Pages: 1 2 3 [4] 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Seigfried Warheit
127
|
Posted - 2014.01.24 23:27:00 -
[91] - Quote
oh man oh man oh god oh god proto burst and breach pistols....and new pistol and sub oooooooh for sidearms crazies like me Im loving this |
Seigfried Warheit
127
|
Posted - 2014.01.24 23:28:00 -
[92] - Quote
DeadlyAztec11 wrote:Assault SMG! Where are you baby!
Don't take away ny baby ;_;
The pain the tears the emotion your post is gold |
Dexter307
The Unholy Legion Of DarkStar
761
|
Posted - 2014.01.26 05:51:00 -
[93] - Quote
Maciej Szambelan wrote:GVGMODE wrote:The range on each of the weapons is hilarious... Seriously CCP. You need to get you act together regarding the ranges of your weapons.
RR is king, CR is queen, Magsec SMG and Bolt Pistol are their babies on steroids... Where does this leaves the rest of your weapons? So true! Why new weapons are always OP? I've put 3 mln sp in to AR and now it's nothing compering to new rifles, can I have a respec, as I don't think it's right? Scrambler pistol is already better than both of the new sidearms. |
sira draco
Ancient Erectiles
59
|
Posted - 2014.01.26 09:38:00 -
[94] - Quote
Mordecai Sanguine wrote:Please CCP be CAREFUL when you bring new weapons. They're not supposed to be too "awesome". We know you want us te be enjoyed by them and want us to use them. But making new OP weapons is not a solution. Yes lot of people will play with them but it destroy the game balance.
Since CR and RR is here the TTk has killed the game and "fitting" is now useless..... You wanted us to play with them so you make them TOTALLY OP.....(At the same level than AR and SCR....) So instead of nerfing 2 weapons (AR/SCR) and THEN make the two others rifle balanced. You've make 4 OP rifle...... And destroy the game.
Here's some suggestion of "balance" that is REALLY important :
Infantry Balance the 4 Rifles. Nerf them. Bring balance for minmatarr weapons (+5%/-5% instead of +10%/-5%). Better Bonus for Amarr scout. This is not even a basic cardiac regulator while others have one complex and one enhanced..... Lower the locus damage or make them unable to ressuply exept on a Supply depot.
Lower the medium frame speed by 0.3 and higher the light suits by 0.3. Amarr scout have the same speed than Medium Calda/Minmatarr suits.
Armor Plates : Higher speed penality but keep Hp values. The older speed penality was good with the actual Hp amount. (3%/5%/10%) Reactives : Should be same PG/CPU than normal Armor plates => And give them more hp/s. (1/2/4hp/s) Ferroscale : 25 more hp.
Armor repper : 3hp/5hp/7hp would be better : Useful with the good suit and reactives plates but not Op. (11hp/s for a single Complexif gallente. With a complex reactive plate it's 15hp/s which is HUGE after the rifles nerf and the TTK problem ruled) Once the armor plates and TTK is adjusted bring back 10% repair rate of the repair tool to avoid "God Mod". This is a "repair" tool not an "shield" tool that protect the target.
V+¬hicules Higher the price of tanks and lower modules price of vehicules.. Don't give any "base" modules to militia. They must buy them. Or use at least some SP to have at basic level. Lower the elevation of railgun turret. Higher the elevation of missiles turret (making it an AA turret.)
I agree, TTK is to short and the rifles are OP |
BL4CKST4R
WarRavens League of Infamy
1718
|
Posted - 2014.01.26 12:03:00 -
[95] - Quote
The ion pistol is a pretty bad pistol. It has the lowest DPS and the lowest range... If I were to give the scrambler rifle the lowest DPS because it has a charged shot nobody would use it so in what mentality would you agree it is acceptable for the ion pistol specially a short range weapon.
Not only that but spamming the charged shot without a cool down actually lowers your DPS more than if you were to shoot it normally. This weapon will be far from OP specially because of the range and low DPS. The charged shot is a novelty but not very useful specially in a CQC environment where lining up a good shot while ADSed will be a bit difficult. In reality the DPS of the ion pistol should be switched with the bolt pistol...
This problem doesn't only lie in the ion pistol, as long as you [CCP] keep making long ranged weapon have the same DPS as short range weapons you will NEVER have a balance. I don't care what spool time, cool down, overheat or whatever you add they will always outclass short range weapons due to the range and DPS disparity.
Armor and Shields are not the same!
|
bamboo x
Eternal Beings Proficiency V.
48
|
Posted - 2014.01.26 16:04:00 -
[96] - Quote
BL4CKST4R wrote:The ion pistol is a pretty bad pistol. It has the lowest DPS and the lowest range... If I were to give the scrambler rifle the lowest DPS because it has a charged shot nobody would use it so in what mentality would you agree it is acceptable for the ion pistol specially a short range weapon to have the lowest DPS.
Not only that but spamming the charged shot without a cool down actually lowers your DPS more than if you were to shoot it normally. This weapon will be far from OP specially because of the range and low DPS. The charged shot is a novelty but not very useful specially in a CQC environment where lining up a good shot while ADSed will be a bit difficult. In reality the DPS of the ion pistol should be switched with the bolt pistol and even then that won't be enough, 20 more DPS vs 20 more range lol? What kind of bs is that the ion pistol should have a DPS similar to the scrambler, and the scrambler should have slightly lower DPS than the ion.
This problem doesn't only lie in the ion pistol, as long as you [CCP] keep making long ranged weapon have the same DPS as short range weapons you will NEVER have a balance. I don't care what spool time, cool down, overheat or whatever gimmick you add they will always outclass short range weapons due to the range and DPS disparity.
CQC, ADS... god you nerds and your abbreviations.
Try telling your girlfriend about it using that kind of speech. |
GVGMODE
WorstPlayersEver
126
|
Posted - 2014.01.27 22:52:00 -
[97] - Quote
At this pace we will get racial shotguns with 50 m range
Dual Pilot (Tank / Assault Dropship)
Mercenary hiring information is provided via in-game message.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8680
|
Posted - 2014.01.28 18:53:00 -
[98] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=138620&find=unread
Arkena Wyrnspire wrote:Comparing the stats of the ion pistol to existing sidearms, this is a weapon of very dubious value. IGÇÖm not comparing it to nova knives, because theyGÇÖre really quite different, but it is horrendously underpowered compared to the other ranged sidearms. To prove this, I have some statistics. Please do feel free to point out if I have missed anything. First, letGÇÖs compare its DPS to the other sidearms. ItGÇÖs worth noting as well that the ion pistol and scrambler pistol are both semi-automatic, meaning that they will very rarely attain their full DPS value, especially in the case of the ion pistol where the restrictively low RoF means that taps will not always translate to shots.
- The RoF of the ion pistol is 375 RPM. At 50 damage a shot, with a maxed fire rate this translates to 312.5 DPS. It does, however, have a charge shot mechanic which allows you to charge up a shot for 1.45 seconds for 350 damage. This gives a DPS of 241.
- The RoF of the magsec SMG is 666 RPM. At 35 damage a shot, this translates to 388 DPS. However, there is a short 0.3 second fire delay which reduces the initial DPS to 273.
- The RoF of scrambler pistol is 400 RPM. At 80 damage a shot, this translates to 533 DPS. Notably, it also has a 450% damage bonus on headshots.
- The RoF of the submachine gun is 1000 RPM. At 23 damage a shot this translates to 383 DPS.
- The RoF of the bolt pistol is 150 RPM. At 135 damage a shot, this translates to 337.5 DPS. However, there is a short 0.25 second fire delay which reduces the initial DPS to 253.
From this damage assessment we can see that the ion pistol is the weakest sidearm in terms of damage output when not considering the charge time on the bolt pistol and magsec SMGs. With those, it slightly outperforms them. A note on charge delay GÇô it is easily mitigated by pre-charging as the opponent comes around a corner, or constantly tapping the trigger as you move around ensuring you are charged up and ready to go at any time. This does not entirely discount the charge time GÇô it is a hindrance, but it is not a significant one. The charge shot mechanic of the ion pistol is not notable for any practical application. Upon firing a charge shot, the weapon will immediately overheat GÇô rendering follow-up shots useless. The alpha damage is not high enough to kill many opponents, so using the charge shot means you will be helpless. Additionally, using the charge shot as a follow-up to normal shots does not work because the charge time is too long and you would be better served by using normal shots. Now. Consider the sustained damage capability of each of these sidearms.
- The ion pistol has 12 shots in a clip before needing to reload. This gives 600 damage per clip. There is also possibly an overheat mechanic, though this is only known for the charge shot.
- The magsec SMG has 54 shots in a clip before needing to reload. This gives 1890 damage per clip.
- The SMG has 80 rounds per clip for 1760 damage per clip.
- The scrambler pistol has 11 rounds per clip for approximately 880 damage per clip.
- The bolt pistol has 6 rounds per clip for 810 damage per clip.
The ion pistol is thoroughly outperformed by the other weapons in sustained damage output. The other weapons in its class give up to triple the damage per clip. This is more of a handicap than it appears as well GÇô many opponents have more than 600 EHP, meaning a reload is absolutely necessary for the ion pistol where it wouldnGÇÖt be for the other sidearms. The pistols generally have lower damage per clip than the SMGs, but the ion pistol still has the lowest in class there as well.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8680
|
Posted - 2014.01.28 18:55:00 -
[99] - Quote
Arkena Wyrnspire wrote:Finally, we have the range.
- Ion pistol GÇô 20m optimal.
- SMG GÇô 25-30m optimal.
- Scrambler pistol GÇô 30-35m optimal.
- Magsec SMG GÇô 40m optimal.
- Bolt pistol GÇô 45m optimal.
This is huge. The ion pistol is not just the shortest ranged sidearm, it is by far the shortest ranged sidearm. Even its closest competitor can get up to 50% more range than it GÇô and the rail sidearms have over double the range. The ion pistol is completely unable to retaliate when sufficiently outranged and it gains nothing for it. To summarise, the ion pistol is outperformed in almost every category. It cannot compete in DPS. It cannot compete in sustained damage. Although alpha looks promising due to the charge mechanic, it loses out to the bolt pistol because it canGÇÖt follow through with its shots. It certainly canGÇÖt compete in range. It doesnGÇÖt have the RoF to be good at CQC. This is not the first time a close ranged weapon has been outperformed GÇôat close range- by longer ranged weapons, even in the DPS department. If a weapon is only able to be used at drastically shorter ranges than other weapons of its class, it needs significantly higher DPS than those in order to be useful. There needs to be an end to long ranged weapons out-DPSing close range weapons, especially when they have a higher RoF as well (which helps in CQC). The description of the ion pistol states that it is GÇ£a ruthlessly efficient close-quarters weaponGÇ¥. This is absolutely not the case should the ion pistol be released with these stats.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
BL4CKST4R
WarRavens League of Infamy
1762
|
Posted - 2014.01.29 04:19:00 -
[100] - Quote
KAGEHOSHI Horned Wolf wrote:https://forums.dust514.com/default.aspx?g=posts&t=138620&find=unread Arkena Wyrnspire wrote:Comparing the stats of the ion pistol to existing sidearms, this is a weapon of very dubious value. IGÇÖm not comparing it to nova knives, because theyGÇÖre really quite different, but it is horrendously underpowered compared to the other ranged sidearms. To prove this, I have some statistics. Please do feel free to point out if I have missed anything. First, letGÇÖs compare its DPS to the other sidearms. ItGÇÖs worth noting as well that the ion pistol and scrambler pistol are both semi-automatic, meaning that they will very rarely attain their full DPS value, especially in the case of the ion pistol where the restrictively low RoF means that taps will not always translate to shots.
- The RoF of the ion pistol is 375 RPM. At 50 damage a shot, with a maxed fire rate this translates to 312.5 DPS. It does, however, have a charge shot mechanic which allows you to charge up a shot for 1.45 seconds for 350 damage. This gives a DPS of 241.
- The RoF of the magsec SMG is 666 RPM. At 35 damage a shot, this translates to 388 DPS. However, there is a short 0.3 second fire delay which reduces the initial DPS to 273.
- The RoF of scrambler pistol is 400 RPM. At 80 damage a shot, this translates to 533 DPS. Notably, it also has a 450% damage bonus on headshots.
- The RoF of the submachine gun is 1000 RPM. At 23 damage a shot this translates to 383 DPS.
- The RoF of the bolt pistol is 150 RPM. At 135 damage a shot, this translates to 337.5 DPS. However, there is a short 0.25 second fire delay which reduces the initial DPS to 253.
From this damage assessment we can see that the ion pistol is the weakest sidearm in terms of damage output when not considering the charge time on the bolt pistol and magsec SMGs. With those, it slightly outperforms them. A note on charge delay GÇô it is easily mitigated by pre-charging as the opponent comes around a corner, or constantly tapping the trigger as you move around ensuring you are charged up and ready to go at any time. This does not entirely discount the charge time GÇô it is a hindrance, but it is not a significant one. The charge shot mechanic of the ion pistol is not notable for any practical application. Upon firing a charge shot, the weapon will immediately overheat GÇô rendering follow-up shots useless. The alpha damage is not high enough to kill many opponents, so using the charge shot means you will be helpless. Additionally, using the charge shot as a follow-up to normal shots does not work because the charge time is too long and you would be better served by using normal shots. Now. Consider the sustained damage capability of each of these sidearms.
- The ion pistol has 12 shots in a clip before needing to reload. This gives 600 damage per clip. There is also possibly an overheat mechanic, though this is only known for the charge shot.
- The magsec SMG has 54 shots in a clip before needing to reload. This gives 1890 damage per clip.
- The SMG has 80 rounds per clip for 1760 damage per clip.
- The scrambler pistol has 11 rounds per clip for approximately 880 damage per clip.
- The bolt pistol has 6 rounds per clip for 810 damage per clip.
The ion pistol is thoroughly outperformed by the other weapons in sustained damage output. The other weapons in its class give up to triple the damage per clip. This is more of a handicap than it appears as well GÇô many opponents have more than 600 EHP, meaning a reload is absolutely necessary for the ion pistol where it wouldnGÇÖt be for the other sidearms. The pistols generally have lower damage per clip than the SMGs, but the ion pistol still has the lowest in class there as well.
I think going by these numbers it is safe to say that the Ion pistol should start off at 75(468DPS)-85(531DPS) dmg per shot at standard level to compensate for its terrible range, this still leaves the Scrambler pistol as the highest DPS side arm, but it brings the ion pistol at second place.The SMG should also have it damage buffed since it is a short ranged weapon as well, the second shortest ranged sidearm so buff the damage to 26 at standard level bringing the DPS to 433.
Armor and Shields are not the same!
|
|
KalOfTheRathi
Nec Tributis
938
|
Posted - 2014.01.29 11:31:00 -
[101] - Quote
You are Nerfing the nanohive. Why is that? The reason buried in the spreadsheet is to sell the LP version of the State Ishukone Nanohive as it will be the only one worth having.
So what have we done wrong now? You ganked all vehicles because we were playing them correctly. You are ganking logistic suits while fixing a few* and now nano hives get the gank. So, we are all expected to run out of ammo continously like Uprising 1.0? Or does the magic CCP playbook require infantry to return to base so they can reload as well?
Would you please explain how we are supposed to play your game? Seriously, it would save us all a lot of time. And no, I don't want of focus on being a back stabbing Kitten Eating Scout with a cloak.
* Hard to believe I actually typed that you fixed something. Of course, it hasn't been released yet. There is still have time. |
Emo Skellington
The Neutral Zone
1
|
Posted - 2014.01.29 15:35:00 -
[102] - Quote
The magsec SMG has 54 shots in a clip before needing to reload. This gives 1890 damage per clip.
The SMG has 80 rounds per clip for 1760 damage per clip.
The scrambler pistol has 11 rounds per clip for approximately 880 damage per clip.
The bolt pistol has 6 rounds per clip for 810 damage per clip.
[/list][/b]
The ion pistol is thoroughly outperformed by the other weapons in sustained damage output. The other weapons in its class give up to triple the damage per clip. .[/quote] [/quote]
You should not be able to drop a heavy one on one with a flippin SMG.... simply lower the SMg damage very slightly so it its at about 1650 damage per clip and the Magsec should definitely be brought down to 1770 or about there.... remember this is a SIDEARM not a PRIMARY!!!! you shouldn't be able to use this to murder a whole team, this is a safety weapon which when you need gets you out of a tight spot.... This should not be able to be used in place of an assault rifle...if it does this much damage then at least give it some short range to even the damage output. Thanks for bringing this up |
BILLJ666
The Phoenix Federation
0
|
Posted - 2014.01.29 22:52:00 -
[103] - Quote
hey i hate to be a bother but can you guys make lazer rifles a little bit better if you could id be very greatful |
Ghermard-ol Dizeriois
Maphia Clan Corporation
118
|
Posted - 2014.01.29 23:29:00 -
[104] - Quote
Emo Skellington wrote:You should not be able to drop a heavy one on one with a flippin SMG.... simply lower the SMg damage very slightly so it its at about 1650 damage per clip and the Magsec should definitely be brought down to 1770 or about there.... remember this is a SIDEARM not a PRIMARY!!!! you shouldn't be able to use this to murder a whole team, this is a safety weapon which when you need gets you out of a tight spot.... This should not be able to be used in place of an assault rifle...if it does this much damage then at least give it some short range to even the damage output. Thanks for bringing this up
Obviously you haven't been ambushed by a Six Kin SMG in CQC (distance ~ 10m)...
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
Nocturnal Soul
Fatal Absolution Covert Intervention
1790
|
Posted - 2014.01.30 04:47:00 -
[105] - Quote
Why does the breach have lower range than the burst variants of all side-arms.
New born sAMARRi
|
Broonfondle Majikthies
Dogs of War Gaming Zero-Day
780
|
Posted - 2014.01.30 11:11:00 -
[106] - Quote
with the inclusion of the Breach I will assume the withdrawal of the Assault SMG. Which seems... ok as the general range models seems to be increasing with all weapons.
So, what to replace ASMG with... Burst and Tactical SMG's? If we take a direct comparison for damage models we have with the current AR and its variants then these will be woefully underpowered for the range increase, so as a dedicated sidearm for a rifle the standard or breach is preferable.
As for using a Burst/Tactical SMG as a primary - The greater optimal range is preferable. The innate accuracy of burst and single fire also. But again the damage model of AR variants would mean the reduced damage won't make it competitive as a replacement for the ASMG.
So will the Burst be like the standard CR? (i.e more powerful shots than the assault variant) would be an interesting idea - No good as a sidearm for a rifle as it won't be as good in CQC, but does make an interesting choice as a primary.
No offence CCP, love your work, but including these and not giving comparable data is very counter intuitive.
"...where Bylothgar the Ill-postured was made King of the People With No Name But Decent Footwear"
|
Ghermard-ol Dizeriois
Maphia Clan Corporation
119
|
Posted - 2014.01.30 11:16:00 -
[107] - Quote
In a pic I found somewhere here there was a suppressed SMG... *evil laugh*
If you are an hacker, a cheater o a glitcher, you deserve death. In real life.
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1770
|
Posted - 2014.01.30 13:03:00 -
[108] - Quote
BILLJ666 wrote:hey i hate to be a bother but can you guys make lazer rifles a little bit better if you could id be very greatful
Confirmed for 1.8 by CCP remnant. They actually tried to hotfix it last week but the coding was apparently more complex than they thought, so it was pushed back.
"The line between disorder and order lies in logistics" -Sun Tzu
Forum Warrior lv.1
Amarr victor!
|
KalOfTheRathi
Nec Tributis
940
|
Posted - 2014.01.31 05:06:00 -
[109] - Quote
Since CCP/Shanghai is releasing new pistols, at least one of which will be the FOTM with its long range, when will the currently over powered FOTM Combat and Rail rifles get balanced? AKA, Nerfed. I have spent some SP but hesitate to spend more until I know when the auto-gank or Ninja Nerf from our favorite ganker Cmder Wangster is due.
You have successfully made the SP spent in Assault rifles a wasted effort and I would prefer not to duplicate that effort.
Also we Mercs need the full list of modifications to the remaining suits and weapons released. Preferably signed by the new EP as nobody else actually has the authority to make a decision one way or the other much less make it stick. Without that signature all other Dev forum postings are conjecture and mostly a waste of time/bits/whatever.
Have a day. |
Xak Arji
DIOS EX. General Tso's Alliance
32
|
Posted - 2014.01.31 05:33:00 -
[110] - Quote
Well! I love the idea of having a reasable sidearm to pair with me Kaalakota Rail rifle! Before 1.7 I rocked the GEK and Flaylock combo... great for quick kills if you pair it correctly. (knock shields down with GEK, switch to flaylock to get the most out of their damage specialties) Now that I rock the RR almost always I would love sporting the Mag Sec for the range assuming that I could fit it.... I'm going to look after the update to see.
P.S. PLEASE GIVE US AN INFANTRY RESPEC! I would love to refocus my SP after 1.8. With that being said, keep the new stuff rolling! maybe after you flesh out the weapons/suit variations you could turn your attention to PvE (hint hint) and map design. The terrain is still glitchy as hell and no matter how you cut it all the maps are just a series of wide open dusty fields between points with next to no cover.
Thanks CCP. |
|
Sadman 1213
Horizons' Edge
0
|
Posted - 2014.02.01 02:11:00 -
[111] - Quote
No changes to the Laser Rifles? I am disappointed. |
Kharga Lum
Arcana Imperii Ltd. Northern Army.
270
|
Posted - 2014.02.01 20:05:00 -
[112] - Quote
Some of the pistols are listed as "single shot". Did you perhaps mean semi-auto instead?
Single Shot = 1 bullet, reload.
Semi-Auto = fires once for each pull of the trigger. |
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
561
|
Posted - 2014.02.03 18:13:00 -
[113] - Quote
KalOfTheRathi wrote:Since CCP/Shanghai is releasing new pistols, at least one of which will be the FOTM with its long range, when will the currently over powered FOTM Combat and Rail rifles get balanced? AKA, Nerfed. I have spent some SP but hesitate to spend more until I know when the auto-gank or Ninja Nerf from our favorite ganker Cmder Wangster is due.
You have successfully made the SP spent in Assault rifles a wasted effort and I would prefer not to duplicate that effort.
Also we Mercs need the full list of modifications to the remaining suits and weapons released. Preferably signed by the new EP as nobody else actually has the authority to make a decision one way or the other much less make it stick. Without that signature all other Dev forum postings are conjecture and mostly a waste of time/bits/whatever.
Have a day. The problem with the FOTM long-range hotness right now is that there isn't a significant drawback to the long range rifles when you get to close quarters--where close range weapons like the AR are supposed to be at its best. Sure, the base CR with 3 shot burst is supposed to be harder to use at close range, but the Assault CR removes this problem. The RR is supposed to be really good at long range, which it is, but then at close range, there's not enough dispersion to make it ineffectual.
What should happen is that the Assault CR and RR, when used at close range, not ADS, should have such a wild dispersion that it's not practical to shoot from the hip, which would both incentivize switching to a sidearm that is meant to be used at close range and disincetivize using an (obviously) long ranged weapon in CQC.
Until changes are made to hinder the performance of long range weapons in the game, notably the CR and RR (and likely the Magsec and Bolt pistol), then you'll continue to see weapons that perform excellent at range, pretty good in CQC, as well as continuing to marginalize the weapons that are supposed to be great at CQC/midrange, but terrible at long range (AR and Ion pistol). What is messed up, though, is that while the AR and Ion perform very poorly at range, the CR and RR do not perform as poorly in CQC as the AR performs at range. Because of this, long range weapons will continue to dominate, since their benefit/detriments are not in sync.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Exile Code
Immortal Guides
0
|
Posted - 2014.02.03 20:45:00 -
[114] - Quote
Vespasian Andendare wrote:KalOfTheRathi wrote:Since CCP/Shanghai is releasing new pistols, at least one of which will be the FOTM with its long range, when will the currently over powered FOTM Combat and Rail rifles get balanced? AKA, Nerfed. I have spent some SP but hesitate to spend more until I know when the auto-gank or Ninja Nerf from our favorite ganker Cmder Wangster is due.
You have successfully made the SP spent in Assault rifles a wasted effort and I would prefer not to duplicate that effort.
Also we Mercs need the full list of modifications to the remaining suits and weapons released. Preferably signed by the new EP as nobody else actually has the authority to make a decision one way or the other much less make it stick. Without that signature all other Dev forum postings are conjecture and mostly a waste of time/bits/whatever.
Have a day. The problem with the FOTM long-range hotness right now is that there isn't a significant drawback to the long range rifles when you get to close quarters--where close range weapons like the AR are supposed to be at its best. Sure, the base CR with 3 shot burst is supposed to be harder to use at close range, but the Assault CR removes this problem. The RR is supposed to be really good at long range, which it is, but then at close range, there's not enough dispersion to make it ineffectual. What should happen is that the Assault CR and RR, when used at close range, not ADS, should have such a wild dispersion that it's not practical to shoot from the hip, which would both incentivize switching to a sidearm that is meant to be used at close range and disincetivize using an (obviously) long ranged weapon in CQC. Until changes are made to hinder the performance of long range weapons in the game, notably the CR and RR (and likely the Magsec and Bolt pistol), then you'll continue to see weapons that perform excellent at range, pretty good in CQC, as well as continuing to marginalize the weapons that are supposed to be great at CQC/midrange, but terrible at long range (AR and Ion pistol). What is messed up, though, is that while the AR and Ion perform very poorly at range, the CR and RR do not perform as poorly in CQC as the AR performs at range. Because of this, long range weapons will continue to dominate, since their benefit/detriments are not in sync.
It might just be I suck with the RR, but it's kinda hard for me to kill someone (CQC) with the recoil, firerate, and sensitivity/handling of the weapon. I think they should just nerf the range on the assault variant a little.
Waiting for Caldari scout
Praying for a Respec
Assault Wannabe
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8936
|
Posted - 2014.02.07 19:28:00 -
[115] - Quote
Ion pistol is definitely underpowered, as Arkena Wyrnspire has shown here.
Magsec does seem OP from the stats I've seen. At prototype: Magsec DPS: 427.77 Range (optimal-effective): 48-66
SMG DPS: 421.66 Range (optimal-effective): 30-48
Magsec seems to have more range AND more DPS, making it worse balance issue than the RR compared to the AR. There is a 0.3 second spool up time, but I fear it won't be enough of a balancing factor. SMG does not need a buff though.
As for the pistols, lets compare: Bolt DPS: 371.25 Range: 54-72
Scrambler: DPS: 733.33 Range: 36-60
Ion DPS: 312.5 (copy pasted from Arkena) Range: 24-42
I'm inclided to say the bolt pistol is fine, the scrambler pistol is kind of OP, and the Ion and flaylock are UP
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Nocturnal Soul
Fatal Absolution Public Disorder.
1860
|
Posted - 2014.02.08 01:32:00 -
[116] - Quote
dont you dare touch my pistol
New born sAMARRi
|
Tango O'Dell
Sooper Speshul Ponee Fors
0
|
Posted - 2014.02.10 16:45:00 -
[117] - Quote
Can you also put up the new rifle and mass driver stats? |
Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
250
|
Posted - 2014.02.12 14:38:00 -
[118] - Quote
Please balance RE's by giving them an 'Arming Time'. They're being used as close range grenades which isn't their main purpose. Their use is supposed to be planned ahead so a 5 second arming time will counter this. Theres a reason we have normal and contact grenades. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
475
|
Posted - 2014.02.12 16:25:00 -
[119] - Quote
Akdhar Saif wrote:Please balance RE's by giving them an 'Arming Time'. They're being used as close range grenades which isn't their main purpose. Their use is supposed to be planned ahead so a 5 second arming time will counter this. Theres a reason we have normal and contact grenades.
Sadly they don't seem to care. I've tried getting some changes in the features section to no avail and whining from those that abuse them.
Please fix the mic bubble bug...
|
Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
258
|
Posted - 2014.02.12 20:00:00 -
[120] - Quote
Ares 514 wrote:Akdhar Saif wrote:Please balance RE's by giving them an 'Arming Time'. They're being used as close range grenades which isn't their main purpose. Their use is supposed to be planned ahead so a 5 second arming time will counter this. Theres a reason we have normal and contact grenades. Sadly they don't seem to care. I've tried getting some changes in the features section to no avail and whining from those that abuse them.
I keep forgetting Dust is F2P, CCP will only really care about balance if it cuts into their profit. |
|
|
|
|
Pages: 1 2 3 [4] 5 :: one page |
First page | Previous page | Next page | Last page |