Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1174
|
Posted - 2014.03.11 16:59:00 -
[1] - Quote
This is lacking a lot of key information. I think the logic is sound and I generally enjoyed the posts (Needs some proofreading, check the statements made under DPS list with the DPS list, also check sidearm ranges for SMG and Scrambler Pistol, lastly the clip size mentioned for Scrambler Pistol can only be obtained via level 5 operation skill).
Please note the items below might not "decide" anything but may adjust severity (like how badly OP something might be).
Items I think should be considered along with above arguments:
1. More dev blogs are inbound. Obviously you are aware of this and I'm sure will update your analysis accordingly. Also while this is listed separately many items I mention may be involved in these dev blogs 2. New Gear Wobble - New suits are releasing, some new sidearms, and a new equipment which is scout focused. Expect people to pile into new hotness. This gets... fuzzy to incorporate and should mostly be kept in mind rather than written. 3. I'm not going to argue that the AR does not have a proper place. However keep in mind the new suits and damage mod nerf. The new suits will raise the average shield strength you encounter permanently. The damage mod nerf does indeed mean more shields on average as well. At this moment an AR/SCR analysis should always include current and future average shield/armor ratios. Same applies to sidearms. 4. Magsec - As mentioned range is critical in DUST. However so is function. Two factors in the RR charge time mitigation is range (they are doing less DPS or can't touch you) and prediction/throttle. Keep in mind what a sidearm normally is. When are they drawn, when are they ignored, what weapons you'll be up against at those moments, and expected ranges at those moments. 5. Magsec 2 - The above assumes conventional weapons. The Magsec is outclassed by even the AR, however rather than comparing the capacity of the Magsec to other sidearms or light weapons. Re-compare unconventional fittings with the new Magsec equipped. Consider AV weapons with what amounts to a gimped AR as primary. Consider the MD with the same. The proto magsec has an optimal near my stock HMG's effective. The Magsec SMG may be about to make many builds more viable as a gap filler rather than a backup. You'll definitely die more from the Magsec than any other Sidearm but my opinion is it will be because new builds that depend on it will gain popularity where the player would have otherwise ran a normal rifle build. 6. Ion Pistol - I'm waiting on cooldown time before judgement, but have concerns regardless. 7. Damage mods - In addition to announced reasons keep in mind 1 of the new scout suits, 1 of the new commandos, and 2 of the new sentinels will have more high slots obtainable than pre 1.8. Additionally potential increases in Flux grenade use or laser rifle use should be considered. Lastly if they were going to announce changes to armor/health modules I would imagine they would do so when they do the suit dev blogs. 8. Proficiency changes - This should be considered along with the damage mods. My understanding is proficiency skill stacks with damage mods. Thus lvl 5 proficiency with 1 complex damage mod currently adds an extra 1.5% or half a basic. Tiny but notable. With 2 you get decently close to a basic as bonus. Additionally you're mentioning this will encourage dual tanking, however many other factors apply. For one currently RR and CR are most popular which are armor effective. Additionally most suits aren't set up for "proper" dual tanking. Mercs may shore up weakness but suits favor one or the other. Additionally these two items play into each other for Commandos and Assaults as popular weapons may lead to popular suit variants. Also damage type modifiers stack on the others I believe. Which is why the scrambler pistol has a 450% bonus to SHIELD head shots, and a 240% bonus to armor headshots (base 300%). So a current proficiency bonus of 15% on a scrambler rifle is a total of 138% against shields. This also stacks with damage modules (1 for 152%, 2 for 164%). This should also be considered when examining the damage mod buff, the rebalancing of the laser rifle, and the new shield suits. 9. Suit changes - Shield recovery buffs are inbound for some caldari and minmatar suits. Gallante will have natural healing ability. 10. Equipment changes - although I have only heard it from players my understanding is an equipment nerf is inbound to balance new logi skills that have been shown by devs (not sure if official). This will have a circular balance with grenades. Less grenades, more equipment, more equipment more grenades. However if shields are a big deal then flux supplies will be important. This is also important in how it will impact the availability of armor repairs for an armor tanker, both from heal hives and nerfed repair tools (on average) 11. Weapon/armor analysis in laboratory settings aren't solid data - Fights infrequently begin simultaneously, additionally those are battles that a more competent player ignores. They should also be analysed as a sequence. you may frequently encounter weakened enemies, or be weak yourself. An extender is good, however wasted when you are not being struck. When weighing the value of damage, health, and recovery the conditions are tantamount. Examples being sniping, keeping together, running support, hacking, room clearing, potential FF, running from enemies, Flux presence, presence of cover, enemy skill level (can be anticipated in PC), supply depot availability and flanking. Even the scanner has an impact as you are more likely to be "ambushed" in a scanner heavy environment or vice versa. While laboratory testing is neat and tidy, I do not think it can provide either exact results or demonstrate trends as it can not be proven as an acceptable average.
As mentioned this isn't intended as being critical or it would be longer, appreciated the read
Subdreddit Director
Leading contributor to the Great Text Wall of Subdreddit
|