|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Tweaksz
NECROM0NGERS
25
|
Posted - 2014.03.17 07:16:00 -
[1] - Quote
Mainly on the AR variants. Your thoughts?
Raptor Squad
|
Tweaksz
NECROM0NGERS
25
|
Posted - 2014.03.17 07:17:00 -
[2] - Quote
Thoughts on the indirect AV nerf also.
Raptor Squad
|
Tweaksz
NECROM0NGERS
28
|
Posted - 2014.03.17 07:22:00 -
[3] - Quote
Kasote Denzara wrote:Unnecessary? They've been needed for quite some time now. It's good it's happening.
The only real headscratcher one is for the SMG. (lol, like really?) All other rifle variants have their decent side, now an AR variant for example let's say the CreoDron AR is going to have a slower rate of fire, shorter range, less damage, about same hip spread. The idea for cqc weapons is for them to have higher dps than longer range weapons, but CCP has made it clear you must abandon all necessary game design logic.
Edit: I do agree on the SMG though in retrospect it is the same problem as the CreoDron AR- Kaalakiota RR.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
29
|
Posted - 2014.03.17 07:39:00 -
[4] - Quote
Kaughst wrote:The thing is, there are no variants i.e Tactical Rail Rifle or Breach Scrambler Rifle to compare the AR variants to, while announced they would fall in line with appropriate ranges, damages and shortcomings. Arguably if you adjust the AR variant damage/range ect you mess with the logical place the future variants will have....once we do have all the variants I think that it would be easier to make radical stat changes to suit all of them more appropriately especially once they are placed in the hands of the players, much like they did with range changes on the rifles.
I get what you mean though when you think about it variants are just one race's attempt to mimic another racial rifle. In that way I understand there could be underperformance. What troubles me is the incredible amount of obsoletion thanks to poor decision on the nerf . They could have kept the nerf but increased RoF (Edit: RoF increase would entail a matching the RR's RoF or a slightly lower RoF), this is cqc we're talking about.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
29
|
Posted - 2014.03.17 07:47:00 -
[5] - Quote
Kasote Denzara wrote:Tweaksz wrote: All other rifle variants have their decent side, now an AR variant for example let's say the CreoDron AR is going to have a slower rate of fire, shorter range, less damage, about same hip spread. The idea for cqc weapons is for them to have higher dps than longer range weapons, but CCP has made it clear you must abandon all necessary game design logic.
Edit: I do agree on the SMG though in retrospect it is the same problem as the CreoDron AR- Kaalakiota RR.
They are getting damage reductions. That's it. Also, long range weapons can have higher DPS than rifles. It's actually pretty common.
They could have kept the nerf but increased RoF (Edit: RoF increase would entail a matching the RR's RoF or a slightly lower RoF), this is cqc we're talking about.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
29
|
Posted - 2014.03.17 07:58:00 -
[6] - Quote
Kasote Denzara wrote:Tweaksz wrote:They could have kept the nerf but increased RoF (Edit: RoF increase would entail a matching the RR's RoF or a slightly lower RoF), this is cqc we're talking about.
I'll use hypothetical numbers that I squatted down and purged from my buttocks: Say a gun does 100 damage in ten seconds. That is ten damage per second. This gun can only shoot once per second. That means each bullet does ten damage. Let's cut the damage down to five damage per second. That is 50 damage in ten seconds. The gun can still only shoot once per second. Now let's increase the rate of fire to two shots per second. That is ten damage per second once again, regardless of the damage decrease. This last product has the same DPS, despite each bullet no longer doing ten damage per bullet. Rate of fire increase or decreases are just another way to change DPS. The current issue with all the rifles are that they do too much damage in too short of a time for a considerable TTK.
What i'm getting at is that, yes RoF does count as a DPS increase, though if we factor in range( which in TANK 514 plays a major role) said AR variant would still be inferior in certain aspects to the original racial rifle.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
29
|
Posted - 2014.03.17 08:05:00 -
[7] - Quote
Kaughst wrote:Tweaksz wrote:Kaughst wrote:The thing is, there are no variants i.e Tactical Rail Rifle or Breach Scrambler Rifle to compare the AR variants to, while announced they would fall in line with appropriate ranges, damages and shortcomings. Arguably if you adjust the AR variant damage/range ect you mess with the logical place the future variants will have....once we do have all the variants I think that it would be easier to make radical stat changes to suit all of them more appropriately especially once they are placed in the hands of the players, much like they did with range changes on the rifles. I get what you mean though when you think about it variants are just one race's attempt to mimic another racial rifle. In that way I understand there could be underperformance. What troubles me is the incredible amount of obsoletion thanks to poor decision on the nerf . They could have kept the nerf but increased RoF (Edit: RoF increase would entail a matching the RR's RoF or a slightly lower RoF), this is cqc we're talking about. To reiterate, that is not to say those stats wont be change to increase relevancy as regardless of the rifle it should still have its place. What you may not expect is that should one variant be change, say the Tac AR, I.E a increase in damage, the RR may have to increase it's damage up from the Tac Combat rifle to the Tac Scrambler ending in a number of other possible problems. I am sure it's a complicated mathematical thing and eve concept that will be debated and nailed down with CCP's endless tweaking but it's hard to grasp from the community view point with the weapons we have and little variance that is available. Essentially we need to wait awhile until everything is in place to comment on what needs to be balanced.
Mebe try a simpler way as like I said variants are simply one race's attempt at mimicry: Tac AR- ScR Breach AR- RR Burst AR- CR ACR-AR AScR- AR but then again I agree that endless mindnumbing calculation must be made, and apparently CCP which i'm trying to believe in doesn't test their stuff enough for it to be ready. I wouldn't mind waiting more time if things could just be properly adjusted.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
29
|
Posted - 2014.03.17 08:08:00 -
[8] - Quote
Kasote Denzara wrote:Tweaksz wrote:What i'm getting at is that, yes RoF does count as a DPS increase, though if we factor in range( which in TANK 514 plays a major role) said AR variant would still be inferior in certain aspects to the original racial rifle.
Though the Plasma Rifle's various variants are just, well, copies of the other races' own rifles, they shouldn't be expected to outperform Gallente's design. They are, after all, imitations. They are, yes, underwhelming, but that is more or less an acceptable outcome of what they are. I do remember the days where the TAC underwent what is going on with the Scrambler Rifles right now. Tactical was the Scrambler Rifle, Breach was the Rail Rifle, Burst was the Combat Rifle. That's all they are. Imitations. In a sense, we've had all the racial rifles for a while- they were just poorly made by Gallenteans.
I understand that but for the sake of bonuses let's say the upcoming commando and assault bonus these weapons are just too irrelevant to even try using. I would prefer for variants to be removed then released when they are all ready.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
29
|
Posted - 2014.03.17 08:10:00 -
[9] - Quote
Nosid Katona wrote:Kasote Denzara wrote:Tweaksz wrote:What i'm getting at is that, yes RoF does count as a DPS increase, though if we factor in range( which in TANK 514 plays a major role) said AR variant would still be inferior in certain aspects to the original racial rifle.
Though the Plasma Rifle's various variants are just, well, copies of the other races' own rifles, they shouldn't be expected to outperform Gallente's design. They are, after all, imitations. They are, yes, underwhelming, but that is more or less an acceptable outcome of what they are. I do remember the days where the TAC underwent what is going on with the Scrambler Rifles right now. Tactical was the Scrambler Rifle, Breach was the Rail Rifle, Burst was the Combat Rifle. That's all they are. Imitations. In a sense, we've had all the racial rifles for a while- they were just poorly made by Gallenteans. So by your logic the other racial "Assault" variants should be just as 'underwhelming' compared to the AR as the AR variants are to them? How many times will I post this before this "they are cheap copies" argument dies. I never once said the other assault variants should be just as underwhelming, atm all assault variants on other rifles seem to be just fine. IMHO of course. Edit: I never once mentioned cheap copies the other assault variants while still being competent and effective, to a certain extent they don't outperform the AR at cqc.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
29
|
Posted - 2014.03.17 08:34:00 -
[10] - Quote
Nosid Katona wrote:Tweaksz wrote:Nosid Katona wrote:Kasote Denzara wrote:Tweaksz wrote:What i'm getting at is that, yes RoF does count as a DPS increase, though if we factor in range( which in TANK 514 plays a major role) said AR variant would still be inferior in certain aspects to the original racial rifle.
Though the Plasma Rifle's various variants are just, well, copies of the other races' own rifles, they shouldn't be expected to outperform Gallente's design. They are, after all, imitations. They are, yes, underwhelming, but that is more or less an acceptable outcome of what they are. I do remember the days where the TAC underwent what is going on with the Scrambler Rifles right now. Tactical was the Scrambler Rifle, Breach was the Rail Rifle, Burst was the Combat Rifle. That's all they are. Imitations. In a sense, we've had all the racial rifles for a while- they were just poorly made by Gallenteans. So by your logic the other racial "Assault" variants should be just as 'underwhelming' compared to the AR as the AR variants are to them? How many times will I post this before this "they are cheap copies" argument dies. I never once said the other assault variants should be just as underwhelming, atm all assault variants on other rifles seem to be just fine. IMHO of course. Edit: I never once mentioned cheap copies the other assault variants while still being competent and effective, to a certain extent they don't outperform the AR at cqc. I was more referring to Kasote however on the subject of the 'Assault' variants I feel it is necessary to mention they are not fine. Take the Assault Comat Rifle for example. The ACB out ranges, has better DPS, and a better damage profile then the AR. While some might argue the AR has more potential damage per clip if one can't get close enough to apply said damage OR dies before even half of it leaves the gun it remains a moot point.
True. True. All the more reason to consider what is going on with the AR nerf in the New Eden "arms race" so to say.
AR variants 1.8 - RIP
|
|
Tweaksz
NECROM0NGERS
29
|
Posted - 2014.03.17 09:08:00 -
[11] - Quote
Kasote Denzara wrote:Nosid Katona wrote:Underwhelming compared to the normal form perhaps, compared to the AR which they are imitating? Not at all.
Just because the Scrambler, Rail, and Combat rifles all outperform their Assault variant doesn't change the fact that the assault variants are very close to if not better then the AR performance wise. While on the other side the AR variants not only are out performed by the AR but they are out performed by a HUGE margin by the rifles they are imitating. From highest damage reduction coming in 1.8: RR, SCR, CR, AR, SMG (which is still weird). Each and every variant of these listed weapons are having their damage reduced. For now, you can say anything you want about the CR's, RR's, and (possibly?) ScR Assault variant outpreforming the Plasma Rifle- I promise you that it's going to change in 1.8. All we are really doing right now, you and I, are pissing back and forth about things that are going to be changed, though I'm extremely sure the CR, SCR, and RR are going to lose a bit of popularity when they no longer do nearly twice the damage of the Plasma Rifle, if not more than that. I'm extremely positive, that against a shield tanker, the Plasma Rifle will devastate better (faster) than the Assault Combat Rifle can against an equally healthed armor tanker in 1.8. The problem right now with CR and RR is that they are armor killers with far too much damage being dealt to even be slowed down by shields. In 1.7, CR and RR are superior to every other rifle. In 1.8? We'll see. Am I saying the Plasma Rifle variants will find use in 1.8? No, I'm not. I really can't. People will use pretty much whatever they want to use.
But then why give in to futility, so I guess is CCP does whatever it freakin' pleases and we sit tight while we pretty much know for a fact how things will go down... To that I say. Hell No! I'd rather voice my discomfort that, i'm pretty sure other players that like the AR or are Gallente loyal to the bone, are feeling. On the off chance that maybe, just maybe, CCP gives a rat's furry ass what this game will turn into.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
30
|
Posted - 2014.03.17 09:47:00 -
[12] - Quote
Kasote Denzara wrote:Nosid Katona wrote:I'm not really sure what your argument is here... They aren't changing how the weapons function or handle in anyway, only the damage they do and the skills and modules that affect that damage. Will the changing of the rifle stats make people miss or hit more? Am I missing something?
So again the ACR will still out DPS the AR I don't need to test that to know it. Also how are DPS values 'what ifs'? It is a static number that doesn't change in any situation. The application of that DPS depends on the user, opponent, and situation but the DPS is still there. DPS is based around the ideal that every bullet will hit and every bullet will do the exact same amount of damage constantly. In Dust 514, that's incorrect. We have armor, shields, headshot bonus, headshot bonus while shielded, headshot bonus for only armor, distance of attacking, the skills of the attacker, the skills of the defender, modules of attacker, modules of defender, and various other variables. It can be static, but only after every possible situation and outcome are calculated. While people can "what if" these, application is still questionable. That's why DPS isn't a viable choice to use to argue.
Sure ignore the most prevalent thing in fps games. To say dps isn't important is like saying range isn't important either, the RR has more optimal than other rifles but of course that will never give anyone an advantage...
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
31
|
Posted - 2014.03.17 09:58:00 -
[13] - Quote
Kasote Denzara wrote:Tweaksz wrote:Sure ignore the most prevalent thing in fps games. To say dps isn't important is like saying range isn't important either, the RR has more optimal than other rifles but of course that will never give anyone an advantage... DPS really isn't important. Do you know what "alpha damage" is? You can shoot at a heavy and do 1200 damage to him and he still lives. He can turn and shoot you once with a FG while you're shooting. You will die.
Which of course has nothing to do with the discussion. Still run the numbers on alpha damage from the AR variants compare to original racial rifles, then do the same for ACR, AScR, ARR and compare to AR. You might be suprised.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
32
|
Posted - 2014.03.17 10:04:00 -
[14] - Quote
Monkey MAC wrote:Necessary, the rifles can be internally balanced later, but our first port of call should be getting the general TTK right first.
I know that but if CCP has the time to change the damage on rifles then they had enough time to see how said changes would affect all rifles including variants.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
33
|
Posted - 2014.03.17 10:17:00 -
[15] - Quote
Monkey MAC wrote:Tweaksz wrote:Monkey MAC wrote:Necessary, the rifles can be internally balanced later, but our first port of call should be getting the general TTK right first. I know that but if CCP has the time to change the damage on rifles then they had enough time to see how said changes would affect all rifles including variants. Not necessarily when you consider the amount of stuff added its qute easy to see how they may not have had time for full rifle rebalancing. Also we only know of changes to damage values, other in-game mechanics may have been tweaked. Keep Calm, but keep at it, the Plasma Rifle is gimped against the other rifles, yes, but it is still grossly overpowered against the majority of niche weapons, until that is fixed I would say its unlikely they will balance the rifles internally, its just easier.
What I ment was instead of moving stuff just for the hell of it they should research what effect the changes would have thoroughly instead and releasing it at a later point in time where they can be sure or slightly comfortable that things won't go awry. No need for them to rebalance completely, if they are nerfing ALL the rifles then what's the point if it's still going to be unbalanced.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
33
|
Posted - 2014.03.17 10:34:00 -
[16] - Quote
Monkey MAC wrote:Tweaksz wrote:Monkey MAC wrote:Tweaksz wrote:Monkey MAC wrote:Necessary, the rifles can be internally balanced later, but our first port of call should be getting the general TTK right first. I know that but if CCP has the time to change the damage on rifles then they had enough time to see how said changes would affect all rifles including variants. Not necessarily when you consider the amount of stuff added its qute easy to see how they may not have had time for full rifle rebalancing. Also we only know of changes to damage values, other in-game mechanics may have been tweaked. Keep Calm, but keep at it, the Plasma Rifle is gimped against the other rifles, yes, but it is still grossly overpowered against the majority of niche weapons, until that is fixed I would say its unlikely they will balance the rifles internally, its just easier. What I ment was instead of moving stuff just for the hell of it they should research what effect the changes would have thoroughly instead and releasing it at a later point in time where they can be sure or slightly comfortable that things won't go awry. No need for them to rebalance completely, if they are nerfing ALL the rifles then what's the point if it's still going to be unbalanced. Sorry misunderstood you there. Well youve got a choice nerf an overpowered set of weapons so that people stop bitching about them for a while, which gives you time to actually completly rebalance them and ALL of the associated mechanics. (Recoil, Mag Size, Reload Time, Zoom Fidelity, TTS, range, damage, ROF) Or you wait 3 months before making any changes, the rifles become more prelevant, player retention drops and people continue to whine making stupid demands that when 100's of people agree seem rather reasonable. All while your tryimg to balance these overpowered weapons, create new ones that aren't overpowered and build more mechanics into the meta of the game. From a developers point of view the first option is the best one, shut up the majority (keep em happy) deal with the fine tuning in piece. I guess you're right, thanks to the exaggerated butthurt of a few hundred twelve year olds we get timely placebos instead of a cure.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
33
|
Posted - 2014.03.17 10:46:00 -
[17] - Quote
Not necessarily when you consider the amount of stuff added its qute easy to see how they may not have had time for full rifle rebalancing. Also we only know of changes to damage values, other in-game mechanics may have been tweaked.
Keep Calm, but keep at it, the Plasma Rifle is gimped against the other rifles, yes, but it is still grossly overpowered against the majority of niche weapons, until that is fixed I would say its unlikely they will balance the rifles internally, its just easier.[/quote]
What I ment was instead of moving stuff just for the hell of it they should research what effect the changes would have thoroughly instead and releasing it at a later point in time where they can be sure or slightly comfortable that things won't go awry. No need for them to rebalance completely, if they are nerfing ALL the rifles then what's the point if it's still going to be unbalanced. [/quote]
Sorry misunderstood you there. Well youve got a choice nerf an overpowered set of weapons so that people stop bitching about them for a while, which gives you time to actually completly rebalance them and ALL of the associated mechanics. (Recoil, Mag Size, Reload Time, Zoom Fidelity, TTS, range, damage, ROF)
Or you wait 3 months before making any changes, the rifles become more prelevant, player retention drops and people continue to whine making stupid demands that when 100's of people agree seem rather reasonable. All while your tryimg to balance these overpowered weapons, create new ones that aren't overpowered and build more mechanics into the meta of the game.
From a developers point of view the first option is the best one, shut up the majority (keep em happy) deal with the fine tuning in piece.[/quote] I guess you're right, thanks to the exaggerated butthurt of a few hundred twelve year olds we get timely placebos instead of a cure.[/quote]
What can you do? I dunno about you, but I rather be given placebos UNTIL there is a cure, instead of waiting in agony for a cure that could never come. Cheer up, speccing into Lvl 1 of anything don't cost that much, if you like the way the Assault Rifle plays, try the laser or Assault Scrambler.
I personally can't wait to dust of my Mass Driver and Burst Scrambler Pistol again. Long live the Meta [/quote] *sigh* Yeah but there go my dreams of ever using gallente commando/assault bonuses and actually being effective. New Eden you cruel mother...
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
36
|
Posted - 2014.03.17 14:53:00 -
[18] - Quote
bamboo x wrote:all this "omg damage nerf" bullshit is not going to affect medium and light suits that much
you're still going to be able to kill them. especially if you're using the AR on a caldari. Then again you're going to be a heavy and come 1.8 some heavies with a logi up their ass are going hard as frick to kill.
AR variants 1.8 - RIP
|
Tweaksz
NECROM0NGERS
36
|
Posted - 2014.03.17 17:34:00 -
[19] - Quote
Awesome Pantaloons wrote:Nope, needs to be done. RR and CR are way too powerful as they are. AR has been going out of style for a while so might as well. SMG and ScR I like where they are, but they aren't nerfed that badly. I think dmg mod nerf might be a bit overkill, but we shall have to see. I think it's good, on paper at least. So I see you're into skipping vital parts of the conversation and saying something that makes no sense.
AR variants 1.8 - RIP
|
|
|
|