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Thread Statistics | Show CCP posts - 9 post(s) |
Malkai Inos
Any Given Day
1357
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Posted - 2014.06.11 13:13:00 -
[151] - Quote
CCP Rattati wrote:BL4CKST4R wrote:Still waiting on those optimal range figures... nerfing the range of the AR is definately not a thing I am happy about... unless the 8M loss was just to effective range in which case IDC because a Gallente shouldn't be chasing his effective range unless he wants to be brutally destroyed The ratio of effective to optimal is unchanged and I am not going into that right now as they are not hardcoded numbers but damage curves (that were not changed). Would it be possible for you to expose those damage curves, which I assume are math functions, to us at some point?
I think it would be really interesting to see how the weapons compare in terms of DPS over the range spectrum and where they intersect with each other. Having access to these functions would allow us to visualize the damage curves similar to how the tracking/missile formulars in EVE allows us to do this and that.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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AmlSeb
Molon Labe. General Tso's Alliance
88
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Posted - 2014.06.11 13:54:00 -
[152] - Quote
Why do the tactical and burst weapons still have higher DPS and range than the other variants? DPS should be Tactical->Assault->Burst->Breach and not Breach->Assault->Burst-Tactical Range should be Breach->Burst->Assault->Tactical and not randomly like it is in the proposed changes
First day veteran, Logi and Commander
Soon a Legionnaire
AmlSeb on Twitter
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Musta Tornius
Molon Labe. General Tso's Alliance
1360
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Posted - 2014.06.11 14:59:00 -
[153] - Quote
Malkai Inos wrote:CCP Rattati wrote:BL4CKST4R wrote:Still waiting on those optimal range figures... nerfing the range of the AR is definately not a thing I am happy about... unless the 8M loss was just to effective range in which case IDC because a Gallente shouldn't be chasing his effective range unless he wants to be brutally destroyed The ratio of effective to optimal is unchanged and I am not going into that right now as they are not hardcoded numbers but damage curves (that were not changed). Would it be possible for you to expose those damage curves, which I assume are math functions, to us at some point? I think it would be really interesting to see how the weapons compare in terms of DPS over the range spectrum and where they intersect with each other. Having access to these functions would allow us to visualize the damage curves similar to how the tracking/missile formulars in EVE allows us to do this and that.
We've been asking for years for those curves but I don't think it's going to happen anytime soon :P
Seeing as this is a range thread, check out my signature for accurate and up to date ranges.
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Musta Tornius
Molon Labe. General Tso's Alliance
1360
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Posted - 2014.06.11 15:00:00 -
[154] - Quote
duplicate post, feel free to delete
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AmlSeb
Molon Labe. General Tso's Alliance
89
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Posted - 2014.06.11 15:02:00 -
[155] - Quote
Musta Tornius wrote:Malkai Inos wrote:CCP Rattati wrote:BL4CKST4R wrote:Still waiting on those optimal range figures... nerfing the range of the AR is definately not a thing I am happy about... unless the 8M loss was just to effective range in which case IDC because a Gallente shouldn't be chasing his effective range unless he wants to be brutally destroyed The ratio of effective to optimal is unchanged and I am not going into that right now as they are not hardcoded numbers but damage curves (that were not changed). Would it be possible for you to expose those damage curves, which I assume are math functions, to us at some point? I think it would be really interesting to see how the weapons compare in terms of DPS over the range spectrum and where they intersect with each other. Having access to these functions would allow us to visualize the damage curves similar to how the tracking/missile formulars in EVE allows us to do this and that. We've been asking for years for those curves but I don't think it's going to happen anytime soon :P Seeing as this is a range thread, check out my signature for accurate and up to date ranges. What signature?
First day veteran, Logi and Commander
Soon a Legionnaire
AmlSeb on Twitter
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D legendary hero
warravens Final Resolution.
1897
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Posted - 2014.06.11 16:02:00 -
[156] - Quote
CCP Rattati wrote:Thanks everyone for your input over the last few weeks on this issue. At the heart of every FPS there is the Rifle and it just needs to be fair and balanced. The current situation is that we have some underperforming weapons and a complex range progression. See here: DPS versus Range - CurrentI began looking at balancing that system, and that effort got me around here: DPS versus Range - TunedHere are, therefore, our proposals, while our method will be primarily buffing through tweaking fire delays, ROF and damage. We will not be touching the actual maximum effective range of the weapons, as they are heavily influenced by New Eden lore/rules. 1) Eliminate range progression of all rifles. It's unnecessarily complex and very hard to balance dps over range with overlapping bubbles. Therefore, all Standard and Advanced weapon will have the effective range of the matching Prototype weapon. This is how that scenario looks like, and we can all agree that it is easier on the eyes and brain: Range vs DPS - No Range Progression - Current2) Then we need to properlybuff some of the weaker variants in general, Breach AR, Burst AR and Tac AR 3) And finally make sure that there is a trade off of range versus dps, I am looking at you Rail Rifle. And this is a birds eye view of how that might look after this balancing pass: Range versus DPS - No Range Progression - TunedGo wild, keep it civil and constructive.
This is literally just buffing the AR and its variants so that they are all vastly supperior to the combat rifle in CR optimal range.
i mean seriously the burst AR will have higher DPS than the CR which is designed to be burst.
Shouldnt the ACR by default then get buffed to be better than the standard AR since the trend here is making the variants better than the originals?
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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D legendary hero
warravens Final Resolution.
1897
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Posted - 2014.06.11 16:06:00 -
[157] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Bwahahaha, I love the "Range in CM" bit at the bottom Just for
is it possible to get some other variants for the other rifles now. like a breach combat, breach scramble, and a tacticale Rail?
Also, can we get militia variants of CR, Scr, and RR on our militia fits?
Sou o Defendeiro dos derrubados_Pronto saberá justiça
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CCP Rattati
C C P C C P Alliance
2501
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Posted - 2014.06.11 17:11:00 -
[158] - Quote
Aeon Amadi wrote:CCP Rattati wrote:BL4CKST4R wrote:Still waiting on those optimal range figures... nerfing the range of the AR is definately not a thing I am happy about... unless the 8M loss was just to effective range in which case IDC b ecause a Gallente shouldn't be chasing his effective range unless he wants to be brutally destroyed The ratio of effective to optimal is unchanged and I am not going into that right now as they are not hardcoded numbers but damage curves (that were not changed). This might've been mentioned before, but here goes. Since you were talking about giving Starter Fits their racial weaponry and were considering giving them the assault variant for ease of use (unless I was mistaken), is there any consideration to adding some militia/standard versions of the rifle variants? Just considered, while running my Caldari Assault and ARR combo, that I would really love to have a Standard Assault Rail Rifle to be able to run this fit without needing a PG Upgrade and keep the fit itself cheap
I like them being specialist weapons you need to earn.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2501
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Posted - 2014.06.11 17:12:00 -
[159] - Quote
D legendary hero wrote:CCP Rattati wrote:Aeon Amadi wrote:Bwahahaha, I love the "Range in CM" bit at the bottom Just for is it possible to get some other variants for the other rifles now. like a breach combat, breach scramble, and a tacticale Rail? Also, can we get militia variants of CR, Scr, and RR on our militia fits?
I don't see it at all. After Bravo we should have 2 competitive choices for any playstyle of rifles. I prefer honing them before adding more clutter.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1113
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Posted - 2014.06.11 17:40:00 -
[160] - Quote
CCP Rattati wrote:D legendary hero wrote:CCP Rattati wrote:Aeon Amadi wrote:Bwahahaha, I love the "Range in CM" bit at the bottom Just for is it possible to get some other variants for the other rifles now. like a breach combat, breach scramble, and a tacticale Rail? Also, can we get militia variants of CR, Scr, and RR on our militia fits? I don't see it at all. After Bravo we should have 2 competitive choices for any playstyle of rifles. I prefer honing them before adding more clutter.
Rattati...
Quick question...conceptually how what do you see as the difference / purpose of the ARR vs the RR? I think you have some good ideas for tweaking the base RR but i'm concerned it might gimp Caldari a little too much without a competitive variant in the closer ranger where the vast majority of fighting occurs.
Also....if you drop the DPS for the RR will you also lower the recoil?
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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The-DON of-DOT-MAFIA
The DOT MAFIA
21
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Posted - 2014.06.11 17:46:00 -
[161] - Quote
The-Errorist wrote:The-DON of-DOT-MAFIA wrote:... Cat Merc wrote: ... Uhhh.. Then don't get within 40 meters? Long range weapons exist for a reason.
Cut them down from there then come in to kill the left overs.
I know already about 75 meters..lol What objectives do we have today have a +40 meter kill zone? Most are CQB, the others are all "kill boxed" by snipers and prone to vehicular domination. The bridge maps, when your on top of buildings, when people are crossing from one relatively save zone/objective to another, when not in one of the main compounds, when fighting in long narrow areas, and the list goes on.
Are any of the objectives located in these exposed areas? NO, all of them can be covered by CQB. Armor + high rof +scanning make them inaccessible to min/cal kits.
increasing shields in the way the other post describe will not fix this.
nevermind, if the weapon designed to cover my suits weakness is being deployed by my racial adversary.
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DeathwindRising
ROGUE RELICS
338
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Posted - 2014.06.11 17:55:00 -
[162] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:BL4CKST4R wrote:Still waiting on those optimal range figures... nerfing the range of the AR is definately not a thing I am happy about... unless the 8M loss was just to effective range in which case IDC b ecause a Gallente shouldn't be chasing his effective range unless he wants to be brutally destroyed The ratio of effective to optimal is unchanged and I am not going into that right now as they are not hardcoded numbers but damage curves (that were not changed). This might've been mentioned before, but here goes. Since you were talking about giving Starter Fits their racial weaponry and were considering giving them the assault variant for ease of use (unless I was mistaken), is there any consideration to adding some militia/standard versions of the rifle variants? Just considered, while running my Caldari Assault and ARR combo, that I would really love to have a Standard Assault Rail Rifle to be able to run this fit without needing a PG Upgrade and keep the fit itself cheap I like them being specialist weapons you need to earn.
then can we have std variants unlocked at level 2 operation? |
The-DON of-DOT-MAFIA
The DOT MAFIA
22
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Posted - 2014.06.11 18:10:00 -
[163] - Quote
True Adamance wrote:The-DON of-DOT-MAFIA wrote:Gelan Corbaine wrote:bogeyman m wrote:The-DON of-DOT-MAFIA wrote:
I know that you cannot make changes in regards to my following statement. CCP failed to tie players race, to their kit therefore "playstyles" where broken from the get go. RACE + Race's suit + race's weapons should= 100% effectiveness all other combos should be penalised.
This. Is wrong ... "Squid in a can" tactics, strategy, weapon utilization are all irrelevant in Dust. Example: Caldari EVE doctorine would work in DUST if the fight was on a salt flat, 360-¦ fov. You are fundamentally lacking in certain considerations here. RaiL Technology is not a Caldari invention. It's actually something that was developed by the Gallente and then adopted by the Caldari to suit their purposes, both militaries utilise and modify their vessels for use of these turrets. Missiles are not unique to any one race, and ballistic weapons like auto cannons and by extension Combat Rifles are used by every standard military, and more often than not pirate factions the universe over. In EVE vessels work more, depending on how you consider it, like this. Any fit = 100% Efficiency with required skills Fits making use of Ship bonuses = 110% I can put Autocannons on a Tormentor, the ship still works to 100% of it capacity. But when I stack Pulse Lasers on it it gets bonuses and works to 100+X % of its normal capacity. Penalising a player for not using a racial style is not the best method here, instead giving logically sound technological bonuses for using complimentary technology would benefit the development of specific playstyles.
I do know that there is no cover or concealment in space, unlike EVE closing with and engaging using cover is fundamental in dust in order to win...the very best part of dust is CQB. MIN/CAL should have the same opportunity, but do not because racial playstyles where to closely mirrored to EVE, and then left quasi modo.
If you want to promote scalping for KDR, then relegate Caldari to a perimeter game play style.
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jaksol JAK darnson
Kameira Lodge Amarr Empire
17
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Posted - 2014.06.11 19:35:00 -
[164] - Quote
DeathwindRising wrote:duster 35000 wrote:Maybe slightly increase bolt pistol rof, or range before damage dropoff and/or minimum damage gets upped. thats a sidearm and this thread is mainly about the rifles. CCP Rattati wrote:Thanks everyone for your input over the last few weeks on this issue. At the heart of every FPS there is the Rifle and it just needs to be fair and balanced. The current situation is that we have some underperforming weapons and a complex range progression. See here: DPS versus Range - CurrentI began looking at balancing that system, and that effort got me around here: DPS versus Range - TunedHere are, therefore, our proposals, while our method will be primarily buffing through tweaking fire delays, ROF and damage. We will not be touching the actual maximum effective range of the weapons, as they are heavily influenced by New Eden lore/rules. 1) Eliminate range progression of all rifles. It's unnecessarily complex and very hard to balance dps over range with overlapping bubbles. Therefore, all Standard and Advanced weapon will have the effective range of the matching Prototype weapon. This is how that scenario looks like, and we can all agree that it is easier on the eyes and brain: Range vs DPS - No Range Progression - Current2) Then we need to properlybuff some of the weaker variants in general, Breach AR, Burst AR and Tac AR 3) And finally make sure that there is a trade off of range versus dps, I am looking at you Rail Rifle. And this is a birds eye view of how that might look after this balancing pass: Range versus DPS - No Range Progression - TunedGo wild, keep it civil and constructive. if youre going to go with eve lore, youll need to increase the rail rifles optimal range to be much closer to their max effective range reason is caldari have less dps, but its more consistent and reliable dps at all ranges.
but then the laser rifle if left in the dust once again leaving the as a "weakest" long range weapon
"Sacrifice is a choice you make. Loss is a choice made for you."
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Musta Tornius
Molon Labe. General Tso's Alliance
1360
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Posted - 2014.06.11 19:37:00 -
[165] - Quote
AmlSeb wrote:Musta Tornius wrote:Malkai Inos wrote:CCP Rattati wrote:BL4CKST4R wrote:Still waiting on those optimal range figures... nerfing the range of the AR is definately not a thing I am happy about... unless the 8M loss was just to effective range in which case IDC because a Gallente shouldn't be chasing his effective range unless he wants to be brutally destroyed The ratio of effective to optimal is unchanged and I am not going into that right now as they are not hardcoded numbers but damage curves (that were not changed). Would it be possible for you to expose those damage curves, which I assume are math functions, to us at some point? I think it would be really interesting to see how the weapons compare in terms of DPS over the range spectrum and where they intersect with each other. Having access to these functions would allow us to visualize the damage curves similar to how the tracking/missile formulars in EVE allows us to do this and that. We've been asking for years for those curves but I don't think it's going to happen anytime soon :P Seeing as this is a range thread, check out my signature for accurate and up to date ranges. What signature? And actually they posted the graphs sometime ago. As they probably still use the same function you could get it from the graph EDIT: It was not them who posted it but here is the one by Aeon Amadi http://i.imgur.com/krRr5EZ.png
Hups, I replaced the link with a picture when it worked, forgot to change it back.
DUST514 Weapon Range & Information
Team Fairy DUST
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