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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
1026
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Posted - 2014.04.26 15:56:00 -
[1] - Quote
the basic CR does 81 dps per burst the adv does 84 per burst and the proto does 87-8 per burst
even though I love my CR I do agree this is too much damage.
it should be like this: std/adv/proto - 23.5/24.6/25.9
so then it would do 69-70 dps at std 72-3 at adv and 75-6 at proto
this would fix the problem of the CR murdering everybody so quickly.
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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buzzzzzzz killllllllll
TRA1LBLAZERS
515
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Posted - 2014.04.26 15:59:00 -
[2] - Quote
flat damage nerf dont help anything, stop with all the nerf this and that, and let ccp focus on new content like pve or player market
Dedicated heavy through the hard times, still supporter of A FULL 1.8 respec and MOAR HEAVY WEAPONS!
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
1029
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Posted - 2014.04.26 16:10:00 -
[3] - Quote
ccp can multitask. and the CR should have more dmg than than a RR and its somewhat necessary since it kill quicker than most weapons
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Atiim
Heaven's Lost Property Dirt Nap Squad.
7266
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Posted - 2014.04.26 16:12:00 -
[4] - Quote
buzzzzzzz killllllllll wrote:flat damage nerf dont help anything, stop with all the nerf this and that, and let ccp focus on new content like pve or player market Those are 2 different departments.
Do you even know what your talking about?
HAV > Infantry > AV < HAV
[s]Text[/s] <------ That's how you make a strike-through
-HAND
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
9011
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Posted - 2014.04.26 16:15:00 -
[5] - Quote
buzzzzzzz killllllllll wrote:flat damage nerf dont help anything, stop with all the nerf this and that, and let ccp focus on new content like pve or player market Yes, because balancing completely stops CCP from adding new content right?
Overlord of all humans CAT MERC
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Scheneighnay McBob
Nova Corps Marines Ishuk-Raata Enforcement Directive
4918
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Posted - 2014.04.26 16:21:00 -
[6] - Quote
Just force a short delay between bursts- I can feather the trigger to get high rate of fire with almost no recoil.
I'm from the weird side of the internet
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2655
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Posted - 2014.04.26 16:29:00 -
[7] - Quote
I don't like the CR very much, but that's a bit much I think.
25/26.25/27.5 75/78.25/82.5 Normalized Damage Profile (-5/+5)
This is a simple option that would allow the weapon to keep the same "feel" that it has. Lots of people say damage nerfs are bad, but nerfing the way a weapon feels is worse IMO, and is the reason I have stopped playing.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Arkena Wyrnspire
Fatal Absolution
12731
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Posted - 2014.04.26 16:39:00 -
[8] - Quote
buzzzzzzz killllllllll wrote:flat damage nerf dont help anything, stop with all the nerf this and that, and let ccp focus on new content like pve or player market Why is it so hard to understand that people who balance can't code you AI?
You have long since made your choice. What you make now is a mistake.
EUrobro
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Kaminoikari
DROID EXILES
134
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Posted - 2014.04.26 16:39:00 -
[9] - Quote
Range from closest to farthest:
Gallente < Minmatar < Amarr < Caldari
What should happen:
Plasma Rifle is king of CQC. #REKT-U DPS that will decimate anyone within the ~40m optimal it seems to have.
Combat Rifle should be more efficient at close-medium ranges, but definitely not as range-oriented as it is now.
Laser/Scrambler Rifles should be the next up the list. They will pummel you (the LR) at a range of 60-104m. This makes it a powerful weapon for blocking off areas if the nesting point is well found. The Scrambler Rifle is less, around a ~70 optimal, which puts it at a slight advantage to the CR. If the maps were bigger (which they probably never will be), ranges would be adjusted, but since maps are so relatively small it makes things out of whack.
Rail Rifle is highly accurate with hip fire and at a range when ADSing. This weapon seems to have an optimal of 0m-104m (Or is it less on the high-end?). It is rightfully king of long ranged combat and is mostly balanced due to the hard-to-aim/control-spray when in close combat. The ARR turns more into an armor-based Plasma Rifle, but with better accuracy and less of a magazine.
What DOES happen:
Plasma Rifle is ass against anything heavily armor tanked unless the situation is favorable to the user, which is minimal at best. The range is terrible (as it should be), but is too short for the areas we have now.
The Combat Rifle is the PR of the old days. Great range and ridiculous damage output. As it stands, the Combat Rifle is the favored weapon for anyone who fancies a low TTK. The range on the weapon is essentially optimal to about Scrambler Rifle range, which shouldn't happen. The ScR should out-range the CR by a visible amount. 10m is not a visible amount with how CQC this game is.
The Laser Rifle actually does its job and it does it well. Any Laser Rifle user who understands the weapon will keep their distance and engage targets to either force them into cover, divert their attention or destroy any infantry who stands in the open for too long. The range is where it needs to be and this makes it the most balanced weapon in the game.
The Scrambler Rifle, however, is more or less gimped when it comes to DPS/High Alpha compared to the Combat Rifle, which can do the same job at the same range, just better and without any overheating. The Scrambler Rifle is all but useless against any armor-stacked unit making it a bad Laser Rifle because you're forced to engage at range (which the CR can still pummel you down with). The Assault Scrambler Rifle, however, is the Godsend for the weapon as it will decimate any enemy in the right hands allowing you to get down and dirty in the nitty gritty. It's range is about that of the PR and the recoil is sound.
The Rail Rifle is, frankly, rather balanced. It is amazing at range and is less usable in close combat due to the slow turn rate in ADS, the accurate hip-fire and recoil when spraying. The damage compliments the range as it will tear up anyone who dares stay in the open. The Assault Rail Rifle has a larger range than the Plasma Rifle but fires at nearly the same speed. The counteracting factor to this weapon is still the accurate hip-fire and recoil making it a still ideal weapon for ranged encounters.
TL;DR - CR is OP and needs revising compared to the other weapons.
Dropships need a buff. This way they can stop derping everywhere . ;_;
>Tfw no Amarr dropship and laser turrets
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knight guard fury
The Unholy Legion Of DarkStar DARKSTAR ARMY
1029
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Posted - 2014.04.27 05:11:00 -
[10] - Quote
i agree with you but not that much of a change to it, primarily just a small dmg reduction that i suggested.
the only problem CCP created is that it does more dmg the the RR which caps at 80 dps (i think) while the CR does a max of 87 dps at proto.
the range on the CR is fine IMO since it does factionally fight against the amarr, and the PR needs a buff so the other variants can at least compare and stand a chance against other rifles
Trust the rust In Rust We Trust Vhreokor Warrior
jack of all trades winmatar specialist master dual tanker
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Lynn Beck
Wake N' Bake Inc Top Men.
1570
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Posted - 2014.04.27 05:21:00 -
[11] - Quote
Fizzer94 wrote:I don't like the CR very much, but that's a bit much I think.
25/26.25/27.5 75/78.25/82.5 Normalized Damage Profile (-5/+5)
This is a simple option that would allow the weapon to keep the same "feel" that it has. Lots of people say damage nerfs are bad, but nerfing the way a weapon feels is worse IMO, and is the reason I have stopped playing. Have you read the Evelopedia?
Hybrid is almost equal on it's damages, with a slight leaning towards shield.(rail and armor)
Projectile is slightly worse at shield, but is much better at armor(it is THE anti-armor type.)
Laser is typically best at anti-shield, but it still fares quite well at armor.
If anything, laser needs to go +20/-10
Projectile needs its optimal reduced, but effective goes much farther.(almost to Laser optimal.)
Rail needs to have absolutely ridiulous range(thing sniper scope on Rail Rifle with less DPS than a burst AR.)
General John Ripper
Like ALL the things!!!
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Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
4077
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Posted - 2014.04.27 05:43:00 -
[12] - Quote
Hate the CR but don't nerf. It's doing what its supposed to do, like the RR of old. If we talking about CR, then you might as well put in there the SCR. Or the scrambler pistol.
Let's just stop nerfing everything ok? Cause we nerf one thing, the folks migrate to something else. Then we look to nerf that thing. You cannot stop people from finding the strongest weapon to fight with. That's what essentially happening with all these nerf threads. You're chasing players choices...that's not a basis to nerf weapons.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
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Athena Sentinel
SOE Knights Templar
284
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Posted - 2014.04.27 05:44:00 -
[13] - Quote
knight guard fury wrote:the basic CR does 81 dps per burst the adv does 84 per burst and the proto does 87-8 per burst
even though I love my CR I do agree this is too much damage.
it should be like this: std/adv/proto - 23.5/24.6/25.9
so then it would do 69-70 dps at std 72-3 at adv and 75-6 at proto
this would fix the problem of the CR murdering everybody so quickly.
NERF THEM!
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Oswald Rehnquist
1339
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Posted - 2014.04.27 06:25:00 -
[14] - Quote
Since we are throwing in our cheap $.02 worth of thoughts here, I'll throw mine out as well, and I think the biggest problem is that all the service rifles function way to similar between each other, in that I think the emphasis on the breach/tactical/assault/burst aspects should be reinforced a little bit more.
AR vs CR In regards to the AR vs CR, the CR should function as better alpha, whereas the AR has better dps. This can be achieved as a few have already mentioned by giving an increased delay between bursts, to the point that 3 trigger pulls do less damage than the AR user holding his trigger, but the one trigger pull of the CR out damages the AR. Meaning in a sustained 1v1 the CR user then needs to play with the AR's optimal or get the drop, otherwise its going to lose in a fair exchange in the AR's optimal.
TLDR
1) the CR's damage output should look more like a Sinusoidal function; The AR should look linear. 2) AR DPS>CR DPS
Other bad ideas
ScR 10% / 5% should be the laser tech damage modifier really if 5% / 10% is legit for the CR. With 20%, a skill that increases its offense to 35% on a defense type that is under powered really hurts the tech line, 35% is entirely unnecessary for low ehp which are shields. Shield defense really is speed/flank or range, as shields tank is more of an oxymoron as its more like paper mache (hence most shield tankers duel tank even before 1.8).
I would also like to see a slight (not as much as the LR) Gaussian distribution in the damage output of the ScR
RR Not so sure on this one. Essentially one of two things I'm looking for here, mainly to give it more flavor. In a very mainstream manor, less cqc more range potential. So one thing I notice is that the difference between 10-20 meters is actually not that much, thus I'm in favor of even more range, which would give the MSMG a purpose in the hands of a RR user (thus not closely duplicating functionality). So more range on the RR usually means an exchange in something else. What we have to play with is RoF Decrease (slight damage per shot increase) which would make strafing in cqc extremely easy. Or an increased spool up like to .5-.75 (or whatever). Again making the SMSG/RR combo worth while.
Below 28 dB
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Appia Vibbia
Molon Labe. General Tso's Alliance
2241
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Posted - 2014.04.27 06:30:00 -
[15] - Quote
They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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TEXA5 HiTM4N
ROGUE SPADES
470
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Posted - 2014.04.27 06:55:00 -
[16] - Quote
that thing also stops you from walking faster than a turtle. It is a really stupid mechanic.
Everything I say or do has the utmost importance.
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Dexter307
The Unholy Legion Of DarkStar
1507
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Posted - 2014.04.27 07:52:00 -
[17] - Quote
buzzzzzzz killllllllll wrote:flat damage nerf dont help anything, stop with all the nerf this and that, and let ccp focus on new content like pve or player market Content dosent matter if the game is broken. Balence comes first. |
Dexter307
The Unholy Legion Of DarkStar
1507
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Posted - 2014.04.27 07:53:00 -
[18] - Quote
knight guard fury wrote:the basic CR does 81 dps per burst the adv does 84 per burst and the proto does 87-8 per burst
even though I love my CR I do agree this is too much damage.
it should be like this: std/adv/proto - 23.5/24.6/25.9
so then it would do 69-70 dps at std 72-3 at adv and 75-6 at proto
this would fix the problem of the CR murdering everybody so quickly.
I think a burst delay would be a better solution. Powerful bursts with a delay would feal more like a burst rifle than low damage, spray and pray bursts |
Cruor Abominare
Dirt Nap Squad Dirt Nap Squad.
120
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Posted - 2014.04.27 09:01:00 -
[19] - Quote
Appia Vibbia wrote:They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out. I'm starting to see why you think math is difficult with those skills. |
The dark cloud
The Rainbow Effect
2917
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Posted - 2014.04.27 09:10:00 -
[20] - Quote
Dont nerf the combat rifle, buff the assault rifles rate of fire instead. Cant be that a weapon which is supposed to be best for CQC gets outperformed by allmost everything in the game.
Head of public relations from The Rainbow Effect.
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Csikszent Mihalyi
Zumari Force Projection Caldari State
240
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Posted - 2014.04.27 09:10:00 -
[21] - Quote
Cruor Abominare wrote:Appia Vibbia wrote:They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out. I'm starting to see why you think math is difficult with those skills. True, it's actually backwards. The lower ROF weapons should benefit more from a percentual boost, because a bigger chunk of the damage is applied on the first shot. |
Cruor Abominare
Dirt Nap Squad Dirt Nap Squad.
120
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Posted - 2014.04.27 09:23:00 -
[22] - Quote
Csikszent Mihalyi wrote:Cruor Abominare wrote:Appia Vibbia wrote:They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out. I'm starting to see why you think math is difficult with those skills. True, it's actually backwards. The lower ROF weapons should benefit more from a percentual boost, because a bigger chunk of the damage is applied on the first shot.
i.... Just......**** it.....this game is doomed |
Stupid Blueberry
Nova Corps Marines Ishuk-Raata Enforcement Directive
152
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Posted - 2014.04.27 09:30:00 -
[23] - Quote
knight guard fury wrote:the basic CR does 81 dps per burst the adv does 84 per burst and the proto does 87-8 per burst
even though I love my CR I do agree this is too much damage.
it should be like this: std/adv/proto - 23.5/24.6/25.9
so then it would do 69-70 dps at std 72-3 at adv and 75-6 at proto
this would fix the problem of the CR murdering everybody so quickly.
I think this causes more problems than it solves. Many players would agree with me when I say the damage profile (-5% Shield; +10% Armor) is what causes the Combat Rifle to be overpowered.
Ishukone loyalist and Caldari Scout enthusiast.
Nerf the CR so I can justify using something else!
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Csikszent Mihalyi
Zumari Force Projection Caldari State
240
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Posted - 2014.04.27 10:11:00 -
[24] - Quote
Cruor Abominare wrote:Csikszent Mihalyi wrote:Cruor Abominare wrote:Appia Vibbia wrote:They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out. I'm starting to see why you think math is difficult with those skills. True, it's actually backwards. The lower ROF weapons should benefit more from a percentual boost, because a bigger chunk of the damage is applied on the first shot. i.... Just......**** it.....this game is doomed
What's wrong? |
Monkey MAC
Rough Riders..
2643
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Posted - 2014.04.27 10:27:00 -
[25] - Quote
The power of each burst is about right. The problem is that the weapon can be fired so quickly it becomes fullly automatic, turning it into 500 DPS ACR, for all intensive purposes.
However not everyone can achieve this, it requires firimg at just over 6 bursts a second which not everyone can do. Instead you need to cap the fire rate to 4 bursts a second and buff damage to 31, this results in 372DPS, about 21 less than the AR.
In addition to this the Projectile damage profile needs adjusting such that it doesn't give more than it sacrifices. You can either. 1) Drop Armour damage buff to 5% (+5% Armour -5% Shields) 2) Match projectile with explosive (+20% Armour -20% Shields)
In either case the CR, ACR, SMG, HMG all recieve a 5% damage buff over other weapons of a similar type.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2643
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Posted - 2014.04.27 10:40:00 -
[26] - Quote
Csikszent Mihalyi wrote:Cruor Abominare wrote:Appia Vibbia wrote:They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out. I'm starting to see why you think math is difficult with those skills. True, it's actually backwards. The lower ROF weapons should benefit more from a percentual boost, because a bigger chunk of the damage is applied on the first shot.
Actually it doesn't make a difference irrespective of the weapon you apply it to. If you have a HMG with 500 DPS and a TAC AR with 500 DPS, if I buff both by 10% both will have 550 DPS, the feel of either weapon will not change nor will its state of operation.
If you try buffing the ROF by 10% irrespective of their original fire rate they will effectively recieve the 10% damage buff once again, both of them once again being buffed by the same amount.
It's because of this that Nova Knives, Shotguns and AV have been done wrong. The difference between tiers is too large and as such std/adv users are serverly gimped by comparison to proto users of the same weapon. Which is the same reason only the dum shield tank at std or advance level.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Sollemnis Aelinos
0uter.Heaven Academy
141
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Posted - 2014.04.27 11:09:00 -
[27] - Quote
umm you could put a longer burst delay and reduce the rate of fire of the assault variants by a tiny amount
Think about the reason you are born
look inwars to learn the truth
You'er born to develop your soul
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Csikszent Mihalyi
Zumari Force Projection Caldari State
241
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Posted - 2014.04.27 11:22:00 -
[28] - Quote
Monkey MAC wrote:Csikszent Mihalyi wrote:Cruor Abominare wrote:Appia Vibbia wrote:They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out. I'm starting to see why you think math is difficult with those skills. True, it's actually backwards. The lower ROF weapons should benefit more from a percentual boost, because a bigger chunk of the damage is applied on the first shot. Actually it doesn't make a difference irrespective of the weapon you apply it to. If you have a HMG with 500 DPS and a TAC AR with 500 DPS, if I buff both by 10% both will have 550 DPS, the feel of either weapon will not change nor will its state of operation. If you try buffing the ROF by 10% irrespective of their original fire rate they will effectively recieve the 10% damage buff once again, both of them once again being buffed by the same amount. It's because of this that Nova Knives, Shotguns and AV have been done wrong. The difference between tiers is too large and as such std/adv users are serverly gimped by comparison to proto users of the same weapon. Which is the same reason only the dum shield tank at std or advance level.
It does make a little difference if the damage is "frontloaded" due to low ROF, but admittedly that is rather academical especially when comparing rifles to rifles. Of course the DPS remains the same, but being able to deal more of your damage earlier means you can get a bit more effectiveness out of any extra damage. E.g. a 10% damage increase with a shotgun could be the difference between a one- or two-shots kill, which is obviously a bigger deal (as far as TTK is concerned) than you would get from a 10% damage increase from any rifle.
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Mordecai Sanguine
What The French Red Whines.
607
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Posted - 2014.04.27 11:43:00 -
[29] - Quote
knight guard fury wrote:the basic CR does 81 dps per burst the adv does 84 per burst and the proto does 87-8 per burst
even though I love my CR I do agree this is too much damage.
it should be like this: std/adv/proto - 23.5/24.6/25.9
so then it would do 69-70 dps at std 72-3 at adv and 75-6 at proto
this would fix the problem of the CR murdering everybody so quickly.
Absolutely not, stupid idea in fact, CR and RR problem is NOT a flat damage problem but a damage profile problem.
CR have a native damage profile of : -5% damage on shield. +10% on Armor which is not balanced. With Prof 5 it gives : -5% on shield +25% on Armor which is HUUUUUUGE. Making it a quarter more effective, for no drawbacks (-5% ? Come on WTF ?)
Same for RR but it's -10% instead of -5%.
On the other hand Anti-shield weapons have penality on Armor and bonus on Shield, BUT in the actual meta EVERYBODY is stacking armor, CAL heavies have more armor than shield.
So actually AR and ScR have a pemranent 10/20% damage nerf.
You see ? The Gap between a CR/RR/HMG and ScR/AR is for 90% of the ehp a 50% damage problem. At the end a CR/RR makes more damage per bullet than the ScR in 90% of battles.
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Dexter307
The Unholy Legion Of DarkStar
1508
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Posted - 2014.04.27 17:33:00 -
[30] - Quote
The dark cloud wrote:Dont nerf the combat rifle, buff the assault rifles rate of fire instead. Cant be that a weapon which is supposed to be best for CQC gets outperformed by allmost everything in the game. Its not just the AR The combat rifle is beyond anyother weapon. It needs a nerf. |
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