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KING CHECKMATE
Scions of Athra
3383
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Posted - 2013.12.20 02:44:00 -
[31] - Quote
Roy Ventus wrote:Breach Rifle is OP man.
No but seriously. I'm getting used to it and it's pretty nasty both at a range and in CQC. It's rate of fire and damage makes it nice at long range and if you use it properly up close, most players drop within seconds.
Breach AR is actually my second fav Rifle. Hip fire is Perfect. Pleas , dont spread the word XD
AV-TANK BALANCE = https://forums.dust514.com/default.aspx?g=posts&m=1612446#post1612446
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ReGnYuM
Imperfects
1566
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Posted - 2013.12.20 02:45:00 -
[32] - Quote
ScR is broken because it is better @ CQC then the AR. Don't get me started on the amarr bonus.
RR should be semi auto and require pacing.
<3 CR
AR is meh why bother
^ Above is based on PC experience
Official Imperfect Title: Supreme Leader of the Endless Sunset
I learned how to make Jewelry out of Matari Flesh
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KING CHECKMATE
Scions of Athra
3384
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Posted - 2013.12.20 03:03:00 -
[33] - Quote
ReGnYuM wrote:ScR is broken because it is better @ CQC then the AR. Don't get me started on the amarr bonus.
RR should be semi auto and require pacing.
<3 CR
AR is meh why bother
^ Above is based on PC experience
Well you sound a little biased my friend. THe ACR and the CR feel like the best CQ weapon even if this is not its intended role. So it might be broken for other players while for you is : '' <3 '' IMO the CR is the weapon that best kicks the S*** out of me and im not requesting a nerf for it.
AV-TANK BALANCE = https://forums.dust514.com/default.aspx?g=posts&m=1612446#post1612446
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KING CHECKMATE
Scions of Athra
3384
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Posted - 2013.12.20 03:08:00 -
[34] - Quote
Garrett Blacknova wrote:KING CHECKMATE wrote:Garrett Blacknova wrote:Everyone wants longer TTK than we currently have.
Buffing all other weapons into line with Rifles doesn't give that.
Nerf all Rifles - a smaller pool of weapons, meaning a smaller pool of changes - into line with the other weapons.
Now, we have balance AND a long enough TTK for people to actually react to events. If you're blindsided, you're still pretty much dead, but it's not as harsh and with quick reactions and nearby cover, you have a chance to turn it around. I actually dont think we WOULD have balance. Would just be making space for weapons with SIMILAR TTK on top. You nerf Rifles, then everyone would be using Mass drivers/SMGs/SCR-P,etc....So i dont think it would really solve the issue here... So you're saying that if they nerf Rifles, there will be more variety in weapons on the battlefield? And that would, by necessity, result in longer TTK than we typically see now because most of those weapons you listed don't have as short a TTK as Rifles have at present. How is this not exactly what the game should be aiming for? You'll noticed that I said to nerf the Rifles INTO LINE WITH other weapons, not nerf them into comparative uselessness. If Rifles aren't significantly more OR less effective than other weapon options, those weapons will become viable again, and people will use them. BUT because Rifles are still an easy pick-up-and-go weapon, they'll still be more popular in general.
No.Im saying that if Rifles get Nerfed they will be completley REPLACED by othr weapons that have similar TTK. ASame as when the Flaylock was the easiest weapon to use with insane DPS everybody dropped rifles to use it. No.It wouldnt ''by necessity '' result in TTK increase. All weapons like SMG or SCR-P have same DPS than Light weapons,are not being used so much because of RANGE.But if yo NERF Rifles, it does not mean longer TTK,just more CQ combat. I can drop an enemy with a SCR-P in 1.5 seconds...so : '' most of those weapons you listed don't have as short a TTK as Rifles have at present.'' is not quite correct.
''You'll noticed that I said to nerf the Rifles INTO LINE WITH other weapons, not nerf them into comparative uselessness. If Rifles aren't significantly more OR less effective than other weapon options, those weapons will become viable again, and people will use them. BUT because Rifles are still an easy pick-up-and-go weapon, they'll still be more popular in general''
This is however reasonable and i cannot say you are incorrect,but then again,it depends on what ''INTO LINE'' means....
AV-TANK BALANCE = https://forums.dust514.com/default.aspx?g=posts&m=1612446#post1612446
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Garrett Blacknova
Codex Troopers
4253
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Posted - 2013.12.20 03:22:00 -
[35] - Quote
If Rifles are nerfed by a VERY small margin - like a 5% damage OR RoF (not both) nerf across the board, then any outlying high-DPS weapons that are significantly out-performing Rifles get their stats cut by a similar amount, that should increase TTK without significantly altering the landscape of weapon use.
If SMGs end up with slightly higher DPS than Rifles, people will STILL use Rifles because they can kill the SMG users from well outside max SMG range. If Scrambler Pistols end up seeming OP, they might get a slight nerf as well. If this nerf makes Shotguns into the next FOTM somehow and everyone goes full CQC, I'll eat my tank. |
KING CHECKMATE
Scions of Athra
3385
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Posted - 2013.12.20 03:36:00 -
[36] - Quote
Garrett Blacknova wrote:If Rifles are nerfed by a VERY small margin - like a 5% damage OR RoF (not both) nerf across the board, then any outlying high-DPS weapons that are significantly out-performing Rifles get their stats cut by a similar amount, that should increase TTK without significantly altering the landscape of weapon use.
If SMGs end up with slightly higher DPS than Rifles, people will STILL use Rifles because they can kill the SMG users from well outside max SMG range. If Scrambler Pistols end up seeming OP, they might get a slight nerf as well. If this nerf makes Shotguns into the next FOTM somehow and everyone goes full CQC, I'll eat my tank.
''If Rifles are nerfed by a VERY small margin - like a 5% damage OR RoF (not both) nerf across the board, then any outlying high-DPS weapons that are significantly out-performing Rifles get their stats cut by a similar amount, that should increase TTK without significantly altering the landscape of weapon use.''
It sounds reasonable, but thanks to damage mods stacking i'm not sure it would work. I rarely use Damage mods.But if my SCR gets a 5% damage reduction i could just sacrifice 1 Shield extender and i would still be using a SCR with +5% damage at the cost of 72 shields.So , im DYING FASTER! by 72 shields, the enemy is still dying faster, by 5%. So TTK is pretty much the same.... I think a different approach should be taken . Not sure which one thou.RoF doesnt seem too appropriate either... Maybe something regarding REMOVING AA and increasing dispersion rate or..something XD
''If SMGs end up with slightly higher DPS than Rifles, people will STILL use Rifles because they can kill the SMG users from well outside max SMG range'' With slightly more SMG? yeah probably. Then again how muh DPS did the flaylock have before nerf? (not being sarcastic,im truly asking,because range meant nothing to people if they get to use the FP...)
''. If Scrambler Pistols end up seeming OP, they might get a slight nerf as well. If this nerf makes Shotguns into the next FOTM somehow and everyone goes full CQC, I'll eat my tank''
Im somehow NOT very into the way you seem to want to ''Slightly'' nerf every weapon now... XD
AV-TANK BALANCE = https://forums.dust514.com/default.aspx?g=posts&m=1612446#post1612446
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Six 7
ROGUE SPADES
24
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Posted - 2013.12.20 03:42:00 -
[37] - Quote
ReGnYuM wrote:ScR is broken because it is better @ CQC then the AR. Don't get me started on the amarr bonus.
RR should be semi auto and require pacing.
<3 CR
AR is meh why bother
^ Above is based on PC experience How would you make the RR charge time fit with single shot fire? Not trying to criticize just trying to see how you would make it workGǪ
I currently love the new weapons and their balance
AR is still good in Medium range and has the TAC option for range to help compete with RR's and SCR. High dps reliable. Still get burned by the people still using them. Now they Definitely fit the role of good at everything master at none.
CR is a stomper in close range especially the assault version while the burst forgoes damage for accuracy and range. I Thought many times running an RR over the past week "ooooh yea I'm out of his range time to lay it thick" Catch a burst and "yep no he's still f'in dangerous" I hated it at first but I think it adds some serious dynamics to gun game and play style.
RR Hits like a hammer, great counter to the SCR with its range. Charge time gives a window for flankers and closer range weaps to gain an advantage. Has drawbacks in cqc but isn't useless, feathering multiple times puts you out of the battle for 1 sec where your opponent can apply dps. 2nd highest fit requirement.
SCR Uber high damage and bonus to headshotsGǪ Ability to 1HKO (yes it does, don't say it doesn't), Trigger pull speed and base damage make it dangerous everywhere but given all the damage it has the most extreme drawbacks requiring you to play smartGǪ Don't wanna play smart run the Assault version still super dangerous and the only True assault version (of any weapon) given a scope. I also think the amount of S**T bricked armor tankers will become less of an issue since most were doing it in 1.6 to counter the SCR users.
New weapons make you think about encounters and diversify on the battle field. I Love it. |
OmegaKelevra
Dirty Merc Dirt Work Corporation
42
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Posted - 2013.12.20 03:45:00 -
[38] - Quote
I prefer my trusty ol Exile & it comes at just the right price.
Sometimes I see some bad@ss about to go kick @ss so I shoot them dead & Then shoot them again Because I hate Zombies<_<
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Garrett Blacknova
Codex Troopers
4256
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Posted - 2013.12.20 04:13:00 -
[39] - Quote
KING CHECKMATE wrote:With slightly more SMG? yeah probably. Then again how muh DPS did the flaylock have before nerf? (not being sarcastic,im truly asking,because range meant nothing to people if they get to use the FP...) The problem with Flaylock wasn't really DPS. It's a burst-damage weapon. The problem was massive splash radius and high splash damage, so it was effectively a "noobtube" - you could use it like contact grenades and just aim close to the target for a good chunk of damage.
Quote:''. If Scrambler Pistols end up seeming OP, they might get a slight nerf as well. If this nerf makes Shotguns into the next FOTM somehow and everyone goes full CQC, I'll eat my tank''
Im somehow NOT very into the way you seem to want to ''Slightly'' nerf every weapon now... XD A good majority of players who have spoken up about the topic want TTK to increase.
The most popular weapons are Rifles. The only weapons that always maintain a consistent presence on the battlefield are Rifles. Other weapons are generally balanced around Rifles.
Increase TTK on Rifles, and find balance from there.
MOST weapons currently feel under-powered, in part because the short TTK negates the value of burst damage in most situations. Reducing the near-instakill potential of the most common DPS-based weapons will make burst weapons more viable. Any other weapon that seems to be stepping outside of being balanced would then get a nerf to bring it back into line.
I'm not saying to nerf EVERY weapon, I'm saying to nerf Rifles ONLY then OBSERVE. With the Rifle nerf, assuming it's small, MOST other weapons will remain as good niche/situational weapons, and only one or two will become standout OP weapons and need nerfing. I don't know for sure which weapons those will be, but it will be easy enough to pick them once the initial nerf happens.
And if you change your fit to bring a damage mod and negate the loss of 5% damage, but you're sacrificing around 15% of your eHP to do it, then go ahead, someone who DOESN'T make the change can keep their SLIGHT damage nerf and get an indirect buff because you've sacrificed more than you gained by changing your fitting. They'll get - against you, personally - about the same TTK as we have now, but you'll die faster. Right now, TTK with non-modded weapons is pretty close to where it should be with damage mods. If you're saying you'll compensate by bringing damage mods, that just means it's working. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
720
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Posted - 2013.12.20 04:17:00 -
[40] - Quote
Lol at 'hit detection fixed' - say that to SG users.
From personal experience. PLC is terrible but it would be only half as terrible if it was not glitchy as hell. I will agree with you on the fact that CCP should stop stroking AR (see AR variants - CR, etc) and fix the weapons that have been broken since Chrom.
Oh, sht! I just learned you can make a signature! Thanks, CCP! Forums are getting better!
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KING CHECKMATE
Scions of Athra
3396
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Posted - 2013.12.20 04:18:00 -
[41] - Quote
Garrett Blacknova wrote:KING CHECKMATE wrote:With slightly more SMG? yeah probably. Then again how muh DPS did the flaylock have before nerf? (not being sarcastic,im truly asking,because range meant nothing to people if they get to use the FP...) The problem with Flaylock wasn't really DPS. It's a burst-damage weapon. The problem was massive splash radius and high splash damage, so it was effectively a "noobtube" - you could use it like contact grenades and just aim close to the target for a good chunk of damage. Quote:''. If Scrambler Pistols end up seeming OP, they might get a slight nerf as well. If this nerf makes Shotguns into the next FOTM somehow and everyone goes full CQC, I'll eat my tank''
Im somehow NOT very into the way you seem to want to ''Slightly'' nerf every weapon now... XD A good majority of players who have spoken up about the topic want TTK to increase. The most popular weapons are Rifles. The only weapons that always maintain a consistent presence on the battlefield are Rifles. Other weapons are generally balanced around Rifles. Increase TTK on Rifles, and find balance from there. MOST weapons currently feel under-powered, in part because the short TTK negates the value of burst damage in most situations. Reducing the near-instakill potential of the most common DPS-based weapons will make burst weapons more viable. Any other weapon that seems to be stepping outside of being balanced would then get a nerf to bring it back into line. And if you change your fit to bring a damage mod and negate the loss of 5% damage, but you're sacrificing around 15% of your eHP to do it, then go ahead, someone who DOESN'T make the change can keep their SLIGHT damage nerf and get an indirect buff because you've sacrificed more than you gained by changing your fitting. They'll get - against you, personally - about the same TTK as we have now, but you'll die faster. Right now, TTK with non-modded weapons is pretty close to where it should be with damage mods. If you're saying you'll compensate by bringing damage mods, that just means it's working.
You are bringing in a lot of valid points and even if it seems you are following me around disaproving my ideas i cant hate you.
BUT: I think with AA removal these HIGH DPS wont be dropping people as much.
If a Duvolle fires 30 bullets FULL auto but hits 15, this already increased TTK... Im not sure you follow.
I think its the BEST way to approach weapons WITHOUT the need to really nerf them, also helping weapons like the Mass driver indirectly.
AV-TANK BALANCE = https://forums.dust514.com/default.aspx?g=posts&m=1612446#post1612446
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The Furtive Pygmy
Kameira Lodge Amarr Empire
70
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Posted - 2013.12.20 05:02:00 -
[42] - Quote
I have proto on all rifles and the CR is the most OP in my opinion. |
KING CHECKMATE
Scions of Athra
3396
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Posted - 2013.12.20 05:03:00 -
[43] - Quote
The Furtive Pygmy wrote:I have proto on all rifles and the CR is the most OP in my opinion. +1 for Dark souls reference
AV-TANK BALANCE = https://forums.dust514.com/default.aspx?g=posts&m=1612446#post1612446
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GRIM GEAR
NECROM0NGERS Covert Intervention
139
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Posted - 2013.12.20 05:08:00 -
[44] - Quote
KING CHECKMATE wrote:Bethhy wrote:SCR OHKO's proto assault suit's don't let them fool you ;)
Most SCR users have charged shot's hitting at about 480-520+ damage then you add the headshot. Most brick tanked logi's limp away and are like "WTF.. even a Thales doesn't hit that hard" everyone else either dies and or is lucky.
Its just got a bit to much efficiency everything else is fine. Did they fix the overheat circumvent glitch? *shrugs*
We don't need AA no more.it hurts the game more then it helps.That or limit it to characters under 5-10m SP and it stops working.. it's just being abused and it's not the new players who benefit from it at this point. ''SCR OHKO's proto assault suit's don't let them fool you ;) '' What proto suits? Last time i checked i couldnt drop a SINGLE proto logi,since all have at least 500ARMOR (and the SCR rifle has the worst penalty at 80% vs armor) and anything with 500+ EHP can Survive. If you are talking about PROTO SCOUTS, then i agree.If you are talking about a CHARGED SHOT , PLUS headshot, i think i kind of deserve the kill, and STILL,most of the times they dont drop,making me have to use follow up shots and having to take out an SMG if there is another enemy near... ''Most SCR users have charged shot's hitting at about 480-520+ damage then you add the headshot.'' So the rifle is OP because i can aim? Because im betting a 1 on 1 firefight on ONE shot? Im still missing the point here...'' Most brick tanked logi's limp away and are like "WTF.. even a Thales doesn't hit that hard" everyone else either dies and or is lucky.'' 1 on 1 the SCR is powerful. I;ve said it, its probably the BEST 1 on 1 weapon in the game. But if you are with ANOTHER friend and you BOTH die to 1 SCR user,you are doing it wrong.''Its just got a bit to much efficiency everything else is fine. Did they fix the overheat circumvent glitch? *shrugs* LOL no. In any case, making the SCR have +10% vs Shields and ONLY -10% vs armor would really fix it ;) Yea the glitch is fixed.''We don't need AA no more.it hurts the game more then it helps.That or limit it to characters under 5-10m SP and it stops working.. it's just being abused and it's not the new players who benefit from it at this point'' Agreed 100%Before AA i felt special using the SCR rifle. After AA, not so much....
BTW , most people saying the SCR is so damn OP are probably AR users....I know bethy is.... CR and RR users are mostly ok vs SCR ,because they have the range to fight back. (Example: The combat Rifle hits 32 per bullet in 3 bullet bursts.This means if 1 bullet hits,at 1200 RoF , usually the other 2 hit too. Thats 96 Damage PER burst... AT STD level. With 5% penalty on shields and 10% bonus to armor...Having a good optimal range and better Hip fire capacity,they dont struggle so much vs SCR)
The head shot bonus needs to be reduced to 100% or the charged shot needs to go.
It's a bird!
No it's a plane!
Never mind it's just my shotgun in your face!
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Garrett Blacknova
Codex Troopers
4257
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Posted - 2013.12.20 05:13:00 -
[45] - Quote
KING CHECKMATE wrote:You are bringing in a lot of valid points and even if it seems you are following me around disaproving my ideas i cant hate you. I'm just following the topics that interest me. You seem to show up in a lot, so obviously they interest you too. And even though some of your points are valid counters to mine, I don't hate you either. I enjoy intelligent discussions whether I'm proving myself right or being proven wrong.
Quote:BUT: I think with AA removal these HIGH DPS wont be dropping people as much. AA removal weakens poor players. There are skilled players with AA turned off (and moderately skilled players with it turned off because it annoys them - like me) who don't get the benefits of AA making their shots magically hit.
Quote:If a Duvolle fires 30 bullets FULL auto but hits 15, this already increased TTK... Im not sure you follow. The problem here is that a skilled player WON'T be missing half their shots. Right now, they - WITHOUT AA BECAUSE THEY TURNED IT OFF - are hitting 25/30 or more. With AA removed, they'll STILL be hitting 25/30 because they're not using it anyway. Skilled players will not be losing ANYTHING by removing AA. Only the portion of players using AA will be nerfed, and many of them only temporarily while they adjust to the change - some people were fine without AA and are fine with it, but might see a TINY loss in DPS. So after about a day or 2 without AA, only the weaker players will have their TTK increased, and the skilled players will be hitting just as hard as they always did. TTK will still be a problem as soon as a good player joins the match. The weapons themselves need some form of nerf because there will ALWAYS be skilled players getting good performance out of these weapons. |
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