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Korvin Lomont
United Pwnage Service RISE of LEGION
755
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Posted - 2014.03.17 19:19:00 -
[1] - Quote
Aeon Amadi wrote:Most notably because all rifles will have a reduction in damage to accomodate a longer TTK but the HMG will not. IMO, it's already in a pretty good place and it's only intended counters in the CQC environment are the AR and the SG, both of which are getting some pretty hefty nerfs come 1.8
Fairly worried that the HMG will completely replace other CQC options as the new heavies gain in popularity and the subsequent nerfs occur. I kinda feel as though rifles were singled out in the TTK area in this aspect, some were obviously over-powering but there were others that were already falling short here in 1.7 (breach, burst and tactical AR, for instance).
I can't be the only one with this concern.
Nope you are not... |
Korvin Lomont
United Pwnage Service RISE of LEGION
755
|
Posted - 2014.03.18 00:19:00 -
[2] - Quote
TERMINALANCE wrote:Aeon Amadi wrote:Most notably because all rifles will have a reduction in damage to accomodate a longer TTK but the HMG will not. IMO, it's already in a pretty good place and it's only intended counters in the CQC environment are the AR and the SG, both of which are getting some pretty hefty nerfs come 1.8
Fairly worried that the HMG will completely replace other CQC options as the new heavies gain in popularity and the subsequent nerfs occur. I kinda feel as though rifles were singled out in the TTK area in this aspect, some were obviously over-powering but there were others that were already falling short here in 1.7 (breach, burst and tactical AR, for instance).
I can't be the only one with this concern. AR is not a counter for the hmg that would be ********, HMG is supposed to counter medium suits at close range. shotgun on a fast suit is a great counter for a heavy. the idea that you are supposed to counter a heavy by going toe to toe is ********, I cant take a heavy suit and go toe to toe face to face with a veh now can i? ARs are supposed to be meant at countering other light weapons in its optimum range as well as having a much larger jack of all trades use. really they should keep the ar dmg where it is and up its effective ranges by about 25%
Honestly any heavy that is not capable to kill a scout by the time the scout needs to land 3 or 4 SG shots is just bad. Especially now that the RoF bonus will change to a shield damage bonus...the SG is NOT a counter to sentinals. If at all LR and RR will be counters to setinal as those weapons can keep them at distance and still delivers enough damage.
The AR will be mostly dead in 1.8 (gets beaten by the Magsec ). I guess we will have a similar situation with sentinals like with vehicles: some good ones from the old days will come back but we will mostly see new heavies that will use the heavy as assault suit (mainly those who think hp tanking is the only way to play dust) |
Korvin Lomont
United Pwnage Service RISE of LEGION
755
|
Posted - 2014.03.18 00:21:00 -
[3] - Quote
Azri Sarum wrote:Aeon Amadi wrote:Most notably because all rifles will have a reduction in damage to accomodate a longer TTK but the HMG will not. IMO, it's already in a pretty good place and it's only intended counters in the CQC environment are the AR and the SG, both of which are getting some pretty hefty nerfs come 1.8
Fairly worried that the HMG will completely replace other CQC options as the new heavies gain in popularity and the subsequent nerfs occur. I kinda feel as though rifles were singled out in the TTK area in this aspect, some were obviously over-powering but there were others that were already falling short here in 1.7 (breach, burst and tactical AR, for instance).
I can't be the only one with this concern. You're not. I also think that the balance for heavies is in a fairly good place right now. Not perfect, but close. There are two changes in 1.8 that will directly affect this balance. Rifle nerfs, but no hmg nerf. This increases the hmg's relative power by ~(10% - 15%) Heavy Resistances. 25% reduction to splash damage and additional 10-15% damage resistances vs specific weapon types. This will make heavies tankier. Individually neither change seems to much, but I am worried that this will be a classic case of CCP nerfing and buffing simultaneously to produce a larger than intended result. Some of this might be mitigated by the potential assault role 10% rof bonus we saw on sisi, but that has not been confirmed yet afaik. So im worried. I really do not what to see 1.8 do to heavies what 1.7 did to tanks.
The assaults rof bonus has gone for now, thanks to all the whining: oh this is op, oh I lost my heat reduction and rof doesn't benefit my SCR etc...
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Korvin Lomont
United Pwnage Service RISE of LEGION
756
|
Posted - 2014.03.18 08:56:00 -
[4] - Quote
TunRa wrote:LEHON Xeon wrote:Aeon Amadi wrote:Mad Syringe wrote:Arkena Wyrnspire wrote:Heavies can tank REs. Sometimes three, in edge cases. Proto knives are survivable for up to four strikes even if you charge initially. Flux will assist, but the only heavy it'll be really effective against will be the Minmatar one. And they all have a 25% blast resistance, so the mass driver is out the window.
Some heavies can tank a full magsec clip. Direct hits with the MD still do full damage! So you need to aim, and not only spam the floor. In the end, the heavy will need teamwork to take down or a sneaky scout to prepare him... Oh god another "will need teamwork to take down" argument. Look, game is only 16v16 - this argument didn't work with Tanks and it sure as **** won't work with Heavies unless there's a limit to how many can be fielded and I know for a solid fact no-one wants that. If it takes more than one person to kill any one other person - there's an imbalance. It's the DEFINITION of imbalance. It needs counters. Not -counter-. Plural. Edit: And it should -NOT- under any circumstances be the exact same thing used to counter it. It's terrible game design to have to counter something with what you're countering. This is my great concern for 1.8 as well. You get multiple people in sentinel suits camping a primary objective (the pivotal point in skirmish or the sole objective in Dom) and no one is going to be getting in there in any reasonable time because of all the stupid high resistance buffs. Grenade damage is automatically nerfed, if they use all Amarr and Gallente heavies, all RR and CR damage is automatically nerfed, and so are indirect mass driver rounds. You get 4 or 5 of these guys, all in the same suit with most using CRs and RRs, it's going to make for a really ugly time. Focus fire maybe? Take down 1 sentinel at a time, not just have a team of 16 shoot everywhere.
How would you counter 16 heavies? |
Korvin Lomont
United Pwnage Service RISE of LEGION
757
|
Posted - 2014.03.18 09:09:00 -
[5] - Quote
I-Shayz-I wrote:Damage mods are still getting nerfed. And proficiency. You seriously can't do anything with just a HMG.
I want to say 99% of heavies use damage mods.
Shouldn't be that bad.
Thanks to the berf of all Rifles the HMG gets an unnerfed damage mod build in (in relation to the HMG's counter). With a DPS of 600 on a std HMG it will have more DPS than any full automatic weapon. The only Rifle that still can compete is the SCR (in terms of DPS). Heavies won't need damage mods and shield extenders will serve them just as well if not more with the lowered TTK.
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Korvin Lomont
United Pwnage Service RISE of LEGION
759
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Posted - 2014.03.18 14:12:00 -
[6] - Quote
zzZaXxx wrote:In CQC... HMG > AR AR > Other rifles SG scout can own all in CQC with skill/cover/dampening/scanner nerf/flux Other rifles > HMG when maintaining range/flanking
It generally will take more than one gun to take down a heavy holding a point, but it has nothing to do with teamwork. Once you know where the heavy is and start picking away at it others in the area will naturally join in until it goes down. That's the heavy's weakness. It can't pick its battles. If it tries to retreat to a better position it'll just get shot in the back. If it tries to flank a position it'll find a whole new situation when it gets there.
That's exactly where assaults shine. A squad of assaults will generally overpower a squad of heavies due to being able to pin them down, predict their behavior, and flank them.
HMG > AR = true thats now the case and I don't really see the relative buff for the HMG necessary
AR > Other rifles = you must clearly have a different AR. Its more: Other rifles > AR
SG scout can own all in CQC = this is tricky unless you have superior gun game or get clearly the drop on an enemy the SG sucks. HD issues and a skill that makes SG use harder aren't helping the same is for the relative low damage. The SG is barely able to OHK anything besides scout suits for an untanked heavy you need at least three shots (at least 4 for a highly tanked heavy, thats plenty of time to kill a scout, for a slightly tanked medium suit you will need two shots (for a heavy tanked med frame three as well) |
Korvin Lomont
United Pwnage Service RISE of LEGION
781
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Posted - 2014.03.20 12:55:00 -
[7] - Quote
Imp Smash wrote:We can't nerf the HMG just yet. Like assaults heavies received a bit of a nerf with the damage mod nerf. HMG damage mods also only do half what they used to. Rep tools also received a nerf so heavies will die easier. Also heavies are more susceptible to the soon to be buffed mass driver. So calling for a nerf on the HMG is premature at best.....
That being said heavy TTK, while going down, won't be going down as much as assault. So a small damage nerf to the HMG in the future MIGHT be reasonable.
But making such a change before we find out things are going to work will make balancing harder. Maybe hold off on the nerf comments a bit until we see how this round of changes affect balance?
Its pretty easy currently the HMG is in a really good way balancing wise. I can compete just fine versus assaults in its given range. In 1.8 the balanced HMG will get a relative Buff by roughly 10% while the suit to carry said HMG will get another buff.
So in short the suit gets buffed its weapon as well as the counter weapons get nerfed....
This caused problems with the whole AV vs Vehicle balance and this will cause balancing issue with heavies vs their counters. To make things worse the best counter to heavies will soon be another heavy ;( thanks to light weapon wielding heavies.
CCP seem to have a hang for repeating mistakes over and over again... |
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