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CCP Frame
C C P C C P Alliance
1781
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Posted - 2013.11.22 09:50:00 -
[1] - Quote
They say that you can never go wrong with more weapons and ways to eliminate your target. These brand new tools to do just that for you are around the corner - in Uprising 1.7 update. CCP Remnant, CCP Supalette and CCP JuSan assembled a dev blog that should give you all the information you will ever need before putting these rifles into your hands.
Take a look right here, and feel free to post your feedback!
CCP Frame
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Kasote Denzara
A Vulture
869
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Posted - 2013.11.22 10:00:00 -
[2] - Quote
Yes!
Added note: I can't help but to notice the Ion Pistol and Magsec SMG in the blog! How many Minmitar do I have to free to get that pistol?! Also... first.
"I am a mercenary, I do as I need. I'll shed Amarrian blood for the freedom of my Minmitar allies but only for a price."
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Musta Tornius
Turalyon 514 Turalyon Alliance
661
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Posted - 2013.11.22 10:03:00 -
[3] - Quote
Well I'm glad CCP is finally starting to release weapon range information, however you are still missing many of the variants which would be nice to see. I will be checking up when 1.7 lands that your information is accurate and add it to my compilation. (Link in my signature, 1.7 starts are going up in a week or two).
Dust514 Weapon Range & Information
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ChromeBreaker
SVER True Blood Public Disorder.
1467
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Posted - 2013.11.22 10:11:00 -
[4] - Quote
Stats are very nice.... WHAT ABOUT ACCURACY?!? kick?
hom nom nomnomnom
The answer is "ForgeGun"... doesnt matter what the question is...
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
141
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Posted - 2013.11.22 10:14:00 -
[5] - Quote
The thing that jumps out at me every time I read weapon descriptions is how anachronistic it is that we are still using IRON SIGHTS. These aren't even in use today on most weapons, most models just come with a scoped in ACOG, Reflex or holographic sight. That really needs to be fixed.
Good dev blog though, happy about the new toys. :) |
Seigfried Warheit
The Neutral Zone
49
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Posted - 2013.11.22 10:28:00 -
[6] - Quote
Gotta say these guns look pretty cool but that combat rifle takes the cake..its looks badass.
On another note..CCP you tease wavy that ion pistol, bolt pistol and the magsec smg lol its just gets me all excited cause I have a obsession with sidearms and would love to cause some mayhem with them ;) |
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ChribbaX
Otherworld Enterprises Dust Control Otherworld Empire Productions
847
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Posted - 2013.11.22 10:29:00 -
[7] - Quote
Still awaits the new skill: Ladder Climbing
/c
DUSTBoard - Mercenary sheets
DUSTSearch - DUST Forum mirror
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
123
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Posted - 2013.11.22 10:36:00 -
[8] - Quote
ChribbaX wrote:Still awaits the new skill: Ladder Climbing
/c ladder climbing prof. 5: no damage from above btw CCP dat 1st person rail rifle
recuruit link
5 to 11 mil isk per 100k recuruit
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NoExsplosionsMgee
The Vanguardians
80
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Posted - 2013.11.22 10:44:00 -
[9] - Quote
Oh god, the Rail Rifle in first person view looks sooooo good!! <3
a¦á__a¦¦a¦â
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Rabbit C515
Bragian Order Amarr Empire
3
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Posted - 2013.11.22 10:45:00 -
[10] - Quote
What about Laser rifle?
it lost its range advantages when it compare with scrambler rifle and rail rifle.
Also we are waiting the action of :
from Feedback/Suggestions
from Bug reports
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Ryme Intrinseca
Seraphim Auxiliaries
266
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Posted - 2013.11.22 10:51:00 -
[11] - Quote
The only difference from the previous stats I can see is a slight reduction (~1) in damage for every version of the rail rifle. Can we get confirmation that this is the only change?
I'm still baffled why they decided to give the scrambler rifle such a big range increase. It has higher DPS, damage per clip, and total ammo damage than all other rifles. If it also matches the rail rifle range it will be even more dominant. |
Korvin Lomont
United Pwnage Service RISE of LEGION
253
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Posted - 2013.11.22 11:09:00 -
[12] - Quote
Ryme Intrinseca wrote:The only difference from the previous stats I can see is a slight reduction (~1) in damage for every version of the rail rifle. Can we get confirmation that this is the only change?
I'm still baffled why they decided to give the scrambler rifle such a big range increase. It has higher DPS, damage per clip, and total ammo damage than all other rifles. If it also matches the rail rifle range it will be even more dominant.
All of the new Rifles have similar DPS if you look at the full auto variants they only really differ in Range and game mechanic.
And why in hell gets the Rail Rifle great hipfire accuracy that makes no sense for a long Range weapon. Really the new Weapons do not seem to be well thought out.
I hoped for different niches for every Race but we get:
RR extreme Range (will kill the LR) with high DPS AsCR/SCR high Range high DPS ((will kill the LR)) CAR medium Range high DPS GAR short Range high DPS
All thoose who complaint (and still complain) about the GAR will have fun times as all the new rifle will dish out comparable DPS at much greater Range .
So whoever thaougt the GAR was op will have fun times now... |
Liner ReXiandra
Sparks Inc Zero Hour Alliance
91
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Posted - 2013.11.22 11:12:00 -
[13] - Quote
Well finally, that only took a year after teasing them on the playstation blog.
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Absolute Idiom II
SyNergy Gaming EoN.
874
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Posted - 2013.11.22 11:15:00 -
[14] - Quote
It's very hard to tell the difference between 6s and 8s in the Weapon Stats table. Could you use a better font please and replace the image?
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
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Heavenly Daughter
the Aurum Grinder and Company
155
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Posted - 2013.11.22 11:16:00 -
[15] - Quote
will be nice to go straight to proto on both these weapons, 7 million coming back from vehicle respect |
Broonfondle Majikthies
Bannana Boat Corp Relentless Heroes Alliance
483
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Posted - 2013.11.22 11:18:00 -
[16] - Quote
Totally agree with the description for the Combat Rifle
Been using the Burst AR for a while and it is so funny when enemies run for cover, the fools, this type of weapon was built for this. Sure enough when they poke out to try to damage me they get blown away
Sadly with the increased hit detection for AR I have been totally outclassed by the standard. But this, with its better range and RoF along with a comparable damage will make this my go to weapon. I can also see both variants being popular to good logi's, perhaps the Assault variant more so due to its adaptability.
As you hinted. The Combat Rifle will be a ranged monster but lacking for close range multiple targets due to its charge up time.
The battlefield will certainly be a more interesting and varied place after these hit home
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
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HowDidThatTaste
Ancient Exiles. Renegade Alliance
3991
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Posted - 2013.11.22 11:19:00 -
[17] - Quote
You guys have done some great work. However if time to kill is not fixed all that work you put into weapons being more effective against shield or armor is useless. Because the reality is shield/armor has absolutely infinitesimal difference in the overall time it takes to kill someone, at the most it is one maybe two shots.
So I really hope you are going to fix the aim assist or TTK making armor vs shield something that actually matters in a gun fight. Because all that matters now is your overall EHP. |
I-Shayz-I
I-----I
1416
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Posted - 2013.11.22 11:28:00 -
[18] - Quote
Videos please :D
At least give us a first person view of the combat rifle.
Links:
List of Important Topics
I make logistics videos!
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NoExsplosionsMgee
The Vanguardians
80
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Posted - 2013.11.22 11:30:00 -
[19] - Quote
I would love to hear what that rail rifle sounds like.
a¦á__a¦¦a¦â
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shaman oga
Nexus Balusa Horizon
998
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Posted - 2013.11.22 11:34:00 -
[20] - Quote
Good dev blog, but i'm waiting for something that i still don't know
"Just another piece of duct tape"
Some love for gunners
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TheDarthMa94
The New Age Outlaws WINMATAR.
9
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Posted - 2013.11.22 11:44:00 -
[21] - Quote
Awesome!!! Can't wait to try out these new toys(weapon). I save up a lot of SP for both type of weapon. |
TheDarthMa94
The New Age Outlaws WINMATAR.
9
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Posted - 2013.11.22 11:45:00 -
[22] - Quote
TheDarthMa94 wrote:Awesome!!! Can't wait to try out these new toys(weapon). I save up a lot of SP for both type of weapon.
For country, for glory, for friends, for tea bagging and for The New Age Outlaws!!! |
steadyhand amarr
Bragian Order Amarr Empire
1955
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Posted - 2013.11.22 11:49:00 -
[23] - Quote
Agree with tast make sure the ttk is lengthy or u will never feel the difference.
And that said the team that built these guns need a pat on the back they look sweet as hell :-)
"my faith is my shield, the empress's light my guide and my fury my sword"
winner of EU squad cup
GOGO power rangers
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G Torq
ALTA B2O
263
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Posted - 2013.11.22 11:53:00 -
[24] - Quote
Question: Combat Rifle shows an RoF of 0.05. Assuming this means the burst of 3 bullets takes 0.15 seconds, how long is it between bursts?
Why are you even reading this?
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Tech De Ra
Electronic Sports League
180
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Posted - 2013.11.22 11:57:00 -
[25] - Quote
G Torq wrote:Question: Combat Rifle shows an RoF of 0.05. Assuming this means the burst of 3 bullets takes 0.15 seconds, how long is it between bursts?
0.06 seconds, so 0.21 seconds between bursts
Tech De Ra // Electronic Sports League Games Co-ordinator
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Ryme Intrinseca
Seraphim Auxiliaries
268
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Posted - 2013.11.22 11:59:00 -
[26] - Quote
Korvin Lomont wrote:Ryme Intrinseca wrote:The only difference from the previous stats I can see is a slight reduction (~1) in damage for every version of the rail rifle. Can we get confirmation that this is the only change?
I'm still baffled why they decided to give the scrambler rifle such a big range increase. It has higher DPS, damage per clip, and total ammo damage than all other rifles. If it also matches the rail rifle range it will be even more dominant. All of the new Rifles have similar DPS if you look at the full auto variants they only really differ in Range and game mechanic. And why in hell gets the Rail Rifle great hipfire accuracy that makes no sense for a long Range weapon. Really the new Weapons do not seem to be well thought out. I hoped for different niches for every Race but we get: RR extreme Range (will kill the LR) with high DPS AsCR/SCR high Range high DPS ((will kill the LR)) CAR medium Range high DPS GAR short Range high DPS All thoose who complaint (and still complain) about the GAR will have fun times as all the new rifle will dish out comparable DPS at much greater Range . So whoever thaougt the GAR was op will have fun times now... You're right that they've failed to create niches, but it's worse than you think:
ScR - long range, excellent DPS (Imperial - 931.8) RR - long range, poor DPS (Kaalakiota - 372.3 for first sec., 465.4 thereafter) AssCR - medium range, average DPS (Six Kin - 464) AR - short range, average DPS (Duvolle - 467.5) |
Ryme Intrinseca
Seraphim Auxiliaries
268
|
Posted - 2013.11.22 12:03:00 -
[27] - Quote
G Torq wrote:Question: Combat Rifle shows an RoF of 0.05. Assuming this means the burst of 3 bullets takes 0.15 seconds, how long is it between bursts? Yeah this is a crucial piece of information. Depending on the number the CR could be way ahead or way behind the AR and RR in terms of DPS. As we don't have that number I had to use the assault variant for the DPS numbers above. |
Korvin Lomont
United Pwnage Service RISE of LEGION
255
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Posted - 2013.11.22 12:06:00 -
[28] - Quote
Ryme Intrinseca wrote:Korvin Lomont wrote:Ryme Intrinseca wrote:The only difference from the previous stats I can see is a slight reduction (~1) in damage for every version of the rail rifle. Can we get confirmation that this is the only change?
I'm still baffled why they decided to give the scrambler rifle such a big range increase. It has higher DPS, damage per clip, and total ammo damage than all other rifles. If it also matches the rail rifle range it will be even more dominant. All of the new Rifles have similar DPS if you look at the full auto variants they only really differ in Range and game mechanic. And why in hell gets the Rail Rifle great hipfire accuracy that makes no sense for a long Range weapon. Really the new Weapons do not seem to be well thought out. I hoped for different niches for every Race but we get: RR extreme Range (will kill the LR) with high DPS AsCR/SCR high Range high DPS ((will kill the LR)) CAR medium Range high DPS GAR short Range high DPS All thoose who complaint (and still complain) about the GAR will have fun times as all the new rifle will dish out comparable DPS at much greater Range . So whoever thaougt the GAR was op will have fun times now... You're right that they've failed to create niches, but it's worse than you think: ScR - long range, excellent DPS (Imperial - 931.8) RR - long range, poor DPS (Kaalakiota - 372.3 for first sec., 465.4 thereafter) AssCR - medium range, average DPS (Six Kin - 464) AR - short range, average DPS (Duvolle - 467.5)
I did not factor the SCR in as this was a semi auto weapon in its own league, my list should just reflect the situation for the Assault variants. But yeah I agree things are even worse... |
George Moros
Area 514
187
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Posted - 2013.11.22 12:18:00 -
[29] - Quote
Combat Rifle... I don't care if it sucks compared to AR, SCR, LR or whatever... I'm going to use Combat Rifle.
Pulvereus ergo queritor.
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Nirwanda Vaughns
Molon Labe. RISE of LEGION
196
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Posted - 2013.11.22 12:21:00 -
[30] - Quote
really looking forward to the combat rifle. i'll have enough SP to go straight to prof 5 on Dec 10 gonna look at the lv4 fully auto one first off though and give it a try on an alt before pushing it all way on here. it looks pretty badass too |
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Kevall Longstride
DUST University Ivy League
689
|
Posted - 2013.11.22 12:25:00 -
[31] - Quote
Heavenly Daughter wrote:will be nice to go straight to proto on both these weapons, 7 million coming back from vehicle respect
This comment precisely underlines why the vehicle only respec needs to be full one. None vehicle users are going to have to grind their way to these new weapons to prototype levels, where as vehicle users, tired of using them, can spec straight into the Prototype Rail Rifle for instance and have a huge range advantage over the existing infantry players.
I normally don't like respec's on the principle that your choices have consequences, but I agree that because of the massive changes to vehicles there should be one. I just think that it should be universal when it happens.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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Robert Lanate
Sinq Laison Gendarmes Gallente Federation
10
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Posted - 2013.11.22 12:27:00 -
[32] - Quote
Cool, more stuff |
Spectral Clone
Dust2Dust. Top Men.
579
|
Posted - 2013.11.22 12:30:00 -
[33] - Quote
Breach Scrambler Rifle coming in the future??? WOOT!?
New weapons - meh. Fix the TTK already.
KDR > ALL
ME > KDR
ME > ALL
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Tesfa Alem
Death by Disassociation Zero-Day
20
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Posted - 2013.11.22 12:31:00 -
[34] - Quote
Korvin Lomont wrote:Ryme Intrinseca wrote:The only difference from the previous stats I can see is a slight reduction (~1) in damage for every version of the rail rifle. Can we get confirmation that this is the only change?
I'm still baffled why they decided to give the scrambler rifle such a big range increase. It has higher DPS, damage per clip, and total ammo damage than all other rifles. If it also matches the rail rifle range it will be even more dominant. All of the new Rifles have similar DPS if you look at the full auto variants they only really differ in Range and game mechanic. And why in hell gets the Rail Rifle great hipfire accuracy that makes no sense for a long Range weapon. Really the new Weapons do not seem to be well thought out. I hoped for different niches for every Race but we get: RR extreme Range (will kill the LR) with high DPS AsCR/SCR high Range high DPS ((will kill the LR)) CAR medium Range high DPS GAR short Range high DPS All thoose who complaint (and still complain) about the GAR will have fun times as all the new rifle will dish out comparable DPS at much greater Range . So whoever thaougt the GAR was op will have fun times now...
I expect a lot of bunny hopping hip fire head shots in close quarters with the rail gun.
*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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Absolute Idiom II
SyNergy Gaming EoN.
876
|
Posted - 2013.11.22 12:39:00 -
[35] - Quote
Kevall Longstride wrote:Heavenly Daughter wrote:will be nice to go straight to proto on both these weapons, 7 million coming back from vehicle respect This comment precisely underlines why the vehicle only respec needs to be full one. None vehicle users are going to have to grind their way to these new weapons to prototype levels, where as vehicle users, tired of using them, can spec straight into the Prototype Rail Rifle for instance and have a huge range advantage over the existing infantry players. I normally don't like respec's on the principle that your choices have consequences, but I agree that because of the massive changes to vehicles there should be one. I just think that it should be universal when it happens.
You've got plenty of time to save SP required to get proto for both weapons - release date is 10th Dec.
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
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Tesfa Alem
Death by Disassociation Zero-Day
20
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Posted - 2013.11.22 12:41:00 -
[36] - Quote
Kevall Longstride wrote:Heavenly Daughter wrote:will be nice to go straight to proto on both these weapons, 7 million coming back from vehicle respect This comment precisely underlines why the vehicle only respec needs to be full one. None vehicle users are going to have to grind their way to these new weapons to prototype levels, where as vehicle users, tired of using them, can spec straight into the Prototype Rail Rifle for instance and have a huge range advantage over the existing infantry players. I normally don't like respec's on the principle that your choices have consequences, but I agree that because of the massive changes to vehicles there should be one. I just think that it should be universal when it happens.
Every single player in DUST get a vehicle skill tree respec, because those months of grinding out SP for tanks and dropships have been thrown out the window. It is not because of new content. There was no respec when CCP introduced the Assault / Logistics Dropships.
Vehicle users get more out of the vehicle skill tree because they spent more in the vehicle skill tree. All that SP infantry invested in LAVs during the Murder Taxi days are coming back to them, and all of our gunners who invested SP in turrets are getting it back. You forget any vehicle dedicated player who decides to swicth out to infantry has to get a proto drop suit / core skills / weapon skills up to be competitive is using millions of SP. Rally, and just to use a Rail Rifle?
You want to go straight to proto stomping with these weapons? Earn it.
*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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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3070
|
Posted - 2013.11.22 12:52:00 -
[37] - Quote
All the rifles should be added with MLT variants for the starter fits and balance. They look nice though. As other posters have suggested though, TTK needs to be fixed for these sorts of things to really matter.
This was the most interesting bit in the dev blog:
Quote: In future releases weGÇÖll be introducing additional variants for each of the above, such as Tactical Rail Rifles and Breach Scrambler Rifles, as well as Tech II variants that significantly alter the profile of a given weapon. For now, though, we look forward to getting these into the hands of players and seeing what you do with them.
I kinda assumed all the variants would be added at the same time (breach, etc.), but the idea of "Tech II" is... interesting.
Join my cult.
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Shadow of War88
0uter.Heaven Proficiency V.
90
|
Posted - 2013.11.22 13:01:00 -
[38] - Quote
rate of fire is a bit unclear |
Kevall Longstride
DUST University Ivy League
690
|
Posted - 2013.11.22 13:02:00 -
[39] - Quote
Tesfa Alem wrote:Kevall Longstride wrote:Heavenly Daughter wrote:will be nice to go straight to proto on both these weapons, 7 million coming back from vehicle respect This comment precisely underlines why the vehicle only respec needs to be full one. None vehicle users are going to have to grind their way to these new weapons to prototype levels, where as vehicle users, tired of using them, can spec straight into the Prototype Rail Rifle for instance and have a huge range advantage over the existing infantry players. I normally don't like respec's on the principle that your choices have consequences, but I agree that because of the massive changes to vehicles there should be one. I just think that it should be universal when it happens. Every single player in DUST get a vehicle skill tree respec, because those months of grinding out SP for tanks and dropships have been thrown out the window. It is not because of new content. There was no respec when CCP introduced the Assault / Logistics Dropships. Vehicle users get more out of the vehicle skill tree because they spent more in the vehicle skill tree. All that SP infantry invested in LAVs during the Murder Taxi days are coming back to them, and all of our gunners who invested SP in turrets are getting it back. You forget any vehicle dedicated player who decides to swicth out to infantry has to get a proto drop suit / core skills / weapon skills up to be competitive is using millions of SP. Rally, and just to use a Rail Rifle? You want to go straight to proto stomping with these weapons? Earn it.
I'm perfectly happy with where my skill points are at the moment to be honest. I might tweak the support skills a little if given a chance...
But I was thinking more for the community as a whole rather than just myself. Like I said, I'm against respec's in general but if they have to happen because of changes to the game, they really should be full ones to all.
There is talk of a pay to respec option being made available as part of the changes to how the game is funded, no doubt the beginnings of CCP Rouge's influence from his past experience in FTP games. But I'd only support that if there were consequences for such action, such as if the process of 'unlearning' your previous skills means you lose 10% of your total SP. Making the process of respecing itself a decision with consequence.
Mercenary Clone of Dennie Fleetfoot
CEO of DUST University
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Korvin Lomont
United Pwnage Service RISE of LEGION
257
|
Posted - 2013.11.22 13:15:00 -
[40] - Quote
Kevall Longstride wrote:Tesfa Alem wrote:Kevall Longstride wrote:Heavenly Daughter wrote:will be nice to go straight to proto on both these weapons, 7 million coming back from vehicle respect This comment precisely underlines why the vehicle only respec needs to be full one. None vehicle users are going to have to grind their way to these new weapons to prototype levels, where as vehicle users, tired of using them, can spec straight into the Prototype Rail Rifle for instance and have a huge range advantage over the existing infantry players. I normally don't like respec's on the principle that your choices have consequences, but I agree that because of the massive changes to vehicles there should be one. I just think that it should be universal when it happens. Every single player in DUST get a vehicle skill tree respec, because those months of grinding out SP for tanks and dropships have been thrown out the window. It is not because of new content. There was no respec when CCP introduced the Assault / Logistics Dropships. Vehicle users get more out of the vehicle skill tree because they spent more in the vehicle skill tree. All that SP infantry invested in LAVs during the Murder Taxi days are coming back to them, and all of our gunners who invested SP in turrets are getting it back. You forget any vehicle dedicated player who decides to swicth out to infantry has to get a proto drop suit / core skills / weapon skills up to be competitive is using millions of SP. Rally, and just to use a Rail Rifle? You want to go straight to proto stomping with these weapons? Earn it. I'm perfectly happy with where my skill points are at the moment to be honest. I might tweak the support skills a little if given a chance... But I was thinking more for the community as a whole rather than just myself. Like I said, I'm against respec's in general but if they have to happen because of changes to the game, they really should be full ones to all. There is talk of a pay to respec option being made available as part of the changes to how the game is funded, no doubt the beginnings of CCP Rouge's influence from his past experience in FTP games. But I'd only support that if there were consequences for such action, such as if the process of 'unlearning' your previous skills means you lose 10% of your total SP. Making the process of respecing itself a decision with consequence.
Well if they introduce respecs for real mony there should not be a huge drawback associated with that, but CCP should limit the amount of respecs per year. So your choices still have a consequence but even if you screw up things there is a chance to correct things. |
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jeanmiaou
MEN IN BLACK OPS
19
|
Posted - 2013.11.22 13:19:00 -
[41] - Quote
with the arrival of different racial weapons I hope we will have the right to choose a respect for the weapon!!! |
Ryme Intrinseca
Seraphim Auxiliaries
269
|
Posted - 2013.11.22 13:21:00 -
[42] - Quote
Tesfa Alem wrote:Kevall Longstride wrote:Heavenly Daughter wrote:will be nice to go straight to proto on both these weapons, 7 million coming back from vehicle respect This comment precisely underlines why the vehicle only respec needs to be full one. None vehicle users are going to have to grind their way to these new weapons to prototype levels, where as vehicle users, tired of using them, can spec straight into the Prototype Rail Rifle for instance and have a huge range advantage over the existing infantry players. I normally don't like respec's on the principle that your choices have consequences, but I agree that because of the massive changes to vehicles there should be one. I just think that it should be universal when it happens. Every single player in DUST get a vehicle skill tree respec, because those months of grinding out SP for tanks and dropships have been thrown out the window. It is not because of new content. There was no respec when CCP introduced the Assault / Logistics Dropships. Vehicle users get more out of the vehicle skill tree because they spent more in the vehicle skill tree. All that SP infantry invested in LAVs during the Murder Taxi days are coming back to them, and all of our gunners who invested SP in turrets are getting it back. You forget any vehicle dedicated player who decides to swicth out to infantry has to get a proto drop suit / core skills / weapon skills up to be competitive is using millions of SP. Rally, and just to use a Rail Rifle? You want to go straight to proto stomping with these weapons? Earn it or be a vehicle user and get it given to you. Fixed. |
Vitharr Foebane
Blood Money Mercenaries
255
|
Posted - 2013.11.22 13:25:00 -
[43] - Quote
I'm glad that there are new light weapons to play with, but that fact that the heavy plasma and laser weapons are still called TBA is pretty disappointing. At what point in the future will there be more heavy weapons?
How to make a Heavy Laser: 1.Take laser 2.Make it REALLY BIG 3.Give it to the heavy sobbing quietly in the corner.
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DeathwindRising
ROGUE SPADES EoN.
129
|
Posted - 2013.11.22 13:29:00 -
[44] - Quote
Korvin Lomont wrote:Ryme Intrinseca wrote:The only difference from the previous stats I can see is a slight reduction (~1) in damage for every version of the rail rifle. Can we get confirmation that this is the only change?
I'm still baffled why they decided to give the scrambler rifle such a big range increase. It has higher DPS, damage per clip, and total ammo damage than all other rifles. If it also matches the rail rifle range it will be even more dominant. All of the new Rifles have similar DPS if you look at the full auto variants they only really differ in Range and game mechanic. And why in hell gets the Rail Rifle great hipfire accuracy that makes no sense for a long Range weapon. Really the new Weapons do not seem to be well thought out. I hoped for different niches for every Race but we get: RR extreme Range (will kill the LR) with high DPS AsCR/SCR high Range high DPS ((will kill the LR)) CAR medium Range high DPS GAR short Range high DPS All thoose who complaint (and still complain) about the GAR will have fun times as all the new rifle will dish out comparable DPS at much greater Range . So whoever thaougt the GAR was op will have fun times now...
because the weapon is very accurate, it wouldnt have a high dispersion rate. hence the tighter hip fire |
S Park Finner
DUST University Ivy League
346
|
Posted - 2013.11.22 13:41:00 -
[45] - Quote
CCP -- great blog. Kudos to all the people who worked on it.
A question...
What does accuracy mean? Can we have a definition and examples of what impact it has in-game?
Respects to ChromeBreaker who asked the question earlier in the thread.
It is but to keep the nerves at strain, to dry one's eyes and laugh at a fall, and baffled, get up and begin again.
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Vilaskis Shalashev
Wolfhounds Ru RUST415
46
|
Posted - 2013.11.22 14:07:00 -
[46] - Quote
Cool! Thank you CCP for cool gun and cool textur! |
Sinboto Simmons
SVER True Blood Public Disorder.
2289
|
Posted - 2013.11.22 14:17:00 -
[47] - Quote
Why so little on the combat rifle?
Sinboto - The True Blood Minja.
Forum Warrior level 2
A grunt of STB
|
Reav Hannari
Red Rock Outriders
1897
|
Posted - 2013.11.22 14:24:00 -
[48] - Quote
jeanmiaou wrote:with the arrival of different racial weapons I hope we will have the right to choose a respect for the weapon!!!
1. You should be able to save enough to go prototype in one of them before release. You can save enough to get both to 4.
2. You may regret specializing in a new weapon if it turns out to be crap. Best to wait or work into it to be sure.
3. I'm so tired of calls for respec, especially since Wolfman said Dropsuit changes are coming right after and people will cry again, that I'm now ignoring everyone that asks for them. SP are so easy to earn it takes no time to use new gear.
// Logistics / Scout / Dropship Pilot Trainee // https://twitter.com/reesnoturana
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
1796
|
Posted - 2013.11.22 14:31:00 -
[49] - Quote
Sinboto Simmons wrote:Why so little on the combat rifle?
my thoughts exactly. I'd love a first person view with it at hipfire and ADS. :(
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3847
|
Posted - 2013.11.22 14:36:00 -
[50] - Quote
Noticed that you guys reduced the damage on the Rail Rifle and increased Charge Up time. This is just the surgical kind of change I was looking for and am very pleased to see that CCP is listening to our feedback! This will allow the Assault Rifle to still be king of the Close Quarters Engagements, as it should be (though there are some discrepancies with the TTK from all weapons being as an ASCR can still put down an armor tanker just as quickly as an AR).
That being said, my newest concern (one I hadn't originally seen due to my concern over the Rail Rifle) is that the Assault Combat Rifle doesn't have a large enough clip size for it's rate of fire. With a rate of fire faster than that of an SMG, and a clip size smaller, it's definitely going to have some ammo consumption concerns when used on the field.
In a twist of irony, I think the Assault Combat Rifle is going to be used with controlled bursts just because if you don't you're liable to run out of ammunition before the target dies
ANON Diplomat -//- I Support SP Rollover ^_^
|
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Makuta Miserix
Better Hide R Die
187
|
Posted - 2013.11.22 14:48:00 -
[51] - Quote
Looks great! Can't wait to get the awesome Combat Rifle on most of my fittings.
That Rail Rifle looks great as well.
Now we must wait and see how they act on the battlefield...
This is why we can't have nice things.
|
Vrain Matari
ZionTCD Public Disorder.
1264
|
Posted - 2013.11.22 14:52:00 -
[52] - Quote
Zeylon Rho wrote:All the rifles should be added with MLT variants for the starter fits and balance. They look nice though. As other posters have suggested though, TTK needs to be fixed for these sorts of things to really matter. This was the most interesting bit in the dev blog: Quote: In future releases weGÇÖll be introducing additional variants for each of the above, such as Tactical Rail Rifles and Breach Scrambler Rifles, as well as Tech II variants that significantly alter the profile of a given weapon. For now, though, we look forward to getting these into the hands of players and seeing what you do with them.
I kinda assumed all the variants would be added at the same time (breach, etc.), but the idea of "Tech II" is... interesting. +1. Let's make an effort to include the NPE in this expansion. It gives peeps the freedom to explore without being punished for it.
Keep in mind that those peeps are going to have to earn their sp on battlefields filled with proto CRs and RRs, not to mention those noob-vaporizing proto SCRs. That's not going to be pretty by any stretch of the imagination.
Have a heart CCP, throw your doomed, f*cked, soon-to-be-roasted-beyond-all-comprehension noobs a militia bone.
I support SP rollover.
|
Roy Ventus
Foxhound Corporation General Tso's Alliance
592
|
Posted - 2013.11.22 15:21:00 -
[53] - Quote
So are we just gonna sit here and not bring up the heavy weapon ideas that they have? Sure it's less concrete than the Ion Pistol and MagSec SMG but they're still ideas.
A Plasma Short Range Heavy Weapon.
A Laser Medium-Long Range Heavy Weapon.
Any ideas what these could be?
Laser Canons? Death Rays?
Plasma HMG? Plasma Bolt Gun?
SPECULATE WITH ME. |
TrueXer0z
DUST University Ivy League
251
|
Posted - 2013.11.22 15:50:00 -
[54] - Quote
EDIT: HAHA too many windows up, wrong thread! sorry
Military Director, Dust University
"I am a product of my own perception, I only exist because I allow myself to."
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
61
|
Posted - 2013.11.22 15:52:00 -
[55] - Quote
Kevall Longstride wrote:Tesfa Alem wrote:Kevall Longstride wrote:Heavenly Daughter wrote:will be nice to go straight to proto on both these weapons, 7 million coming back from vehicle respect This comment precisely underlines why the vehicle only respec needs to be full one. None vehicle users are going to have to grind their way to these new weapons to prototype levels, where as vehicle users, tired of using them, can spec straight into the Prototype Rail Rifle for instance and have a huge range advantage over the existing infantry players. I normally don't like respec's on the principle that your choices have consequences, but I agree that because of the massive changes to vehicles there should be one. I just think that it should be universal when it happens. Every single player in DUST get a vehicle skill tree respec, because those months of grinding out SP for tanks and dropships have been thrown out the window. It is not because of new content. There was no respec when CCP introduced the Assault / Logistics Dropships. Vehicle users get more out of the vehicle skill tree because they spent more in the vehicle skill tree. All that SP infantry invested in LAVs during the Murder Taxi days are coming back to them, and all of our gunners who invested SP in turrets are getting it back. You forget any vehicle dedicated player who decides to swicth out to infantry has to get a proto drop suit / core skills / weapon skills up to be competitive is using millions of SP. Rally, and just to use a Rail Rifle? You want to go straight to proto stomping with these weapons? Earn it. I'm perfectly happy with where my skill points are at the moment to be honest. I might tweak the support skills a little if given a chance... But I was thinking more for the community as a whole rather than just myself. Like I said, I'm against respec's in general but if they have to happen because of changes to the game, they really should be full ones to all. There is talk of a pay to respec option being made available as part of the changes to how the game is funded, no doubt the beginnings of CCP Rouge's influence from his past experience in FTP games. But I'd only support that if there were consequences for such action, such as if the process of 'unlearning' your previous skills means you lose 10% of your total SP. Making the process of respecing itself a decision with consequence.
I was honestly hoping for a full respect for everyone when the 1.7 update hit. Why? Because devs said so at EVE Vegas is why! They were point blank asked, "Will there be a respec?" and the answer was "Yes." So I'm somewhat disappointed that such a HUGE overhaul is occurring and the full respec is not happening. I earn SP like anyone else and instead of "banking" them and having them lie there useless I decided to USE them knowing that devs had promised a full respec from EVE Vegas so that I could be more useful in matches and PC's. So what happened? Why did you change?
I honestly only skilled into the AR because I thought I would get those points back to put into the Combat Rifle later on as there is currently no Minmatar Racial AR at the moment. I've always planned to skill up into Minmatar racial armor, weapons, and vehicles. Call me a damn dirty Rp'er if you want to, but that's what I wanted. Now you are telling me that I've "wasted" over 2 million SP (and more importantly the hours of time I spent earning those SP) and won't be getting them back? If that's the case then please, please, please implement some kinda AUR for respec system soonGäó. As I want my SP and time back and to mean something for my toon in this game other than "Oops, sorry you skilled wrong weapon because CCP didn't think about releasing all racial variants from the get to..." Hell the only reason I haven't skilled into any of the damned vehicles is because I'm waiting on the Minmatar variants to come out, damn it!
How can I have "MATARI PRIDE!!!" if you leave me with SP spent on other races crap?
On another note, here is a link to a discussion that was previously started about the idea of AUR for respec's as apparently this may become the only solution to fix the devs' screw-ups and broken promises.
https://forums.dust514.com/default.aspx?g=posts&t=118583&find=unread
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Vell0cet
Company of Marcher Lords Amarr Empire
582
|
Posted - 2013.11.22 15:56:00 -
[56] - Quote
I'm still very concerned about the TTK issues. Also I'm pretty sure the LR won't be viable in 1.7 unless it gets a significant range buff, which is a real shame because it's such an interesting weapon that's pretty unique to DUST.
New guns look beautiful, big thumbs up to the art team. Is it possible to see video footage of these being fired (hipfire and ADS)? Now let's get them to finish my Amarr HAV with laser turrets.
Quick/Dirty Test Range Idea
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steadyhand amarr
Bragian Order Amarr Empire
1958
|
Posted - 2013.11.22 15:58:00 -
[57] - Quote
A respec is happening u getting it for vercs so ccp ddidnt lie u failed to ask the question correctly. :-P
"my faith is my shield, the empress's light my guide and my fury my sword"
winner of EU squad cup
GOGO power rangers
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
61
|
Posted - 2013.11.22 16:23:00 -
[58] - Quote
steadyhand amarr wrote:A respec is happening u getting it for vercs so ccp ddidnt lie u failed to ask the question correctly. :-P
Ok, then by your logic... They revamped vehicles = vehicle respec
so...
They are also now changing stats on weapons + adding new weapons = revamping weapons = weapon respec
so...
Where is my weapon respec?
=P (See I can stick my tongue out too.) |
Shotty GoBang
Pro Hic Immortalis
2377
|
Posted - 2013.11.22 17:01:00 -
[59] - Quote
BIG QUESTION!
What efforts have been taken to prevent Rifles (new and old) from dominating in CQC? |
Silas Swakhammer
GamersForChrist Orion Empire
262
|
Posted - 2013.11.22 17:21:00 -
[60] - Quote
Hey uh, could we get a video demo of the new toys?
Pineapples on pizza.
|
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Theresa Rohk
The Cuddlefish Templis Dragonaors
45
|
Posted - 2013.11.22 17:46:00 -
[61] - Quote
This looks fantastic and I'm super excited to try these out. Just a side tiny little note, is it possible to remove the gendered language in the dev blogs, some of us aren't men, and it feels weird.
Quote:As a digital warrior, nothing is more important to a player than the weapon.
Is better. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
325
|
Posted - 2013.11.22 18:41:00 -
[62] - Quote
Hopefully there will be a way to off-set the spool time and recoil on the Rail Rifle with a weapon skill. I've noticed that most other weapons have SP sinks to shore up the weapon drawbacks...if this one does that will be significant to my decision in dropping 2+ mil SP.
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Paladin Sas
Pro Hic Immortalis
252
|
Posted - 2013.11.22 19:04:00 -
[63] - Quote
Is there any word on a short video showing the recoil/dispersion compairsons between the racial rifles? |
George Moros
Area 514
189
|
Posted - 2013.11.22 19:36:00 -
[64] - Quote
S Park Finner wrote: A question...
What does accuracy mean? Can we have a definition and examples of what impact it has in-game?
This...
Pulvereus ergo queritor.
|
OgTheEnigma
The Rainbow Effect
174
|
Posted - 2013.11.22 19:44:00 -
[65] - Quote
Has there been any thought to adding new officer weapons as well? Now seems like the perfect opportunity with the main racial rifles being fleshed out. It will be unfortunate if the new primary weapons (and Scrambler) are left at a competitive disadvantage due to not having a high end varient like the Balec Assault Rifle. |
jeanmiaou
MEN IN BLACK OPS
19
|
Posted - 2013.11.22 19:51:00 -
[66] - Quote
Reav Hannari wrote:jeanmiaou wrote:with the arrival of different racial weapons I hope we will have the right to choose a respect for the weapon!!! 1. You should be able to save enough to go prototype in one of them before release. You can save enough to get both to 4. 2. You may regret specializing in a new weapon if it turns out to be crap. Best to wait or work into it to be sure. 3. I'm so tired of calls for respec, especially since Wolfman said Dropsuit changes are coming right after and people will cry again, that I'm now ignoring everyone that asks for them. SP are so easy to earn it takes no time to use new gear.
I do not want a total respec just a respec points invested in weapons such as vehicles! |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
437
|
Posted - 2013.11.22 20:43:00 -
[67] - Quote
OgTheEnigma wrote:Has there been any thought to adding new officer weapons as well? Now seems like the perfect opportunity with the main racial rifles being fleshed out. It will be unfortunate if the new primary weapons (and Scrambler) are left at a competitive disadvantage due to not having a high end varient like the Balec Assault Rifle.
I think the factional LP weapons may be the equivalent of officer weapons. Won't know for sure until we see the stats. |
Luna Angelo
We Who Walk Alone
128
|
Posted - 2013.11.22 21:09:00 -
[68] - Quote
Full respec would help me get to proto everything caldari. Which I would LOVE. (Except vehicles, of course.) My point, CCP is overhauling the game, and some people I know would love to get their infantry SP's into tanks, as well.
EDIT: I mean, there are people who will want into vehicles, and ones that want out. Let the ones who want in respec, as well. And I want my AR sp's back, I want to put them into RR's. So, full respec is good for the community, unlike vehicle respec, which is only good for those of us who has invested in them.
I am the Horseless Headsman.
Director and COO of We Who Walk Alone
Wolves don't lose sleep over the opinion of sheep.
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Pr0phetzReck0ning
Edimmu Warfighters Gallente Federation
76
|
Posted - 2013.11.22 22:17:00 -
[69] - Quote
I'm digging the new weapons and I'm glad to see that we finally have the complete racial variants for the standard ARs. But going off of what someone mentioned earlier (on pg 1) i'd really like to be able to choose whether or not I want Iron sight or Scopes on my guns. Iron sight is practically second nature now since we've been exposed to it for so long. But I KNOW that giving us the choice of putting a nice scope on our weapons will add to that sweet customizable need that we as FPS gamers enjoy most of all. Not to mention, scopes add to accuracy when it comes to longer distances.
I heard ya'll plan on allowing us to customize in the future which is great. But I just want to stress the significance/importance of getting to that point sooner rather than a year or so from now.
Best,
Pr0phet
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ROEG X
Ahrendee Mercenaries EoN.
24
|
Posted - 2013.11.22 22:28:00 -
[70] - Quote
New weapons, OP flavor of the month lol !! gotta have it. |
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Keri Starlight
0uter.Heaven Proficiency V.
1507
|
Posted - 2013.11.22 22:53:00 -
[71] - Quote
I've noticed that they toned down the RR damage and increased the Charge up time...
Nerfed before release. lol.
-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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Ripcord19981
KNIGHTZ OF THE ROUND
269
|
Posted - 2013.11.22 23:06:00 -
[72] - Quote
Nirwanda Vaughns wrote:really looking forward to the combat rifle. i'll have enough SP to go straight to prof 5 on Dec 10 gonna look at the lv4 fully auto one first off though and give it a try on an alt before pushing it all way on here. it looks pretty badass too ill be joining ya then, im saving all my sp from now. just wished they had a 1st person view of the combat rifle
I can only please one person per day. Today is not ur day, tomorrow doesn't look too bright either.
Turkey sammich>taco
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jerrmy12 kahoalii
The dyst0pian Corporation Zero-Day
125
|
Posted - 2013.11.23 00:51:00 -
[73] - Quote
Keri Starlight wrote:I've noticed that they toned down the RR damage and increased the Charge up time...
Nerfed before release. lol. .05 seconds aint gunna change much
recuruit link
5 to 11 mil isk per 100k recuruit
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
326
|
Posted - 2013.11.23 04:05:00 -
[74] - Quote
jerrmy12 kahoalii wrote:Keri Starlight wrote:I've noticed that they toned down the RR damage and increased the Charge up time...
Nerfed before release. lol. .05 seconds aint gunna change much
The .20 spool up time was significant and the added .05 is deceptively key. In close quarters fight or a multiple target medium range fight that quarter of a second is pretty serious. Couple this with the reported high recoil and low magazine capacity you really have adjust to the environment.
Note that I'm not saying this is bad...I like the idea of how weapon or equipment mechanics, strengths, and weaknesses will shape the tactical game play. |
Reav Hannari
Red Rock Outriders
1912
|
Posted - 2013.11.23 05:47:00 -
[75] - Quote
A'Real Fury wrote:OgTheEnigma wrote:Has there been any thought to adding new officer weapons as well? Now seems like the perfect opportunity with the main racial rifles being fleshed out. It will be unfortunate if the new primary weapons (and Scrambler) are left at a competitive disadvantage due to not having a high end e like the Balec Assault Rifle. I think the factional LP weapons may be the equivalent of officer weapons. Won't know for sure until we see the stats.
Faction store weapons are going to be specialist versions with reduced fitting requirements.
// Logistics / Scout / Dropship Pilot Trainee // https://twitter.com/reesnoturana
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Borne Velvalor
Endless Hatred
1015
|
Posted - 2013.11.23 06:45:00 -
[76] - Quote
I approve of the increase in spool time and slight decrease in damage for the Rail Rifle. It's around a 8% DPS decrease in the first second of fire for the standard Rail Rifle. I'm as interested in the longer ranged sidearms as the new rifles.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Atom Heart Mother
Nazionali Senza Filtro
71
|
Posted - 2013.11.23 08:59:00 -
[77] - Quote
CCP Frame wrote:They say that you can never go wrong with more weapons and ways to eliminate your target. These brand new tools to do just that for you are around the corner - in Uprising 1.7 update. CCP Remnant, CCP Supalette and CCP JuSan assembled a dev blog that should give you all the information you will ever need before putting these rifles into your hands. Take a look right here, and feel free to post your feedback!
More and more skill points to earn... more and more...you want me lobotomized CCP |
Niuvo
NECROM0NGERS
806
|
Posted - 2013.11.23 10:26:00 -
[78] - Quote
Nice toys. What are tech II variants? |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
103
|
Posted - 2013.11.23 11:16:00 -
[79] - Quote
You guys still need to change the way we equip weapons. Customizing them before adding them to your suit. Adding things like Scopes and things like laser sights.
Also super excited for tech II weapons.
"Do not underestimate the power you have."
|
Ronan Elsword
Dead Six Initiative Lokun Listamenn
103
|
Posted - 2013.11.23 11:19:00 -
[80] - Quote
Pr0phetzReck0ning wrote:I'm digging the new weapons and I'm glad to see that we finally have the complete racial variants for the standard ARs. But going off of what someone mentioned earlier (on pg 1) i'd really like to be able to choose whether or not I want Iron sight or Scopes on my guns. Iron sight is practically second nature now since we've been exposed to it for so long. But I KNOW that giving us the choice of putting a nice scope on our weapons will add to that sweet customizable need that we as FPS gamers enjoy most of all. Not to mention, scopes add to accuracy when it comes to longer distances.
I heard ya'll plan on allowing us to customize in the future which is great. But I just want to stress the significance/importance of getting to that point sooner rather than a year or so from now.
Best,
Pr0phet
What your not in Knightz anymore!??!?!? Sorry wrong topic but still. Also like you said customization is key.
"Do not underestimate the power you have."
|
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Reav Hannari
Red Rock Outriders
1913
|
Posted - 2013.11.23 13:18:00 -
[81] - Quote
Ronan Elsword wrote:You guys still need to change the way we equip weapons. Customizing them before adding them to your suit. Adding things like Scopes and things like laser sights.
Also super excited for tech II weapons.
I think you just described the T2 weapons.
// Logistics / Scout / Dropship Pilot Trainee // https://twitter.com/reesnoturana
|
crazy space 1
Vherokior Combat Logistics Minmatar Republic
1998
|
Posted - 2013.11.23 15:00:00 -
[82] - Quote
um longer charge up shorter range breach rail please
Like loading hail tech2 ammo. no hold just 0.4 charge time 50% range +30% damage, less ammo per clip |
crazy space
GunFall Mobilization Covert Intervention
2003
|
Posted - 2013.11.23 15:00:00 -
[83] - Quote
um longer charge up shorter range breach rail please
Like loading hail tech2 ammo. no hold just 0.4 charge time 50% range +30% damage, less ammo per clip |
Shotty GoBang
Pro Hic Immortalis
2419
|
Posted - 2013.11.23 15:56:00 -
[84] - Quote
Aeon Amadi wrote:This will allow the Assault Rifle to still be king of the Close Quarters Engagements, as it should be ... To my friend and CPM Nominee, Aeon Amadi:
I can think of two other primary weapons that should be "king of Close Quarters Engagements" ...
1) Are you saying that the AR should outperform (A) other Rifles in CQC or (B) everything else in CQC? 2) What say you to HMG and SG users who claim that CQC is presently dominated by ARs and ScRs? 3) What say you to these CQC specialists' concerns over AR and ScR hipfire accuracy? 4) What AR / ScR nerfs would you sign off on in hopes of balancing close quarter engagements? 5) What SG / HMG buffs would you sign off on in hopes of balancing close quarter engagements? |
Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3882
|
Posted - 2013.11.23 19:20:00 -
[85] - Quote
Shotty GoBang wrote:Aeon Amadi wrote:This will allow the Assault Rifle to still be king of the Close Quarters Engagements, as it should be ... To my friend and CPM Nominee, Aeon Amadi: The comment above potentially raises alarm. Would you mind clarifying, at your convenience? 1) Are you saying that the AR should outperform in CQC (A) all other Rifles or (B) all other weapons? 2) What say you to the claim that ARs and ScRs presently outperform SGs and HMGs in CQC? 3) What say you to the concerns over AR and ScR hipfire accuracy? 4) Do you believe that a Rifle should have poor, fair, or strong odds against a SG or HMG in CQC? 5) What AR / ScR nerfs, if any, do you think appropriate to balance close quarter engagements? 6) What SG / HMG buffs, if any, do you think appropriate to balance close quarter engagements? 7) You seemed to suggest that the ScR is over-performing.; do you feel that the AR is also over-performing?
That's a lot of questions over one concern! I like it =D
1.) Assault Rifle should outperform the other rifles. At current the stats are too similar to one another and there isn't enough variety in the DPS values. It's not even a difference in bullets so much as a shaving or sliver of HP. Paper DPS =/= Applied DPS though so, remains to be seen what becomes of it. I hear the Rail Rifle has more recoil but considering how many people still believe that visual recoil has anything to do with a hitscan system I think that belief is a little skewed and considering that CCP reduced the damage and increased the charge-up time, I'd say that's a good sign =P
2.) I think the Shotguns is a finicky beast if only because the speed of the game is very very high (but the players like that so, that's good). And when I say 'very very high' I mean high enough that a target can literally strafe out of the shotgun's line of sight and often lead to a shot being missed. No amount of hit detection fixes in the world are going to help a player aim a weapon better, but having a bit more aim assist can.
HMGs are also a finicky beast because I don't believe they're being outperformed in the traditional sense of stats. It has a much higher DPS but, again, applied DPS is another story. There are two mitigating factors to that DPS which I'll discuss in number four.
3.) Hipfire accuracy is a make or break on a rifle. They're both very very accurate and I no less assume that the new rifles will be either. Too little and it's reserved for ADS (like a sniper rifle in some games) and too much it's suddenly a very very powerful weapon. I've taken a look at both and they have the same reticle as far as hipfire accuracy, which I suppose is a bit odd but assuming their accuracy is what makes them powerful is a bit of a misconception. If this were the case the HMG would be king, but it's not.
4.) SG and HMG are specialist weapons. A SG should be king of the very close engagements (and it is, provided you can hit them) while the HMG is more of point defense. I in no way think that the HMG should be changed until two things happen: B.) It gets more dispersion. This might sound odd but there's a video floating around that shows that they have laser-rifle precision when firing and don't actually hit anything besides what is on the center dot, that's not good because the target could be in your reticle but you'll still miss. The term was coined 'accurately inaccurate'. B.) Racial Heavies. Giving the slowest race in the line-up a close range weapon from the start was a bad move on CCP's part if only because, being slow, you can't expect them to close the ranges they need in order to apply the high DPS that the weapon has, especially when it's got such low dispersion. The best heavies I've ever seen almost always use kinetic catalyzers (odd I know) so maybe if we get a Minmatar Heavy it will help balance that stuff out.
5.) Fixing Time To Kill is a big part of this. You die from any weapon just as quickly as any other weapon so it comes down to minor intricacies and mechanics that revolve around the functionality of the weapon, like the HMG's accuracy being a double-edged sword. The game needs to be more tactical and less "twitch shootery" but it needs to be done carefully. Throwing in 60% more HP values on everything, in combination with other faulty mechanics, is what gave us Murder Taxi's; so we need to be cautious in the approach. I think that there should be a clear difference in the DPS values of the AR and ASCR (I assume you mean the ASCR because the SCR is not very good in CQC) after the TTK is sorted out; the ASCR at the moment is considered to be better in every way besides fitting cost for a variety of reasons.
6.) Shotgun could use a bit more aim assist within it's optimal range, imo, as it gets difficult to hit targets with it and this is only compounded by hit box lag if any exists. Another pet peeve I have is that I'd like the actual damage be listed in the show info as it shows damage per pellet but how many pellets is anyone's guess. It's a very powerful weapon as is so it surely doesn't need any more damage, otherwise the difference in tiers will turn out like the Laser Rifles (little to no variation). I stand firmly by the ideal that the HMG would excel if the above changes were implemented and would rather reserve comments until then.
7.) Not in any real sense, no. It's meant to have a high damage with a low range - the issue with it is that it's a weapon that is very easy to get into because it operates like any other rifle in a first person shooter. The specialist weapons (shotgun, laser rifle) all have a variety of issues with them that make them under-perform however so what we wind up with is a functional weapon that does it's job correctly and a plethora of others that need to be looked at for obvious reasons. If the Assault Rifle is the thing we're basing balance decisions off of than it should feel that that is the case. (word limit)
ANON Diplomat -//- I Support SP Rollover ^_^
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Shotty GoBang
Pro Hic Immortalis
2421
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Posted - 2013.11.23 21:22:00 -
[86] - Quote
Aeon Amadi wrote:(word limit) Thanks for the clarification, Aeon. o7
I have a few followup questions for you, if you don't mind:
1) Would the current TTK issue be better addressed by adding HP or reducing DPS on high RoF weapons? If eHP were raised, would you agree that low RoF weapons (like Shotguns and Knives) should receive substantial damage boosts?
2) In other shooters I've played, fighters are generally rewarded for having the right tool, at the right time, for the right job. For example, a mid-range fighter is left at severe disadvantage if/when a close-range fighter manages to get in close. Would you agree that this fundamental dynamic is not presently observed in Dust as it relates to "jack-of-all-trade" weapons? |
Vell0cet
Company of Marcher Lords Amarr Empire
595
|
Posted - 2013.11.23 21:54:00 -
[87] - Quote
Shotty GoBang wrote:Aeon Amadi wrote:(word limit) Thanks for the clarification, Aeon. o7 I have a few followup questions for you, if you don't mind: 1) Would the current TTK issue be better addressed by adding HP or reducing DPS / Accuracy of high RoF weapons? If eHP were raised, would you agree that low RoF weapons (like Shotguns and Knives) should receive substantial damage boosts? 2) In other shooters I've played, fighters are generally rewarded for having the right tool, at the right time, for the right job. For example, a mid-range fighter is left at severe disadvantage if/when a close-range fighter manages to get in close. Would you agree that this fundamental dynamic is not presently observed in Dust as it relates to "jack-of-all-trade" weapons? 1--> The simplest solution is to nerf base DPS some to bring up the TTK. Weapons were getting decently balanced before the HD fix. If you buff suit HP, then you're going to have to boost weapon DPS on tons of other weapons; it would be a balancing nightmare.
Quick/Dirty Test Range Idea
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spike2000
SVER True Blood Public Disorder.
0
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Posted - 2013.11.23 22:37:00 -
[88] - Quote
CCP Frame wrote:They say that you can never go wrong with more weapons and ways to eliminate your target. These brand new tools to do just that for you are around the corner - in Uprising 1.7 update. CCP Remnant, CCP Supalette and CCP JuSan assembled a dev blog that should give you all the information you will ever need before putting these rifles into your hands. Take a look right here, and feel free to post your feedback! Fix the heavie machine guns before making more assault rifles like seriously
Spike2000
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Aeon Amadi
A.N.O.N.Y.M.O.U.S. Renegade Alliance
3890
|
Posted - 2013.11.23 23:50:00 -
[89] - Quote
Shotty GoBang wrote:Aeon Amadi wrote:(word limit) Thanks for the clarification, Aeon. o7 I have a few followup questions for you, if you don't mind: 1) Would the current TTK issue be better addressed by adding HP or reducing DPS / Accuracy of high RoF weapons? If eHP were raised, would you agree that low RoF weapons (like Shotguns and Knives) should receive substantial damage boosts? 2) In other shooters I've played, fighters are generally rewarded for having the right tool, at the right time, for the right job. For example, a mid-range fighter is left at severe disadvantage if/when a close-range fighter manages to get in close. Would you agree that this fundamental dynamic is not presently observed in Dust as it relates to "jack-of-all-trade" weapons?
1.) Not in the slightest. The TTK issue needs to be handled with a scalpel. Making blanket increases/reductions is a great way to make imbalanced weapons even more borked. For instance, if we applied a 10% reduction in damage to all weapons (reversing the effects that we saw at the beginning of Uprising) what would happen? Well, TTK would go up, sure, but there's the issue of weapons like the Laser Rifle which are only good in a small 20 meter range performing far worse in that case.
I honestly don't know how to fix the TTK issue but I know that doing giant blanket changes is a terrible terrible way to go. If we increase HP on all suits, Logi's are even more powerful - if we apply a 10% reduction to all weapons, some of them can't compete, etc. I don't agree that low RoF weapons should receive a damage increase because honest to god they perform very well in the right conditions at current and adding more damage to them wouldn't do anything to help their usability or functionality.
Just the same, you can't say much about the DPS/Accuracy of high RoF weapons and at the same time say that the HMG isn't a good competitor considering that it (whether intended or not) is a very good example of both
2.) I don't know of any shooters that are like this, honestly. Having played the Battlefield franchise, Call of Duty and Planetside (both of them, not just two) it's always been generally the same thing: All weapons are good with some weapons being better for certain cases. Call of Duty is a great example of this because you'd think that a shotgun would be amazing, given that the game usually focuses on small, closed-in maps; incidentally on Hardcore mode everyone and their mother uses SMGs. So why is that? A completely different game mechanic - SMGs go into ADS faster than other weapons. By the time you get the shotgun sighted, the SMG is already applying damage with perfect accuracy.
I think there are other aspects of the game that need to be explored before we start with knee jerk reactions like nerfing damage, applying recoil - etc. I'm adamantly against nerfing the Assault Rifle, what with other rifles being on par if not better (at least on paper). The DPS values are far too close and if we're going to start making changes, I would like the Assault Rifle to perhaps get a small (we're talking like 5-10 meters) reduction in range and a much higher DPS than the other weapons.
In conclusion, I don't think the Shotgun is a bad contender. Christ, I've been one-shotted by them with a damage value of 500+ damage so it's surely not their damage output and Mr Mustard can attest to the damage output of prototype nova knives (railgun level damage). Other aspects are map design, scanning mechanics being broken, etc.... Once that is fixed, I think it'll get a lot better.
ANON Diplomat -//- I Support SP Rollover ^_^
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Shotty GoBang
Pro Hic Immortalis
2423
|
Posted - 2013.11.24 02:46:00 -
[90] - Quote
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, which outright challenges the "AR-514" status quo: https://forums.dust514.com/default.aspx?g=posts&t=120782&find=unread
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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