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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1157
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Posted - 2014.02.09 18:33:00 -
[1] - Quote
I am a little concerned about the proposed changes to the proficiency skill in 1.8. The skill will no longer buff damage across a weapon's damage spectrum, instead, it will now buff either damage to shields or armor, based on the weapon's profile. IMO, this is going to make for some necessary playstyle mechanics that will effectively make two out the the four battle rifles very undesirable to use.
(Reasoning)
When it comes to "assaulting the enemy", so to speak, most player will have at their disposal a light weapon and a sidearm. A ranged weapon like the RR, with a damage profile bonused to armor and deficient when performing against shields, will be an extremely ineffective weapon for the way combat will play out on the field. Example:
Merc caries two weapons: light and sidearm
Merc #1
Light: rail rifle Sidearm: scrambler pistol
Merc is ineffective at range due to the rail rifle's damage profile, bonused against shields, because the shields of all enemies must be dealt with first.
Merc's sidearm has a damage profile that is bonused to shields but, in most cases, cannot close the distance to engage the enemy with this weapon.
Merc #2
Light: scrambler rifle Sidearm: mag sec SMG
Merc is extremely effective at range due to the scrambler rifle's damage profile, bonused to shields, because the shields of all enemies must be dealt with first.
Merc's sidearm has a damage profile that is bonused to armor, and can VERY easily/effectively close the distance on his enemy and make the kill with his/her sidearm after his/her enemy's shields have been taken out with the light weapon at range.
So, what you end up having here is one set of weapons combinations (rail/projectile light, laser/blaster sidearm) that will be extremely impotent, and another (laser/blaster light, rail/projectile sidearm) being extremely potent.
If these changes go through in this manner you will very quickly see nobody at all ever using rail rifle and very few people using combat rifles, for the very simple fact that they cannot get kills with them. On the other hand you will have people like myself who will take advantage of these facts and run nothing but scrambler rifles and mag sec SMGs.
The potential for these changes to slip through the system unaddressed causes me a great deal of concern, so I hope that CCP is reading this or has already considered it and is taking steps to address this very serious issue.
Thak you for reading.
{:)}{3GÇó>
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Mordecai Sanguine
What The French
430
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Posted - 2014.02.09 18:37:00 -
[2] - Quote
Son-Of A-Gun wrote:I am a little concerned about the proposed changes to the proficiency skill in 1.8. The skill will no longer buff damage across a weapon's damage spectrum, instead, it will now buff either damage to shields or armor, based on the weapon's profile. IMO, this is going to make for some necessary playstyle mechanics that will effectively make two out the the four battle rifles very undesirable to use.
(Reasoning)
When it comes to "assaulting the enemy", so to speak, most player will have at their disposal a light weapon and a sidearm. A ranged weapon like the RR, with a damage profile bonused to armor and deficient when performing against shields, will be an extremely ineffective weapon for the way combat will play out on the field. Example:
Merc caries two weapons: light and sidearm
Merc #1
Light: rail rifle Sidearm: scrambler pistol
Merc is ineffective at range due to the rail rifle's damage profile, bonused against shields, because the shields of all enemies must be dealt with first.
Merc's sidearm has a damage profile that is bonused to shields but, in most cases, cannot close the distance to engage the enemy with this weapon.
Merc #2
Light: scrambler rifle Sidearm: mag sec SMG
Merc is extremely effective at range due to the scrambler rifle's damage profile, bonused to shields, because the shields of all enemies must be dealt with first.
Merc's sidearm has a damage profile that is bonused to armor, and can VERY easily/effectively close the distance on his enemy and make the kill with his/her sidearm after his/her enemy's shields have been taken out with the light weapon at range.
So, what you end up having here is one set of weapons combinations (rail/projectile light, laser/blaster sidearm) that will be extremely impotent, and another (laser/blaster light, rail/projectile sidearm) being extremely potent.
If these changes go through in this manner you will very quickly see nobody at all ever using rail rifle and very few people using combat rifles, for the very simple fact that they cannot get kills with them. On the other hand you will have people like myself who will take advantage of these facts and run nothing but scrambler rifles and mag sec SMGs.
The potential for these changes to slip through the system unaddressed causes me a great deal of concern, so I hope that CCP is reading this or has already considered it and is taking steps to address this very serious issue.
Thak you for reading.
NO. This is a really weird way of thiking.
And RR is only 10% less on shield. And shield is low on almost all suits.
I don't think a 10% malus would make "impossible" to strip shields off. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3406
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Posted - 2014.02.09 19:00:00 -
[3] - Quote
The proficiency change is still a "maybe" as far as I know. Maybe they'll hold off on that to see how the other damage changes go first?
Dren and Templar equipment stats, wrong since release.
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1157
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Posted - 2014.02.09 19:01:00 -
[4] - Quote
Mordecai Sanguine wrote:Son-Of A-Gun wrote:I am a little concerned about the proposed changes to the proficiency skill in 1.8. The skill will no longer buff damage across a weapon's damage spectrum, instead, it will now buff either damage to shields or armor, based on the weapon's profile. IMO, this is going to make for some necessary playstyle mechanics that will effectively make two out the the four battle rifles very undesirable to use.
(Reasoning)
When it comes to "assaulting the enemy", so to speak, most player will have at their disposal a light weapon and a sidearm. A ranged weapon like the RR, with a damage profile bonused to armor and deficient when performing against shields, will be an extremely ineffective weapon for the way combat will play out on the field. Example:
Merc caries two weapons: light and sidearm
Merc #1
Light: rail rifle Sidearm: scrambler pistol
Merc is ineffective at range due to the rail rifle's damage profile, bonused against shields, because the shields of all enemies must be dealt with first.
Merc's sidearm has a damage profile that is bonused to shields but, in most cases, cannot close the distance to engage the enemy with this weapon.
Merc #2
Light: scrambler rifle Sidearm: mag sec SMG
Merc is extremely effective at range due to the scrambler rifle's damage profile, bonused to shields, because the shields of all enemies must be dealt with first.
Merc's sidearm has a damage profile that is bonused to armor, and can VERY easily/effectively close the distance on his enemy and make the kill with his/her sidearm after his/her enemy's shields have been taken out with the light weapon at range.
So, what you end up having here is one set of weapons combinations (rail/projectile light, laser/blaster sidearm) that will be extremely impotent, and another (laser/blaster light, rail/projectile sidearm) being extremely potent.
If these changes go through in this manner you will very quickly see nobody at all ever using rail rifle and very few people using combat rifles, for the very simple fact that they cannot get kills with them. On the other hand you will have people like myself who will take advantage of these facts and run nothing but scrambler rifles and mag sec SMGs.
The potential for these changes to slip through the system unaddressed causes me a great deal of concern, so I hope that CCP is reading this or has already considered it and is taking steps to address this very serious issue.
Thak you for reading. NO. This is a really weird way of thiking. And RR is only 10% less on shield. And shield is low on almost all suits. I don't think a 10% malus would make "impossible" to strip shields off.
You're not properly understanding the implications of these changes. Let me demonstrate:
With proficiency skill
Weapon: shield/armor, damage (at current stats)
Rail Rifle: 90%/126.5%, 54.45/76.53 Scrambler pistol: 138%/80%, 121.44/70.4
Scrambler rifle: 138%/80%, 109.29/63.36 Mag Sec SMG: 90%/126.5%, 34.65/48.70
{:)}{3GÇó>
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1157
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Posted - 2014.02.09 19:12:00 -
[5] - Quote
Zeylon Rho wrote:The proficiency change is still a "maybe" as far as I know. Maybe they'll hold off on that to see how the other damage changes go first?
I hope so, because as it stands now, it looks to be like it will foster some pretty terribly imbalanced gameplay.
{:)}{3GÇó>
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Spectral Clone
Dust2Dust. Top Men.
1198
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Posted - 2014.02.09 19:16:00 -
[6] - Quote
Plasma Cannon + Magsec SMG/SMG.
Prepare for 1.8: http://www.youtube.com/watch?v=pPhISgw3I2w
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Nocturnal Soul
Fatal Absolution General Tso's Alliance
1922
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Posted - 2014.02.09 19:26:00 -
[7] - Quote
i'd rather have them decrease the % of damage mods instead
Charlotte O'Dell is a liar, that's only a piece of corn & I'm the one and only majestic unicorn.
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Logi Bro
Brutor Vanguard Minmatar Republic
2911
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Posted - 2014.02.09 19:28:00 -
[8] - Quote
You are assuming the proficiency will increase the stat the weapon is already good at, but what if it makes up for its weaknesses by increasing the damage against the tank type it does less damage against?
Shield Recommendations
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1157
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Posted - 2014.02.09 19:31:00 -
[9] - Quote
Logi Bro wrote:You are assuming the proficiency will increase the stat the weapon is already good at, but what if it makes up for its weaknesses by increasing the damage against the tank type it does less damage against?
That is not what the DEV quote stated.
{:)}{3GÇó>
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ALPHA DECRIPTER
Dragon-Empire
723
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Posted - 2014.02.09 19:46:00 -
[10] - Quote
Son-Of A-Gun wrote:-OP Snip-
Nah, I have pro 1 in SMG but no other weapon and I can kill just fine even without damage mods. If you are an assault and you can't kill with a rifle then, I'm sorry to say it but, you really just need to get good.
This change in pro will simply increase the TTK for players that actually specced into pro. Those that have yet to reach that point won't see a difference other then they won't die as fast. This could potentially aid the NPE actually.
Scout Tactician
Dance puppets, DANCE!
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1157
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Posted - 2014.02.09 19:53:00 -
[11] - Quote
ALPHA DECRIPTER wrote:Son-Of A-Gun wrote:-OP Snip- Nah, I have pro 1 in SMG but no other weapon and I can kill just fine even without damage mods. If you are an assault and you can't kill with a rifle then, I'm sorry to say it but, you really just need to get good. This change in pro will simply increase the TTK for players that actually specced into pro. Those that have yet to reach that point won't see a difference other then they won't die as fast. This could potentially aid the NPE actually.
It's not about being able to kill with a rifle. It's about some weapons will far more suited to be an all purpose type weapon while others will come up extremely short in this regard. No one will use the later set of weapons because it is not efficient.
You are not understanding properly what I am trying to get across here.
{:)}{3GÇó>
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Kaius Coriolanus
Gothic Wars Consortium
11
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Posted - 2014.02.09 19:53:00 -
[12] - Quote
The real issue here is that there hasn't been any dev blogs released going over changes. Instead we are left to quoting posts from the forums. If we're lucky maybe they'll get on top of this before the end of the month and give us some real details on up coming changes. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1157
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Posted - 2014.02.09 20:21:00 -
[13] - Quote
OP has been edited.
{:)}{3GÇó>
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ALPHA DECRIPTER
Dragon-Empire
728
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Posted - 2014.02.09 21:51:00 -
[14] - Quote
Son-Of A-Gun wrote:ALPHA DECRIPTER wrote:Son-Of A-Gun wrote:-OP Snip- Nah, I have pro 1 in SMG but no other weapon and I can kill just fine even without damage mods. If you are an assault and you can't kill with a rifle then, I'm sorry to say it but, you really just need to get good. This change in pro will simply increase the TTK for players that actually specced into pro. Those that have yet to reach that point won't see a difference other then they won't die as fast. This could potentially aid the NPE actually. It's not about being able to kill with a rifle. It's about some weapons will be far more suited to be an all purpose type weapon while others will come up extremely short in this regard. No one will use the latter set of weapons because it is not efficient. You are not understanding properly what I am trying to get across here.
So some weapons will become FOTM, this is DUST so there is always a FOTM. I will agree that this will bring problems but I suppose we'll just have to wait and see what happens
Scout Tactician
Dance puppets, DANCE!
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1158
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Posted - 2014.02.09 22:39:00 -
[15] - Quote
ALPHA DECRIPTER wrote:Son-Of A-Gun wrote:ALPHA DECRIPTER wrote:Son-Of A-Gun wrote:-OP Snip- Nah, I have pro 1 in SMG but no other weapon and I can kill just fine even without damage mods. If you are an assault and you can't kill with a rifle then, I'm sorry to say it but, you really just need to get good. This change in pro will simply increase the TTK for players that actually specced into pro. Those that have yet to reach that point won't see a difference other then they won't die as fast. This could potentially aid the NPE actually. It's not about being able to kill with a rifle. It's about some weapons will be far more suited to be an all purpose type weapon while others will come up extremely short in this regard. No one will use the latter set of weapons because it is not efficient. You are not understanding properly what I am trying to get across here. So some weapons will become FOTM, this is DUST so there is always a FOTM. I will agree that this will bring problems but I suppose we'll just have to wait and see what happens
The idea is to find proposed game mechanics that could potentially cause OP/FtoM situations and correct them before they get a chance to be implemented. Why would anyone be ok with knowingly introducing broken gameplay mechanics into this game?
{:)}{3GÇó>
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LEHON Xeon
Ahrendee Mercenaries EoN.
191
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Posted - 2014.02.09 22:54:00 -
[16] - Quote
I was not aware of such a change. If this transpires, then I will certainly help with fueling the respec $hit$torm. This to me would be another change to a skill that I had absolutely nothing to do with and will completely change my play style. This would not be just an update with added content, it will be a complete change again to the skill tree for weapons.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1159
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Posted - 2014.02.09 23:50:00 -
[17] - Quote
LEHON Xeon wrote:I was not aware of such a change. If this transpires, then I will certainly help with fueling the respec $hit$torm. This to me would be another change to a skill that I had absolutely nothing to do with and will completely change my play style. This would not be just an update with added content, it will be a complete change again to the skill tree for weapons.
Indeed.
{:)}{3GÇó>
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Killar-12
The Corporate Raiders Top Men.
2285
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Posted - 2014.02.09 23:58:00 -
[18] - Quote
Nocturnal Soul wrote:i'd rather have them decrease the % of damage mods instead I wouldn't mind Complex Dam mods get reduced to 7% and then have FW dam mods (as well as other FW modules) that are 10%
Listen
I'll change the song every week
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2089
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Posted - 2014.02.10 00:21:00 -
[19] - Quote
Oh my gosh. Some of you guys are overreacting on a ridiculous level. I would hardly consider this a very serious issue at all.
Fizzer94 // Forum Warrior Operation II
MAG ~ Seryi Volk Executive Response
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Monkey MAC
Rough Riders..
1901
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Posted - 2014.02.10 00:35:00 -
[20] - Quote
This change Promotes teamwork if I have a CR hitting for 135% against armour and 80% against shields it makes a lot of sense to hang about with a scrambler who hits 135% against shields.
Then al you do is give WP on damage so a kill assist at 90% of EHP earns +45 and the killer earns +50 = Profit + Teamwork +Stratergy -FOTM
Tanks 514
I told you, I bloody well told you.
Monkey Mac - Forum Warrior of the Trees Lvl.1
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1164
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Posted - 2014.02.10 00:40:00 -
[21] - Quote
Monkey MAC wrote:This change Promotes teamwork if I have a CR hitting for 135% against armour and 80% against shields it makes a lot of sense to hang about with a scrambler who hits 135% against shields.
Then al you do is give WP on damage so a kill assist at 90% of EHP earns +45 and the killer earns +50 = Profit + Teamwork +Stratergy -FOTM
With my ScR and MS SMG, I will not have to rely on and potentially be let down by anyone. Anyone who wants to be self sufficient will be doing the same.
{:)}{3GÇó>
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LEHON Xeon
Ahrendee Mercenaries EoN.
192
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Posted - 2014.02.10 01:32:00 -
[22] - Quote
Son-Of A-Gun wrote:Monkey MAC wrote:This change Promotes teamwork if I have a CR hitting for 135% against armour and 80% against shields it makes a lot of sense to hang about with a scrambler who hits 135% against shields.
Then al you do is give WP on damage so a kill assist at 90% of EHP earns +45 and the killer earns +50 = Profit + Teamwork +Stratergy -FOTM With my ScR and MS SMG, I will not have to rely on and potentially be let down by anyone. Anyone who wants to be self sufficient will be doing the same.
I've been being self sufficient for a long time now. It's the main reason I currently run logistic suits with my own scanners and hives. I got so tired of going into matches way back and almost no one on my team ever using a scanner (back when they relayed scans to the entire team not just squad) and no one ever bringing in ammo resupply that I just started carrying my own. I'll just keep on following my self sufficiency path after this new patch. With my upcoming plans to convert to Amarr Assault in case of a logi cpu/pg and slot nerf, a magsec and Viziam will take out people by the ton.
It's a trap! In this patch we can't repel firepower of that magnitude! - Admiral Ackbar would say in ambush w Nyain San
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1167
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Posted - 2014.02.10 14:47:00 -
[23] - Quote
LEHON Xeon wrote:Son-Of A-Gun wrote:Monkey MAC wrote:This change Promotes teamwork if I have a CR hitting for 135% against armour and 80% against shields it makes a lot of sense to hang about with a scrambler who hits 135% against shields.
Then al you do is give WP on damage so a kill assist at 90% of EHP earns +45 and the killer earns +50 = Profit + Teamwork +Stratergy -FOTM With my ScR and MS SMG, I will not have to rely on and potentially be let down by anyone. Anyone who wants to be self sufficient will be doing the same. I've been being self sufficient for a long time now. It's the main reason I currently run logistic suits with my own scanners and hives. I got so tired of going into matches way back and almost no one on my team ever using a scanner (back when they relayed scans to the entire team not just squad) and no one ever bringing in ammo resupply that I just started carrying my own. I'll just keep on following my self sufficiency path after this new patch. With my upcoming plans to convert to Amarr Assault in case of a logi cpu/pg and slot nerf, a magsec and Viziam will take out people by the ton.
Indeed.
{:)}{3GÇó>
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Luna Angelo
We Who Walk Alone
751
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Posted - 2014.02.12 18:20:00 -
[24] - Quote
Only FotM chasers will use this. I'll still use RR+MagSec/Bolt Pistol.
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1203
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Posted - 2014.02.12 19:01:00 -
[25] - Quote
Luna Angelo wrote:Only FotM chasers will use this. I'll still use RR+MagSec/Bolt Pistol.
I imagine that most people will do what they need to, to come out on top.
{:)}{3GÇó>
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Bones McGavins
TacoCat Industries
488
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Posted - 2014.02.12 19:30:00 -
[26] - Quote
This is silly and heres why:
I can rock your face with a RR and I have 0 prof in it. The 15% doesnt matter much.
The reason proto weapons outshine standard isnt because of the damage difference, its the range. Most engagements happen around 50-70 m, exactly where the ranges of std-adv-proto begin to come in to play. The small % diff in damage isnt enough to change the effectiveness of these guns, and neither is a 10-15% reduction to half the enemies health only for those with the right skills.
It will be slightly MORE impactful on top of other TTK adjustments, but still not a ton. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1203
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Posted - 2014.02.12 19:33:00 -
[27] - Quote
Bones McGavins wrote:This is silly and heres why:
I can rock your face with a RR and I have 0 prof in it. The 15% doesnt matter much.
The reason proto weapons outshine standard isnt because of the damage difference, its the range. Most engagements happen around 50-70 m, exactly where the ranges of std-adv-proto begin to come in to play. The small % diff in damage isnt enough to change the effectiveness of these guns, and neither is a 10-15% reduction to half the enemies health only for those with the right skills.
It will be slightly MORE impactful on top of other TTK adjustments, but still not a ton.
I'll wait and remember to say I told you so after these changes go through.
{:)}{3GÇó>
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Bones McGavins
TacoCat Industries
488
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Posted - 2014.02.12 19:38:00 -
[28] - Quote
Fair enough. I mean, dont get me wrong. Picking a side arm to compliment your main is smart (hell i do this with commando now SCR and CBR and my heavy SCP+Burst HMG) But I dont see folks abandonding the RR or CBR.
Im not saying playing these new numbers smart wont hold an advantage, but the assertion nobody will be using the RR or CBR due to them is whats silly. Now, if those two guns suffer a drastic nerf to make them more on par with the AR, then I could see these numbers coming into play more for decision making. |
Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1203
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Posted - 2014.02.12 19:45:00 -
[29] - Quote
Bones McGavins wrote:but the assertion nobody will be using the RR or CBR due to them is whats silly.
Just wait until people start getting run over top of by the ScR/MSSMG combo. We'll see just how many people stay with the sinking ship that will be the RR.
{:)}{3GÇó>
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SPESHULz
The Southern Legion
9
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Posted - 2014.02.13 13:31:00 -
[30] - Quote
Sidearms are only back up for when you dont have time to reload and cant get in cover but chosing 1 that does more to armor would make sense independant of primary choice. Hopefully you have already taken out their shields otherwise any sidearm is probably going to lose and armour tanking gives higher HP that you have to knock down.
Lord High Commander
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Son-Of A-Gun
3dge of D4rkness SoulWing Alliance
1208
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Posted - 2014.02.13 15:34:00 -
[31] - Quote
SPESHULz wrote:Sidearms are only back up for when you dont have time to reload and cant get in cover...
Lol, noob.
{:)}{3GÇó>
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Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
684
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Posted - 2014.02.13 15:59:00 -
[32] - Quote
Good analysis - I'd say we have to wait for confirmation before anything. |
HUNK tm
What The French Red Whines
245
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Posted - 2014.03.02 14:57:00 -
[33] - Quote
Here 2 screens of 2/3 of future secondary weapons https://forums.dust514.com/default.aspx?g=posts&m=1891117#post1891117
Losing a Madrugar = 1500K isk
Destroyed by a proto forge-gun fit = 75K isk
Receiving 4 hate mails = this is priceless.
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