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BL4CKST4R
WarRavens League of Infamy
2138
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Posted - 2014.03.24 10:46:00 -
[1] - Quote
Dual tanking breaks everything enough said.
The damage mod nerf, like any other nerf, has made them useless to all but maybe snipers. Even before 1.8 damage mods had to be carefully balanced with HP so you get the maximum ratio between the two, usually just Armor and damage. But with the nerf it makes them so that shields give a bigger benefit no matter the situation. Once thing this causes is an extreme extention of the TTK post 1.8 people were dying fast yes but most were using 1 type of tank, now most will be dual tanking this combined with all the damage nerf will massively extend the TTK.
For example a Gallente Assault with 3x CSE and 4xEAP has a 2.3 second TTK, against a Duvolle this is 28 shots to kill. This leads to another problem strafing fights, even though you want to make this a slow tactical shooter strafing and bunny hopping is way to fast with the slow time to kill anybody in a scout suit and a keyboard will be able to matrix across the field.
This is also going to have a huge shift in weapon preference, anything with a slow rof and high alpha damage will be the only useful weapon in 1.8. High rof weapons tend to have low damage therefore the amount of shots to kill will be way higher and with more room to dance around these will probably need an entire clip to kill.
Some solutions if these problems do happen, I am very sure they will since during beta TTK was much longer and many of the things above held true.
*Reverse one of the damage nerfs, each of the nerfs increases TTK by around 15%, damage mod nerf forces dual tanking and weapon damage nerfs add to it. *Reduce the rof of weapons and increase damage, this doesn't increase TTK but some weapons won't work with slow TTK; weapons like the SMG. In slow TTK games damage > dps, fast TTK dps > damage. *Reduce strafing speeds, and ads speeds *Change the armor and shield penalties accordingly so using both increases the damage you take. > Shields increase your hit box 2/3/5 > Armor slows you down 2/3/5 *increase base suit HP and scale modules like in EVE were the difference between meta 1-4 is around 5%. This makes it so what makes or breaks your suit is how you build around its purpose not piling a truckload of HP. This reduces TTK slightly but increase game play flavors tremendously.
For the Federation!
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I-Shayz-I
I-----I
2664
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Posted - 2014.03.24 11:02:00 -
[2] - Quote
I really hope that if anything comes from this patch, it will be actual teamwork.
The main problem I see right now are players (even me) being able to mow down 4-5 other guys in a few seconds if they're close together. Just today I was able to take on 3-4 guys who kept spawning in the same objective because I could kill them without even trying. In 1.8 facing those same players I would probably be overpowered because I won't be able to kill them faster than they can spawn in.
While I am worried that the increase in ttk will cause unexpected problems, I'm thinking it will solve more than it brings.
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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BL4CKST4R
WarRavens League of Infamy
2140
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Posted - 2014.03.24 11:08:00 -
[3] - Quote
I-Shayz-I wrote:I really hope that if anything comes from this patch, it will be actual teamwork.
The main problem I see right now are players (even me) being able to mow down 4-5 other guys in a few seconds if they're close together. Just today I was able to take on 3-4 guys who kept spawning in the same objective because I could kill them without even trying. In 1.8 facing those same players I would probably be overpowered because I won't be able to kill them faster than they can spawn in.
While I am worried that the increase in ttk will cause unexpected problems, I'm thinking it will solve more than it brings.
Yes you won't be able to take multiple guys anymore (good thing) but in order to take you down quickly would require two guys, sort of speak. The TTK is fine but certain factors within the game that were not looked at, these over extend the TTK past what CCP might have intended. This being HP modules, dual tanking, clip size damage etc.
For the Federation!
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Izlare Lenix
FREE AGENTS LP
254
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Posted - 2014.03.24 12:04:00 -
[4] - Quote
Beta was more fun than the past few months because you actually had to work for kills back then.
The instant death of the short TTK of now is not fun. At least with longer TTK, if someone gets the jump on you, you at least have a chance to fight back versus the your shot, your dead TTK we have now.
Gun control is not about guns...it's about control.
The only way to ensure freedom is by having the means to defend it.
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Hecarim Van Hohen
Bullet Cluster
666
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Posted - 2014.03.24 12:18:00 -
[5] - Quote
I will still use dmg mods on my Amarr sentinel, dual tanking is a sin and should not be tolerated.
TOUGH TITTY, SAID THE KITTY.
-Blaine the Mono
a¦áGùía¦á
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I-Shayz-I
I-----I
2667
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Posted - 2014.03.24 12:21:00 -
[6] - Quote
One thing I'm interested in seeing is how the scrambler will fare. With it having a -20% reduction to armor, and the proficiency change, it will definitely be interesting. With short ttk it actually works quite well because you don't overheat as much, whereas long ttks mean having to fire the weapon slower in order to prevent overheating.
Or you deal with the overheat as treat it like a reload.
Speaking of which, with more rounds required to kill... reloading, nanohives, and ammo supplys will definitely be something to look at with 1.8
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Ghosts Chance
Inf4m0us
1530
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Posted - 2014.03.24 12:24:00 -
[7] - Quote
i for one welcome the return of 11-12m/s god scouts |
Kasote Denzara
A Vulture
2062
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Posted - 2014.03.24 12:32:00 -
[8] - Quote
Hecarim Van Hohen wrote:I will still use dmg mods on my Amarr sentinel, dual tanking is a sin and should not be tolerated. I normally don't agree with Amarrians, but we do share some very similar views at times.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara
I'm waiting for my G-I suit. It's what I want.
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Temias Mercurial
ANGEL FLEET
26
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Posted - 2014.03.24 12:32:00 -
[9] - Quote
The actual TTK with the rifles is not too different from their current TTK. It's about 75-100 points more with the new stat, about 10 bullets essentially, with an automatic, if you're a decent aim. You'll still be able to kill people with single magazines, assuming you can land 65-80% of your shots. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
1962
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Posted - 2014.03.24 12:45:00 -
[10] - Quote
I think the higher TTK will make shield tanking viable again, which means there should be more squishy targets available for scrambler rifles again. Depending on how the balance changes work out we *might* actually only see dual tanking on the slowest, fattest armor suits. If you're primarily a shield tanker the movement penalty (applied twice to your strafing speed, apparently) will make it more difficult to get out of the line of fire to regenerate.
Hey, look at that. A use for those weak ferroscale plates. |
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Beren Hurin
Onslaught Inc RISE of LEGION
2293
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Posted - 2014.03.24 12:51:00 -
[11] - Quote
Just to be clear, when you say "everyone will be dual tanking" you mean people in PROTO suits with max skills. You can get some pretty mean tanks on some advanced heavy/medium suits too.
IMO, I think of 'dual tanking' as a kind of T2 tank. Having both means that you either need specialized weapons going after both layers of HP, or that the armor buffer behind your shield means that high alpha laser/blaster weapons will be blunted. |
Beren Hurin
Onslaught Inc RISE of LEGION
2293
|
Posted - 2014.03.24 12:52:00 -
[12] - Quote
Temias Mercurial wrote:The actual TTK with the rifles is not too different from their current TTK. It's about 75-100 points more with the new stat, about 10 bullets essentially, with an automatic, if you're a decent aim. You'll still be able to kill people with single magazines, assuming you can land 65-80% of your shots.
And this really applies to the dual-tank 800+ HP suits (which start to get pretty expensive) |
CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1119
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Posted - 2014.03.24 13:17:00 -
[13] - Quote
lol another clueless post dragging up KB/M. Go and use KB/M (Without any extra macros or other things) then come back and tell us how its ohh so powerful.
Investigate 9/11
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Cody Sietz
Bullet Cluster
2807
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Posted - 2014.03.24 13:24:00 -
[14] - Quote
I wanna see what happens.
Though I agree with you on most points, but disagree on others(like lowering RoF)
The ScR needed a balance, and this is how they chose to do it...we will see how it plays out(I think a hipfire and and heat build up nerf would have been fine, also maybe dropping the RoF for that weapon would have been good)
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1452
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Posted - 2014.03.24 13:41:00 -
[15] - Quote
BL4CKST4R wrote:Dual tanking breaks everything enough said.
The damage mod nerf, like any other nerf, has made them useless to all but maybe snipers. Even before 1.8 damage mods had to be carefully balanced with HP so you get the maximum ratio between the two, usually just Armor and damage. But with the nerf it makes them so that shields give a bigger benefit no matter the situation. One thing this causes is an extreme extention of the TTK; post 1.8 people were dying fast yes but most were using 1 type of tank, now most will be dual tanking. This combined with all the damage nerf will massively extend the TTK.
For example a Gallente Assault with 3x CSE and 4xEAP has a 2.3 second TTK, against a Duvolle this is 28 shots to kill. This leads to another problem strafing fights, even though you want to make this a slow tactical shooter, strafing and bunny hopping is way to fast. With the slow time to kill anybody in a scout suit and a keyboard will be able to matrix across the field this was a problem in beta.
This is also going to have a huge shift in weapon preference, anything with a slow rof and high alpha damage will be the only useful weapon in 1.8. High rof weapons have low damage therefore the amount of shots to kill will be way higher and with more room to dance around these will probably need an entire clip to kill. Therefore being able to count your shots and regulate your damage quickly means weapons like the bolt pistol, scrambler rifle, Rail rifle and Burst Combat rifle will be the most useful.
Some solutions if these problems do happen:
(I am very positive they will since during beta TTK was much longer and many of the things above held true.)
*Reverse one of the damage nerfs, each of the nerfs increases TTK by around 15%, damage mod nerf forces dual tanking and weapon damage nerfs add to it.
*Reduce the rof of weapons and increase damage, this doesn't increase TTK but some weapons won't work with slow TTK; weapons like the SMG. In slow TTK games damage > dps, fast TTK dps > damage.
*Reduce strafing speeds, and ads speeds, in slow shooters strafing fights just can't work the game becomes about who can move faster not who can aim/react better. It's not a shooter it's a dancing game. Left, right,up, left, left, right, left, right.
*Change the armor and shield penalties accordingly so using both increases the damage you take. > Shields increase your hit box 2/3/5 > Armor slows you down 2/3/5 no more dual tanking.
*increase base suit HP and scale modules like in EVE were the difference between meta 1-4 is around 5%. This makes it so what makes or breaks your suit is how you build around its purpose not piling a truckload of HP. This reduces TTK slightly but increase game play flavors tremendously. no. hell no! after further reflection , consideration and looking at instadeath from 1.7
HAYL NAW!!!!! I want my fitting suit choices to matter and a LONGER TTK does just that for my mostly militia suits preference along with lets ambush the overconfident proto
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1452
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Posted - 2014.03.24 13:51:00 -
[16] - Quote
Hecarim Van Hohen wrote:I will still use dmg mods on my Amarr sentinel, dual tanking is a sin and should not be tolerated. thunder punch damage mods are more fun in a heavy suit its turn the corner and say hi! to the rail rifle user THUNDER PUNCH!! then to rub it in respond to the mail with: not worth waisting my hmg bullets on minimal threat targets
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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pyramidhead 420
Carbon 7 CRONOS.
388
|
Posted - 2014.03.24 14:08:00 -
[17] - Quote
CommanderBolt wrote:lol another clueless post dragging up KB/M. Go and use KB/M (Without any extra macros or other things) then come back and tell us how its ohh so powerful. why would anybody use a plain ole kb/m? that's just gimping yourself. |
Temias Mercurial
ANGEL FLEET
27
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Posted - 2014.03.24 14:30:00 -
[18] - Quote
Cody Sietz wrote:I wanna see what happens.
Though I agree with you on most points, but disagree on others(like lowering RoF)
The ScR needed a balance, and this is how they chose to do it...we will see how it plays out(I think a hipfire and and heat build up nerf would have been fine, also maybe dropping the RoF for that weapon would have been good)
The ScR is quite balanced, due to the fact that it's semi-automatic. Also, when so few people use it, why is this even an issue? I see one ScR in every 40 games or so. I know I'm not the only one using it, but is sure seems like it. The weapon is highly skilled, high risk, high reward. Automatic weapons tend to assist the players aim, as they are not dependent upon each individual shot. It may be powerful, but everything kills in the same amount of the time with infinite ammunition anyway. That's one of the perks of the ScR thought, if you're a decent shot, you won't have to worry about your reserves. |
Dunk Mujunk
RestlessSpirits
668
|
Posted - 2014.03.24 14:43:00 -
[19] - Quote
I can agree with a lot of this. I think the damage mod part would be nice, though I would have liked to have seen a limit on the amount of damage mods per suit, preferably a 1 mod limit. Dmg mods would still have a punch, but would be easier to balance knowing the bonus could only get so tall. I do applaude CCP for finally addressing TTK, but with the new %s on damage mods it kinda makes it look like CCP wasn't sure what to do and is grasping at straws. There is no point what so ever to giving up the cpu/pg for a complex damage mod over an enhanced (post 1.8). I'm not complaining it just seems like they've basically eliminated a module.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
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Master Smurf
Nos Nothi
259
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Posted - 2014.03.24 15:02:00 -
[20] - Quote
Temias Mercurial wrote:Cody Sietz wrote:I wanna see what happens.
Though I agree with you on most points, but disagree on others(like lowering RoF)
The ScR needed a balance, and this is how they chose to do it...we will see how it plays out(I think a hipfire and and heat build up nerf would have been fine, also maybe dropping the RoF for that weapon would have been good) The ScR is quite balanced, due to the fact that it's semi-automatic. Also, when so few people use it, why is this even an issue? I see one ScR in every 40 games or so. I know I'm not the only one using it, but is sure seems like it. The weapon is highly skilled, high risk, high reward. Automatic weapons tend to assist the players aim, as they are not dependent upon each individual shot. It may be powerful, but everything kills in the same amount of the time with infinite ammunition anyway. That's one of the perks of the ScR thought, if you're a decent shot, you won't have to worry about your reserves.
Oh the SCR does the same as well - aim slightly left or right of your target and charge a shot and fire.
The main reason you see less Scramblers are due to the rise of the Rail and Combat but that doesnt mean that the spamming of 70-80 dmg shots was balanced.
All of the rifles needed balancing in different ways but CCP hasnt figured out how to find the nuggets on their forum or cant program those nuggets.
ON TTK - Once again they attacked it on many fronts while making some weird sidesteps - no HMG, No Vehicle, no armor speed penalty change.
I guess its round 1.
"Shine bright like a diamond"
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DUST Fiend
OSG Planetary Operations Covert Intervention
12433
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Posted - 2014.03.24 15:08:00 -
[21] - Quote
My choices matter.
Aside from when CCP decides to make them for me.
I never would have wasted the SP on 5% damage, which is exactly why I have never once fit a basic or enhanced damage mod.
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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Michael Epic
The Neutral Zone
271
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Posted - 2014.03.24 15:12:00 -
[22] - Quote
Extending the TTK is the point dude....the TTK is horrible, it shouldn't be so easy to kill someone. No one. It makes this game crap because a lot of time people (myself included) spawn and are dead within 4-5 seconds.
That's crap...that's a crap mechanic. |
Master Smurf
Nos Nothi
259
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Posted - 2014.03.24 15:14:00 -
[23] - Quote
Thats correct.
Choice only matters until CCP pulls the rug and then tells you HTFU and this is New Eden yada yada
#ChoiceIsAnIllusion #KeepGrinding #BuyAurum
"Shine bright like a diamond"
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Dauth Jenkins
Ultramarine Corp
278
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Posted - 2014.03.24 15:17:00 -
[24] - Quote
I-Shayz-I wrote:One thing I'm interested in seeing is how the scrambler will fare. With it having a -20% reduction to armor, and the proficiency change, it will definitely be interesting. With short ttk it actually works quite well because you don't overheat as much, whereas long ttks mean having to fire the weapon slower in order to prevent overheating.
Or you deal with the overheat as treat it like a reload.
Speaking of which, with more rounds required to kill... reloading, nanohives, and ammo supplys will definitely be something to look at with 1.8
The headshot bonus makes up for the -20 armour, so it works well. I'm just glad it's not Fotm.... yet. I'm worried that the scrubs will pick up amarr assault and a scrambler and get in nerfed to hell. You know those scrubs... The heavies with light weapons of today....
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1440
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Posted - 2014.03.24 15:17:00 -
[25] - Quote
Temias Mercurial wrote:The actual TTK with the rifles is not too different from their current TTK. It's about 75-100 points more with the new stat, about 10 bullets essentially, with an automatic, if you're a decent aim. You'll still be able to kill people with single magazines, assuming you can land 65-80% of your shots.
Who the hell could land 65-80% of their shots on moving targets accurately without Aim assist....
This statement made me puke in my mouth a little.
Oh CCP what have you done. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
681
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Posted - 2014.03.24 15:23:00 -
[26] - Quote
I initially wrote my response to this but I accidentally deleted everything from my phone so I'll try to put the short version of why you are completely wrong in your assumptions.
First off dual tanking breaks nothing but increasing the survivability of non-slayer roles on the battlefield. Those logistic character that have no desire to take out their gun will be able to survive a considerable amount of damage before they die. Give them the most OP gun and tell them to kill and they won't be able to put out enough damage or survive in an extended engagement without dying from repeated alpha strikes. The reduced shield recharge from multiple shield Extenders does this. The lack of self repair and/or lack of armor repairers means they cannot heal. Enough said about that.
The damage mod Nerf was absolutely necessary as the mod itself was entirely too powerful, more powerful than the proficiency skill which is just silly. The current numbers means that if you want the extra damage then you will lose tank making it viable to have two roles, taking for survivability and damage for alpha strikes and maneuverability/flanking. It will also mean you can't just run in and kill 5 people on your own like it is now. That's just absurd.
The current TTK is so low that it takes away the chance to react to a situation. This is not tactical in the slightest. This is twitch based and not intended for dust. Increased TTK to, 2.2 seconds, like you mentioned, is a very reasonable time. It means that if someone can't alpha stike you then you have a chance to react to the situation and fight back. Meaning that someone will need those damage mods to alpha you, meaning that you will need to dual tank to prevent being alphad! This is a cyclic argument that backs itself up, jump in at any time and the counter top your argument will come around and hit you in the face.
Now to address your bunny hopping, matrix fantasy. Bunny hopping was fixed when it required stamina to jump. It was further fixed when armor played required more stamina to get the jump off. The only people able to jump around will be scouts with cardiac mods and no armor plates. Let them jump, they have no extra armor to tank anything. If you can't hit them then you need to work on your gun game and realize that speed is the third tank in the game, along with armor and shields. This comes from eve and an entire race (Minmatar) has developed their entire play style around it!
The point about slow RoF being the top choice is laughable. Guns such as the combat rifle and AR that have high RoF will do considerably more damage in an alpha strike. My definition of alpha strike is your initial attack before the enemy can react and shoot back. So those who flank and get the jump on the enemy will get roughly a second before the enemy reacts to them. If you can put out enough damage then you can kill one person. Killing entire groups of players will likely not be plausible anymore. Good. High RoF weapons will now be used for ranged righting with cover, low RoF will now be used for alpha strikes along with flanking and CQC... This is what is intended. Right now low RoF weapons do so much damage that they are viable in cqc, which isn't supposed to happen in the average encounter.
Anyone who has never used a keyboard and mouse does not understand the extreme disadvantage that KBM users have when playing on the PS3. Yes they would have the advantage when playing on the PC, but this is an entirely different system and software. Aim assist only works for controllers, not the mouse. Turning speeds are faster on the most which means that with out aim assist you tend to overshoot. The strafing excuse is a joke as there are no key bindings so you need to bend your fingers in an impossible way to get the crouch key or grenade key or hack key. Trying to get these along with placing orders or switching weapons with the mouse wheel gives the KBM users a huge clunky interface. This is why I personally switched to the controller when aim assist stated to work. The only advantage you get on the KBM is faster sniping.
I don't feel like writing anymore. You're not worth my time after reading what your suggestions are. You put zero thought into those ideas.
Newb
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Hecarim Van Hohen
Bullet Cluster
667
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Posted - 2014.03.24 15:36:00 -
[27] - Quote
Kasote Denzara wrote:Hecarim Van Hohen wrote:I will still use dmg mods on my Amarr sentinel, dual tanking is a sin and should not be tolerated. I normally don't agree with Amarrians, but we do share some very similar views at times. We can be reasonable from time to time just like every other race.
TOUGH TITTY, SAID THE KITTY.
-Blaine the Mono
a¦áGùía¦á
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Vell0cet
SVER True Blood General Tso's Alliance
1234
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Posted - 2014.03.24 15:38:00 -
[28] - Quote
Full brick tanking isn't as good of an idea as it sounds on paper in a higher TTK game. Moving quickly and having high damage output is incredibly valuable in a in-and-out-of-cover playstyle. In a fight where both players stand still in the open and start shooting at the same time, sure stack shields and plates and you'll come out ahead of the guy who has damage mods, and maybe a kincat or a damp. Add cover and movment to the equation and things start to change a lot. Suddenly the DMG mod guy can burn through your shields and eat some armor, then jump into cover and regen shields. Repeat once or twice and he's going to be ahead of you in HPs and come chasing you down. You won't be able to get away, and your plates just became a death sentence.
I'll be running damage mods on all of my LR and ScR fits. It's the only way to improve damage against armor, which will be essential for them.
Dauth Jenkins wrote:The headshot bonus makes up for the -20 armour, so it works well. The ScR gets the same headshot bonus as every other gun (except the ScP).
Best PvE idea ever!
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Tech Ohm Eaven
L.O.T.I.S. D.E.F.I.A.N.C.E
1453
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Posted - 2014.03.24 15:40:00 -
[29] - Quote
Bethhy wrote:Temias Mercurial wrote:The actual TTK with the rifles is not too different from their current TTK. It's about 75-100 points more with the new stat, about 10 bullets essentially, with an automatic, if you're a decent aim. You'll still be able to kill people with single magazines, assuming you can land 65-80% of your shots. Who the hell could land 65-80% of their shots on moving targets accurately without Aim assist.... This statement made me puke in my mouth a little. Oh CCP what have you done. Aim down sights instead of depending on hipfire
Hey CCP get a PS4 client
Planetside 2 in June on PS4
Dust Deserters Alliance
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Bethhy
Ancient Exiles. Dirt Nap Squad.
1441
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Posted - 2014.03.24 15:45:00 -
[30] - Quote
Tech Ohm Eaven wrote:Bethhy wrote:Temias Mercurial wrote:The actual TTK with the rifles is not too different from their current TTK. It's about 75-100 points more with the new stat, about 10 bullets essentially, with an automatic, if you're a decent aim. You'll still be able to kill people with single magazines, assuming you can land 65-80% of your shots. Who the hell could land 65-80% of their shots on moving targets accurately without Aim assist.... This statement made me puke in my mouth a little. Oh CCP what have you done. Aim down sights instead of depending on hipfire
What happens if you take a couple steps to the side at 10m/s while they are shooting? Oh yea... Bullets will hit anyway. No need to adjust aim.
Looking in the general direction of an enemy is alot different then aiming...
Until CCP and people make that distinction this game will always be considered laughable on the world gaming stage when it comes to legitimate competition. |
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DUST Fiend
OSG Planetary Operations Covert Intervention
12445
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Posted - 2014.03.24 16:29:00 -
[31] - Quote
Bethhy wrote:Until CCP and people make that distinction this game will always be considered laughable on the world gaming stage when it comes to legitimate competition. This game will ALWAYS be laughable on the professional level until they add in a mode that gives all players equal amounts of SP and ISK to pull from.
Otherwise, it will always be a niche game that never receives any meaningful recognition from the pro circuit.
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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Jack McReady
DUST University Ivy League
1180
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Posted - 2014.03.24 16:36:00 -
[32] - Quote
Master Smurf wrote:Thats correct.
Choice only matters until CCP pulls the rug and then tells you HTFU and this is New Eden yada yada
#ChoiceIsAnIllusion #KeepGrinding #BuyAurum it is all fine as long as people buy more boosters |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
685
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Posted - 2014.03.24 16:58:00 -
[33] - Quote
DUST Fiend wrote:Bethhy wrote:Until CCP and people make that distinction this game will always be considered laughable on the world gaming stage when it comes to legitimate competition. This game will ALWAYS be laughable on the professional level until they add in a mode that gives all players equal amounts of SP and ISK to pull from. Otherwise, it will always be a niche game that never receives any meaningful recognition from the pro circuit.
I should remind you that this game is not trying to reach the pro circuit. It's an addendum to the bigger game of Eve. It's trying to do something that is completely different from the general shooter. If you want to play a competitive shooter than play cod
Newb
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Temias Mercurial
ANGEL FLEET
29
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Posted - 2014.03.24 17:22:00 -
[34] - Quote
Master Smurf wrote:Temias Mercurial wrote:Cody Sietz wrote:I wanna see what happens.
Though I agree with you on most points, but disagree on others(like lowering RoF)
The ScR needed a balance, and this is how they chose to do it...we will see how it plays out(I think a hipfire and and heat build up nerf would have been fine, also maybe dropping the RoF for that weapon would have been good) The ScR is quite balanced, due to the fact that it's semi-automatic. Also, when so few people use it, why is this even an issue? I see one ScR in every 40 games or so. I know I'm not the only one using it, but is sure seems like it. The weapon is highly skilled, high risk, high reward. Automatic weapons tend to assist the players aim, as they are not dependent upon each individual shot. It may be powerful, but everything kills in the same amount of the time with infinite ammunition anyway. That's one of the perks of the ScR thought, if you're a decent shot, you won't have to worry about your reserves. Oh the SCR does the same as well - aim slightly left or right of your target and charge a shot and fire. The main reason you see less Scramblers are due to the rise of the Rail and Combat but that doesnt mean that the spamming of 70-80 dmg shots was balanced. All of the rifles needed balancing in different ways but CCP hasnt figured out how to find the nuggets on their forum or cant program those nuggets. ON TTK - Once again they attacked it on many fronts while making some weird sidesteps - no HMG, No Vehicle, no armor speed penalty change. I guess its round 1.
Actually, even before 1.7, ScR were somewhat of a rarity, in my experience. The fact that the ScR can deal 70-80 damage shots is insignificant when only 1-2 shots from a RR or CR deal greater to or equal damage. The charge shot is what people regard as "OP", but you only have about 5 more shots left before overheating. It's the greatest 1v1 weapon, but it's unlikely that the average user will be able to take on multiple enemies without overheating, and then dying, due to the fact that RR and CR can easily kill 2-3 people per magazine. The ScR is efficient, but with great cost. The ScR does not assist the user with automatic fire like the other three rifles.
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Roy Ventus
Axis of Chaos
1497
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Posted - 2014.03.24 17:24:00 -
[35] - Quote
I'm positive that if we do have issues, we can just buff the damage mods back to what they were and it'll fix itself.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Rei Shepard
The Rainbow Effect Negative-Feedback
1634
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Posted - 2014.03.24 17:26:00 -
[36] - Quote
BL4CKST4R wrote:
*Snip*
With the slow time to kill anybody in a scout suit and a keyboard will be able to matrix across the field this was a problem in beta.
*Snip*
Call me Neo :)
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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CRNWLLC
Screwy Rabbit ULC
147
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Posted - 2014.03.24 17:31:00 -
[37] - Quote
BL4CKST4R wrote:The damage mod nerf, like any other nerf, has made them useless to all but maybe snipers.
They're not useless to [us] snipers--just 48.1% less useful (in my specific case).
Here are before/after stacking penalty numbers (I'm using 5 mods for illustrative purposes, since that's max possible before and after 1.8):
Pre-1.8: Individual bonuses: 10.00%, 8.69%, 5.71%, 2.83%, 1.06%, Total bonus: 31.34%
Post-1.8 Individual bonuses: 5.00%, 4.35%, 2.85%, 1.41%, 0.53%, Total bonus: 14.89%
Basically, there is no point in stacking more than 3 complex damage modifiers in 1.8 (as the <2% bonus granted by stacking two more does not in any way justify fitting them--that's less of a bonus than 1 level of proficiency or a basic damage mod!). I was actually considering whether I wanted to switch from my Amarr logi to a different medium frame with more highs, to squeeze every last drop of alpha out of my fit, but the nerf + Amarr logi sidearm + hella equipment + tanks anything except max skills charge/Thales headshots = still my favorite sniping dropsuit.
Cenex Langly wrote:The damage mod Nerf was absolutely necessary as the mod itself was entirely too powerful, more powerful than the proficiency skill which is just silly. The current numbers means that if you want the extra damage then you will lose tank making it viable to have two roles, taking for survivability and damage for alpha strikes and maneuverability/flanking. It will also mean you can't just run in and kill 5 people on your own like it is now. That's just absurd.
I think your point about 5-to-1 craziness is well taken, but I think the damage mod bonus/proficiency issue it more complicated. I am happy to get into to detail here if anyone is interested, but my point boils down to: In EVE, Tech II weapon upgrades (eg, gyrostabilizers, ballistic control systems, etc.) not only grant a very large bonus to damage and ROF or tracking speed, or etc., depending on the specific module, there are also basic- and advanced-level skills that grant HUGE bonuses (basic-leve skills generally granting 5%/level, advanced usually granting 2%-3%/level), and each only applies to a specific type of weapon. This leads me to believe that the best solution would be weapon upgrades for specific weapons, that grant weapon-relevant bonuses and not necessary increases to raw damage output. For example, plasma-based weapons (SG, AR) might get bonuses to ROF and spread (maybe the weapon upgrade is an improved cyclotron, allowing for faster output in a more focused area) or scrambler weapons would get bonuses to cooldown and ROF (ROF = less heat buildup per shot), rails could get ROF and damage bonuses (eg, improved capacitor holds more charge and charges faster), or projectiles could get damage and spread bonuses (improved ammo and better barrel rifling).
Anyway, just my two cents.
My other dropsuit is a Python.
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Rei Shepard
The Rainbow Effect Negative-Feedback
1634
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Posted - 2014.03.24 17:38:00 -
[38] - Quote
BL4CKST4R wrote:I-Shayz-I wrote:I really hope that if anything comes from this patch, it will be actual teamwork.
The main problem I see right now are players (even me) being able to mow down 4-5 other guys in a few seconds if they're close together. Just today I was able to take on 3-4 guys who kept spawning in the same objective because I could kill them without even trying. In 1.8 facing those same players I would probably be overpowered because I won't be able to kill them faster than they can spawn in.
While I am worried that the increase in ttk will cause unexpected problems, I'm thinking it will solve more than it brings. Yes you won't be able to take multiple guys anymore (good thing) but in order to take you down quickly would require two guys, sort of speak. The TTK is fine but certain factors within the game that were not looked at, these over extend the TTK past what CCP might have intended. This being HP modules, dual tanking, clip size damage etc.
On a serious note, we wont be seeing scores like 78/2 anymore because more targets will escape with their lives intact where in 1.7 i could insta gib 4-5 people in a row, or 7 people before my Scrambler Overheated.
But it also works 2-fold, i will also be killed allot less then i do now, but dedicated teams will have more time to trap or lure me out before springing it and i dont think just pure reaction speed & aim is gonna get me through an entire team as i will need to reload more frequently.
Although, halfway through 1.7, i stopped using damage mods, so for me i dont really need to get used much to a longer TTK and without damage mods, ive still dropped entire teams before my shields went down on my amarr assault.
Its allot of speculation, but hopefully its not going to be Uprising 1.0 where i on patchday couldnt kill anything further out then 5 feet.
Winner of the EU Squad Cup
"Go Go Power Rangers!"
"Accuracy"
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Reav Hannari
Red Rock Outriders
3438
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Posted - 2014.03.24 17:47:00 -
[39] - Quote
Hecarim Van Hohen wrote:I will still use dmg mods on my Amarr sentinel, dual tanking is a sin and should not be tolerated.
Just call me Sinnerman. My Minmatar suits are designed to hybrid tank and that's how I'll be running them.
Adapt or Die // Republic Lance Commander // @ReesNoturana
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Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
689
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Posted - 2014.03.24 21:55:00 -
[40] - Quote
CRNWLLC wrote:Cenex Langly wrote:The damage mod Nerf was absolutely necessary as the mod itself was entirely too powerful, more powerful than the proficiency skill which is just silly. The current numbers means that if you want the extra damage then you will lose tank making it viable to have two roles, taking for survivability and damage for alpha strikes and maneuverability/flanking. It will also mean you can't just run in and kill 5 people on your own like it is now. That's just absurd. I think your point about 5-to-1 craziness is well taken, but I think the damage mod bonus/proficiency issue it more complicated. I am happy to get into to detail here if anyone is interested, but my point boils down to: In EVE, Tech II weapon upgrades (eg, gyrostabilizers, ballistic control systems, etc.) not only grant a very large bonus to damage and ROF or tracking speed, or etc., depending on the specific module, there are also basic- and advanced-level skills that grant HUGE bonuses (basic-leve skills generally granting 5%/level, advanced usually granting 2%-3%/level), and each only applies to a specific type of weapon. This leads me to believe that the best solution would be weapon upgrades for specific weapons, that grant weapon-relevant bonuses and not necessary increases to raw damage output. For example, plasma-based weapons (SG, AR) might get bonuses to ROF and spread (maybe the weapon upgrade is an improved cyclotron, allowing for faster output in a more focused area) or scrambler weapons would get bonuses to cooldown and ROF (ROF = less heat buildup per shot), rails could get ROF and damage bonuses (eg, improved capacitor holds more charge and charges faster), or projectiles could get damage and spread bonuses (improved ammo and better barrel rifling). Anyway, just my two cents.
You hit the nail on the head when you spoke about different damage mods applying to a "specific weapon type". This is exactly why EVE can have bigger bonuses to damage mods and DUST cannot. Having an overall base damage increase completely takes away from having different weapon types. In EVE, we use Rail Guns for really long range sniping, but no one in their right mind would use rail guns to go against a Blaster Ship. The blaster would shred the Rail ship so quickly. This is the difference between combat rifle and rail rifle. So we get tracking bonus modules and heat syncs and gyro stabs etc. But, to top this off, with every mod that BUFFS a particular attribute we have EWAR that debuffs the attribute. So in EVE it's a viable option to have much larger increases in bonus (5% etc) where as in DUST we have 2% and 3% because there is NO COUNTER to a HUGE damage increase right now. Sure, we could give MORE HP, but that isn't a "good" fix. A good fix is keeping the numbers lower and balancing out the counter for every module.
But you basically described all this with your statement (quoted). We just need a few more items in game, and we need our damage mods to be specific to the weapon type. Give me some ways to counter these particular things and you can take those bonuses back to 10% for all I care. Shield rechargers on my low slots and my power diagnostics to increase shield recharge and PG. Give me a damage control as well and increase the damage all you want. =]
Newb
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