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KA24DERT
TeamPlayers Negative-Feedback
292
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Posted - 2013.12.15 17:51:00 -
[1] - Quote
We keep seeing these "TTK" issue threads, but I think it's time to stop dancing around the issue.
The time to kill of most weapons is fine, with the exception of the rifles and the SMG.
The high damage output of these weapons is negating the following:
- CQC tactics: Strafing, jumping, and moving in general is a moot point, if you get shot first, you are probably dead. - Fittings: Most fits are now glass cannons, with most of the remainder being stacked HP. Variety in viable fittings is dwindling. - Going for cover: If you are in the open, you are dead, there is no running once you start taking damage. - Scouts: Speed tanking is no longer viable due to some of the above reasons. It's very hard to float like a butterfly and sting like a bee anymore. - Non Rifle Weapons: The non hitscan weapons are now relegated to utter novelties. The Rail Rifle has eaten the Laser's lunch, and most engagements are over before the second Mass Driver round can travel to a target.
Or to further distill it down, the rifles and SMG are interfering with:
- Core FPS mechanics - Unique Dust Mechanics
Which means it is affecting almost the entire game.
Reducing the damage by 30% is a good start to addressing what these incredibly high DPS weapons have done to Dust. |
Draco Cerberus
Brutor Vanguard Minmatar Republic
603
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Posted - 2013.12.15 18:08:00 -
[2] - Quote
How would you compare the Rifle and SMGs (apparent top killers according to the post) to the tanks, grenades, REs and Forge Guns that also kill by the dozens in many of the matches I play? Every weapon does relatively equal damage over the time to fire for a second or charge and fire. My personal belief is that a 30-100% overall HP buff is needed to both suits and armor plate and shield extenders. This would allow a relatively short TTK while still giving us all an added buffer of HP to duck around a corner tactically and allow some to regenerate. 425dps from an AR means for most suits (500 HP average) that less than 2 seconds is needed to kill someone, doubling up the average HP to around 1000hp would mean that most people would take around 3 seconds to kill which really is quite a short TTK still, allowing CCP to keep a short TTK and giving us all a better fighting chance.
LogiGod earns his pips
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Django Quik
Dust2Dust.
1915
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Posted - 2013.12.15 18:14:00 -
[3] - Quote
SMGs are fine - anything you have to get within 30m to actually have any chance of killing someone should have massive DPS. They are not even in the same ballpark as any of the rifles that generally have double the optimum range of just the effective range of SMGs.
That said, the sharpshooter skills for both weapons make such a massive difference that they should simply not exist for SMG or any rifle.
Dust2Dust - Funeral arrangements for all of New Eden. Join our public channel D2D. to chat and squad with us.
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deepfried salad gilliam
Sanguine Knights
289
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Posted - 2013.12.15 18:23:00 -
[4] - Quote
I don't think it should be a straight dmg nerf
I would like a rof nerf to all weapons alpha damage weapons forge sniper shotty plc would be unaffected Wed still have the same damage per clip so it wouldn't be 7566 reloads per firefight All rifles and smg would be nerfed Scr and other semi auto weapons would also have max shots per second on them
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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KA24DERT
TeamPlayers Negative-Feedback
292
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Posted - 2013.12.15 18:24:00 -
[5] - Quote
Draco Cerberus wrote:How would you compare the Rifle and SMGs (apparent top killers according to the post) to the tanks, grenades, REs and Forge Guns that also kill by the dozens in many of the matches I play? Every weapon does relatively equal damage over the time to fire for a second or charge and fire. My personal belief is that a 30-100% overall HP buff is needed to both suits and armor plate and shield extenders. This would allow a relatively short TTK while still giving us all an added buffer of HP to duck around a corner tactically and allow some to regenerate. 425dps from an AR means for most suits (500 HP average) that less than 2 seconds is needed to kill someone, doubling up the average HP to around 1000hp would mean that most people would take around 3 seconds to kill which really is quite a short TTK still, allowing CCP to keep a short TTK and giving us all a better fighting chance.
Aside from the Forge's infantry sniping ability, the other weapons need some attention, but are decently balanced. But you are absolutely incorrect in your statement that "every weapon does relatively equal damage over time". That's mathematically untrue. The rifles outclass almost everything.
But let's go back to your HP based proposal. The core issue with it is that it effectively nerfs EVERY weapon in the game, and not every weapon in the game needs a nerf.
Let's take the mass driver for example:
There are suits in the game that I can unload a whole clip on and will survive, unless I score at least 50% direct hits.
Keep in mind that the MD fires one shot per second, so that's 6 seconds plus round travel time. However the Rifles can down a suit in under 2 seconds.
What happens to the MD's effectiveness if suddenly everyone had 30% more HP? It means the MD user now has to suffer one of the longest reloads in the game to kill anyone.
Sweeping nerfs like that are a bad idea, and targeted nerfs are a better solution. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
188
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Posted - 2013.12.15 18:29:00 -
[6] - Quote
AR, scramblers and SMGs need a 10% damage reduction IMO, basically remove what you gave them when hit detection was broken. However the real TTK issues are the damage mods, especially stacking them. Until CCP addresses the damage mods were stuck with being killed in under a sec. I personally believe that the complex damage mod should give a 5% bonus instead of 10% and stacking should cause each subsequent one to be half the bonus it would usually give.
Please fix the mic bubble bug...
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Draco Cerberus
Brutor Vanguard Minmatar Republic
603
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Posted - 2013.12.15 18:35:00 -
[7] - Quote
While I agree with you about the MD (having it to proto made me decide to use a rifle) there are other things that could be done, but maybe don't need to be. I managed to play a few rounds using a Militia Heavy today and only lost 10 of the 20 suits I purchased for the experiment. Basically it amounted to standing in enemy fire and returning fire when the FG finished charging, in the 3 seconds it took to charge on average I was killing the enemy before they killed me (MILITIA FG MILITIA HEAVY). While it does actually nerf every weapon equally this doesn't mean some of the other weapons couldn't be buffed to take this into account (I can kill heavies with one clip in a MD usually with a targeted Headshot "OHK"ing them).
LogiGod earns his pips
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Draco Cerberus
Brutor Vanguard Minmatar Republic
603
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Posted - 2013.12.15 18:39:00 -
[8] - Quote
Ares 514 wrote:AR, scramblers and SMGs need a 10% damage reduction IMO, basically remove what you gave them when hit detection was broken. However the real TTK issues are the damage mods, especially stacking them. Until CCP addresses the damage mods were stuck with being killed in under a sec. I personally believe that the complex damage mod should give a 5% bonus instead of 10% and stacking should cause each subsequent one to be half the bonus it would usually give. Stacking penalties have already been added to work if I remember correctly Ares, but yes the 10% overall damage buff to the AR and more importantly the SCR should be removed now that hit detection is fixed, making TTK slightly longer.
LogiGod earns his pips
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Smooth Assassin
Stardust incorporation
471
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Posted - 2013.12.15 18:40:00 -
[9] - Quote
Please don't
Assassination is my thing.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
188
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Posted - 2013.12.15 18:43:00 -
[10] - Quote
Draco Cerberus wrote:Ares 514 wrote:AR, scramblers and SMGs need a 10% damage reduction IMO, basically remove what you gave them when hit detection was broken. However the real TTK issues are the damage mods, especially stacking them. Until CCP addresses the damage mods were stuck with being killed in under a sec. I personally believe that the complex damage mod should give a 5% bonus instead of 10% and stacking should cause each subsequent one to be half the bonus it would usually give. Stacking penalties have already been added to work if I remember correctly Ares, but yes the 10% overall damage buff to the AR and more importantly the SCR should be removed now that hit detection is fixed, making TTK slightly longer.
The stacking penalty on damage mods are a joke. It needs to be harsher IMO. Being able to get like a 25% boost to damage with three damage mods is ridiculous . FYI, approximating actual percent since no one can tell for sure!
Please fix the mic bubble bug...
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501st Headstrong
Dead Man's Game
62
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Posted - 2013.12.15 18:56:00 -
[11] - Quote
Its actually 17.5% If each is halved. People simply get around this by using Two Complex and One Enhanced. The actual problem is that Logis are stacking these. Assaults are meant to slaughter you, but if they use the Dmods they lost armor and shields. Logos don't. Just create Harsh Penalities if they use them, and this issue is buried. Plz let me know if I got something wrong though
Please don't Hack this game. I will join the NSA and hunt you the hell down. Don't believe me, wait 18 years!
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Dominus Fatali
Nox Aeterna Security
680
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Posted - 2013.12.15 18:57:00 -
[12] - Quote
I think that 30% is too large a reduction. 5% to 10% would be an ideal staring point for sustained fire weapons. Alpha Damage weapons (snipper riffles, shotguns, etc.) seem fine as is. This is coming from a Scout who uses only Submachine Guns.
Long Live Freedom; Long Live the Federation.
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Jooki Chewaka
Stalking Wolfpack
44
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Posted - 2013.12.15 18:59:00 -
[13] - Quote
1. I dont thing SMG needs any nerf, it has a limited range, and its rof is awesome, hence it damage.
2. The problem with speedtanking is more an Autoaim issue than weapons being OP.
3. About the rail rifle... its damage seems a lil' bit high than it should, sometimes i get killed with my heavy suit at the speeds of Duvolle rifle, and when i look, it is a normal Rail Rifle, second issue i see with it, Laser Rifle its only effective at long ranges, so should be the Rail Rifle, but it has a similar range than a laser rifle but it kicks ass at all ranges, this seems unfair to me, CCP said that it was gonna be a long range weapon... well, it is, and a short range too...
See you from orbit
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
188
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Posted - 2013.12.15 19:00:00 -
[14] - Quote
Dominus Fatali wrote:I think that 30% is too large a reduction. 5% to 10% would be an ideal staring point for sustained fire weapons. Alpha Damage weapons (snipper riffles, shotguns, etc.) seem fine as is. This is coming from a Scout who uses only Submachine Guns.
I think the poster didn't realize the true issue is with damage mods, however a 5-10% reduction on some weapons base damage needs to happen as well.
Please fix the mic bubble bug...
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KA24DERT
TeamPlayers Negative-Feedback
294
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Posted - 2013.12.15 19:07:00 -
[15] - Quote
Dominus Fatali wrote:I think that 30% is too large a reduction. 5% to 10% would be an ideal staring point for sustained fire weapons. Alpha Damage weapons (snipper riffles, shotguns, etc.) seem fine as is. This is coming from a Scout who uses only Submachine Guns.
10% doesn't do much to improve the situation.
The DPS of the base combat rifle is 640.
10% reduces it to 576 DPS
Which drops most suits in under 2 seconds.
30% reduces it to 448.
Which will STILL drop most suits in under 2 seconds.
A 30% nerf really isn't that much in terms of time to kill, and will actually help make glass cannon fits into glass cannons compared to suits that stack HP. |
501st Headstrong
Dead Man's Game
62
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Posted - 2013.12.15 19:10:00 -
[16] - Quote
Agreed. What do you guys think if we took Dmos out the gamw?
Never argue with a stupid person. They'll drag you down to their level, and then beat you with experience- A wise merc
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KA24DERT
TeamPlayers Negative-Feedback
295
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Posted - 2013.12.15 19:22:00 -
[17] - Quote
Jooki Chewaka wrote:1. I dont thing SMG needs any nerf, it has a limited range, and its rof is awesome, hence it damage.
2. The problem with speedtanking is more an Autoaim issue than weapons being OP.
3. About the rail rifle... its damage seems a lil' bit high than it should, sometimes i get killed with my heavy suit at the speeds of Duvolle rifle, and when i look, it is a normal Rail Rifle, second issue i see with it, Laser Rifle its only effective at long ranges, so should be the Rail Rifle, but it has a similar range than a laser rifle but it kicks ass at all ranges, this seems unfair to me, CCP said that it was gonna be a long range weapon... well, it is, and a short range too...
The SMG nerf may not be needed, or at least not as strong as a 30% hit. However I've been squadding with some people that use it as their PRIMARY weapon, and it wrecks effectively and quickly.
You're right about the auto aim being a part of the problem, but there are plenty of threads highlighting that.
I still think that even with aim assist gone, the rifle damage needs to be toned down, as there are still plenty of skilled people in this game that can make every shot count. |
Vulpes Dolosus
SVER True Blood Public Disorder.
483
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Posted - 2013.12.15 19:47:00 -
[18] - Quote
I'd like to see a 20% reduction to all rifle ranges as well as a damage debuff.
Dropship Specialist
Kills- Incubus: 3; Pythons: 0; Militia: 23; Tanks: 9
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KA24DERT
TeamPlayers Negative-Feedback
295
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Posted - 2013.12.15 19:49:00 -
[19] - Quote
deepfried salad gilliam wrote:I don't think it should be a straight dmg nerf
I would like a rof nerf to all weapons alpha damage weapons forge sniper shotty plc would be unaffected Wed still have the same damage per clip so it wouldn't be 7566 reloads per firefight All rifles and smg would be nerfed Scr and other semi auto weapons would also have max shots per second on them
The upside to a Damage nerf vs a RoF nerf for the rifles is that it will increase the importance of the sidearm, which will in turn further dissuade people from using Logi suits as Assault suits. |
Jooki Chewaka
Stalking Wolfpack
45
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Posted - 2013.12.15 20:06:00 -
[20] - Quote
KA24DERT wrote:The SMG nerf may not be needed, or at least not as strong as a 30% hit. However I've been squadding with some people that use it as their PRIMARY weapon, and it wrecks effectively and quickly. So do the Scrambler pistol and the flaylock, at short ranges they are as good as any.
KA24DERT wrote:I still think that even with aim assist gone, the rifle damage needs to be toned down, as there are still plenty of skilled people in this game that can make every shot count. Indeed, as i said, most of the times when I'm killed by it i assume i was killed by a proto one, but most of the times its a normal one, some others its an advanced/proto, and they just melt my heavy suit. And of course me it a real long range weapon ONLY.
Besides, the game already has a railgun light weapon, which is the sniper rifle... i dont know dafuq is ccp thinking to be honest, but seen how they do these days, maybe they are just faping and working once a day in the whole week, less events "kill the devs" and more real job CCP, youre making mistakes you already did (and supposedly learnt from) with eve.
See you from orbit
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Meeko Fent
State Patriots Templis Dragonaors
1718
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Posted - 2013.12.15 20:22:00 -
[21] - Quote
KA24DERT wrote:We keep seeing these "TTK" issue threads, but I think it's time to stop dancing around the issue.
The time to kill of most weapons is fine, with the exception of the rifles and the SMG.
The high damage output of these weapons is negating the following:
- CQC tactics: Strafing, jumping, and moving in general is a moot point, if you get shot first, you are probably dead. - Fittings: Most fits are now glass cannons, with most of the remainder being stacked HP. Variety in viable fittings is dwindling. - Going for cover: If you are in the open, you are dead, there is no running once you start taking damage. - Scouts: Speed tanking is no longer viable due to some of the above reasons. It's very hard to float like a butterfly and sting like a bee anymore. - Non Rifle Weapons: The non hitscan weapons are now relegated to utter novelties. The Rail Rifle has eaten the Laser's lunch, and most engagements are over before the second Mass Driver round can travel to a target.
Or to further distill it down, the rifles and SMG are interfering with:
- Core FPS mechanics - Unique Dust Mechanics
Which means it is affecting almost the entire game.
Reducing the damage by 30% is a good start to addressing what these incredibly high DPS weapons have done to Dust. While for the most part, I agree something must be done, but also disagree with your high percentage of nerfing, I would like to bring up a good point that people keep bringing up that just bewilders me.
Comparing ANYTHING to a Laser.
Lets admit this.
the laser is a useless pile of **** that should not be taken into account.
It be like saying "The ScP is Better then the NK, NERF IT." Its a novelty weapon, to be quite honest.
Take it as like comparing a Archery Bow to a AK.
Does it take more skill to use a Archery Bow? Yes.
Is it more rewarding to use? Probably.
Is it a effective weapon considering the capabilities of other weapon systems? **** no.
The Laser is a weapon that is only useful inside a 20 meter window that is 60 Meters Out.
Yet we are comparing it to a weapon that is really designed to be competitive.
The Laser is a kind of Skill-Kill Gun. Much like the NK, or ScP (To an extent), and using RE's as grenades. Its fun to do, but going into a match where there's a ****-ton of tryhards trying to win generally skews the balance to a much more implying that it is UP, and the opposing weapon is OP.
DUST is a half decent game.
Be happy its free.
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Xaviah Reaper
Nyain San Renegade Alliance
208
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Posted - 2013.12.15 20:32:00 -
[22] - Quote
fixing this requires a hp buff to suits by around 110%, and a buff to explosive damage, shotguns, and sniper rifles vs infantry to keep it balanced :P should have no affect on vehicles though as vehicle damage output vs infantry needs to be maintained
Best game with a Python:
33kills 1 death (1.6)
24kills 1 death (1.7)
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KA24DERT
TeamPlayers Negative-Feedback
296
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Posted - 2013.12.15 20:54:00 -
[23] - Quote
Xaviah Reaper wrote:fixing this requires a hp buff to suits by around 110%, and a buff to explosive damage, shotguns, and sniper rifles vs infantry to keep it balanced :P should have no affect on vehicles though as vehicle damage output vs infantry needs to be maintained
Dude, what you're saying is instead of nerfing 4 weapons by 30%, we should change the entire rest of the game around the current damage of those 4 weapons.
That's a lot of changes to address 4 overpowered weapons.
Meeko Fent wrote: While for the most part, I agree something must be done, but also disagree with your high percentage of nerfing
Earlier I did some math to show that a 30% damage reduction would yield a DPS of 448 for the Combat Rifle.
That is for the *standard* Combat Rifle with *zero* skills and *zero* damage mods.
30% is very reasonable. Anything less is pointless.
Meeko Fent wrote:
the laser is a useless pile of **** that should not be taken into account.
Every light weapon should be viable on the battlefield. The Laser was a niche weapon before, but that niche has been totally taken and superseded by the Rail Rifle.
In addition to killing far too quickly, it also effectively eliminates a weapon from the game.
That is a problem for battlefield variety and it should 100% be taken into account. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
188
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Posted - 2013.12.16 00:32:00 -
[24] - Quote
501st Headstrong wrote:Agreed. What do you guys think if we took Dmos out the gamw?
I would be very happy.
Please fix the mic bubble bug...
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Cosgar
ParagonX
8740
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Posted - 2013.12.16 01:08:00 -
[25] - Quote
Django Quik wrote:SMGs are fine - anything you have to get within 30m to actually have any chance of killing someone should have massive DPS. They are not even in the same ballpark as any of the rifles that generally have double the optimum range of just the effective range of SMGs.
That said, the sharpshooter skills for both weapons make such a massive difference that they should simply not exist for SMG or any rifle. ^This. Sharpshooter has ruined the game twice.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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KA24DERT
TeamPlayers Negative-Feedback
300
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Posted - 2013.12.16 18:03:00 -
[26] - Quote
501st Headstrong wrote:Agreed. What do you guys think if we took Dmos out the gamw?
I don't think we should outright remove them, as they add to fitting variety. If you want to give up your HP or support mods to do high damage, great. But someone fitting their suit for 100% tank should also have a survivability advantage on the field, which is currently not the case.
It's a careful balancing act. The base damage of a weapon should be enough to kill a suit with one clip. Skills and Mods should be able to improve that, but not so much that people can lose 1000 hp in a second.
If we bring down the rifles 30%, people will be able to use modules to overcome that. Bringing back the example of the combat rifle, that'll bring the damage up from my proposed base of 448 DPS back to ~640 DPS(no skills, just damage mods).
If the community thinks that's to much of a boost, then maybe the damage mods can be changed to do 2%, 3% and 5%? |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
188
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Posted - 2013.12.16 18:09:00 -
[27] - Quote
KA24DERT wrote:501st Headstrong wrote:Agreed. What do you guys think if we took Dmos out the gamw? I don't think we should outright remove them, as they add to fitting variety. If you want to give up your HP or support mods to do high damage, great. But someone fitting their suit for 100% tank should also have a survivability advantage on the field, which is currently not the case. It's a careful balancing act. The base damage of a weapon should be enough to kill a suit with one clip. Skills and Mods should be able to improve that, but not so much that people can lose 1000 hp in a second. If we bring down the rifles 30%, people will be able to use modules to overcome that. Bringing back the example of the combat rifle, that'll bring the damage up from my proposed base of 448 DPS back to ~640 DPS(no skills, just damage mods). If the community thinks that's to much of a boost, then maybe the damage mods can be changed to do 2%, 3% and 5%?
I have been calling for those 2%, 3%, 5% numbers on the damage mods FOREVER! The jump to 10% is BS.
Please fix the mic bubble bug...
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KA24DERT
TeamPlayers Negative-Feedback
303
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Posted - 2013.12.20 18:11:00 -
[28] - Quote
This is still a problem, and while the HMG buff is appreciated, it looks like CCP is closing the damage gap in the wrong direction.
We need less damage from the majority of the hitscan weapons, not more. |
KA24DERT
TeamPlayers Negative-Feedback
332
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Posted - 2013.12.22 19:46:00 -
[29] - Quote
Due to the Rifles obsoleting almost every non-rifle weapon in the game, other weapon users are asking for a Buff to Lasers, Mass Drivers, Plasma Cannons and the other orphans.
This is NOT the solution.
The HMG buff was the first step towards a race to the bottom for the TTK in this game.
No more Buffs to compensate for the gameplay breaking Rifles.
Nerf the Rifles. They are the root of the "TTK" issue. |
Demel Derpovsky
Derringer Defenses
39
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Posted - 2013.12.22 21:08:00 -
[30] - Quote
KA24DERT wrote:
- CQC tactics: Strafing, jumping, and moving in general is a moot point, if you get shot first, you are probably dead..
Not entirely true. It all depends on location. Get ****** in the open? Yeah....your more than likely dead unless you can spin around and put a few holes in them with a well aimed and charged scrambler rifle or something along those lines. Also, grenades won't kill them, but put a bump in their road of aiming..unless....they're a sniper.
KA24DERT wrote: - Fittings: Most fits are now glass cannons, with most of the remainder being stacked HP. Variety in viable fittings is dwindling. .
I agree with this though, not much variety. This is a touchy subject however...so I'm not sure how this'll be tackled.
.[/quote] - Going for cover: If you are in the open, you are dead, there is no running once you start taking damage. .[/quote] Refer to the upper CQC tactics. Think fast, think smart, and be willing to take risks. If you get snuck up on, maybe your ass was out in the open or the "snucker" is solid snake or something- idk...
KA24DERT wrote: - Scouts: Speed tanking is no longer viable due to some of the above reasons. It's very hard to float like a butterfly and sting like a bee anymore..
Scouts aren't meant to be players that tank. A scout sneaks behind cover and kills them softly and silently with charges or well placed shots. Bees don't have riot armor...they have wings. Wings for mobility that is.
KA24DERT wrote: - Non Rifle Weapons: The non hitscan weapons are now relegated to utter novelties. The Rail Rifle has eaten the Laser's lunch, and most engagements are over before the second Mass Driver round can travel to a target.
.
The mass driver's fall is sad, I agree, I loves my mass driver like a redneck loves his gun....if that's true, I'm not good at analogies. Yet the mass driver shines at tight hallways. It's just a matter of picking the right weapon for the right job.
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