf but not by this margin. I don't think there was a need to reduce the damage by 33%. Reducing the clip size from 5 to 3 was fair enough IMO.
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Baal Omniscient
L.O.T.I.S. Public Disorder.
702
|
Posted - 2013.10.31 21:12:00 -
[709] - Quote
Swarms. I've maxed out every skill involved with them the moment LLAV's started running rampant and a respec was handed out, and I have issues with swarms vs vehicles that both sides of the debate can agree with and some that neither side would, but since things are changing soon the current issues no longer matter.
My concern right now is not with tanks. Swarms vs the new tank setups should be just fine, on paper it looks close to balanced since tanks are getting less modules, less module slots, and limited ammo in return for high resistance modules, higher damage, etc. Basically tanks will be tanks like today. Killable but deadly if they see you... until they run out of ammo. A tool that supports the team and requires support from the team. We'll have to see how it plays out, but it looks like things will be.... ok. At least to an extent once tankers get a feel for the new play style of tanks.
I'm more concerned with swarms vs LAV's and Dropships. With the current swarm range dropships in most cases are already able to easily out run them by simply flying straight up to the flight ceiling (unless the swarmer is directly below them, then it's a toss up based on the elevation of the terrain). With the new swarm range, you will be able to avoid a swarm by simply flying a few seconds to the left.
As for LAV's, I've not seen much change other than they are going to have to switch from passive resistance mods to active ones. They will all be basic LAV's, so with the new swarm stats about 3-4 swarms might take a well specced and built one down. That sounds about right damage-wise for a swarm vs a well built LAV, but the fact is you will never land more than one swarm on it because of the range. In order to take out a LAV, you have to be able to hit it enough times to kill it. Can't do it with the new range.
The problem is that everyone thinks of swarm range while thinking the swarms need to travel a straight line between a person and a stationary target. Fire a swarm at a moving dropship today and watch what it does, it paints the picture well. In reality it's from a person to the midpoint between the targets initial position and it's current one, then it alters course to follow and track until it hits or it disappears. A lot of a swarms range is eaten up in it finding the midpoint before actually tracking the target.
Now I'm not saying that swarm range doesn't need to be toned down, I agree it should. But to function properly vs LAV's and dropships it needs to be taken down a lot less than this. A 30-40% range nerf would be just about right, while this.... this is just a bit overkill.
(GÇó_GÇó)
( GÇó_GÇó)>GîÉGûá-Gûá
(GîÉGûá_Gûá)
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Spkr4theDead
Red Star. EoN.
1168
|
Posted - 2013.10.31 21:50:00 -
[710] - Quote
Wombat in combat wrote:Here is my feedback.
1. Stop using the nerf hammer, use the nerf screwdriver; i.e. do gradual tweaks. 2. Swarm launchers are being hammered into uselessness. Sure the lock on range could have used a nerf but not by this margin. I don't think there was a need to reduce the damage by 33%. Reducing the clip size from 5 to 3 was fair enough IMO.
As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
|
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Harpyja
Royal Uhlans Amarr Empire
664
|
Posted - 2013.10.31 22:15:00 -
[711] - Quote
Baal Omniscient wrote:I'm more concerned with swarms vs LAV's and Dropships. With the current swarm range dropships in most cases are already able to easily out run them by simply flying straight up to the flight ceiling (unless the swarmer is directly below them, then it's a toss up based on the elevation of the terrain). With the new swarm range, you will be able to avoid a swarm by simply flying a few seconds to the left. I want to point out that only lock range has been reduced to 175m. Their flight range may still be the same, but we haven't heard about that yet. So you probably will still get hit by one or two swarm volleys before you get out of lock range.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Spkr4theDead
Red Star. EoN.
1168
|
Posted - 2013.10.31 22:20:00 -
[712] - Quote
Text Grant wrote:Spkr4theDead wrote:Text Grant wrote:Templar 514 wrote:Text Grant wrote:Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock. Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats. Seriously, pay attention to the stickies and at least look over them in passing. Which is why I didn't mention the damage nerf. You just want it pathetically easy to destroy vehicles. It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4520
|
Posted - 2013.10.31 23:59:00 -
[713] - Quote
Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier?
Why should it be a 'game changing force multiplier'? Because you want it to be a win button?
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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jerrmy12 kahoalii
The dyst0pian Corporation
78
|
Posted - 2013.11.01 00:56:00 -
[714] - Quote
Arkena Wyrnspire wrote:Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier? Why should it be a 'game changing force multiplier'? Because you want it to be a win button? nerf my infrantry suit then, it solos many players and sometimes kills 2 people shooting at me |
Sgt Kirk
SyNergy Gaming EoN.
2495
|
Posted - 2013.11.01 01:02:00 -
[715] - Quote
Arkena Wyrnspire, Call of Duty: Ghost is coming out real soon.
You might like it better there.
I may have deleted DUST but I still care deeply about this game.
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Text Grant
Death Firm.
195
|
Posted - 2013.11.01 03:55:00 -
[716] - Quote
Swarms need that range. Without it I only see 2 fixes.
1 make them OHK fast vehicles and 3 hit kill slow ones. 2 make them sidearms with reduced skill multipliers and CPU pg usage
Without something along these lines it will take multiple dedicated av specialists to kill one vehicle. This imbalances 1 paper beats 1 rock.[/quote]
Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats.
Seriously, pay attention to the stickies and at least look over them in passing.[/quote] Which is why I didn't mention the damage nerf. [/quote] You just want it pathetically easy to destroy vehicles.[/quote] It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay[/quote] So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier?[/quote] Exactly. Vehicles > infantry Infantry > AV AV > vehicles There is no balance otherwise |
Spkr4theDead
Red Star. EoN.
1178
|
Posted - 2013.11.01 17:18:00 -
[717] - Quote
Arkena Wyrnspire wrote:Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier? Why should it be a 'game changing force multiplier'? Because you want it to be a win button? A Thale's sniper on the MCC is exactly the same thing. Should the Thale's be removed?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Wombat in combat
MoIden Heath PoIice Department EoN.
124
|
Posted - 2013.11.01 17:30:00 -
[718] - Quote
Spkr4theDead wrote:As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec. Oh in that case please accept my apology, I didn't know vehicles were getting a HP nerf, just haven't looked into it yet. But regardless, I still feel the SL lock on range reduction is too great. |
Spkr4theDead
Red Star. EoN.
1178
|
Posted - 2013.11.01 17:36:00 -
[719] - Quote
Wombat in combat wrote:Spkr4theDead wrote:As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec. Oh in that case please accept my apology, I didn't know vehicles were getting a HP nerf, just haven't looked into it yet. But regardless, I still feel the SL lock on range reduction is too great. Why is the range reduction too much?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Argent Mordred
DUST University Ivy League
12
|
Posted - 2013.11.01 19:19:00 -
[720] - Quote
For the rail rifle and maybe the combat rifle, have you ever thought of using a more unusual type of scope than a standard low power (i.e. sight with a fixed magnification in the 2x-4x range) scope? Which is what I assume you mean by referencing Trijicon's Acog series of optics.
The idea came to me when I considered that the scope on the rail rifle is unusually large (I came across a website where the artist hired to do dust's weapons had posted his work and I was able to see a picture with first person, side, and one other perspective views of the weapons.) The size is especially noticeable when you compare it to the medium sized box that is the high power sight on the sniper rifle, the scopes are around the same size with the rail rifle's being probably the slightly larger of the two. I then later saw that you intended to put a low power scope on it and thought why not make the sight for it a hybrid optic.
My suggestion would be to put an optic similar to the specterdr 1-4x. The specterdr is sight that does not have as good field of view as a red dot or acog, though the current rifle sight (for the burst and tac ars) is a bit too thick anyways so there might not need to significant adjustments as the scopes are already somewhat disadvantageous when acquiring targets.
The specterdr however can change between being 1x magnification and 4x magnification. What if the rail rifle could toggle between magnifications when ADS using r3, the sprint key, which is unused when aiming down sights last I checked? Players would have greater versatility because they could choose to use magnification when using the rail rifle at it's longer optimal range, but could switch to a no magnification (or slightly magnified) mode similar to what the weapons with red dots or iron sights have for close quarters.
Of course, the extra complications involved in the feature could cause problems if the player forgets to switch back to the appropriate mode for the situation they are in; adding risk to balance the feature as the player is stuck using too much or too little magnification for a target at that particular range or taking a second to switch between 1x and 4x while under fire. |
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Baal Omniscient
L.O.T.I.S. Public Disorder.
706
|
Posted - 2013.11.01 21:21:00 -
[721] - Quote
Spkr4theDead wrote:Wombat in combat wrote:Spkr4theDead wrote:As I've said before, they're nerfing swarms commensurate with how they're nerfing tanks. If they nerf tanks but not swarms at all, do you really think anybody would tank once 1.7 hits? I'll answer it for you, nobody would tank after that patch, and I'd sure as hell take all my SP out of vehicles and throw it towards heavy spec. Oh in that case please accept my apology, I didn't know vehicles were getting a HP nerf, just haven't looked into it yet. But regardless, I still feel the SL lock on range reduction is too great. Why is the range reduction too much? May I point out my earlier post?
Baal Omniscient wrote:The problem is that everyone thinks of swarm range while thinking the swarms need to travel a straight line between a person and a stationary target. Fire a swarm at a moving dropship today and watch what it does, it paints the picture well. In reality it's from a person to the midpoint between the targets initial position and it's current one, then it alters course to follow and track until it hits or it disappears. A lot of a swarms range is eaten up in it finding the midpoint before actually tracking the target. As for swarms v tanks, these new stats somewhat make sense, at least on paper. But for swarms v LAV's and swarms v dropships it makes no sense whatsoever.
CCP needs to find something other than the range to nerf on swarms as the range is the only thing that makes them viable against all vehicles. I would suggest scrapping the range nerf and instead buff the speed of missiles but increase the lock-on time again to about what it used to be and increasing the reload time. That coupled with the new damage reduction would make them still relatively effective vs tanks but also allow them to be effective vs LAV's and dropships. Range and speed of the projectile is what makes an AV weapon viable against more than tanks, and if a weapon is only good at killing one thing in the game, there is no point in it being in the game.
So, to summarize: Keep the damage nerf, scrap the range nerf, buff the projectile speed, increase lock-on time, decrease reload speed.
Results: Swarms do less damage, Swarms hit the target sooner after being launched, swarms take longer to launch, swarms take longer to reload (with only 3 in a clip, reloading is very frequent), swarms keep the range needed to hit dropships and fleeing LAV's.
You have to remember that dropships are going to be tougher to kill soon via swarms because of the damage drop (swarms were already pretty bad at killing them since they can just immediately fly away when in trouble), so a speed buff is almost essential since the damage swarms can do is going down. This speed buff will make swarms hit more often, but cut down on the number of swarms that can be fired in a set amount of time. This will make it so that people will have to work together so they can take out a vehicle by alternating fire to fill in the gap between firing.
Last note: IIRC, swarms were originally supposed to be fast, highly intelligent tracking missiles that had moderate range. I'd really like to see that in game rather than all of this crazy finagling over different stats that's just moving them further and further from their original design. Fast, smart, high damage, mid range. Up close, they would be deadly, at long range they would be virtually useless, and at mid range they would be a challenge to avoid. And by moderate range, I mean moderate for AV, around 1/3-1/2 forge gun optimal range. But I think that's a pipe dream that's long since past.
(GÇó_GÇó)
( GÇó_GÇó)>GîÉGûá-Gûá
(GîÉGûá_Gûá)
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4535
|
Posted - 2013.11.02 00:03:00 -
[722] - Quote
Spkr4theDead wrote:Arkena Wyrnspire wrote:Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier? Why should it be a 'game changing force multiplier'? Because you want it to be a win button? A Thale's sniper on the MCC is exactly the same thing. Should the Thale's be removed?
It doesn't take teamwork to kill a Thale's sniper, so poor analogy.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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dogmanpig
black market bank
26
|
Posted - 2013.11.02 03:24:00 -
[723] - Quote
Fizzer94 wrote:dogmanpig wrote:Krom Ganesh wrote:That link states 400 milliseconds... which is 0.4 seconds. quote for LOLs .1= tenths .01= hundredths .001= thousandths- that is one millisecond " about 300 to 400 milliseconds or 3/1000ths to 4/1000th" You owe me your first born daughter when she is 18. They will die from "nature causes" any time now with that kind of smarts. can't wait to see it on the news Lrn2maths. 1 millisecond is 1/1000 of a second. So, 400 milliseconds is 400/1000 of a second. 400/1000 ++ 100 = 4/10 4/10 = 0.4 So, 400 milliseconds = 0.4 seconds. You did horrible math, then demanded to **** his daughter. You sir are the worst kind of stupid. That was like 5th Grade Mathematics. GET OFF MY FORUMS! whats wrong with banging an 18year old? 400 millieconds is .4 4milliseconds is .004 there is nothing wrong with my math. i never said krom was wrong just that he owes me his firstborn which is still true.
You hate me, I hate you. Lets keep it that way.
Level 7 1/3 Forum alt.
"Its worth half a penny and a reach around"
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xXcythe
Dust OMEGA corp
0
|
Posted - 2013.11.02 04:03:00 -
[724] - Quote
Those stats r crazy.....this is gonna b very interesting to see how people get proto stomped now..... |
Cosgar
ParagonX
7005
|
Posted - 2013.11.02 05:00:00 -
[725] - Quote
xXcythe wrote:Those stats r crazy.....this is gonna b very interesting to see how people get proto stomped now..... Who uses a gun anymore? Everyone just spams M-1 and Core locus grenades.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Fizzer94
L.O.T.I.S. Public Disorder.
721
|
Posted - 2013.11.02 07:07:00 -
[726] - Quote
dogmanpig wrote:Fizzer94 wrote:dogmanpig wrote:Krom Ganesh wrote:That link states 400 milliseconds... which is 0.4 seconds. quote for LOLs .1= tenths .01= hundredths .001= thousandths- that is one millisecond " about 300 to 400 milliseconds or 3/1000ths to 4/1000th" You owe me your first born daughter when she is 18. They will die from "nature causes" any time now with that kind of smarts. can't wait to see it on the news Lrn2maths. 1 millisecond is 1/1000 of a second. So, 400 milliseconds is 400/1000 of a second. 400/1000 ++ 100 = 4/10 4/10 = 0.4 So, 400 milliseconds = 0.4 seconds. You did horrible math, then demanded to **** his daughter. You sir are the worst kind of stupid. That was like 5th Grade Mathematics. GET OFF MY FORUMS! whats wrong with banging an 18year old? 400 millieconds is .4 4milliseconds is .004 there is nothing wrong with my math. i never said krom was wrong just that he owes me his firstborn which is still true. I said to get off my forums. Why are you still here?
I also looked back at all the content in this thread, and both Krom Ganesh's and your posting history to see if any such agreement concerning his first born daughter was made. No such agreement was made.
You simply demanded his daugher, with clear intentions of ****. I don't care if its a joke to you, I don't find **** funny.
GTFO
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
The Plasma Cannon is not underpowered.
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deepfried salad gilliam
Sanguine Knights
110
|
Posted - 2013.11.02 14:22:00 -
[727] - 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. Your doing it wrong then, the rep doesn't last long and has a massive timer, just hit them between reps
Join the sanguine knights
We are small casual and fun (5% tax for future ventures in pc soonTM)
Free tacos for members
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Evicer
THE HECATONCHIRES
31
|
Posted - 2013.11.02 16:08:00 -
[728] - Quote
Godin Thekiller wrote:ChribbaX wrote:As someone who has recently found love in swarms... that lock nerf is a bit too much. The damage sure, will take a few more hits. But you can bet you will be wasted instantly trying to dodge a tank from 175m... and those dropships are now most of the time out of lock range. 175m is way outside of any blaster range (I use stabilized, so I know), and that's when rendering starts to **** up. Plus, before, you could keep dropships out of the battle from most objectives with the range they had. now, you can only do one. Still think 250m is better, but unless they make the rendering work so I can see you shooting at me, then 175 it is. Adapt or die
lol........ we're not both infantry.WE are not doing the same DPS the tanker is shooting a Large turret. in your description one player is sitting in a vehicle....That has anywhere from 3k to 8k hp .The tanker has all the time in the world to acquire the target.Most wannabe tankers that are complaining are complaining about damage of av nades as well.
These are people with no "awareness" at all, and now want all the time, optimal range,DPS stacked in there favor.
lololololololol
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Fizzer94
L.O.T.I.S. Public Disorder.
725
|
Posted - 2013.11.02 22:13:00 -
[729] - Quote
Evicer wrote:Godin Thekiller wrote:ChribbaX wrote:As someone who has recently found love in swarms... that lock nerf is a bit too much. The damage sure, will take a few more hits. But you can bet you will be wasted instantly trying to dodge a tank from 175m... and those dropships are now most of the time out of lock range. 175m is way outside of any blaster range (I use stabilized, so I know), and that's when rendering starts to **** up. Plus, before, you could keep dropships out of the battle from most objectives with the range they had. now, you can only do one. Still think 250m is better, but unless they make the rendering work so I can see you shooting at me, then 175 it is. Adapt or die lol........ we're not both infantry.WE are not doing the same DPS the tanker is shooting a Large turret. in your description one player is sitting in a vehicle....That has anywhere from 3k to 8k hp .The tanker has all the time in the world to acquire the target.Most wannabe tankers that are complaining are complaining about damage of av nades as well. These are people with no "awareness" at all, and now want all the time, optimal range,DPS stacked in there favor. lololololololol Actually a Duvolle does more DPS then a large blaster.
lololololololol
[+ªa¦Ç+¦++-ö-Å94]
Burner of faces.
The Plasma Cannon is not underpowered.
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Powerh8er
Norwegian Dust514 Corporation Top Men.
247
|
Posted - 2013.11.03 00:16:00 -
[730] - Quote
Hello, today i was in the cup, i used the gastuns HMG, and ofcourse i got melted by duvolles from not farter away than 15 meters away. And in a pc yesterday ive spent 400 bullets killing one guy. I RL miniguns and heavy machineguns are useally anti-aircraft weapons or atleast vehicle mounted, but in dust514 they are outranged by SMG's.
This is the last straw for me, im boycotting my main heavy char until u fix it. The extra hp is just bullcrap, what is an extra hp gonna help if your a beached whale?
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Jadu Wen
Xer Cloud Consortium
48
|
Posted - 2013.11.03 03:30:00 -
[731] - Quote
Hi CCP, what does the current swarming following distance stand at? I don't imagine any changes are being made to following distance, only lock-on distance.
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
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Arx Ardashir
Imperium Aeternum
271
|
Posted - 2013.11.03 21:00:00 -
[732] - Quote
dogmanpig wrote:Fizzer94 wrote:dogmanpig wrote:Krom Ganesh wrote:That link states 400 milliseconds... which is 0.4 seconds. quote for LOLs .1= tenths .01= hundredths .001= thousandths- that is one millisecond " about 300 to 400 milliseconds or 3/1000ths to 4/1000th" You owe me your first born daughter when she is 18. They will die from "nature causes" any time now with that kind of smarts. can't wait to see it on the news Lrn2maths. 1 millisecond is 1/1000 of a second. So, 400 milliseconds is 400/1000 of a second. 400/1000 ++ 100 = 4/10 4/10 = 0.4 So, 400 milliseconds = 0.4 seconds. You did horrible math, then demanded to **** his daughter. You sir are the worst kind of stupid. That was like 5th Grade Mathematics. GET OFF MY FORUMS! whats wrong with banging an 18year old? 400 millieconds is .4 4milliseconds is .004 there is nothing wrong with my math. i never said krom was wrong just that he owes me his firstborn which is still true. Here you go, try it yourself, smart guy. http://www.unitconversion.org/time/milliseconds-to-seconds-conversion.html The problem is you were trusting wiki answers, which doesn't know what it's talking about, can't even accurately cnp info from another site, and can't agree with itself. Case in point. The other problem is that you're so full of yourself inside your own ignorance that when trying to correct someone else (and making a huge idiot of yourself) you just had to stick belittling comments in your answer that you could feel better about being smarter than someone else (except you weren't, poor thing). So, when can we expect these "nature causes," as you like to call them, claim you?
Edit: To everyone else, excuse the chain quoting, but I wanted the entire history of his idiocy to be present. |
xxwhitedevilxx M
Maphia Clan Unit Unicorn
856
|
Posted - 2013.11.04 00:32:00 -
[733] - Quote
My feedback is...what about laser rifle? I mean, is it supposed to outrange Rail Rifle? Otherwise it would be useless again!
- An unstoppable force of Rainbows.
- First love-quitter in the history of video games.
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Broonfondle Majikthies
Bannana Boat Corp
385
|
Posted - 2013.11.04 09:31:00 -
[734] - Quote
<3 The Combat Rifle <3
Don't worry Betsy, we'll be together soon.
Loving the stats for the assault variant. Like a massive long range SMG!
My only concern is that its a pain to still NEED to spec into Assault Rifles (also please rename to Plasma Rifle asap) for our starter fits. Does that seem fair?
"We demand rigidly defined areas of doubt and uncertainty!"
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Argent Mordred
DUST University Ivy League
12
|
Posted - 2013.11.04 14:45:00 -
[735] - Quote
Broonfondle Majikthies wrote: My only concern is that its a pain to still NEED to spec into Assault Rifles (also please rename to Plasma Rifle asap) for our starter fits. Does that seem fair?
How so? Starter fits use militia items, which have no skill requirements. |
Her Nibs
Pradox One Proficiency V.
68
|
Posted - 2013.11.04 16:39:00 -
[736] - 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
That's a bit drastic on the swarm launcher...maybe have a look at the range on EC Mass Drivers. Not even Proto Swarms can take out all tanks. Some I have to stand on a Nano and keep firing. We have to deal with many obstructions...eg. hiding behind mountains and rocks and buildings. The tank is moving, I am running to get a better lock on. As for Dropships, any decent one can outrun a swarm....so why such a drastic change. I can spit farther than 175m. Make it 300m....at least ease us in slowly. What about Forge guns........they take tanks out in 1 or shots. Think what it does to a clone. I have been specing into being pure AV for months and months. I hope you are going to give me my SP's back, because what I purchased is not what I will have. It's like buying a new car and 3 months later they come and take the the side mirrors and bumpers cause someone didn't like them sticking out. Plz rethink this decision.
|
Jadu Wen
Xer Cloud Consortium
58
|
Posted - 2013.11.04 17:34:00 -
[737] - Quote
If it's any consolation, the new ranges on Swarms means you likely never miss your target to evasion range.
Pre-Nerf: Lock-On 400m; Travel Range 400m
Post-Nerf Lock-On 175m; Travel Range 400m
GûÆGûêGûæGûæGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûäGûæGûÆGûê
GûÆGûêGûÆGûêGûÆGûê GûÆGûêGûÇGûÇGûÇ GûÆGûêGûÆGûêGûÆGûê
GûÆGûêGûäGûÇGûäGûê GûÆGûêGûäGûäGûä GûÆGûêGûæGûæGûÇGûê ? SoonGäó
|
RINON114
B.S.A.A. General Tso's Alliance
468
|
Posted - 2013.11.04 17:37:00 -
[738] - Quote
I'm not reading through the threadnaught to find out if this has been addressed:
Why the MASSIVE nerf to swarms? I skilled into those to take out tanks and the only thing I can take out solo is a terribly fit tank or a very stupid/overconfident madrugar or suriya, and even then they often have forge gunners and militia swarms all over them.
This is the first and last time I will ever say this: respec on AV please. |
itsmellslikefish
DIOS EX. Top Men.
489
|
Posted - 2013.11.04 17:40:00 -
[739] - Quote
Iron Wolf Saber wrote:Woot.
My only concern is the lock range though.
Also for those of you complaining most vehicles potential tank of HAVs were reduced by a similar manner (removal of a module slot can hurt a tank significantly), based on just early theorycrafting lighter vehicles benefit the most from the AV nerf tanks more or less still die the samish or is now threatened by lesser vehicles again. However until I see the newer vehicle numbers I wont be able to play out any scenarios.
Overall from the looks of it the rail rifle range is significant enough that there is lapses where its very superior to the plasma rifle.
What's the plasma rifle? New? :3
"Profanity is the one language all programmers know best"
|
Daxxis KANNAH
Distinct Covert Initiative
442
|
Posted - 2013.11.04 18:57:00 -
[740] - Quote
itsmellslikefish wrote:
What's the plasma rifle? New? :3
No - just the AR |
|
Awry Barux
Shining Flame Amarr Empire
235
|
Posted - 2013.11.04 20:55:00 -
[741] - Quote
Any word on hip fire accuracy ratings? |
Awry Barux
Shining Flame Amarr Empire
235
|
Posted - 2013.11.04 20:57:00 -
[742] - Quote
Broonfondle Majikthies wrote:<3 The Combat Rifle <3 Don't worry Betsy, we'll be together soon. Loving the stats for the assault variant. Like a massive long range SMG! My only concern is that its a pain to still NEED to spec into Assault Rifles (also please rename to Plasma Rifle asap) for our starter fits. Does that seem fair?
Maybe it's time for racial rifles to be put on the racial starter fits?
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2959
|
Posted - 2013.11.05 01:31:00 -
[743] - Quote
Awry Barux wrote:Broonfondle Majikthies wrote:<3 The Combat Rifle <3 Don't worry Betsy, we'll be together soon. Loving the stats for the assault variant. Like a massive long range SMG! My only concern is that its a pain to still NEED to spec into Assault Rifles (also please rename to Plasma Rifle asap) for our starter fits. Does that seem fair? Maybe it's time for racial rifles to be put on the racial starter fits?
Oooh... pet issue. I made a post on how they'd need to change/make a MLT Scrambler Rifle since the current stats + more PG would break a MLT Amarr suit.
Yeah, all the starter fits should become racially appropriate.
I still think we need full variants for the rifles (or at the very least, the AR shouldn't have more variants than the other rifles). |
Kazeno Rannaa
BIG BAD W0LVES
306
|
Posted - 2013.11.05 02:12:00 -
[744] - Quote
Hey wolf man, do you have the skinny on the RR and CR skills trees and effects? ?
Also was wondering if it is possible to get a peek at the RR & CR iron sights & ACOG??? PLEASE with sugar on top?? |
The dark cloud
The Rainbow Effect
1825
|
Posted - 2013.11.05 09:48:00 -
[745] - Quote
I ask again: does the combat rifle will have a 3 round or 7 round burst?
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
|
Broonfondle Majikthies
Bannana Boat Corp
396
|
Posted - 2013.11.05 11:14:00 -
[746] - Quote
Argent Mordred wrote:Broonfondle Majikthies wrote: My only concern is that its a pain to still NEED to spec into Assault Rifles (also please rename to Plasma Rifle asap) for our starter fits. Does that seem fair? How so? Starter fits use militia items, which have no skill requirements. Because to improve the base power of all suits is easy - spec into core upgrades. If we want to increase the power of the starter weapon we have to spec into a different races gear - which we won't really have access to with the FW->LP->Market scheme.
"We demand rigidly defined areas of doubt and uncertainty!"
|
Broonfondle Majikthies
Bannana Boat Corp
397
|
Posted - 2013.11.05 11:22:00 -
[747] - Quote
The dark cloud wrote:I ask again: does the combat rifle will have a 3 round or 7 round burst? I refer you to the left side of the 1st table
Burst Length = 3
"We demand rigidly defined areas of doubt and uncertainty!"
|
Spartan MK420
sephiroth clones D.E.F.I.A.N.C.E
5
|
Posted - 2013.11.05 20:00:00 -
[748] - 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~
This isn't Star Wars.
It's a war in the stars,
but it still isn't Star Wars.
PEW PEW PEW |
Quidam Brujah
Molon Labe. RISE of LEGION
7
|
Posted - 2013.11.05 21:45:00 -
[749] - 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.
I'd settle for a powerful single-shot swarm launcher that you could carry as a secondary. This game is getting to the point that so many custom fits are required that if a decent tank or two spawn in, better hope there's a supply depot around so you can change to your AV fit and if there isn't or you can't, wait for the next game.
A single-shot launcher that packs enough punch and if a squad of 6 fitted with them as a secondary can get them all on target, it might be enough to take down a tank. But the odds would still be in favor of the tank. I would think it would be a fair tradeoff. No one gets caught with their pants down. In order for it to work a squad has to work together and coordinate the action (just like CCP wants in their games). It's not OP because it's a single-shot and there's reload time. If the CPU/PG numbers are low enough it doesn't nerf all the other gear you'd want to carry that you typically need in a match, so you aren't spending either the entire match running away from a tank or trying to get to the supply depot.
Sounds like it could work. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2240
|
Posted - 2013.11.05 22:31:00 -
[750] - Quote
I want an under barrel swarm launcher for my forge gun that fires tanks. Nothing counters tanks like 6 flying heat seeking tanks. (Not invisible though for balance). Well call it the tankception-forge-swarm.
-ê HellsGÇáorm Director -ê
Gû¦Amarr VictorGû¦
|
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Godin Thekiller
Hellstorm Inc League of Infamy
1427
|
Posted - 2013.11.05 23:59:00 -
[751] - Quote
Iskandar Zul Karnain wrote:I want an under barrel swarm launcher for my forge gun that fires tanks. Nothing counters tanks like 6 flying heat seeking tanks. (Not invisible though for balance). Well call it the tankception-forge-swarm.
Isk, You want to shoot me out of a swarm launcher now?
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Godin Thekiller
Hellstorm Inc League of Infamy
1427
|
Posted - 2013.11.06 00:00:00 -
[752] - Quote
Quidam Brujah 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. I'd settle for a powerful single-shot swarm launcher that you could carry as a secondary. This game is getting to the point that so many custom fits are required that if a decent tank or two spawn in, better hope there's a supply depot around so you can change to your AV fit and if there isn't or you can't, wait for the next game. A single-shot launcher that packs enough punch and if a squad of 6 fitted with them as a secondary can get them all on target, it might be enough to take down a tank. But the odds would still be in favor of the tank. I would think it would be a fair tradeoff. No one gets caught with their pants down. In order for it to work a squad has to work together and coordinate the action (just like CCP wants in their games). It's not OP because it's a single-shot and there's reload time. If the CPU/PG numbers are low enough it doesn't nerf all the other gear you'd want to carry that you typically need in a match, so you aren't spending either the entire match running away from a tank or trying to get to the supply depot. Sounds like it could work.
What's with not wanting to switch fits when the HAV kills you?
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Godin Thekiller
Hellstorm Inc League of Infamy
1427
|
Posted - 2013.11.06 00:01:00 -
[753] - Quote
The dark cloud wrote:I ask again: does the combat rifle will have a 3 round or 7 round burst?
3
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
Godin Thekiller
Hellstorm Inc League of Infamy
1427
|
Posted - 2013.11.06 00:02:00 -
[754] - Quote
RydogV wrote:How about a petition to change the name of the current "Assault Rifle" to "Plasma 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~
Fixed
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
|
BLACK MASK D
The Exemplars Top Men.
16
|
Posted - 2013.11.06 01:01:00 -
[755] - Quote
Spartan MK420 wrote: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~ This isn't Star Wars. It's a war in the stars, but it still isn't Star Wars. PEW PEW PEW
the name of it should be the plasma rifle but seeing how for the longest time it was the only rifle ccp changed the name of it |
Argent Mordred
DUST University Ivy League
12
|
Posted - 2013.11.06 01:05:00 -
[756] - Quote
Broonfondle Majikthies wrote: Because to improve the base power of all suits is easy - spec into core upgrades. If we want to increase the power of the starter weapon we have to spec into a different races gear - which we won't really have access to with the FW->LP->Market scheme.
Ok, fair enough. I assume the starter fits will be adjusted though, so if the current plasma ar is in use short term it won't be a big deal but if they take forever to redo the fits with the right weapons it will be a problem.
|
BLACK MASK D
The Exemplars Top Men.
16
|
Posted - 2013.11.06 01:11:00 -
[757] - Quote
seeing how all the races will now have there own rifle can they now be used in the starter fits? like min get combat, cal get rail and so on ? |
hgghyujh
Expert Intervention Caldari State
157
|
Posted - 2013.11.06 01:12:00 -
[758] - 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.
ROF affects damage application in the med to short range |
Aria Gomes
DUST CORE
105
|
Posted - 2013.11.06 01:17:00 -
[759] - Quote
Can't wait for to try out the Rail Rifle and Combat Rifles. They will definitely be my two favorite guns. I prefer the mid distance style fighting. Close combat is meh unless I know I got a chance against you with my SMG.
Ahhh I can't wait! /end fangirling |
Xak Arji
DIOS EX. Top Men.
27
|
Posted - 2013.11.06 07:32:00 -
[760] - Quote
Quit griping about the swarms. lol geeze. Have you looked at the vehicle changes? They DID NOT get a buff, and they certainly won't be the same... You shouldn't have a huge problem if your in a squad. A million dollar tank should take more than a one man army. Although the range reduction makes little sense to me... On another note, thanks for the update and the RR. Keep em rolling CCP :) |
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Kazeno Rannaa
BIG BAD W0LVES
306
|
Posted - 2013.11.06 14:05:00 -
[761] - Quote
RINON114 wrote:I'm not reading through the threadnaught to find out if this has been addressed:
Why the MASSIVE nerf to swarms? I skilled into those to take out tanks and the only thing I can take out solo is a terribly fit tank or a very stupid/overconfident madrugar or suriya, and even then they often have forge gunners and militia swarms all over them.
This is the first and last time I will ever say this: respec on AV please.
This is a temporary fix to the fact that they havenGÇÖt figured out how to fix the issue with draw distance and the issue of invisible swarms hitting people and blowing up vehicles.
|
castba
Penguin's March
181
|
Posted - 2013.11.07 06:42:00 -
[762] - Quote
CCP Logibro wrote:Nick nugg3t 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). I hope your speech skill is at least +70 before you talk to wolfman It would be so cool If you SUCCEEDED I really really want this :0 It's not about the speech level, it's about how much honeyed lamb you have. So not enough honeyed lamb or did I miss the link to the vid? |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
585
|
Posted - 2013.11.08 15:25:00 -
[763] - Quote
Shley Ashes wrote:Any news on the Combat Rifle Operation skill and Rail Rifle Operation skills and what they will actually have an effect on ?
Rail Rifle Operation = 5% reduction to charge time per level ? Combat Rifle Operation = 5% reduction to combat rifle kick per level ?
also will they have a sharpshooter skill for each ???? and if so what will that affect ?
The operations skill for both is 5% less recoil/kick per level Only the combat rifle has a sharpshooter skill as the rail rifle is not meant for close range. |
Monkey MAC
killer taxi company General Tso's Alliance
931
|
Posted - 2013.11.08 22:33:00 -
[764] - Quote
Spkr4theDead wrote:Text Grant wrote:Spkr4theDead wrote:Text Grant wrote:Templar 514 wrote:
Once again, I love how people don't look at the whole picture /end sarcasm. Swarm Launcher changes are coming in with 1.7 (which will be December), which is ALSO when the vehicle changes hit. The Swarm Launcher 'nerf' is to balance them against the new vehicle stats.
Seriously, pay attention to the stickies and at least look over them in passing.
Which is why I didn't mention the damage nerf. You just want it pathetically easy to destroy vehicles. It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier?
Well here is how it should work!
If a tank is working in a team either with a Combat Mechanic and his squad, or a support vehicle then it should take 2-3 people to take down!
If its 3 tanks blasting everything in range, it should take 1 man to cripple them, and 3 men to outright butcher them!
Because no matter how many tanks there are, an aver needs to stick near his squad to survive long enough to get a shot off at a tank!
The pen is mightier than the sword
The gun is mightier than both
|
dmitri soroka
The Generals EoN.
0
|
Posted - 2013.11.09 11:38:00 -
[765] - Quote
I think as tanks now GODs on fields, give me a reason for my team to hunt them. Have a HUGE bonus in WAR point like 1000, and Additional SP for destroying a tank. SO that way there is bounty on why people should just start HUNTING for tanks. I will personally by 3 PS3 play them with both arms and feet to HUNT down tanks.
Also reduce SP and ISK earned playing those TANKS. That will balance how many TANKS there are on field.
Make AV nades that requires to approach a tank at 0 distance and takes 2 to 3 seconds to apply charge and make that thing 1 hit 1 kill on tanks. That way Tanks ALSO have to stick to squad and require TEAM WORK, not solo bad ass. |
The dark cloud
The Rainbow Effect
1840
|
Posted - 2013.11.09 15:13:00 -
[766] - Quote
If you want a versatile suit then spec commando. You can carry 2 light weapons at once which in most cases results in a swarm launcher and assault rifle. And you even can carry a nanohive! The commando suit is the most versatile suit in the whole game.
I shall show you a world, a world which you cant imagine, a world full off butthurt n00bs at the other end of my gun
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
225
|
Posted - 2013.11.09 18:33:00 -
[767] - Quote
BLACK MASK D wrote:seeing how all the races will now have there own rifle can they now be used in the starter fits? like min get combat, cal get rail and so on ?
Great idea. +1 |
Harpyja
Royal Uhlans Amarr Empire
752
|
Posted - 2013.11.10 16:07:00 -
[768] - Quote
dmitri soroka wrote:I think as tanks now GODs on fields, give me a reason for my team to hunt them. Have a HUGE bonus in WAR point like 1000, and Additional SP for destroying a tank. SO that way there is bounty on why people should just start HUNTING for tanks. I will personally by 3 PS3 play them with both arms and feet to HUNT down tanks.
Also reduce SP and ISK earned playing those TANKS. That will balance how many TANKS there are on field.
Make AV nades that requires to approach a tank at 0 distance and takes 2 to 3 seconds to apply charge and make that thing 1 hit 1 kill on tanks. That way Tanks ALSO have to stick to squad and require TEAM WORK, not solo bad ass. Hmmmm. Nope.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
|
Kilrex n'Drazi
NECROM0NGERS
0
|
Posted - 2013.11.10 16:08:00 -
[769] - Quote
Why not make forge guns do reduced damage to drop suits? They should be used against vehicles and not as an anti-personnel sniper weapon. Sniper rifles do reduced damage vs vehicles, so it would only be fair.
---
I would like to see a heavy version of the mass driver. It should operate more like a grenade with no extra damage for a direct hit. Large AoE (10 m) with low damage (~100) and have a minimum arming range. Multiple round types would be nice as well (e.g. explosive and EMP).
Or a heavy weapon that launched a round akin to the remote explosive and proximity mines. Using the remote version would have bounce similar to a grenade and require activation. The proximity version would stick where it landed until a vehicle comes within range or explode if fired close to a vehicle. |
Phosis Norg
Mad Clone Posse
19
|
Posted - 2013.11.11 18:31:00 -
[770] - 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
|
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Templar 514
Amarr Templars Amarr Empire
39
|
Posted - 2013.11.12 02:06:00 -
[771] - Quote
Did you actually read the post? Like, this part (emphasis mine):
CCP Wolfman wrote: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.
For the record, AV grenade/Swarm changes are equal to the vehicle changes that are also coming in 1.7. So I don't think that it's out of line, that both vehicles and AV weapons are being changed to bring general balance between the two. |
Luk Manag
of Terror TRE GAFFEL
162
|
Posted - 2013.11.13 16:51:00 -
[772] - Quote
Templar 514 wrote:Did you actually read the post? Like, this part (emphasis mine): CCP Wolfman wrote: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. For the record, AV grenade/Swarm changes are equal to the vehicle changes that are also coming in 1.7. So I don't think that it's out of line, that both vehicles and AV weapons are being changed to bring general balance between the two.
Yeah, no. The range nerfing will gimp the swarm launchers. You'll need to be on the top of a building to lock a dropship, and you will need to jump off to lock random LAVs and HAVs. Forge guns will be our only option. |
Kharga Lum
Xeno Labs Security
132
|
Posted - 2013.11.13 17:56:00 -
[773] - Quote
Is the charge up for each shot or charge then burst? |
JIMvc2
killer taxi company General Tso's Alliance
0
|
Posted - 2013.11.13 20:17:00 -
[774] - Quote
CCP please reduce the Damage in the Scrambler rifle because It's a freaking joke of how I die in 2 seconds. Buff up the Mass Driver because I'm sick and tired of these Proto garbage players with Scrambler rifles and cry like little bitches because they get shot. |
Templar 514
Amarr Templars Amarr Empire
39
|
Posted - 2013.11.13 22:27:00 -
[775] - Quote
Luk Manag wrote:Yeah, no. The range nerfing will gimp the swarm launchers. You'll need to be on the top of a building to lock a dropship, and you will need to jump off to lock random LAVs and HAVs. Forge guns will be our only option.
Watch this first, and then come back to me.
Done? Okay, first off, I am not JudgeRhadamanthus, but he is very obviously a skilled dropship pilot and I'd say he has at least a good, if not excellent, grasp of what he's talking about.
Further, Iron Wolf Saber (you know, our most talkative CPM dude?) has confirmed (link not handy, unfortunately), that only lock range is being nerfed- if you lock&fire, but they then fly/drive out of lock-range, then your missiles still pursue effectively. So, that leaves us with two options for your opinion:
1. You do not understand that we want balance, and it's broken for a single dork with a Swarm to be able to lock down every objective from a dropship, while also being death incarnate to HAVs, without having to sacrifice anything.
2. You don't care that we want balance and are whining that you are going to actually have to engage your brain and make decisions, like "Which objective is most critical to my team, and needs me to defend it from vehicles?", instead of having easymode fire-and-forget Swarms that kill all the things.
Kharga Lum wrote:Is the charge up for each shot or charge then burst?
Will the Laser Rifle still serve a purpose when competing with the Rail Rifle?
The RR will be charge-then-bullet-hose; it's listed as having an automatic firemode and a charge time, so unlike the Scrambler rifle or the Forge Gun, which are single-fire, it'll just charge and then saw things in half. Figuratively speaking.
As for the LR, well.... the LR is close to my heart- it was probably my favorite gun in Chrome, and I still love it and occasionally drop it. But as-is, I think that the RR will temporarily obsolete the LR. But it has been confirmed by the devs (sadly, again, link not handy) that the LR will be iterated on further. Unfortunately, it was also confirmed that this iteration won't be in 1.7, so Lasers will temporarily be worthless compared to the RR.
Unless you run Amarr Assault in which case you will burninate all the things. |
Her Nibs
Pradox One Proficiency V.
73
|
Posted - 2013.11.13 23:52:00 -
[776] - Quote
Templar 514 wrote:Luk Manag wrote:Yeah, no. The range nerfing will gimp the swarm launchers. You'll need to be on the top of a building to lock a dropship, and you will need to jump off to lock random LAVs and HAVs. Forge guns will be our only option. Watch this first, and then come back to me.Done? Okay, first off, I am not JudgeRhadamanthus, but he is very obviously a skilled dropship pilot and I'd say he has at least a good, if not excellent, grasp of what he's talking about. Further, Iron Wolf Saber (you know, our most talkative CPM dude?) has confirmed (link not handy, unfortunately), that only lock range is being nerfed- if you lock&fire, but they then fly/drive out of lock-range, then your missiles still pursue effectively. So, that leaves us with two options for your opinion: 1. You do not understand that we want balance, and it's broken for a single dork with a Swarm to be able to lock down every objective from a dropship, while also being death incarnate to HAVs, without having to sacrifice anything. 2. You don't care that we want balance and are whining that you are going to actually have to engage your brain and make decisions, like "Which objective is most critical to my team, and needs me to defend it from vehicles?", instead of having easymode fire-and-forget Swarms that kill all the things. Kharga Lum wrote:Is the charge up for each shot or charge then burst?
Will the Laser Rifle still serve a purpose when competing with the Rail Rifle? The RR will be charge-then-bullet-hose; it's listed as having an automatic firemode and a charge time, so unlike the Scrambler rifle or the Forge Gun, which are single-fire, it'll just charge and then saw things in half. Figuratively speaking. As for the LR, well.... the LR is close to my heart- it was probably my favorite gun in Chrome, and I still love it and occasionally drop it. But as-is, I think that the RR will temporarily obsolete the LR. But it has been confirmed by the devs (sadly, again, link not handy) that the LR will be iterated on further. Unfortunately, it was also confirmed that this iteration won't be in 1.7, so Lasers will temporarily be worthless compared to the RR. Unless you run Amarr Assault in which case you will burninate all the things.
My KDR sucks because I spend my time chasing away drop ships to protect the team. I sometimes have to follow tanks to swarm them, I have to lock on to Lav's while they are trying to run me over. If I am lucky emough to get a kill because some guy forgot to abandon ship, yeah for me. AV doesn't fit every battle or location, so I have to be skilled with another weapon. Give me 4 shots to a clip for my swarm, make it so tanks and lav's can't be recalled because they are about to blow up, make it so dropships can't fly so high, you can't see them, give them less range. We not only have to be skilled with a swarm, but also have to have speed and stamina to chase vehicles. Give a dedicated AV suite an extra slot for shielding or hardeners like a tamk. NO...your answer is to nerf. I can still spit farther than 175 m.
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Templar 514
Amarr Templars Amarr Empire
39
|
Posted - 2013.11.14 00:40:00 -
[777] - Quote
Her Nibs wrote:My KDR sucks because I spend my time chasing away drop ships to protect the team. I sometimes have to follow tanks to swarm them, I have to lock on to Lav's while they are trying to run me over. If I am lucky emough to get a kill because some guy forgot to abandon ship, yeah for me. AV doesn't fit every battle or location, so I have to be skilled with another weapon. Give me 4 shots to a clip for my swarm, make it so tanks and lav's can't be recalled because they are about to blow up, make it so dropships can't fly so high, you can't see them, give them less range. We not only have to be skilled with a swarm, but also have to have speed and stamina to chase vehicles. Give a dedicated AV suite an extra slot for shielding or hardeners like a tamk. NO...your answer is to nerf. I can still spit farther than 175 m.
...........I want to try to deal with your post logically, but the eye-bleedingly-large wall of text you present makes that a trying task. It's only compounded by the fact that you are saying stupid things. So I'll address this in a way that you will hopefully understand:
1. As the previously linked video explains, a single Swarm user can park themselves in their own redline and still be able to lock a dropship at any range on the map. This is broken.
2. The Swarm launcher already has an immense burst damage thanks to its incredibly short lock/fire times. A 3 round clip, and a somewhat lengthy reload, are what is keeping that burst damage balanced.
3. Swarm changes are balanced against the new vehicle changes. Read the freakin' post, and understand that the current Swarm would be so OP that nobody would ever spec vehicles.
4. Carry AV grenades if you're LAV hunting. Carry Proxy explosives as well, and set up a trap. Also, the days of the murder taxi are effectively over- bumpers are no longer "tap=dead", so you can in fact dance around an LAV while it ineffectually attempts to put the rubber to your armor.
5. Stop trying to murderize everything. Half of the role of AV- especial light AV like swarms- is to deter and suppress vehicles. If you cannot stand not killing every vehicle in your way, then either get a friend or HTFU.
6. Stop trying to chase vehicles. It's a loosing battle from the start, since they are much faster than you. Alternately, have a stock of cheap militia LAVs handy. Or friends. Or use your brain to create a trap.
7. Vehicles with critical armor damage (as in, they are on fire) are already unable to be recalled.
8. Stop complaining about Dropships. They're already 99% useless, and 100% a flying coffin.
9. You are in idiot if you think that 175 meters is a short distance. Currently, only Sniper Rifles, FGs, Swarms, and very lucky PlasCan users can even try to shoot things that far away with any effect.
10. If you want extra durability, then use the Commando suit. If you want extra killing power against vehicles, then get a FG. If you want to be able to kill any vehicle no matter what with the press of a button, HTFU.
11. Your KDR is meaningless, to me and everyone else in this thread. ISK efficiency is where it's at, but we don't actually have a stat tracker for that yet. |
MrBudder Factory
MaulerMen
0
|
Posted - 2013.11.14 01:40:00 -
[778] - Quote
Nice. Love to see all the new things in store for Dust514. Keep up the awesome updates!
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Tom Hamp
Subsonic Synthesis RISE of LEGION
4
|
Posted - 2013.11.14 04:39:00 -
[779] - 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.
hate to tell ya this but they will regardless most of these guys want to be better with their worthless KDR which is old news anyway but they will spec into the rail rifles instead of them combat rifles do the math and most of all the AR's are gonna be looking like a b***h when they use them. |
God Anpu TheImmortal
Ultimate Supremacy
73
|
Posted - 2013.11.14 19:02:00 -
[780] - Quote
It's funny how CCP is releasing new weapons and the current ones need serious work. OP ARS under powered HMGS with no range which I find a joke and no damage in CQC. But here u guys come with another bunch of light weapons. Were the hell is there aver going to be heavy weapons suits you already promised. You guys really have your priorities in orderdont ya. |
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Daxxis KANNAH
Distinct Covert Initiative
450
|
Posted - 2013.11.14 23:01:00 -
[781] - Quote
CCP - CPM said you have altered the numbers on these new weapons so can you release the updated numbers so we can see them and have the math wiz kids let us know which path to take
But in all honesty - full disclosure is the best route. |
Keri Starlight
0uter.Heaven Proficiency V.
2084
|
Posted - 2013.11.16 18:02:00 -
[782] - Quote
Daxxis KANNAH wrote:CCP - CPM said you have altered the numbers on these new weapons so can you release the updated numbers so we can see them and have the math wiz kids let us know which path to take But in all honesty - full disclosure is the best route.
Yes, this.
I'm honestly surprised that they changed the values basing on pure speculation... I mean, does that make any sense?
Also, people are so focused on QQing about the Combat and Rail Rfile that thay are ignoring the 30 meters buff to the Scrambler's range. It's going to have the same range as the Rail but higher DPS, just saying... (I'm not complaining about the Scrambler, just comparing numbers)
-1.7 ranges: AR 42m -> 48m, TAR 65m -> 60m
-Goodbye my love, Tac AR
"I load my gun with love instead of bullets"
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Argent Mordred
DUST University Ivy League
18
|
Posted - 2013.11.17 04:06:00 -
[783] - Quote
Anyone know what they changed on the rail rifle or any of the others? I am curious because I was excited for the rail rifle until I saw the charge time; it will probably be fine, but a long range weapon that has a delay between pulling the trigger and when it fires sounds like a bad idea. |
jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
91
|
Posted - 2013.11.17 07:00:00 -
[784] - Quote
Argent Mordred wrote:Anyone know what they changed on the rail rifle or any of the others? I am curious because I was excited for the rail rifle until I saw the charge time; it will probably be fine, but a long range weapon that has a delay between pulling the trigger and when it fires sounds like a balanced idea. 1 word fixed |
ROEG X
Ahrendee Mercenaries EoN.
24
|
Posted - 2013.11.17 16:44:00 -
[785] - Quote
Omg you might as well just run around the battlefield naked with just your rifle because your modules protecting you against those stats are slim. ( Please Balance dropsuit and module protection ) The scrambler rifle looks beast with those beefy stats wow. |
Llast 326
An Arkhos
490
|
Posted - 2013.11.17 22:36:00 -
[786] - Quote
Keri Starlight wrote:Daxxis KANNAH wrote:CCP - CPM said you have altered the numbers on these new weapons so can you release the updated numbers so we can see them and have the math wiz kids let us know which path to take But in all honesty - full disclosure is the best route. Yes, this. I'm honestly surprised that they changed the values basing on pure speculation... I mean, does that make any sense? Also, people are so focused on QQing about the Combat and Rail Rfile that thay are ignoring the 30 meters buff to the Scrambler's range. It's going to have the same range as the Rail but higher DPS, just saying... (I'm not complaining about the Scrambler, just comparing numbers)
It may not be changes based solely on speculation. The speculation may have given a basis for Devs to test somethings from a different perspective and lead to a different balancing approach to something that may have been an actual issue in testing.
I am apparently not the only fool
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Argent Mordred
DUST University Ivy League
19
|
Posted - 2013.11.18 14:43:00 -
[787] - Quote
jerrmy12 kahoalii wrote:1 word fixed
No, not particularly. Long range weapons like the sniper rifle in this game already require plenty of precision timing on a moving target before you introduce a spin up time, like the hmg has, and lag.
For the tl;dr crowd, summary: for various reasons adding charge/spin time to the rail rifle, which if it is anything like the breach rifle is already more than balanced, would hurt it's ability to be useful in it's intended range.
The way the regular scrambler rifle works is fine for long range, as you just charge it up and it fires when you release the trigger. The rail rifle can't work like this, because it is automatic and you need to be able to hold down the trigger to indicate how long a burst as you want; so it must be a spin up like the hmg. The spin up may be fine for the hmg, a close range weapon suppression weapon*, but the rail rifle is supposed to be long range weapon.
Having an AR that has a delay seems counter productive, as an assault rifle is a general purpose weapon. An AR user's goal should be to maneuver to cover and begin engage the target with short bursts at medium to long range or long bursts in cqb. Other weapons might be more powerful, and have more drawbacks, like the hmg*, forge gun, or plasma cannon, but there needs to be a weapon for each faction that can be issued to most of their troops. One that will fire on demand so that support weapons can have the necessary time to move into position and be deployed. Also the current breach rifle is pretty mediocre, so if the fire rates are the same but other stats have been adjusted to fit better, the weapon already has a pretty good drawback for balancing purposes. So why balance something that is already balanced?
The sniper rifle doesn't seem to have this spin/charge up time (I don't think the laser rifle does either, but it also tracks the target more so it is a bit of an oddball.) So why add spin up time to a rifle that is medium to long range when longer range weapons that are more specialized don't have it?
From my experience sniping, when you are at long range, your target is harder to hit (being smaller) and tracking your target is also harder than in close quarters with the plasma AR. And once the target goes around a corner or behind cover in long range firefight, he is gone. So why add time to kill to this rifle that other weapons in the same class don't have when that will impair it's function at it's intended range? Also short bursts are more useful, but the weapon discourages short bursts as it adds a delay between firing and firing again so you might be better off firing 9 rounds in a burst rather than tapping out 3 three round bursts with an extra delay of .04 charge time. Don't believe me on the last point? Ever wonder why heavies in city maps tend to spin up and shoot at the wall for a couple seconds before popping out of cover? If they don't waste rounds, they may not be able to fire in time.
* Yes, the hmg has problems, but my understanding is that the issue is lack of accuracy (high dispersion) and poor actual dps as a result as well as being only usable on a suit that is unable to dictate range, not the spin up itself. |
Marlon S Pike
Molon Labe. RISE of LEGION
1
|
Posted - 2013.11.18 20:48:00 -
[788] - Quote
New Rifles look great but am concerned about the lock range nerf on swarms - with the speed of tanks let alone dropships and LAV's how to you envision it being possible to get more than one shot off on a target? |
danthrax martin
Sinq Laison Gendarmes Gallente Federation
0
|
Posted - 2013.11.19 02:40:00 -
[789] - Quote
Run
First to die, last to cry
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
98
|
Posted - 2013.11.19 04:36:00 -
[790] - Quote
Marlon S Pike wrote:New Rifles look great but am concerned about the lock range nerf on swarms - with the speed of tanks let alone dropships and LAV's how to you envision it being possible to get more than one shot off on a target? i've killed a dropship 150m away, easy
recuruit link
5 to 11 mil isk per 100k recuruit
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CharCharOdell
1561
|
Posted - 2013.11.19 04:44:00 -
[791] - Quote
Marlon S Pike wrote:New Rifles look great but am concerned about the lock range nerf on swarms - with the speed of tanks let alone dropships and LAV's how to you envision it being possible to get more than one shot off on a target?
if you can't get off 3 volleys in .9 seconds, you're doing it wrong. i think you'll be fine. i still manage to solo tanks with my nerd swarms.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1561
|
Posted - 2013.11.19 04:46:00 -
[792] - Quote
Luk Manag wrote:Templar 514 wrote:Did you actually read the post? Like, this part (emphasis mine): CCP Wolfman wrote: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. For the record, AV grenade/Swarm changes are equal to the vehicle changes that are also coming in 1.7. So I don't think that it's out of line, that both vehicles and AV weapons are being changed to bring general balance between the two. Yeah, no. The range nerfing will gimp the swarm launchers. You'll need to be on the top of a building to lock a dropship, and you will need to jump off to lock random LAVs and HAVs. Forge guns will be our only option.
but that makes since. light weapon av = light av effectiveness heavy weapon av = super awesome solo power it makes perfect sense. why should alight weapon kill a heavy vehicle so easily!?
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1561
|
Posted - 2013.11.19 04:47:00 -
[793] - Quote
Wombat in combat wrote:Here is my feedback.
1. Stop using the nerf hammer, use the nerf screwdriver; i.e. do gradual tweaks. 2. Swarm launchers are being hammered into uselessness. Sure the lock on range could have used a nerf but not by this margin. I don't think there was a need to reduce the damage by 33%. Reducing the clip size from 5 to 3 was fair enough IMO.
tanks got a 25% pg nerf. a 33% nerf to yolonades and lolswarms is in order.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1561
|
Posted - 2013.11.19 04:51:00 -
[794] - Quote
Arkena Wyrnspire wrote:Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier? Why should it be a 'game changing force multiplier'? Because you want it to be a win button?
a win button? it'll spend more than half of its time running away. if hardeners are on for 45 seconds, that's 15 seconds in, 15 seconds to kill, 15 seconds to run away, and then almost a minute until it can start over.
tanks will be heavy artillery OR battering rams
i dont think theyll ever be the stomping romping death machines they used to be ever again
if my math is right, then everyone will be happy. tanks will be god mode for a minute, and then easy to solo for the next. this means the days of tanks going 40 and 0 are over
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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CharCharOdell
1561
|
Posted - 2013.11.19 04:53:00 -
[795] - Quote
Fizzer94 wrote:My reasoning behind FGs being OP is that they only sacrifice very little ease of use for very high versatility. IMO if a weapon can kill anything in the game, and OHK people, it should be exceedingly hard to use.
I like to call this concept of making hard to use weapons better 'balancing for skill'.
The FG flies in the face of balancing for skill. It has one of the longest ranges in the game, does the most damage, and has perfect accuracy, and isn't really that hard to use at all.
The only downside of the FG is its charge and its limited Ammo supply, and the charge isn't even much of a downside because you can hold it.
It outperforms the Plasma Cannon in almost every way, despite being easier to use. It has a higher DPS, doesn't have projectile drop(or slow speed), has a faster fire rate and can fire more rounds before it has to reload(which is only barely longer than the Placons reload I might add).
Keep in mind that I don't want to nerf the FGs DPS. It needs it to be an effective AV weapon. What I want is for it to be much harder to use against infantry. In the same way the Placon is better at killing infantry than vehicles, I want the FG to be better at killing vehicles than infantry, by making it harder to use against infantry.
how? the splash nerf to forges did nothing bc people can aim their forge guns. just like the rail, most good forgers dont rely on splash. the get direct hits most of the time.
The best we could do is reduce it's splash to nothing and hope that forge gunners forget how to aim.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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Spkr4theDead
Red Star. EoN.
1254
|
Posted - 2013.11.19 06:43:00 -
[796] - Quote
Marlon S Pike wrote:New Rifles look great but am concerned about the lock range nerf on swarms - with the speed of tanks let alone dropships and LAV's how to you envision it being possible to get more than one shot off on a target? Squad with a tanker.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.11.19 10:12:00 -
[797] - Quote
why do we need new weapons at all ??????????????? and why is every 1 some new version of an assault rifle do we really need more assault rifles or scrambler like weapons ? will we get skill resets so we can use the mills of sp we spent in weapons that will be obsolete??
we currently have plenty of over powered weapons 4 the hp of the drop suits or is every one to run a heavy suit ?
nerff the lock on range of swarms should we all have to run a proto forge to kill them why o why i have a hard time killing lav and tanks now with a 3 round clip b4 they can drive away to there red zone and from 175mlock on a instillation will be shooting me before the 2nd wave is off at it and tanks and lavs will drive away or kill me b4 there is any chance of killing them do to being to close in a drop suit vs armor! If any thing we need more range drop ships can fly so high and fast some are all most impossible to kill the same goes fore av grenades if lav drivers dide't try to run every one over they wouldn't get blown up all the time from players that carry av granades to kill them do to being sick of players who will circle around u tell they can run you over. and if ur in a free or malita lav or tank u deserved to die faster then some 1 that has mills of sp in lav and or tank skills
how about the dust developers work on 1 thing at a time and not try changing more then 1 thing at a time mb then it wont take 2 or 3 mounts to make a needed change
like why do we have militia weapons with un buffed damage per sec over 400 hp witch get just crazy as u level up in weapons to prot and add proficient and damage mods ?
why do we get hit markers with no damage ?
when can we get a lock on lav tanks and drop ships so randoms cant steal stuff they didn't call in at least make it squad only
how about vegetation on the planets may be some trees something to hide in as tanks go by or a drop ship flies by why is every planet a dead rock with a few turfs of dead grass
the forums are full of suggestions of things to do several brought up meany time but new weapons and possibly nerffing a weapon that is all ready hard to use |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.11.19 10:23:00 -
[798] - Quote
CharCharOdell wrote:Arkena Wyrnspire wrote:Spkr4theDead wrote:Text Grant wrote: It shouldn't take teamwork to kill one player. No matter his isk involved. It offsets teams and ruins infantry gameplay
So you mean to tell me it shouldn't take teamwork to destroy one massive game changing force multiplier? Why should it be a 'game changing force multiplier'? Because you want it to be a win button? a win button? it'll spend more than half of its time running away. if hardeners are on for 45 seconds, that's 15 seconds in, 15 seconds to kill, 15 seconds to run away, and then almost a minute until it can start over. tanks will be heavy artillery OR battering rams i dont think theyll ever be the stomping romping death machines they used to be ever again if my math is right, then everyone will be happy. tanks will be god mode for a minute, and then easy to solo for the next. this means the days of tanks going 40 and 0 are over
i think a good tank should be able to go 40 and 0 if it has infantry back up and no one comes in with av weapons to kill it but it shouldent take a full squad of 6 to kill it do to that then leaves 6 players open to infantry fire but 1 or 2 players should b able to destroy it b4 it can run away to the red line and hide tell it reps back up unless we are going to start getting wp and isk based on damage dealt in battle i have meany time dealt 20k to 30 k damage swarming drop ships and tanks only to have them run away and reappear latter. this is grate as i stop them from being effect on the battle field but i get no isk or sp from it . that is also with the 400 metter setting and av grenades as to the 400 m ever seen a drop ship fly up so high and fast thet it out runs the swarm? |
Pisidon Gmen
Ivory Vanguard
10
|
Posted - 2013.11.19 10:24:00 -
[799] - Quote
CharCharOdell wrote:Wombat in combat wrote:Here is my feedback.
1. Stop using the nerf hammer, use the nerf screwdriver; i.e. do gradual tweaks. 2. Swarm launchers are being hammered into uselessness. Sure the lock on range could have used a nerf but not by this margin. I don't think there was a need to reduce the damage by 33%. Reducing the clip size from 5 to 3 was fair enough IMO.
tanks got a 25% pg nerf. a 33% nerf to yolonades and lolswarms is in order.
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CharCharOdell
1569
|
Posted - 2013.11.19 14:06:00 -
[800] - Quote
Pisidon Gmen wrote:CharCharOdell wrote:Wombat in combat wrote:Here is my feedback.
1. Stop using the nerf hammer, use the nerf screwdriver; i.e. do gradual tweaks. 2. Swarm launchers are being hammered into uselessness. Sure the lock on range could have used a nerf but not by this margin. I don't think there was a need to reduce the damage by 33%. Reducing the clip size from 5 to 3 was fair enough IMO.
tanks got a 25% pg nerf. a 33% nerf to yolonades and lolswarms is in order. but how do u change it all at 1 time and expect to know how it will work this is using a railroad spike to hang a pic when all u need is a tack what good is my swarm launcher if i have to be so close with as wide open as the maps are several times i want just 1 more swarm b4 reload do to as i reload they hit the booster and drive a 80 ton tank at lighting speed little tweeks is all thats needed just slowing down the tanks wood have helped and limiting the amount of ammo b4 they have to stop and reload to prevent target spamming But no we nurff every thing related to tanks and what killes them why not just remove them all together then u can take out installations too cause most of them are only good to blow up do to bad placement stop using the 15lb hammer when it only needs a little tap from a tack hammer
stop using metaphors twice in a post.
but no, it is definitely in order because AV got buffed and tanks got nerfed for every recent build after chrome.
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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Keri Starlight
0uter.Heaven Proficiency V.
2144
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Posted - 2013.11.19 18:54:00 -
[801] - Quote
Llast 326 wrote:Keri Starlight wrote:Daxxis KANNAH wrote:CCP - CPM said you have altered the numbers on these new weapons so can you release the updated numbers so we can see them and have the math wiz kids let us know which path to take But in all honesty - full disclosure is the best route. Yes, this. I'm honestly surprised that they changed the values basing on pure speculation... I mean, does that make any sense? Also, people are so focused on QQing about the Combat and Rail Rfile that thay are ignoring the 30 meters buff to the Scrambler's range. It's going to have the same range as the Rail but higher DPS, just saying... (I'm not complaining about the Scrambler, just comparing numbers) It may not be changes based solely on speculation. The speculation may have given a basis for Devs to test somethings from a different perspective and lead to a different balancing approach to something that may have been an actual issue in testing.
Good observation.
-1.7 ranges: AR 42m -> 48m, TAR 65m -> 60m
-Goodbye my love, Tac AR
"I load my gun with love instead of bullets"
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Alena Ventrallis
Osmon Surveillance Caldari State
150
|
Posted - 2013.11.19 22:17:00 -
[802] - Quote
Scrambler rifles get a range buff?
*jubilant dancing* |
Jakobi Wan
Legions of Infinite Dominion
46
|
Posted - 2013.11.20 19:19:00 -
[803] - Quote
these guys dont give a **** about us heavies and they dont give a **** about us foot-soldiers.. how the **** am i supposed to hit a dropship with a swarm launcher within 175m? you want me to have to take my own dropship up after them and then jump out hoping my lock-on targets before my inertia dampening auto-dive kicks in and sends me plummiting to the ground? get ur **** right... correction... GET OUR **** RIGHT!!! we ar the ones putting our free time into this game and u wanna **** us over like this??? i understand change is neccisary but this is not change this is almost a new game!!!! if an assault FORGE gun cant take out dropships anymore i've officially lost faith in this group.. they have the audacity to call something a "FORGE" gun and feel it necessary to turn it into a "TICKLE" gun? these people are just playing a sick joke on us at the cost of our time and money.. they dont give a **** because they know they can just release more PSN exclusive gear or omega boosters and BAM! they're back at status quot these people have no clear vision for this game and that's what makes me even more suspecious and less friendly towards they're ridicules "tweeks" come on now people, they're "tweaking" this game like the crackhead down the street tweaks on his pipe.. get my drift? |
Mr m4gic
Forty-Nine Fedayeen Minmatar Republic
19
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Posted - 2013.11.20 19:35:00 -
[804] - 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
can we get an increase in range of the av grenades they seem to flop when i throw them. |
Seymor Krelborn
DUST University Ivy League
1283
|
Posted - 2013.11.21 00:16:00 -
[805] - Quote
say no to bpo removal!
insert witty or profound statement here _______.
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Ralden Caster
Omega Elite Mercs INC.
0
|
Posted - 2013.11.22 00:03:00 -
[806] - Quote
For scope type, what's ACO6? |
Divu Aakmin
UNIVERSAL BONDAGE
12
|
Posted - 2013.11.22 00:51:00 -
[807] - Quote
I see the less pg/cpu of the combat rifle vs. Rail... but honestly the CR are a bit like a longer range smg w/ scope and burst. The rail does 20%-30% more damage AND has full auto with lower rof. It is hard to say what is superior without using one...could someone link comparisons to current tac ar, ar and smg? Its hard to base an educated opinion without a frame of reference. I'll admit fully auto scoped tac ars make me uneasy... but i dont want to jump to conclusions. But Do want to jump on the band wagon of a new OP weapon variant. Hooray selling out to the fotm. |
Daxxis KANNAH
Distinct Covert Initiative
456
|
Posted - 2013.11.22 01:12:00 -
[808] - Quote
CR uses less resources by design as they are Minmatar weapons.
The CR has more range than the Current AR's and will fire significantly faster but the ones with the comparable damage (to the AR) will have a pause between the burst fire to hopefully make it balanced. The full auto CR will have the SMG type damage to even it out.
The Rail Rifle will have a quick charge time and then fire full auto with more range than all the rifles but it will most likely be difficult to keep your target lined up because the weapon will have significant kick
We dont know if Scopes will change for any of the rifle and if the ironsight on the Rail will mitigate alot of the kick. |
toasterwaffles
THE IMMORTAL L3GI0N
9
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Posted - 2013.11.22 05:42:00 -
[809] - Quote
https://sites.google.com/site/theimmortall3gi0n/ check it out^^^^^^^^^ |
Korvin Lomont
United Pwnage Service RISE of LEGION
256
|
Posted - 2013.11.22 12:12:00 -
[810] - Quote
CharCharOdell wrote:Luk Manag wrote:Templar 514 wrote:Did you actually read the post? Like, this part (emphasis mine): CCP Wolfman wrote: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. For the record, AV grenade/Swarm changes are equal to the vehicle changes that are also coming in 1.7. So I don't think that it's out of line, that both vehicles and AV weapons are being changed to bring general balance between the two. Yeah, no. The range nerfing will gimp the swarm launchers. You'll need to be on the top of a building to lock a dropship, and you will need to jump off to lock random LAVs and HAVs. Forge guns will be our only option. but that makes since. light weapon av = light av effectiveness heavy weapon av = super awesome solo power it makes perfect sense. why should alight weapon kill a heavy vehicle so easily!?
You have a point BUT the problem is our current Light AV (Swarms and PLC *shrug*) is not really suited to hunt down Light Vehicles.
The Dropship can outfly Swarms and gets reduced damage from swarms. And even a LAV driver with half a brain can outrun swarms unless he is using a STD one. And serious do you believe we should use Proto (light) AV to counter just std LAVs. |
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Divu Aakmin
UNIVERSAL BONDAGE
12
|
Posted - 2013.11.23 13:59:00 -
[811] - Quote
Tanks and dropships sbould be scary... so i think the only thing that should solo them are other vehicles. The only thing that bothers me now is active reppers and red line healing. That is crap. We should be able to pursue it anywhere. I've gotten tanks down to almost nothing and see it run behind the redline with a booster and a repper running to come back to an outside objective a brief moment later. |
GENERAL FCF
Sentinels of New Eden
14
|
Posted - 2013.11.24 20:43:00 -
[812] - Quote
Very happy with the AR range nerf! Now can we get HMG damage buff? And HMG:sharpshooter upgrade, and better spread of the circle reticule? Maybe I don't know, new Heavy weapons! Gallente dropsuits. Base shield/Armor of Heavy dropsuits HP respectively: 2,000/1,000.(Or nerf DPS of AR's and SR's) Increase Direct damage of BREACH Forge guns! It takes 6secs per shot and its impossible to kill a HAV that moves like an LAV and has armor and shield reps! |
Chesyre Armundsen
Thanes Of Dust
8
|
Posted - 2013.11.25 00:38:00 -
[813] - Quote
Korvin Lomont wrote:CharCharOdell wrote:Luk Manag wrote:Templar 514 wrote:Did you actually read the post? Like, this part (emphasis mine): CCP Wolfman wrote: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. For the record, AV grenade/Swarm changes are equal to the vehicle changes that are also coming in 1.7. So I don't think that it's out of line, that both vehicles and AV weapons are being changed to bring general balance between the two. Yeah, no. The range nerfing will gimp the swarm launchers. You'll need to be on the top of a building to lock a dropship, and you will need to jump off to lock random LAVs and HAVs. Forge guns will be our only option. but that makes since. light weapon av = light av effectiveness heavy weapon av = super awesome solo power it makes perfect sense. why should alight weapon kill a heavy vehicle so easily!? You have a point BUT the problem is our current Light AV (Swarms and PLC *shrug*) is not really suited to hunt down Light Vehicles. The Dropship can outfly Swarms and gets reduced damage from swarms. And even a LAV driver with half a brain can outrun swarms unless he is using a STD one. And serious do you believe we should use Proto (light) AV to counter just std LAVs.
I want to propose that the lock range for the Swarm isn't the issue, nor is it the collective damage per say. The greatest drawback to the swarm is the actual velocity of the payload.
There are 3 stages to a swarm launch:
1. Lock -on 2. Launching of the salvo 3. Ignition of the missiles and tracking of the target
Well timed release and re-engaging of the trigger can quickly deplete a clip with subsequent volleys, while mindfulness of the direction of launch for the initial pods will insure that all missiles fired have a clear trajectory to their target. The remaining issue is simply time for the payload to reach the target.
I have stood directly under a dropship, and on a tower above a tank, no more than 150m away and launched everything I had only to watch the retreat begin at sight of the first missile launch. What I still fail to understand is how none of my payload has the velocity to reach their target.
I'm OK having to move to a closer position to lock on to a target, but I would think that something should reach the target. Contemporary armed forces have man portable options which are more than a deterrent.
Stinger Surface to Air Missile SA-24 "Grinch" Portable Surface to Air
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bogeyman m
Immortal Guides
0
|
Posted - 2013.12.18 00:27:00 -
[814] - Quote
Daxxis KANNAH wrote:Heathen Bastard wrote:ToRgUe77 wrote:Well that was over 1.5 mil sp wasted on swarms , nerf hammered just like everything else in this game. BOO. ****ING. HOO. Now you'll need to be within render distance to completely murder a tank. The same way Tanks are invisible around corners like the boogeyman - CCP have multiple things to work on
Hey. I wish I was invisible around corners... |
Atom Heart Mother
Nazionali Senza Filtro
79
|
Posted - 2013.12.18 07:38:00 -
[815] - Quote
Atom Heart Mother wrote:touching AV is a big mistake, CCP Wolfman
last famous words |
Draco Cerberus
BurgezzE.T.F Public Disorder.
615
|
Posted - 2013.12.18 12:07:00 -
[816] - Quote
Is the massive AV nerf a precursor to the release of MTACs, fighters and the speeders, bigger maps, and possible open world gameplay? I could totally understand the nerf if this is what is in store for us within the next 2-6 months. Longer than that and I could see a large number of players being ready for proto tanks. In fact I would expect most people dedicated to it to being able to be in proto tanks with proto mods within 3-4 months tops.
LogiGod earns his pips
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Thang Bausch
Pierrot Le Fou Industries
78
|
Posted - 2013.12.19 02:09:00 -
[817] - Quote
Thang Bausch wrote:Mixed feeling about nerfing SL damage so much, but also dropping the lock on range is crazy. You are essentially nerfing the SL to uselessness. I want my SP back. Actually, I want the money back from the Elite pack I bought a couple of months ago. alpha games don't deserve money spent on them.
After playing 1.7, I don't find the distance nerf so bad. But the swarm launcher nerf has led me to a new love for AV: explosives. Particularly fun when you sneak up and attach to their hull :)
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