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Thread Statistics | Show CCP posts - 1 post(s) |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3897
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Posted - 2013.11.24 04:33:00 -
[91] - Quote
Shotty GoBang wrote:Aeon Amadi wrote: * Responds to inquiries *
Thanks again, Aeon. You make some good points, but I'm afraid our thinking is disparate at a fundamental level. Still love you, but I must disagree with you. I'm more in accord with CPM's take on weapon balance: https://forums.dust514.com/default.aspx?g=posts&t=120782&find=unreadThe "AR-514" / "ScR-514" status quo must be challenged. More weapon diversity means a better Dust for all of us.
PS: Weapon-sway, massive hip-fire spread, comparatively slow ADS-speed. These are the mechanics CoD employs to prevent hard-hitting ARs from dominating CQC weapons in close range.
Bear in mind that Call of Duty has those mechanics to prevent the hard-hitting rifles from dominating because it has the shortest TTK in the entire line-up of shooters. That being said, if we fix TTK than looking at rifles is less necessary.
Edit: And when I say that I mean in general. A SMG can kill just as easily as an AR in the right conditions.
ANON Diplomat -//- I Support SP Rollover ^_^
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Shotty GoBang
Pro Hic Immortalis
2428
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Posted - 2013.11.24 06:45:00 -
[92] - Quote
Aeon Amadi wrote: Bear in mind that Call of Duty has those mechanics to prevent the hard-hitting rifles from dominating because it has the shortest TTK in the entire line-up of shooters. That being said, if we fix TTK than looking at rifles is less necessary.
Edit: And when I say that I mean in general. A SMG can kill just as easily as an AR in the right conditions.
Perhaps a tangent, but my Prototype Scout's TTK of 0.3 - 0.5 seconds is equitable to that of CoD's.
A half second (or less) TTK poses quite the problem when using a shotgun that fires at roughly 1 blast / second. What is a 400 HP sucker-punch to a 1000HP MedFrame, if he has the better part of a second to respond between each blast? In the 3 second required killspan, how much damage can that MedFrame deal from his AR or ScR, without even pausing to aim? The time investment and risk exposure the shotgunner assumes in flanking his opponent and getting into optimal range ... all down the drain because AR / ScR deserves "fair odds" vs CQC niche weaponry?
The things I'd hoped you say (but didn't): * The shotgun and HMG are under-performing; they need serious rework to be competitive. * Today's TTK problem is primarily due to over-performance and predominance of ARs and ScRs. * The AR / ScR are far too strong from the hip; nerf these guns to give meaning to role balance.
I'd like nothing more than to support you for CPM. I can think of no one more dedicated, trustworthy, or better suited for the job. Furthermore, I think you could do alot to encourage CCP to balance Scouts against other frames. But before I can support you, I need you to start taking non-AR-514 perspectives into account. We Scouts need someone who isn't afraid to call a spade a spade, and is willing to strip away entitlements from weapons and builds which are demonstrably over-performing.
To relate this particular post to this thread, I'm willing to bet that CCP has balanced the New Rifles against the old OP Rifles, and has paid negligible consideration to niche weapons like HMGs, Shotguns and Laser Rifles. I REALLY hope I'm wrong here, but I'm inclined to weigh the past as predicative of the future. |
Ghermard-ol Dizeriois
Maphia Clan Corporation
16
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Posted - 2013.11.24 15:54:00 -
[93] - Quote
Looking at that damage chart, I noticed some weapons unknown to me:
- Ion pistol
- Precision rifle
- Magsec SMG
- Bolt pistol
Not to mention of course the TBA weapons... Any word on that? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3902
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Posted - 2013.11.25 12:32:00 -
[94] - Quote
Shotty GoBang wrote:Aeon Amadi wrote: Bear in mind that Call of Duty has those mechanics to prevent the hard-hitting rifles from dominating because it has the shortest TTK in the entire line-up of shooters. That being said, if we fix TTK than looking at rifles is less necessary.
Edit: And when I say that I mean in general. A SMG can kill just as easily as an AR in the right conditions.
Perhaps a tangent, but my Prototype Scout's TTK of 0.3 - 0.5 seconds is equitable to that of CoD's. A half second TTK poses quite the problem when using a shotgun that fires at roughly 1 blast / second. What is a 400 HP sucker-punch to a 1000HP MedFrame, if he has the better part of a second to respond between each blast (rhetorical)? In the 3 second required killspan, how much damage can that MedFrame deal from his AR or ScR, without even pausing to aim (rhetorical)? The time spent and risk assumed in flanking his opponent ... his choice of biotics over plates for better odds of getting into optimal range ... all down the drain because the AR and ScR deserve "fair odds" vs a Shotgun (rhetorical)? Will Rail Rifle users also deserve "fair odds" when flanked by shotgunners (rhetorical)? I call foul, and I'm not alone, but you say functioning as intended. As a CPM1 candidate, these are the sorts of things I'd hoped you would say: * All-Purpose Rifles should have poor odds vs niche weapons operated in their niche. * The SG & HMG are under-performing; the AR & ScR are over-performing. * CQC dynamics could use some attention; nerfing Rifle hipfire would be a good start. I'd like nothing more than to support you for CPM, Aeon. I can think of no one more dedicated, trustworthy, or better suited for the job. Furthermore, I think you could do alot to encourage CCP to balance Scouts against other frames. But before I can support you, I need you to start taking non-AR-514 perspectives into account. We Scouts need someone who isn't afraid to call a spade a spade; someone who is willing to work toward balance, even it involves chipping away on occasion at his own entitlements. We talk about "fixing TTK" and how it'll make everything better. Today's AR and ScR are the predominant force behind the TTK problem. You've all but said you're opposed to any changes to the AR. How can we explore a solution without addressing a primary cause of the problem? To relate this particular post to this particular thread, I'm willing to bet that CCP has balanced the New Rifles against existing, vastly over-powered Rifles, and has paid negligible consideration to niche weapons like HMGs, Shotguns and Laser Rifles. I REALLY hope I'm wrong here -- CCP has surprised me before -- but I'm inclined to weigh the past as primary predictor of the future. Let's see how the Shotgun holds up against a Rail Rifle at point-blank-range.
"I call foul, and I'm not alone, but you say functioning as intended." Please don't assume what I am saying when I've never said it =D
They're not functioning as intended, my standpoint is simply that until we fix TTK on all sides it's important to take a look at all aspects of the gun-game and not just who's dishing out more damage. If we're going for the highest damage weapons than the Plasma Cannon would be the ultimate shotgun but I don't need to remind you the stipulations involved as to why it isn't.
If the only think preventing you from supporting me is the (assumed) AR-514 stance, than all I can say is thank you for your previous support because I'm not willing to compromise the health of the game based on agenda or by supporting changes that I'm not comfortable with because I feel they may be more detrimental in the long run. It's not my job to balance every little thing, it's my job to say whether or not we're on the right path and I've made it abundantly clear that I agree that what is happening in-game right now isn't working. The solutions I proposed are what I feel could help treat the symptoms, not cure the disease. If you're looking for a cure it's better to look to CCP directly.
"You've all but said you're opposed to any changes to the AR. How can we explore a solution without addressing a primary cause of the problem?"
Taking a hatchet to problems is what killed the Breach Rifle, the Scout's maneuverability pre-chromosome and Vehicle balance. I'm opposed to knee jerk reactions and mass overall changes when I feel that they're too benefitting one particular playstyle. I understand that Scouts are worse for the wear right now and the playstyle isn't up to par but as I have previously stated there's a lot of aspects that need to be considered before we start fiddling with damage and rate of fire ratios - other changes that could take place. Cloaking is the best example of this because it's been a long awaited feature that I've advocated as a Scout-only option that would significantly help the playstyle to a point where the damage/rate of fire may not be necessary.
CCP has previously stated that they don't want to touch Scouts until all of the racial scouts are implemented and I agree with them - there's no sense in doing immediate changes that make the Gallente and Minmatar Scouts amazing if they're just going to be rebalanced again later on (which will inevitably cause QQ when they're brought down a notch, provided they're overpowering the other racial variants) as it takes up dev time that I'd rather see put to other aspects of the game instead of re-circulating a single topic repeatedly when they can get it right in one go. Every 'temporary' change that occurs is adding onto that, so if we throw on some crazy damage buff to Shotguns to make them OHK between all tiers (standard, advanced, proto) than we'll just have to go back and fix it once other changes occur to balance them out. I understand that it sucks and it's going to take some patience, if you can't wait that long than I've done all I can.
I Support SP Rollover ^_^
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Tesfa Alem
Death by Disassociation Zero-Day
21
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Posted - 2013.11.25 14:23:00 -
[95] - Quote
I wonder if the infantry will advocate for a vehicle respec when CCP introduces the racial variant suits. Sure it will have absolutely nothing to do with tanks or dropships, but it wouldn't be fair to have a reason to return some SP from one component of the game that has nothing to do with the other. I mean, if you get a respect for that gallente heavy, i should get one because i fly a dropship.
Thats he rational behind this debate right? If I use vehicles, all vehicles related skills are thrown out , deleted from the gme entirely, reworked,, and replaced, Obviously you have get a respec because you don't use vehicles.
I see how unfair it is for you, running around with your little proto suit and modded controllers, thinking ''those guys getting their year of SP back because CCP deleted everything they invested they are really getting a gift. CCP should have deleted their skill points and made em start from scratch. What about my wants? what about my needs?''
You'll all probably be too busy trying to nerf logis.
*I fly I shoot I rep I tank/
Heavy, Scout, Assault and Logi at range/
I'm the Jack of all trades/
Master of Some
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RydogV
Shadow Company HQ
626
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Posted - 2013.11.25 16:19:00 -
[96] - Quote
Good Blog and nice to get confirmation that these weapon will in fact be ready to deploy with the 1.7 update.
I think my biggest issue is not with these weapons but with the Damage Profile chart included in the piece. I have always felt that there is not enough differentiation in a particular weapon's effectiveness against shields and armor. Each racial variant is suppose to have noticeable characteristics that make it more or less ideal depending on the fitting of your opponent. For instance, laser is more effective against shield than armor, while explosives is just the opposite.
Yet when you are actually in the game using these weapons, the differences in effectiveness are hardly noticed. Lasers seem to cut through armor like butter. Explosives blast through shields with ease. This makes each weapon feel less unique and ultimately dismisses any real need for choice by removing any guess-work because the pluses and minuses for each weapon are arbitrary.
Changes should be made help make the benefits or handicaps of a weapon feel more pronounced. One way is by increasing the gap in damage profile percentages. Here are some examples:
- Hybrid (Plasma) - Shield +10% / Armor -20%
- Hybrid (Railgun) - Shield -20% / Armor +10%
- Projectile - Shield -30% / Armor +15%
- Laser - Shield +20% / Armor -35%
- Explosive - Shield -35% / Armor +20%
The above percentages would probably give each weapon a more niche feeling and encourage players to be more selective in both their custom fittings and engagements. It would also promote teamwork since players using different weapons can work together to bring down an enemy more efficiently.
Another option would be to adjust individual weapon proficiency skills to affect damage output differently against shields and armor. For example, increased proficiency into Scrambler Rifles would give the added damage bonus of 2% per level to Shields but it would cause a 1% damage loss to armor as well.
These types of changes make the weapon capabilities more distinct. It also might help remedy current issues with quick TTK that improvements in aiming and hit detection have caused. It reduces damage output to all weapons in some capacity but is not a full nerf to all of a weapon's performance capability.
Comments welcome |
GRUNT 78
Namtar Elite Gallente Federation
17
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Posted - 2013.11.26 14:27:00 -
[97] - Quote
I've seen & read stats for the CR and RR, where is the stats for ion pistol,bolt pistol,magsec smg ?? Are they even being released in 1.7 ? W'sup with the lack of info CCP? Please tell me its for keepin FOTM players in the dark |
Infamous Erich
Inf4m0us
48
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Posted - 2013.11.26 15:07:00 -
[98] - Quote
I need a hybrid secondary still for my gallente assault proto cmon CCP
Closed Beta Vet
Shield Tank Vet
Bring back my Sagaris
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PADDEHATPIGEN
BurgezzE.T.F Public Disorder.
96
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Posted - 2013.11.29 11:11:00 -
[99] - Quote
Do they have Sharpshooter skill ? Or is it still only Gallante AR and Minmatar SMG that have it ?
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Ramius A Decimus
Providence Guard Templis Dragonaors
0
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Posted - 2013.11.29 11:42:00 -
[100] - Quote
All I can say is - finally! Been waiting a long time for some Caldari intermediate rifles. That MK25 video was a blatant tease but at least the devs finally pulled through.
Now next is adding new vehicles, like MTACs, Aerospace Fighter/Fighter-Bombers or new racial Close Air Support vehicles (other than the dropships).
R.A. Decimus, Wing Commander, Commanding Officer.
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Protected Void
Endless Hatred
192
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Posted - 2013.11.29 12:45:00 -
[101] - Quote
GRUNT 78 wrote:I've seen & read stats for the CR and RR, where is the stats for ion pistol,bolt pistol,magsec smg ?? Are they even being released in 1.7 ? W'sup with the lack of info CCP? Please tell me its for keepin FOTM players in the dark
Only the combat rifle and rail rifle have been confirmed for 1.7, the others will most likely follow in a future update. |
Big Popa Smurff
The Rainbow Effect
919
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Posted - 2013.11.29 13:51:00 -
[102] - Quote
It says the AR is short range, and the HMG is short to medium? What? Is that a typo or is this changing and HMGs getting a range increase?
Original AFK Hunter
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Theresa Rohk
The Cuddlefish Templis Dragonaors
45
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Posted - 2013.12.10 20:40:00 -
[103] - Quote
Is there anywhere to find the old/new values for the existing rifle ranges that were changed? |
bogeyman m
Immortal Guides
0
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Posted - 2013.12.11 19:50:00 -
[104] - Quote
RydogV wrote:Good Blog and nice to get confirmation that these weapon will in fact be ready to deploy with the 1.7 update. I think my biggest issue is not with these weapons but with the Damage Profile chart included in the piece. I have always felt that there is not enough differentiation in a particular weapon's effectiveness against shields and armor. Each racial variant is suppose to have noticeable characteristics that make it more or less ideal depending on the fitting of your opponent. For instance, laser is more effective against shield than armor, while explosives is just the opposite. Yet when you are actually in the game using these weapons, the differences in effectiveness are hardly noticed. Lasers seem to cut through armor like butter. Explosives blast through shields with ease. This makes each weapon feel less unique and ultimately dismisses any real need for choice by removing any guess-work because the pluses and minuses for each weapon are arbitrary. Changes should be made help make the benefits or handicaps of a weapon feel more pronounced. One way is by increasing the gap in damage profile percentages. Here are some examples:
- Hybrid (Plasma) - Shield +10% / Armor -20%
- Hybrid (Railgun) - Shield -20% / Armor +10%
- Projectile - Shield -30% / Armor +15%
- Laser - Shield +20% / Armor -35%
- Explosive - Shield -35% / Armor +20%
The above percentages would probably give each weapon a more niche feeling and encourage players to be more selective in both their custom fittings and engagements. It would also promote teamwork since players using different weapons can work together to bring down an enemy more efficiently. Another option would be to adjust individual weapon proficiency skills to affect damage output differently against shields and armor. For example, increased proficiency into Scrambler Rifles would give the added damage bonus of 2% per level to Shields but it would cause a 1% damage loss to armor as well. These types of changes make the weapon capabilities more distinct. It also might help remedy current issues with quick TTK that improvements in aiming and hit detection have caused. It reduces damage output to all weapons in some capacity but is not a full nerf to all of a weapon's performance capability. Comments welcome
I like this general concept, but think shield/armour efficiencies should only be part of the weapon differentiation - optimal distance should also be a factor as should race. For example, a Minmatar designed weapon that is being used by a Minmatar should be more powerful against armour at its optimal distance than when used by another race, or outside of its optimal range or against shields. To do this, I think you would have to use a stacking efficiency bonus system - maybe something like +10% armour and +10% optimal distance and +10% race, for this example. |
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