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Artificer Ghost
Bojo's School of the Trades
700
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Posted - 2013.12.15 03:17:00 -
[1] - Quote
Alright. This is a good one, so pull up your chairs, get some popcorn, and listen. First, though, I'd like this to be a constructive and informative discussion. If you need to, make it look like you're trying to hard. If you have a strong opinion, try to express it as I am now: Calmly. I want no "CAPS LOL" in here, or "0mg gost u suk kil urself" either. If you're going to post, please at least try to make it readable. :(
Now that that's out of the way: Time To Kill (TTK), is, as we all know, at an all time low. Since Uprising 1.2 (Correct me if I'm wrong), minor (And major) fixes to the game have decreased the amount of time it takes to kill someone, to the point where it's near nothing. Even when stacking as much HP as I can, it takes me less than 10 seconds to kill or be killed. That's not a lot of time, compared to what we were at in Chromosome.
[CCP Remnant=quote]Combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat GÇô all problems that DUST has suffered from in the past. [/quote]Valid statement. It's a truth that, in Chromosome, the hit detection, bunny hopping, and controls were a large part of the issue. HOWEVER, we've mostly sorted that out, with the following changes: -Jumping two times in a row (Without at least a couple seconds of pause) causes the stamina bar to drain more in the second jump, reducing it to nothing in 3 jumps. -Aim Assist and Controls have been completely re-vamped since Uprising 1.2 -Hit Detection is steadily improving, becoming infinitely better than Chromosome
Of course, with these changes (Especially with Aim Assist and Hit Detection changes), some playstyles and classes have been completely wiped out of the game. Running a Speed-Tanking scout is no longer valid, unless you have a year+ of experience with the suit.
I personally think, that the first thing to be looked at, is Damage Mods. Right now, they provide too much of a bonus, let's face it. In my opinion, they should provide a MINIMAL bonus. Enough to give you an advantage, but not enough to make you the clear-cut winner. My proposal: 1-2%, or anything in between (1.50% for example). Not much, I know, but note that the small amount of extra damage will be adding up with each shot. Soon, with a weapon like the A-CBR, in about 42 shots, you've done quite a bit of extra damage. With single-shot weapons, it'll still be viable, because normally the single-shot weapons deal INSANE amounts of damage per shot anyways, making the damage bonus even bigger.
STD/MLT Damage Mod: 1% // ADV: 2% // PRO: 3%. Because as someone who used to run ONLY MLT damage mods, 3% damage increase is good no matter what weapon you're using.
And remember: The job here isn't to balance damage mods, so brick tanking can also be 100% viable. The job is to increase TTK. Less damage = More TTK. Don't nerf weapons just yet, nerf modules. Except HP mods. Because those are important in TTK. :P
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
700
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Posted - 2013.12.15 03:41:00 -
[2] - Quote
That's actually correct as well. I still believe that Damage Mods needs to be nerfed a bit (Noting that I stack Enhanced on almost all of my suits #GallenteYOLO), but some of the other things definitely do need to be fixed. Dispersion is n issue for guns like the AR (Supposed to be not completely point-accurate, however with 1.7, I can't tell the difference between it and my SCP. Except my SCP is less accurate), and recoil is definitely an issue.
Maybe they should tune up both of those on all rifles? With the exception of the Rail Rifle (Although I can't say, because I only have basic), recoil is never an issue for me. But for some reason, the RR bounces around all over the place...
Increasing recoil on all rifles, will teach newbies to burst-fire at longer ranges. Something we ALL should be doing (Because it's common FPS knowledge). And I'm not sure if they have this already, but on some (If not all) rifles, they need to INCREASE dispersion with prolonged fire.
Also, I made an alt not to long ago, tried out MLT ARs. I don't notice much spread while in ADS, even at med-range.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
700
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Posted - 2013.12.15 03:47:00 -
[3] - Quote
Shotgun Proficiency still increases damage done per shot. It's not in the same way (Because 2% damage bonus PER PELLET would be OP), but if you reduce spread, it increases the chance of hitting the target with more pellets, causing more damage. But yea. Proficiency can have many meanings.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
701
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Posted - 2013.12.15 04:50:00 -
[4] - Quote
Dunce, I thought med-slots were Equipment? Based on the symbols that showed when I was fitting my ship, it looked like mid-slots were equipment, what with the Warp Distruptors, and Micro warp-drives, Afterburners and whatnot.
Either way, I see that Damage Mods aren't the problem, and I know the weapons are, but nerfing damage mods a little bit would still be a step in the right direction. Maybe my proposition was a bit much? What's your guy's suggestions for numbers? Because from what Knapse is telling me, the HP modules, on paper, are better than Damage Mods. However, in-game, I wont even bother fitting a Complex Shield Extender, even if it brings my eHP over that of a heavy, because if I fit a Damage Mod instead, I'll out-DPS a Proto-Heavy, even in CQC.
2% // 5% // 8%?
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
703
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Posted - 2013.12.15 10:32:00 -
[5] - Quote
Talos Vagheitan wrote:Don't fix what isn't broken. Please explain to me why a lower TTK is "wrong".
Not sure if you were here for closed/open beta, but this game was designed to be DIFFERENT from CoD. Since Day 1, a high TTK has been a big part of this game. Even Scouts had the lifetime of Heavies.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
703
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Posted - 2013.12.15 11:05:00 -
[6] - Quote
ONLY Assault Rifles? I say all rifles. The Rail Rifle has a charge up at the beginning, awesome. Not really a huge downside. Recoil I GUESS is an issue at lower levels, but 90% of people had skilled directly into the prototype on Day 1 of Uprising 1.7.
Combat Rifles, I guess, are fine, but the RoF combines with burst fire doesn't ever fail in CQC. Even while under fire, I always manage to kill my attacker.
Assault Rifles. I see no problem now. When I tried Assault Rifles with the coming of Uprising 1.7, I always lost to the other guns. There will probably be an OP problem when the other rifles get nerfed though.
Scrambler Rifles. They overheat pretty quickly if you're at lower levels and/or spam the button, but other than that, it's an AR with a Red Dot sight, longer range, and steeper fall-off damage.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
706
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Posted - 2013.12.15 14:34:00 -
[7] - Quote
Ulysses Knapse wrote:Artificer Ghost wrote:ONLY Assault Rifles? I say all rifles. No, not all the rifles, all the Assault Rifles. Especially Rail Rifles and Combat Rifles.
Oh, I didn't mean Sniper/Laser Rifles... Please CCP, just rename the AR to Plasma Rifle so I can better understand!
Well, if you mean all of the Assault Rifles, then yea, that idea sounds fine.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
712
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Posted - 2013.12.16 02:49:00 -
[8] - Quote
Honestly, I enjoy the fact that Knives + Shotgun are both so high-damaged. The kill quickly, are close range, and are relatively silent, compared to the bigger guns. These aspects make them great Stealth weapons. Of course, I'm a ninja who love to stalk my pray for minutes on end, so my opinion may be sort of skewed here.
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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Artificer Ghost
Bojo's School of the Trades
712
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Posted - 2013.12.16 21:02:00 -
[9] - Quote
Obviously not, as this is a thread dedicated to people having a problem with that. :P
But yea. I honestly think the Shotgun/Knives are in a very good place. They take skill to use (With the exception of sometimes the shotgun, but you still need high SP counts to use effectively), and reward you for it. For a Nova Knifer to get even close to 70% efficiency, he needs to learn how to sneak up on someone, how to deal with being seen, all of the escape routes of most maps, and needs at least 2.5 million SP in Profile Dampening, Knives, and Minmtar Scout. Then, he become true master.
Not to mention that hit detection with both of these weapons is just terrible. I'll give you a second opinion once hit detection is fixed though. Hopefully, they fix TTK AFTER fixing Hit Detection, because then it'd just be erasing what they just worked on...
~Art, CEO and Director of Educations at Bojo's School of The Trades, Co-Founder of the Learning Coalition
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