Celus Ivara
DUST University Ivy League
170
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Posted - 2014.03.05 14:40:00 -
[1] - Quote
CCP, so first off, very happy by-and-large with these changes. Some very good stuff here. :) I do have a few questions/concerns though:
.4 plus .25?
Rabbit C515 wrote:a question about bolt pistol it has charge time 0.25s, rate of fire 0.4s
then, is it going to be : hold the trigger > 0.25s > pew > 0.4s > 0.25s > pew > 0.4s > 0.25s > pew > 0.4s > 0.25s > ...
or ? hold the trigger > 0.25s > pew > 0.25s > full charge and wait (0.4-0.25)= 0.15s > pew > 0.25s > full charge and wait 0.15s > pew bolt pistol can charge up first and wait for the second shot? Yeah so, the Bolt Pistol, how do the charge time and ROF interact? Is it additive, or something else?
DMG mods
Justicar Karnellia wrote:SponkSponkSponk wrote:5% damage modules? That's a bold move. It will be considerably more difficult justifying the use of a slot for them. Yes I think instead of 3/4/5 the should've gone to 3/5/7... now there's not much advantage to modifiers and it's easier to just use shield extenders... which also reduces fitting diversity.... While I agree DMG mods need a nerf, I'd like to echo the concern others have expressed about losing intersting options for the high-slots.
2 grenades? So I can get where you guys are coming from here; grenades are part of offense and you're decreasing damage output to ease TTK issues. But decreasing carried grenades raises two issues. - First is that this includes AV grenades, which have no bearing on infantry TTK. I'd suggest leaving AV grenades at 3. (AV is also a separate issue in and of itself, gone into a bit more below.) - Second, just an observation, but if your goal was to reduce "DPS" of grenades by 1/3, I'm certain there are players who would rather have 3 'nades that do 66% damage than 2 at 100%. I personally field primarily Fuxes and do so mainly for dealing with enemy deployables. If you added variant grenades with those stats, I believe they would be well received by the community.
Accidental AV nerf
The Terminator T-1000 wrote:No buff to swarm launcher? No buffs to AV grenades? Any buffs to AV? Nerfs to Swarm Launcher, Forge Gun, DMG mods and carried grenades add up to a massive nerf to AV, at a time when AV are having a damn hard time doing their job. More dev blogs are coming and you may have something in there comprehensively addressing the vehicle/AV situation. But if you don't, can you please not make the situation worse?
Vehicle/AV balance is easily the biggest issue with the game at the moment; while also being an incredibly complex problem likely needing a multifaceted solution. If we don't have a complete, elegant solution sitting on the docket for 1.8, can we at least get a temporary duct-tapey patch on this hole? A moderate buff on Swarm Launcher lock-on range and removing Tanks from Ambush, while not being the elegant, multifaceted solution we need, would still go long way to evening out this issue while we wait.
Ion Pistol
Aeon Amadi wrote:.... Then you have the Ion Pistol which hasn't had any changes made to it, so it still looks like more of a hassle to use than anything. What's the premise of having the lowest damage per round out of all the pistols when you have a charge up shot that, unless it kills the target (or god forbid you miss) you're going to be vulnerable for a few seconds from the seize up?
This doesn't make any sense, at the very least the Scrambler Rifle can perform very well of it's own volition without the necessity of a charge-up and it's bolstered by extensive range and a -huge- magazine capacity. The Ion Pistol having a twenty meter range and the lowest damage out of all the pistols just makes it a liability more than anything unless you get a head-shot, but to that extent... Why is Gallente tech being shoehorned into the role of skill-shot weaponry???
Overheat + CQC = NOT A GOOD COMBINATION. What is this obsession with Gallente being a purely skill shot race (Shotgun, Plasma Cannon and now the Ion Pistol)? What is this obsession with Caldari tech having the highest damage and the longest range...? Seriously, this doesn't look good. ... So while ranty, this does beget an interesting question: Does the Ion Pistol charge up benefit from the head-shot multiplier in the same way the Scrambler Pistol does? 385 x 6 = Holy Cats! That would be very, very good at a very, very specific role. I think it'd be fun, but we need clarification on this.
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
173
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Posted - 2014.03.06 02:36:00 -
[3] - Quote
Maken Tosch wrote:Garth Mandra wrote:Mostly seems okay.
I worry that they're trying to balance too many things all at once.
Nerfing rifle DPS is good. Buffing MD and laser at the same time is possible not going to work out well if CCP overshoots the buff/nerf. Giving sentinels resists at the same time is going to be painful. Mucking about with proficiency is not good to do at the same time either. Damage mods too.
Adding new sidearms is probably okay.
CCP needs to prepare these balance and mechanic/balance changes and then deploy them one at a time and observe the effects. Probably separate deployments by two or three weeks so that effects can be observed. Honestly sometimes it's better that these balance changes are done all at once rather than one at a time. One balance change compensates (somewhat) for another and you cut down on development time. But like I said, sometimes. Other times you need to do it one by one. For the specific weapons' DPS balance pass and the DMG mod adjustments, I think it's fine to do them all at once. The changes have little chance of muddying each other and the results should be easy to read. (Possible exception though is MD vs high-slots; if players start using more shield extenders, is that due to DMG mods being less sexy, or are they responding to increased use of MDs and trying to push their tank towards a greater resist to explosives?)
For the Proficiency changes though, they are a rather a-typical change we don't have an easy reference for, and I am quite concerned that doing them at the same time as all the other changes will make the data hard to interpret.
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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Celus Ivara
DUST University Ivy League
177
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Posted - 2014.03.11 04:50:00 -
[4] - Quote
CCP Logibro wrote:Couple of things to add
The Weapon skills for the new weapons have the following bonuses per level
MagSec: 5% reduction to kick Bolt Pistol: 5% reduction to kick Ion Pistol: 5% reduction in charge time
The Ion Pistol also has a Sharpshooter skill that reduces dispersion by 5% per level. The Ion Pistol has a Sharpshooter skill? You sure you don't mean the MagSec?
Supporting Kevall Longstride, CEO of DUST University, for CPM1
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