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Buster Friently
Rosen Association
2388
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Posted - 2014.05.16 02:29:00 -
[91] - Quote
CCP Logibro wrote:We're aware that the CR needs to be toned down a bit (not nerfed into the ground though) and that the AR could use a little bit of love. They're both on out to do list to look at. After the Flaylock gets fixed right?
Seriously, the AR can wait, it's been OP throughout Dust until the last patch. Fix something else instead of making that gun OP again.
Frankly, all of the Hitscan weapons still need to be detuned down to where the AR is now.
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The dark cloud
The Rainbow Effect
3061
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Posted - 2014.05.16 03:47:00 -
[92] - Quote
Buster Friently wrote:CCP Logibro wrote:We're aware that the CR needs to be toned down a bit (not nerfed into the ground though) and that the AR could use a little bit of love. They're both on out to do list to look at. After the Flaylock gets fixed right? Seriously, the AR can wait, it's been OP throughout Dust until the last patch. Fix something else instead of making that gun OP again. Frankly, all of the Hitscan weapons still need to be detuned down to where the AR is now. Oi oi oi. The flaylock stays where it is. For the sake of the community and my nerves. I never want to see that it becomes a "i win button" ever again. |
Luna McDuffing
COALICION LATINA
4
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Posted - 2014.05.16 04:21:00 -
[93] - Quote
CCP Logibro wrote:Jenova Rhapsodos wrote:Arkena Wyrnspire wrote:Also, one factor in this could be the much talked about slowdown effect from being hit by high rate of fire weapons. Is that something being looked at? This. Game literally unplayable. Worst mechanic. CCP pls. That's actually one of the factors I would like to take a look at. One thing out of personal curiosity: How would you (everyone), in your minds define each rifle's role so as to not have them overlap each other? Just for Rail Rifle, Combat Rifle, Plasma (Assault) Rifle and Scrambler Rifle. Don't worry so much about their variants for now, just think about the base versions.
The way i see it or rather the way I though it should be the way it works is...
Rail Rifle is anti armor because is a caldari weapon and they fight the gallente which are armor base. This rifle should be long range. I think ths weapon is fine as it is right now although I do hate that it is almost useless at short range.
The scrambler is an anti shield weapon. I think is fine the way it is. It should have 20% bonus anti shield but -20% against armor.
The combat rifle is an anti armor gun used for close quarter combat or at least it should be. Besides is a minmatar weapon and it should be used to fight the ammar which have high armor. I think that it having a high rate of fire is fine because that is what they specialice in. Go in quick, kill quick get out quick.
The Assault rifle should be the balance weapon. It should do damage to both armor and shield equally.
The problem I see with the combat rifle is that it is good at everything. It can kill rather well up close, far away, against armor and against shields. It has no weakness except maybe that it is semi auto. That thing barely has any recoil. Let me put it this way, if I where to go against a heavy I cannot kill it with level proficiency assault rifle or at the very least not very easily. However, even at level 1, the combat rifle can take on a heavy.
I'm currently specking into the combat rifle because it has no weaknesses. |
Leeroy Gannarsein
Shining Flame Amarr Empire
107
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Posted - 2014.05.16 05:50:00 -
[94] - Quote
Baal Omniscient wrote:CCP Logibro wrote:Jenova Rhapsodos wrote:Arkena Wyrnspire wrote:Also, one factor in this could be the much talked about slowdown effect from being hit by high rate of fire weapons. Is that something being looked at? This. Game literally unplayable. Worst mechanic. CCP pls. That's actually one of the factors I would like to take a look at. One thing out of personal curiosity: How would you (everyone), in your minds define each rifle's role so as to not have them overlap each other? Just for Rail Rifle, Combat Rifle, Plasma (Assault) Rifle and Scrambler Rifle. Don't worry so much about their variants for now, just think about the base versions. The way I've always thought it should be: SCR - The Tactical Sniper RifleThe scrambler rifle is the king of skill shots. You can tactically place your high damage shots from it's large clip of long range rounds, even charging them up, and do mega-bonus damage from head shots. In return for these bonuses, it overheats... honestly it should also suffer from a greatly increased recoil, especially it's charged shot. The point of this is to make it difficult to use up close. The higher the damage per round, the greater the recoil should be. This needs to basically be a tactical sniper rifle. As for the damage v armor/shields, I have no issue with any of the weapons. AR - The Bullet HoseThe assault rifle is the master of CQC. You should be able to out gun any rifle 1v1 when not snuck up on when in a <10m fight. It should get bonus damage when in CQC, be mediocre at mid range and it should be terrible at long range. It's spread may need to be tweaked up to compensate, but this would also likely make it even better for CQC hipfire. Possibly a ROF increase since high ROF is sort of what CQC is all about, but drop the overall damage to keep it's bonuses from making it too good out of it's element. Basically the AR needs to be the ACR with better damage at under 10m and a slightly reduced ROF, spray and pray all the way. RR - The Ranged BruiserThe rail rifle is a ranged bruiser, basically having a toned down version of the AR's CQC damage bonus but at all ranged, but in return having a very low ROF and a meaningful charge-up time. The low ROF and meaningful charge time means even though you have a full auto weapon that does massive damage at most ranges, you have to make every round count. If the enemy uses a lot of cover, you should be in big trouble because your weapon is meant to take out people trying to close in on your position from across open spaces. (sidearms are there for a reason) Basically since the AR needs to be a spray and pray, this one needs to be a weapon where every bullet counts. CR - The Thorn in Your SideThe combat rifle is an ambush weapon, made for guerrilla warfare. It's made to get hits in and get out. The high ROF bursts are perfect for this, but the delay between bursts is far too short. It needs higher damage bursts, but they need to have a delay about as long, if not longer than the Allotek burst's. Honestly for this weapon to be perfect as an ambush weapon, add in this delay and make all damage done by the CR take longer to regenerate. I know it'll never happen, but that's what would make it perfect for hit-and-run tactics. Higher damage bursts, really long burst delay, damage takes longer to recover from. In short, to be perfect: SCR-Monster long range, heavy headshot, monster recoil, basically tactical sniper. BAD cqc, GOOD mid, AAA long AR-ACR with damage profile change+damage bonus under 10m+900-1000ish ROF. AAA cqc, FAIR mid, BAD/NO long RR-All range heavy hitter, bad v cover users, every bullet counts. GOOD cqc, GOOD mid, OK long CR-Hit&run weapon, damage takes longer to recover, long burst delay, high damage burst. FAIR cqc, AAA mid, FAIR long Basically every rifle should have a weakness that you should have to rely on your sidearm to compensate for, and on that point... every race's sidearm should have traits that somewhat make up for it's rifle's weaknesses. It only makes sense that a race would see it's technology's drawbacks and compensate for them. Armor/shield damage excluded, as that is what separates the races to begin with. My 0.02isk. Not sure anyone cares at this point what my opinion is since I've quit, but figured I'd share the way I always thought it would be best done. Good luck.
I appreciate your opinion.
I'm in agreement with you in most respects; the problem with those zones of efficacy is that the map design means the AR would always reign supreme.
Our issues are deeper than simple buff-nerfing.
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
93
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Posted - 2014.05.16 07:35:00 -
[95] - Quote
Can I just say that it seems pretty clear that it is the ACR that is op rather than problems with other rifles.
Standard combat rifles do require a certain amount of skill to use (not saying it needs a lot of skill). I am rarely killed by one. The assault variant however is definitely FOTM. It should have had it's damage nerfed to the same degree as the standard CR.
The trouble with the plasma rifle is that it lacks power compared to the ACR combined with a worse damage profile. The larger clip isn't enough to make up for this disadvantage.
If the dps of the ACR was reduced things would probably be pretty balanced.
Rail rifles and scrambler rifles seem fine. CCP did a great job balancing rail rifles, especially considering laser rifles were buffed at the same time. |
Gemini Cuspid
Amarr Templars Amarr Empire
57
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Posted - 2014.05.16 08:25:00 -
[96] - Quote
It's easy to tell which weapons are the best. Overall,as players, we naturally have an inclination to make the "best setup" within a set of criteria whether it's ISK, skill points or whatever. It's a reason you see commando suits out there in vast numbers. Same reason you see combat assault rifles and rail guns. Same can be said about magsec guns and what not.
The point is if you think about a battle and what type of weapon kills you the most and isn't situational (ie.sniper, nova, vehicle) then it gets the points across. You will get killed by a laser rifle as often as a mass driver but its usually RR's, ACR's & shotgun+cloaks that do you in. If you've spent skill points in AR, logi, active scanners you're kind of semi f**ked and I'm in that boat as far as wasted skillpoints. |
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CCP Logibro
C C P C C P Alliance
7604
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Posted - 2014.05.16 11:02:00 -
[97] - Quote
Bat Cow wrote:CCP Logibro wrote:Jenova Rhapsodos wrote:Arkena Wyrnspire wrote:Also, one factor in this could be the much talked about slowdown effect from being hit by high rate of fire weapons. Is that something being looked at? This. Game literally unplayable. Worst mechanic. CCP pls. That's actually one of the factors I would like to take a look at. One thing out of personal curiosity: How would you (everyone), in your minds define each rifle's role so as to not have them overlap each other? Just for Rail Rifle, Combat Rifle, Plasma (Assault) Rifle and Scrambler Rifle. Don't worry so much about their variants for now, just think about the base versions. I know what you're going for LogiBro and I appreciate you seeking input from the community, but this still this irks me... There have been a lot of these types of questions over time from the Devs. The question I always asked myself whenever I saw this posed to the community was, "What was the Devs original vision for this? What were the designers, people whose jobs consisted of actually working on Dust for a living, thinking when they came up with the concepts of the weapons and started fleshing out the designs, stats, etc." Sure, the item has a cool back story and paragraphs of text explaining its history, design, and neat terms like "turtle-poo powered arc anti-reactors", but what place does the item have within the game? Does it actually fill a niche, or was the item's sole purpose to create an imbalance, an SP sink, and to drive Aurum sales, meaning there was little to no thought given to actual gameplay or balance. What I would honestly like to see is the game as the designer's intended. This would show us all whether CCP truly has a grasp of gameplay mechanics and balance with an FPS, or whether they're just making it up as they go along and hiding behind the "HTFU" mantra when things get out of whack. (I think it would honestly give me more confidence in CCP's future projects as well. ) The tremendous amount of imbalance, bad fittings, glitches, and errors in 1.7 & 1.8 should never have happened. Not to mention there are still items missing/broken since beta- not being able to run/jump smoothly over basic terrain, inability to sell items to even to a regular store for ISK, etc.. As exciting as Legion or Valkyrie may seem, Dust is actually here. Now. And instead of it being fixed, it remains broken. Instead of demonstrating leadership, instead of taking responsibility for what's broken and fixing it, you're turning to us- the players for suggestions. And yet, we're supposed to embrace Legion? (mic drop, exit stage left)
Personal curiosity. I don't work on the design of the weapons, I'm just curious to see how people see the weapons at the moment in the community. We already have ideas for how we want to tweak the weapons, but it helps to get a second opinion as well, especially since you guys use these guns a lot.
Also, the Flaylock is on our list to get some love (and no, we won't put it back to it's I win button state, I still have nightmares about that)
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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Gemini Cuspid
Amarr Templars Amarr Empire
57
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Posted - 2014.05.16 11:16:00 -
[98] - Quote
CCP Logibro wrote:Bat Cow wrote:CCP Logibro wrote:Jenova Rhapsodos wrote:Arkena Wyrnspire wrote:Also, one factor in this could be the much talked about slowdown effect from being hit by high rate of fire weapons. Is that something being looked at? This. Game literally unplayable. Worst mechanic. CCP pls. That's actually one of the factors I would like to take a look at. One thing out of personal curiosity: How would you (everyone), in your minds define each rifle's role so as to not have them overlap each other? Just for Rail Rifle, Combat Rifle, Plasma (Assault) Rifle and Scrambler Rifle. Don't worry so much about their variants for now, just think about the base versions. I know what you're going for LogiBro and I appreciate you seeking input from the community, but this still this irks me... There have been a lot of these types of questions over time from the Devs. The question I always asked myself whenever I saw this posed to the community was, "What was the Devs original vision for this? What were the designers, people whose jobs consisted of actually working on Dust for a living, thinking when they came up with the concepts of the weapons and started fleshing out the designs, stats, etc." Sure, the item has a cool back story and paragraphs of text explaining its history, design, and neat terms like "turtle-poo powered arc anti-reactors", but what place does the item have within the game? Does it actually fill a niche, or was the item's sole purpose to create an imbalance, an SP sink, and to drive Aurum sales, meaning there was little to no thought given to actual gameplay or balance. What I would honestly like to see is the game as the designer's intended. This would show us all whether CCP truly has a grasp of gameplay mechanics and balance with an FPS, or whether they're just making it up as they go along and hiding behind the "HTFU" mantra when things get out of whack. (I think it would honestly give me more confidence in CCP's future projects as well. ) The tremendous amount of imbalance, bad fittings, glitches, and errors in 1.7 & 1.8 should never have happened. Not to mention there are still items missing/broken since beta- not being able to run/jump smoothly over basic terrain, inability to sell items to even to a regular store for ISK, etc.. As exciting as Legion or Valkyrie may seem, Dust is actually here. Now. And instead of it being fixed, it remains broken. Instead of demonstrating leadership, instead of taking responsibility for what's broken and fixing it, you're turning to us- the players for suggestions. And yet, we're supposed to embrace Legion? (mic drop, exit stage left) Personal curiosity. I don't work on the design of the weapons, I'm just curious to see how people see the weapons at the moment in the community. We already have ideas for how we want to tweak the weapons, but it helps to get a second opinion as well, especially since you guys use these guns a lot. Also, the Flaylock is on our list to get some love (and no, we won't put it back to it's I win button state, I still have nightmares about that)
This still becomes a bigger mess and problem than a few weapon tweaks will do. It really goes back to how things were just simply introduced without a great balancing system in-check; you tweak rr's someone is going to be upset and if it were modded to have a huge drawback when targeting upclose then we'd still have them falling back to the combat.
Let alone the weapons aren't as bad as how the suit balance is; scouts still stacking armor far surpassing assault and logic [and still technically able to outrun the logic and the assault in some cases] is probably the most glaring issue. Even if speed were one issue the scan profile still works in their favor as well.
There is where really the damage and input isn't really that useful I hate to say; once something is introduced players don't want it gone for the most part unless its significantly made useless (ie. active scanner). If there was more caution as to how this game balancing would work before something was released we wouldn't be in this position but we are, it's not reversible and even if take the future Dust and Legion, we still run into a catch-22; modding/tweaking the wpns require how it's currently used and how everything from suits and equipment factor in and any said mods can have a glaring impact.
Cloaks made this an overall 2-suit game with heavies and scouts; machine gun, shotguns, railguns and combat rifles are the common wpns. If you think about it really hard the wpns in play actively have made lasers, mass and ar nearly a relic. It's not really the "anti-fanboyism" sentiment but rather a realistic statement: with the current array of choices in Dust and mod seems to affect everything and where we are right now in the game makes any mods so much more rougher to implement.
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Grimmiers
546
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Posted - 2014.05.16 12:18:00 -
[99] - Quote
Rifles shouldn't really outperform each other, but behave differently and have different profiles. It seems like ccp is balancing guns on opposing races only instead of just adding a bit of their flavor to the assault rifle class. Amarrs are heavily tanked suits and can have a ton of shields and armor so they made the combat rifle able to take out shields and armor in the same ratio the average amarr would tank on his suit. The gallente assault rifle was made to kill caldari suits which we all know are shield tanked and have a smaller ehp. This already creates and imbalance because any gun designed to kill a suit with high shield and armor tanking potential in this game would be the best gun to use.
Another factor is the two playstyles promoted by each race. Caldari and Gallente weapons are meant for long and close range tracking while the Amarr and Minmatar are use for long and short range burst damage. I think this alone is enough of a difference for the weapons and damage should be much closer than it is for each weapon. The damage output of the combat rifle and the gallente rifle should be much closer. We also should remember that shields have a much faster regeneration so a high damage to shields isn't as devastating as high damage to armor after the dust settles.
As for the different variants of the Assault rifles I always thought they should be removed until they have an equivalent for the other rifles. For an alternate gallente weapon I would like a breach assault rifle with a scope, longer range, and an rpm of 500 to mimic the rail rifle. The proto breach ar with the same damage and an increased 500 rpm actually has the same damage of the devolle doing 412.5 damage a second which is more than the rr, but with less range. |
Adipem Nothi
Nos Nothi
690
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Posted - 2014.05.16 12:38:00 -
[100] - Quote
@ Aeon (on AR hipfire accuracy)
I agree entirely. Too accurate and you can't hit sh*t. When I say great hipfire accuracy for the AR, what I mean is better hipfire for the AR when compared with weapons.
Thank you for pointing out my syntactic error. o7 |
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Cat Merc
Ahrendee Mercenaries
9730
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Posted - 2014.05.16 12:52:00 -
[101] - Quote
Adipem Nothi wrote:STABBEY wrote:CCP Logibro wrote:We're aware that the CR needs to be toned down a bit (not nerfed into the ground though) and that the AR could use a little bit of love. They're both on out to do list to look at. For the love of god leave the DAM CR alone I'm specced into 2 weapons. The AR that I've used since closed beta and the CR because the AR was rendered completely useless by a bunch of crybaby r3tards. ANYTHING CCP trys o "Balance" gets nerfed to the ground and rendered useless instantly. Tha assault isn't even a viable class anymore due to the morons and the "Balancing" The AR out-DPS'd Shotguns and HMGs up close, Laser Rifles at range, and everything else in between. Those "crybaby r3tards" had real beef, yet AR-514 persisted unfettered for the better part of a year. I'm sorry that you lost your win-button; it had a good long run, but it had to go. Thankfully, the CR is not broken like the old AR. But it still needs tuning, as does the new AR. Either way, the fact that CCP still intends to smooth rough edges can only be taken as good news. The AR never out DPSed HMG's. It's a myth, with triple damage mods, prof V and a duvolle you could not get past the DPS of an STD HMG.
Feline overlord of all humans - CAT MERC
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
94
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Posted - 2014.05.16 14:27:00 -
[102] - Quote
Gemini Cuspid wrote:Let alone the weapons aren't as bad as how the suit balance is; scouts still stacking armor far surpassing assault and logic [and still technically able to outrun the logic and the assault in some cases] is probably the most glaring issue. Even if speed were one issue the scan profile still works in their favor as well.
Scout suits can not stack as much armor as assault or logi suits (obviously referring to Gallente).
Not sure why I keep having to say this.
Maybe Gal scouts 3hp/s rep is op, maybe it should be 2 like medium suits. Maybe you should have to finish decloaking before being able to fire. These are potential minor fixes to a minor FOTM problem.
Can people stop spreading false statements like scout suits get more armour than mediums.
P.S, if you try to counter my argument but comparing (for example) Gal scouts with Min assaults, you are an idiot. Also proto Amarr assault suits should be 2/4 not 3/3. |
Emo Skellington
The Neutral Zone
62
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Posted - 2014.05.16 15:36:00 -
[103] - Quote
Cody Sietz wrote:CCP Logibro wrote:We're aware that the CR needs to be toned down a bit (not nerfed into the ground though) and that the AR could use a little bit of love. They're both on out to do list to look at. Do the ground thing.
But i just got my CR proto'd
hmmph, no fair lol
It doesn tmatter. If they bring up the AR and nerf the CR, i still have my proto AR's with prof level 3!! :P
So bring on the nerfing and the love
Supporter of Legion
Supporter of Valkyrie
Supporter/Fan of Eve
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superjoe360x
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
320
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Posted - 2014.05.16 18:04:00 -
[104] - Quote
CCP Logibro wrote:Jenova Rhapsodos wrote:Arkena Wyrnspire wrote:Also, one factor in this could be the much talked about slowdown effect from being hit by high rate of fire weapons. Is that something being looked at? This. Game literally unplayable. Worst mechanic. CCP pls. That's actually one of the factors I would like to take a look at. One thing out of personal curiosity: How would you (everyone), in your minds define each rifle's role so as to not have them overlap each other? Just for Rail Rifle, Combat Rifle, Plasma (Assault) Rifle and Scrambler Rifle. Don't worry so much about their variants for now, just think about the base versions. I have to say something I have not seen mention of and thast is fitting cost. The CR is always a scouts go to rifle if they do not want to run shotgun. It takes way less PG and CPU to run it. Also anybody running it is capable of gaining more hitpoints or damage or whatever because they can use better plates of damage mods. Just a thought. Make the CR cost more to fit and also lower the damage of it just slightly.
Commander, Director of DL and Leader of The SS Elite Squad
*FIGHT THE POWER
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
13
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Posted - 2014.05.16 19:48:00 -
[105] - Quote
remove aim assist -
assault rifle's total lack of recoil now means something.
The combat rifle kicks like a MULE and i have a lot of trouble trying to use it with mouse/keyboard. I always do better with an assault rifle because of this. |
Master Smurf
Nos Nothi
457
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Posted - 2014.05.16 20:05:00 -
[106] - Quote
CCP Logibro wrote:We're aware that the CR needs to be toned down a bit (not nerfed into the ground though) and that the AR could use a little bit of love. They're both on out to do list to look at.
And once done what can Minmatar suit user do to compete?
Oh yeah - move .2 m/s quicker.
"Shine bright like a diamond"
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DeathwindRising
ROGUE RELICS
295
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Posted - 2014.05.16 20:28:00 -
[107] - Quote
Adipem Nothi wrote:@ Aeon (on AR hipfire accuracy)
I agree entirely. Too accurate and you can't hit sh*t. When I say great hipfire accuracy for the AR, what I mean is better hipfire for the AR when compared with weapons.
Thank you for pointing out my syntactic error. o7
increase dispersion and rof so you can more consistently hit targets at close ranges |
Buster Friently
Rosen Association
2399
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Posted - 2014.05.16 20:32:00 -
[108] - Quote
The dark cloud wrote:Buster Friently wrote:CCP Logibro wrote:We're aware that the CR needs to be toned down a bit (not nerfed into the ground though) and that the AR could use a little bit of love. They're both on out to do list to look at. After the Flaylock gets fixed right? Seriously, the AR can wait, it's been OP throughout Dust until the last patch. Fix something else instead of making that gun OP again. Frankly, all of the Hitscan weapons still need to be detuned down to where the AR is now. Oi oi oi. The flaylock stays where it is. For the sake of the community and my nerves. I never want to see that it becomes a "i win button" ever again.
It never was an "I win" button. It was useful as a short range weapon. If the AR users of the time could have simply learned not to close range on it, and thus die, there would have been no problem. This was, and still is, an issue with AR users mentality who believe that they should always win a firefight.
Currently the flaylock is useless and definitely needs love more that the AR.
Until recently, the AR has been the biggest "I win" button in the game, and has existed as such for far too long. The weapon usage and kill statistics speak for themselves. |
Stupid Blueberry
Nova Corps Marines Ishuk-Raata Enforcement Directive
499
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Posted - 2014.05.16 20:55:00 -
[109] - Quote
Orenji Jiji wrote:Ryme Intrinseca wrote:Cardio Therapy wrote:Happy Violentime wrote:Zatara Rought wrote:Think the cloak needs fixing first, but yeah the CR needs an adjustment. LOL really? Still butthurt about cloaks? Get gud scrub. it is not a cloak. it is and invisibility mod. It was a mistake. it should just redice the scan profile and nothing more. The scouts must be aware and not invisible. It should work like this: Current level of visual cloaking beyond 50 metres No visual cloaking within 50 metres, just the profile reduction (Doesn't have to be a hard change, could fade in/out between 40 and 60 metres, though maybe that is too resource intensive) Rationale: 1. The cloak reduces the annoyance from tanks, ADS, stationary turrets, and snipers for run-and-gun infantry. They are mostly longer range (50 metres plus) threats 2. Would remove the stupid issue with invisible (on some maps) shotgunners instaglibing 3. In terms of a 'technical explanation', it could easily be that every suit and vehicle carries cloak decoding equipment with a limited range And why not cloak disruptor equipment that disables cloak in 50m range? You activate -- all cloaks entering 50m radius get drained to 0 immediately as long it's ON -- same battery settings as cloaks. I'm running 200hp infiltrator scout (no-shotty, no-re's) and that would satisfy me -- something you have counters something I have and doesn't make it useless -- I often run past reds to get to my objective. :) Also CR damage is not a problem. Stun locking is. I don't understand why am I suddenly paraplegic when hit from any f-ing direction. Applies to other weapons as well.
Why are we discussing cloaks in this thread?
Chillin, waitin on Legion.
Ishukone loyalist, Caldari Scout enthusiast!
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I-Shayz-I
I-----I
3394
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Posted - 2014.05.16 21:10:00 -
[110] - Quote
Figured I'd drop my feedback in this thread as a valued member of the community:
AR - Should be devastating in CQC, but have a ton of kick when ADS. The main advantage of the AR should be the ability to deal constant DPS EVEN while you're strafing. The way you make this balanced is by making sure that trying to ADS the thing to kill people from more than 50 meters away is impossible.
CR - Slightly less DPS than the AR, but much greater accuracy when ADS. This is the short range weapon with a scope...in other words it's great for killing targets at medium range, but lacks the punching power for long-range engagements, and doesn't have the effectiveness of the AR in CQC. But because of its accuracy, it's much more versatile and focuses fire better.
SR - The do-it-yourself weapon. High power, high accuracy, devastating charge shot...but you have to manually press the trigger and make sure not to overheat. This is the weapon for those (like me) who absolutely love the semi-auto rather than full-auto rifles, and are great at managing balance. So while it has great benefits, and is probably the best weapon in the game...it is limited to only certain users because of how much you need to regulate the weapon yourself. (I feel the scrambler is the most balanced weapon in the game, and has always been)
RR - Lowest DPS of all Rifles, but the ability to literally snipe your opponent from a million miles away. The high damage per shot also makes it very important that you don't miss very often, so even at long range with high kick it still becomes somewhat of a challenge to deal effective damage unless you are a pro marksman. The one thing it needs more than anything else is to be useless at CQC engagements. Instead of having small dispersion, there should either be insane dispersion (like trying to use the sniper in CQC without scoping), or no dispersion (like the laser rifle). Either way, it makes it VERY difficult for a player to use the weapon for anything other than long-range combat. _________________________________________________________________________
One of the current problematic weapons is the ACR. The reason why it is so problematic is because the kick functions just like the AR kick...it gradually builds up as you fire, but stays insanely accurate just by releasing the trigger for a split second only to press it again and remove all kick from the weapon.
Weapons like the Assault SCR have a different kick mechanic while ADS that prevents them from staying super accurate alll the time.
The ACR should keep its damage output, but should be impossible to just ADS-kill everything without having to deal with massive amounts of kick. In other words, make it like the AR that I talked about above and it won't be dreaded anymore. It shouldn't be able to spew 68 rounds into someone's face even at 70+ meters away. The same dispersion while hip-firing should be applied to in a smaller amount to the ADS of both CQC rifles.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Eko Sol
Strange Playings
288
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Posted - 2014.05.16 21:25:00 -
[111] - Quote
CCP Logibro wrote:We're aware that the CR needs to be toned down a bit (not nerfed into the ground though) and that the AR could use a little bit of love. They're both on out to do list to look at.
Clearly the additional nerf in 1.7 to the AR was to make people skill into the RR or CR AND capitalize on revenue from AUR purchases for the new product.
The CR is fine as it stands. I run CR and I run it quite well and I still am beaten by other weapons without much of an issue (i.e. RR, ARR, SCR, LSRR). No more nerf hammers...period. I'm sick of all of they cry babies. I'm sick of it. If you aren't fixing bugs then leave the game alone. ****, I only have 1 point in lasers, run a MLT Min Heavy, and Beat CR often enough to warrant people to STOP CRYING.
Fix RE's not sticking to tanks. Fix 2x/3x Kin Kat scouts jumping across the screen b/c they are lagging while moving over 10m/s. Fix your network issues and other things associated with damage registering. Fix bugs. FIX BUGS.
The CR is fine simply because I beat it with my Basic Gal Assault and a Gek. FIX BUGS!! FIX BUGS!
If you aren't fixing bugs then leave it alone. If you leave a baby crying in the crib enough it will eventually stop. It has too or it will die. Stop listening to these idiots. It doesn't make sense. My 30 Balacs Gars were doing just fine without a buff and without nerfs to other weapons.
FIX BUGS!
PSN is "Ekopalm"
I play D3, Child of Light, and solo games
Also, Proto Trolling until I'm broke...
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
57
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Posted - 2014.05.16 22:44:00 -
[112] - Quote
CCP Logibro wrote:We're aware that the CR needs to be toned down a bit (not nerfed into the ground though) and that the AR could use a little bit of love. They're both on out to do list to look at.
Thank God.
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Gemini Cuspid
Amarr Templars Amarr Empire
61
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Posted - 2014.05.17 06:30:00 -
[113] - Quote
Varoth Drac wrote:Gemini Cuspid wrote:Let alone the weapons aren't as bad as how the suit balance is; scouts still stacking armor far surpassing assault and logic [and still technically able to outrun the logic and the assault in some cases] is probably the most glaring issue. Even if speed were one issue the scan profile still works in their favor as well.
Scout suits can not stack as much armor as assault or logi suits (obviously referring to Gallente). Not sure why I keep having to say this. Maybe Gal scouts 3hp/s rep is op, maybe it should be 2 like medium suits. Maybe you should have to finish decloaking before being able to fire. These are potential minor fixes to a minor FOTM problem. Can people stop spreading false statements like scout suits get more armour than mediums. P.S, if you try to counter my argument but comparing (for example) Gal scouts with Min assaults, you are an idiot. Also proto Amarr assault suits should be 2/4 not 3/3.
If I were to add qualifiers then the honest question is should I be stacking armor as much on Logi to the point where I should be using a heavy or should i be seeing scouts anywhere near 400+ armor still outrunning a logi. This isn't a baseless argument either is what's broken with the game. You're telling me this:
You can stack as much armor on logi than a scout BUT you don't have the same speed, scan precision and if you add dampeners and stamina oh hey GUESS WHICH SLOT YOU LOOSE ON ARMOR. Yes awesome argument because that still is the essential argument mainly; the scouts are really adding the armor on with only a speed penalty overall. You can't achieve the same effect.
So guess what we're still back at a broken suit system and no this ins't spreading false info either because if no one realized this the most common combo wouldn't be shotgun + stacked commando armor. Any argument you bring is a mute point if you're doing an on-par basis unless you can "magically" argue you can stack the armors, get the same scan profile and same speed on a logi as a stacked scout. No you can't, case closed That is WHY IT'S BROKEN. Where are the assault suits huh? *hear's the wind* was the news of logi suit broken in tomorrows news also or did you just come late to this argument and wanted to white knight the whole "scouts are fine" argument also for the sake of your conscience.
If you're going to argue on a single point, armor, i'm looking at it the way an actual logi would use and no we don't fill ALL SLOTS ARMOR BECAUSE WE ARE ALREADY SLOW AS F**K & DON'T HAVE THE SAME FIREPOWER AS A HEAVY. Literally, next argument please because that was the most ridiculous thing to nit pick about. |
Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
94
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Posted - 2014.05.17 11:16:00 -
[114] - Quote
Gemini Cuspid wrote:You can stack as much armor on logi than a scout BUT you don't have the same speed, scan precision and if you add dampeners and stamina oh hey GUESS WHICH SLOT YOU LOOSE ON ARMOR. Yes awesome argument because that still is the essential argument mainly; the scouts are really adding the armor on with only a speed penalty overall. You can't achieve the same effect. Ok, I understand what you are saying. Please be more clear in future as you make the problem sound much worse than it is.
I have been looking into this in detail and the issues are pretty complex.
Comparing a Gallente logi to a brick Gallente scout I can get very similar suits. However you are right that the logi has to either sacrifice about 7% movement in order to have a similar profile, or has similar movement but a high profile.
Now, people can argue that profile and movement speed are less important than hp for a logi or assault, but I do understand your point. I just want people to understand that the discrepancy is not as huge as some people make it out.
I should make a separate topic about this as it is not really about plasma rifles. Though all balance issues are connected. |
Gelan Corbaine
Gladiators Vanguard
442
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Posted - 2014.05.17 15:03:00 -
[115] - Quote
superjoe360x wrote: I have to say something I have not seen mention of and thast is fitting cost. The CR is always a scouts go to rifle if they do not want to run shotgun. It takes way less PG and CPU to run it. Also anybody running it is capable of gaining more hitpoints or damage or whatever because they can use better plates of damage mods. Just a thought. Make the CR cost more to fit and also lower the damage of it just slightly.
/facepalm You realize that this would wreck the Matari whose low resource suits NEED those fittings . What the hell are we supposed to use ?!! Harsh language ?
Master Smurf wrote: And once done what can Minmatar suit user do to compete?
Oh yeah - move .2 m/s quicker.
Break our foes will by clogging up their sight with loads and loads of corpses ?
No job is worth doing if you don't get paid in the end .
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Cardio Therapy
Tech Guard RISE of LEGION
19
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Posted - 2014.05.17 16:55:00 -
[116] - Quote
Velociraptor antirrhopus wrote:Zatara Rought wrote:Think the cloak needs fixing first, but yeah the CR needs an adjustment. Eh. I get to where I'm not even afraid of it anymore. People who think it's OP don't realize that if you have a logi with proto scans, or if you bring a Gal Logi or Cal Scout in your squad to a PC battle, that cloak is going to get scanned. I really don't think it's as much of an issue as people think it is. Not exactly. I am gal login with scanners to 5. Only the proto scanner of 30K ism can pick a scout and the scout is cheaper than the scanner. Than you have terrible cool down time. The issue is that it is not a cloak and is invisibility mod. I spent a full game trying to find a way to counter the cloak and it is impossible if you are not a scout. Have inn mind that most of the people play pubs with small and not balanced squads. I don't think that it is right the cloaked scouts to get advantage in pubs or solo |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
59
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Posted - 2014.05.18 10:20:00 -
[117] - Quote
Cardio Therapy wrote:Not exactly. I am gal login with scanners to 5. Only the proto scanner of 30K ism can pick a scout and the scout is cheaper than the scanner. Than you have terrible cool down time. The issue is that it is not a cloak and is invisibility mod. I spent a full game trying to find a way to counter the cloak and it is impossible if you are not a scout. Have inn mind that most of the people play pubs with small and not balanced squads. I don't think that it is right the cloaked scouts to get advantage in pubs or solo
Scanning chart: https://docs.google.com/spreadsheet/ccc?key=0AvYSJ6FRJlihdHRWMFFxUDVPbzZPVTdjZmNwR2loYXc&usp=drive_web#gid=0
Most of the reason I picked Gal Logi is because you can light up the non-Gallente scouts that don't stack dampeners or don't have their cloak activated even without the Focused, and trust me there are a lot of brick tanked scouts running around, even the top tier ones like Nyain San.
But since I haven't played as a medium suit in a while, now I'm starting to feel the pain of the cloaky shotgunner, and yeah it is OP as hell.
Medium suits definitely need a buff. Especially assault.
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
94
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Posted - 2014.05.18 11:12:00 -
[118] - Quote
Velociraptor antirrhopus wrote:But since I haven't played as a medium suit in a while, now I'm starting to feel the pain of the cloaky shotgunner, and yeah it is OP as hell.
Medium suits definitely need a buff. Especially assault. Cloaky shotgunners are not "op as hell".
Firing whilst still cloaked = op. Make cloaks have to fully deactivate before firing.
Armour mods allowing Gal scouts to brick tank enough to outshine mediums = op. Nerf plates (discussion currently ongoing in feedback).
Gal and Cal scouts outshining Amarr and Min. Maybe go with I-Shayz-I's idea of changing the bonuses to a bonus to modules rather than straight damp and scan bonuses.
Logis are fine, except for maybe a small improvement to active scanners (I think they were over nerfed). Maybe assaults need a small improvement, but probably not after the proposed changes, particularly the armour ones. |
Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
59
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Posted - 2014.05.18 11:23:00 -
[119] - Quote
Varoth Drac wrote:Velociraptor antirrhopus wrote:But since I haven't played as a medium suit in a while, now I'm starting to feel the pain of the cloaky shotgunner, and yeah it is OP as hell.
Medium suits definitely need a buff. Especially assault. Cloaky shotgunners are not "op as hell". Firing whilst still cloaked = op. Make cloaks have to fully deactivate before firing. Armour mods allowing Gal scouts to brick tank enough to outshine mediums = op. Nerf plates (discussion currently ongoing in feedback). Gal and Cal scouts outshining Amarr and Min. Maybe go with I-Shayz-I's idea of changing the bonuses to a bonus to modules rather than straight damp and scan bonuses. Logis are fine, except for maybe a small improvement to active scanners (I think they were over nerfed). Maybe assaults need a small improvement, but probably not after the proposed changes, particularly the armour ones.
Nerfing plates sounds like a HORRIBLE idea, I hope that NEVER happens. Increasing TTK would have been a total failure if this happens. To be honest I think Scout HP is fine, and if anything it should be taken out of their base HP or dominant (shield/armor) module slot.
Logis are fine? Basically point and shoot at a Logi, and he's dead faster than you can kill a scout. Listen, I was a Min Logi back before ALL LOGIS TURNED INTO THE MIN LOGI, AND TRUST ME WE'RE WEAK AS HELL. Though I will admit that changing scout HP will fix the medium suit weakness problem.
And Minmatar is just being outshined because they ALWAYS get outshined. Doesn't matter if it's the scout.
People who aren't idiots and realize that the "duct tape" thing is meaningless, just might realize holy **** a Min Scout can hack an objective in literally 2 seconds right under everyone's nose with a cloak, some dampeners and code breakers.
I was in a PC battle, and pretty much the entire time I was a heavy sitting on a hack panel guarding it. I turned the other way for an INSTANT to reload, and before I even saw the blue letter flashing it was hacked. Tell me that's not OP and you're full of ****.
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IGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûêGûê]
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Varoth Drac
The Unholy Legion Of DarkStar DARKSTAR ARMY
94
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Posted - 2014.05.18 12:47:00 -
[120] - Quote
Plate stacking being OP is one of the main root causes of imbalance in the game.
It imbalances scouts. It imbalances weapons. It imbalances mediums. It imbalances heavies. It imbalances proto suits in general. It reduces fitting variety by encouraging brick tanking.
This is something that the majority of posters seem to agree with to some extent. I am not talking about reducing the amount of hp given per plate. Currently the most popular suggested tweaks are changing them to a %hp increase thus preventing scouts having too high hp and encouraging the use of ferroscale; and introducing stacking penalties so that people will try reppers instead of all plates and a rep hive.
Have a look at the thread in the feedback section, there are a lot of other suggestions.
If Gallente scouts and mediums both only used 2 plates rather than 4 the medium suit's hp advantage would be greater.
I use a min logi as well. The proposed changes to plates would have little effect on them. In theory it should help shield tankers such as minmatar. |
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