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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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CLONE117
planetary retaliation organisation
536
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Posted - 2013.12.22 22:15:00 -
[31] - Quote
honestly both rail rifle variants and just the burst combat rifle would be all that could use the balancing....
now with that out of the way.. ive been shot from behind before...(dang flashlights...)
but ive also won many of those fights as well... |
TheD1CK
Dead Man's Game
257
|
Posted - 2013.12.23 00:14:00 -
[32] - Quote
CCP!! Please take notice of the OP's points here !!!!
ALL 4 VARIANTS OF AR AND SMG NEED A DMG REDUCTION !!!!!!!!
The TTK is too good on all of those weapons
each one excels in a different way and they are out-performing everything
Edit : If this came into place then the scrambler pistol headshot multiplier should be looked at, and rather than delete DMG mods, raise ISK cost from 5k-20k and add harsher stacking penalty |
Mordecai Sanguine
What The French
218
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Posted - 2013.12.23 00:20:00 -
[33] - 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.
Totally agree with you but 30% is maybe too much. Scrambler rifle will not be able to even kill without heating up like 2-3 time... It will be useless. And unable to kill anything.
I think 10-15% will be better AND reduce the optimal range of these weapon. (also effective range.)
-Combat Rifle (The most Op.) -Assault rifle. -Scrambler Rifle. -Rail rifle -SMG.
Hit detection issues have buffed them too strong. HMG has also being buffed but HMG don't need a nerf it was so much a trash than now it's almost useful. (Once these weapons will be nerfed.)
Ps : Yes 15% of damage is still a HUGE DPS. But if you down their rangel ike i said they will make reduced damage faster. (Ps : 10% is not enough 15% is better 20% is too much.) |
TheD1CK
Dead Man's Game
258
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Posted - 2013.12.23 00:27:00 -
[34] - Quote
No way can a Scrambler user call out the CR as 'most' OP
The gun you are using is way more lethal with it's charge shot....
Scramblers are the equivalent of the un-nerfed Tac AR, with a charge up ability ...... |
Mordecai Sanguine
What The French
218
|
Posted - 2013.12.23 00:38:00 -
[35] - Quote
TheD1CK wrote:No way can a Scrambler user call out the CR as 'most' OP
The gun you are using is way more lethal with it's charge shot....
Scramblers are the equivalent of the un-nerfed Tac AR, with a charge up ability ......
I'm an Mass Driver User and a Scrambler Pistol user. I've started using the scrambler ONLY since the hit detection. And on my alt accoun i'm playing Combat rifle and Rail rifle and Assault rifle and laser rifle and sniper and smg and nova knives and shot gun and forge and HMG. Only the Imperial Scrambler is really powerful but ONLY when the player stacks damager. Without damager it's pretty balanced (exept against Shield tanker) But i think it should get the same nerf than the others rifles but not 30%. (like the others rifles)
The Standard Combat rifle with NO skills (Just the level one to use it) is way more powerful than my CRW-04 scrambler rifle with Level 4 of proficiency.
Advanced Combat rifle takes 5PG to fit. Advanced Scrambler rifle takes 16PG to fit. Don't forget it. All these PG/CPU than the Combat rifle don't use can make a more powerful suit OR even more damager.
Charge shot is only 200-250 of damage. (See the Warcry quizz about Dust) It takes 1-2sec to charge. Making it an 120-150 of DPS weapon when charge shot. Regular shot is way more powerful and easier to make.
It's maybe powerful against Scouts but that's all. If it makes you a LOOOT of damage. It was an pretty nice headshot sorry for you but he could havem ake the same with regular shots. |
Beeeees
KILL-EM-QUICK RISE of LEGION
354
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Posted - 2013.12.23 00:44:00 -
[36] - Quote
TheD1CK wrote:No way can a Scrambler user call out the CR as 'most' OP
The gun you are using is way more lethal with it's charge shot....
Scramblers are the equivalent of the un-nerfed Tac AR, with a charge up ability ......
All rifles are now the equivalent of the pre-nerfed Tac AR. Every single one. |
DeadlyAztec11
2858
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Posted - 2013.12.23 02:14:00 -
[37] - Quote
No. The SMG is fine.
»We still have our honor!
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KA24DERT
TeamPlayers Negative-Feedback
340
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Posted - 2013.12.25 23:03:00 -
[38] - Quote
DeadlyAztec11 wrote:No. The SMG is fine.
This might be the case, especially given the range. |
Shadow Archeus
OSG Planetary Operations Covert Intervention
195
|
Posted - 2013.12.26 00:05:00 -
[39] - Quote
501st Headstrong wrote:Agreed. What do you guys think if we took Dmos out the gamw? I'm for this.......add mods that buff ROF,improve stability,improve optimal ranges, reduce recoil, reduce cool down times, speed up charge times,decrease heat buildup,increase magazine sizes, increase damage to armor or shields
Just add module slots to weapons make these modules and do away with plain Jane damage mods |
BL4CKST4R
WarRavens League of Infamy
1426
|
Posted - 2013.12.26 01:54:00 -
[40] - 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.
- CQC tactics: Strafing, jumping, and moving in general is a moot point, if you get shot first, you are probably dead.
Chromosome scouts where impossible to kill due to bunny hopping and super strafe add this to a KB/M user and you have Godmode.
- Fittings: Most fits are now glass cannons, with most of the remainder being stacked HP. Variety in viable fittings is dwindling.
Remove damage modifiers, or give them a penalty.
- Going for cover: If you are in the open, you are dead, there is no running once you start taking damage.
This happens in every single FPS, I don't know a single FPS where you can run through an open field, or an open space even if its just a short sprint stretch where being completely open to fire does NOT leave you vulnerable. This (IMO) is working as intended.
- 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.
Laser rifle obviously needs a damage and range buff, it should perform like the rail rifle does in long range but perform like a sniper rifle in short range. The rail rifle should have its range toned down just above the scrambler rifle, and have its CQC power greatly nerfed. As for the shotgun and the Mass driver, the shotgun is very powerful int he right hands but the mass driver is a different story, it can be a very OP or UP weapon and I can't really suggest how to fix it.
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Talos Vagheitan
Ancient Exiles.
319
|
Posted - 2013.12.26 02:02:00 -
[41] - 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.
What exactly is so bad about the current TTK?
- CQC. You say whoever shoots first wins, how would this be different with a longer TTK? - Being in the open makes you a vulnerable target. That's the way it should be. Cover is important - Scouts are all about playstyle. Scouts are not meant to be running and gunning through enemies, rather avoiding conflict, using stealth. They are functioning as intended. - Non-rifle weapons. It's all about how they're used. a Mass Driver is not meant to be going toe-to-toe against an AR. It's a specialty weapon, I see them used to great effect all the time, guarding narrow passages, hack points etc.
That's just the way it is I'm afraid. l
Who cares what some sniper has to say
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Draco Cerberus
BurgezzE.T.F Public Disorder.
633
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Posted - 2013.12.26 03:42:00 -
[42] - Quote
KA24DERT wrote: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. Being a poor shot is never part of my TTK equations.
KA24DERT wrote: 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.
With my Proto MD I have no problem OHKing Heavy suits, does that mean it is OP? I am not looking at the math because statistically speaking the suits although rather similar in most aspects as far as size and speed (which vary) will vary even more in total HP depending on what the Merc is attempting to do and how the fit is designed to work. Never mind taking into account damage mods, there are too many variations for me to be able to say X suit does Y DPS and with Z rifle they OP every time for each class. My observation about TTK is based on what I normally use in comparison to the suits fielded against me.
While the MD may be fine for OHKing Heavies, I seem to think that the 2 seconds of concentrated fire from my Proto CR/Duvolle or even my RR (standard) still kills at a very similar rate when comparing time firing and travel time of a MD round to target. When I look at the OHK power of a Militia FG I will admit TTK is slower, the charge time at 3 seconds for an untrained user (still OHKing people and loving it with a 10k isk fit) limits TTK severely but is not an issue at proto levels. I have played all the classes and weapons and understand them all. For instance the HMG TTK with a Burst HMG is quite fast at around 1.5 seconds, the Viziam usually under 2 seconds and the Nova knives are at under a second uncharged with a headshot. The exception to this long list of weapons is only the flaylock pistols, which I will admit to not spending very little time with due to a lack of ammo and firepower after the nerf (still quite deadly when the conditions are right). I'm not even going to mention the ASCR other than to say there is no reason to say this weapon has a high TTK.
Overall TTK with the vast majority of weapons is still between OHK and 3 seconds (charge time included). Thinking otherwise is taking into account cover and rep hives as well as LogiBros, none of which should be counted among the reasons to leave the extremely short TTK as is.
LogiGod earns his pips
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KA24DERT
TeamPlayers Negative-Feedback
341
|
Posted - 2013.12.26 03:43:00 -
[43] - Quote
BL4CKST4R wrote:
- CQC tactics: Strafing, jumping, and moving in general is a moot point, if you get shot first, you are probably dead.
Chromosome scouts where impossible to kill due to bunny hopping and super strafe add this to a KB/M user and you have Godmode.
This game doesn't have bunny hopping. Bunny hopping is a glitch that is very specific to some Quake derived games.
I don't know what you mean by "super strafing" either.
I think you just want to shoot stationary targets?
Quote:- Fittings: Most fits are now glass cannons, with most of the remainder being stacked HP. Variety in viable fittings is dwindling.
Remove damage modifiers, or give them a penalty.
I don't think they should be removed outright, and I think they already have a damage penalty. The problem is that the BASE damage before skills of every rifle is just way too high.
Quote: - Going for cover: If you are in the open, you are dead, there is no running once you start taking damage.
This happens in every single FPS, I don't know a single FPS where you can run through an open field, or an open space even if its just a short sprint stretch where being completely open to fire does NOT leave you vulnerable. This (IMO) is working as intended.
Not every single FPS, no.
There are games where a gun battle can go on for more than 2 seconds. It is wiser to stick to cover, but sometimes you have to move from cover.
With the current rifle damage (and the aim assist) it becomes an instant death sentence if any decent player has line of sight on you.
I've played shooters where someone can get the drop on you and you can still come out ahead thanks to superior footwork and gungame, and I think it's more fun that way.
That can almost never happen in Dust, and I think the core gameplay and the fittings metagame is suffering for it.
Quote: - 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.
Laser rifle obviously needs a damage and range buff, it should perform like the rail rifle does in long range but perform like a sniper rifle in short range. The rail rifle should have its range toned down just above the scrambler rifle, and have its CQC power greatly nerfed. As for the shotgun and the Mass driver, the shotgun is very powerful int he right hands but the mass driver is a different story, it can be a very OP or UP weapon and I can't really suggest how to fix it.
That's the thing, everyone is so used to the high damage environment that the "obvious" fix is to just buff everything else as well.
The game is a BLAP-fest regardless if you have 300hp or 1.2k hp, and that's a problem.
And the solution isn't to bring the "underpowered" weapons up to par.
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Draco Cerberus
BurgezzE.T.F Public Disorder.
633
|
Posted - 2013.12.26 03:50:00 -
[44] - Quote
KA24DERT wrote:BL4CKST4R wrote:
- CQC tactics: Strafing, jumping, and moving in general is a moot point, if you get shot first, you are probably dead.
Chromosome scouts where impossible to kill due to bunny hopping and super strafe add this to a KB/M user and you have Godmode.
This game doesn't have bunny hopping. Bunny hopping is a glitch that is very specific to some Quake derived games. I don't know what you mean by "super strafing" either. I think you just want to shoot stationary targets? Quote:- Fittings: Most fits are now glass cannons, with most of the remainder being stacked HP. Variety in viable fittings is dwindling.
Remove damage modifiers, or give them a penalty.
I don't think they should be removed outright, and I think they already have a damage penalty. The problem is that the BASE damage before skills of every rifle is just way too high. Quote: - Going for cover: If you are in the open, you are dead, there is no running once you start taking damage.
This happens in every single FPS, I don't know a single FPS where you can run through an open field, or an open space even if its just a short sprint stretch where being completely open to fire does NOT leave you vulnerable. This (IMO) is working as intended.
Not every single FPS, no. There are games where a gun battle can go on for more than 2 seconds. It is wiser to stick to cover, but sometimes you have to move from cover. With the current rifle damage (and the aim assist) it becomes an instant death sentence if any decent player has line of sight on you. I've played shooters where someone can get the drop on you and you can still come out ahead thanks to superior footwork and gungame, and I think it's more fun that way. That can almost never happen in Dust, and I think the core gameplay and the fittings metagame is suffering for it. Quote: - 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.
Laser rifle obviously needs a damage and range buff, it should perform like the rail rifle does in long range but perform like a sniper rifle in short range. The rail rifle should have its range toned down just above the scrambler rifle, and have its CQC power greatly nerfed. As for the shotgun and the Mass driver, the shotgun is very powerful int he right hands but the mass driver is a different story, it can be a very OP or UP weapon and I can't really suggest how to fix it.
That's the thing, everyone is so used to the high damage environment that the "obvious" fix is to just buff everything else as well. The game is a BLAP-fest regardless if you have 300hp or 1.2k hp, and that's a problem. And the solution isn't to bring the "underpowered" weapons up to par. Obviously although agreeing with me about my assessment on what needs to happen (more HP) you disagree with me about the weapons, I am fine with that but urge you to look closer at the type of environment each weapon excels in. They are not all designed to be open/closed spaces weapons and act accordingly.
LogiGod earns his pips
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KA24DERT
TeamPlayers Negative-Feedback
341
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Posted - 2013.12.26 04:12:00 -
[45] - Quote
Draco Cerberus wrote: Obviously although agreeing with me about my assessment on what needs to happen (more HP) you disagree with me about the weapons, I am fine with that but urge you to look closer at the type of environment each weapon excels in. They are not all designed to be open/closed spaces weapons and act accordingly.
The thing is that there is no reason to use anything but an rifle now. The niches of things non-rifle are now erased by rifles. CQC? Combat Rifle does better than the shotgun. Mid-Long Range? Rail Rifle outclasses the Laser. Getting guys out from cover? Grenades do that just fine, no need for the lolcannon or mass driver.
(side note, every smart player at this point knows that when I start popping them behind cover, they can just poke their head out and blap me before my 2nd round hits them.)
As far as the HP thing, that is one way to solve the problem, but canon-wise it's risky business, since a Rifter has a base HP of 1250.
I'd rather go the damage reduction route than to have dropsuits with more HP than spaceships. |
Beeeees
KILL-EM-QUICK RISE of LEGION
354
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Posted - 2013.12.26 05:07:00 -
[46] - Quote
Well, canon is not really the problem, HP is an arbitary number that may not mean the same in EVE, unlike ISK.
Raising EHP however is not the right way to go. Chromo worked just fine in the current EHP paradigm. The 4 main rifles are the only issue with the current gunplay.
Also, super strafing does not even work anymore, thats a moot argument. And bullet dodging scouts is something bad now? Are you crazy man? Has this become "Babbys First Shooter 514"? |
Shinobi MumyoSakanagare ZaShigurui
KOBAYASHI MARU PROJECT
233
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Posted - 2013.12.26 05:23:00 -
[47] - Quote
Vulpes Dolosus wrote:I'd like to see a 20% reduction to all rifle ranges as well as a damage debuff.
Now that's a start . The RR and the CR are too dam strong , you could give them 30% .
" BANE " of ALL vehicle users , Crush , Kill and Destroy ALL vehicles !!!!!
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
720
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Posted - 2013.12.26 05:35:00 -
[48] - Quote
30% lol. At the beginning of 1.6 I thought that weapons could use a slight nerf (on the order of 5% - 10%) to compensate for the HD fix, but after play this way for a while now its kinda grown on me. I'm fine with TTK the way it is now.
{:)}{3GÇó>
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Draco Cerberus
BurgezzE.T.F Public Disorder.
633
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Posted - 2013.12.26 09:11:00 -
[49] - Quote
KA24DERT wrote:Draco Cerberus wrote: Obviously although agreeing with me about my assessment on what needs to happen (more HP) you disagree with me about the weapons, I am fine with that but urge you to look closer at the type of environment each weapon excels in. They are not all designed to be open/closed spaces weapons and act accordingly.
The thing is that there is no reason to use anything but an rifle now. The niches of things non-rifle are now erased by rifles. CQC? Combat Rifle does better than the shotgun. Mid-Long Range? Rail Rifle outclasses the Laser. Getting guys out from cover? Grenades do that just fine, no need for the lolcannon or mass driver. (side note, every smart player at this point knows that when I start popping them behind cover, they can just poke their head out and blap me before my 2nd round hits them.) As far as the HP thing, that is one way to solve the problem, but canon-wise it's risky business, since a Rifter has a base HP of 1250. I'd rather go the damage reduction route than to have dropsuits with more HP than spaceships. Well if you notice comments made in the most recent Dev Blog by CCP Remnant they are looking for a solution that produces a middle ground somewhere, he was very vague about what their ideal fix is but IMO we should already be looking at the Heavy being able to easily have over the base HP of a Rifter as a sign that there is no real comparison between Dust and Eve HP. An average Battleship (the equivalent of a current heavy in dust) can have well over 100k EHP when fit, looking at the largest fit for a Proto Heavy (most HP) I would imagine to be still minuscule in comparison to a fully fit BS. Next time you try to compare a ship, make sure you are in the right weight class sir. For instance the Rifter would equate to a Standard Light M-1 (minmatar Light suit not scout) . The Hound (covert Ops frigate) would compare relatively easily to a Prototype Scout Mk.0 I think they are called (Minmatar Proto Scout). The reason for this is simple. SP needed to fly/use the rifter/hound/dropsuit. It would take much more time to fly a hound than a rifter, in fact the starter missions give you a free rifter if you do them and can be flown at level 1 minmatar frigate which is an easy train considering the frigate skill is the base skill for piloting any ship and if you are a minmatar pilot, you start the game with level 3 minmatar frigate I believe.
I still think if we had an overall buff to HP it would be worthwhile and not unwarranted considering the only obvious clear choice atm is to armor tank your suit and stack damage mods because otherwise it is nigh impossible to take anyone down short of using specialty weapons (REs/Grenades/FG/PC) and even then it is all situational. If the other guy is simply running a cheap fit or a low HP suit for whatever reason and you are doing the same only skills would make any difference. I'm not saying that reducing damage overall would be a bad thing but I think just removing the 10% overall weapon buff may amount to the same thing as an HP buff. It is just a different way to do it. Suggestions that damage modifiers have lower rewards seems silly though and really short sighted, looking back at chromosome they functioned fine there as well and would not be worth fitting if the addition was a mere 5% for complex dmg mods. With the stacking penalties it is obvious why.
LogiGod earns his pips
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deepfried salad gilliam
Sanguine Knights
327
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Posted - 2013.12.26 20:00:00 -
[50] - Quote
KA24DERT wrote: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. Why not a combo of the 2 7% universal rof and dmg nerf
"May God our Father and the Lord Jesus Christ give you grace and peace" - Second Corinthians chapter one verse two.
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