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Thread Statistics | Show CCP posts - 2 post(s) |
Gabriella Grey
Onslaught Inc RISE of LEGION
115
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Posted - 2014.07.11 21:34:00 -
[1] - Quote
Hotfix Charlie is on its way, but what concerns me is that it will be further nerfing the rail rifle, with nothing done to the combat rifle again. From a big picture, the game is set-up from your story that Amarr and Caldari are aligned, and the Gallente and Minmitar are aligned, which is fine! The problem is light weapons are very unbalanced to make factional warfare mean nothing, or really a worth preference for Dust to have many weapons to use and invest time in making better. Below I will voice my concerns about how things are balanced between different weapons, from light weapons, side arms, and weapon damage output.
Weapon damage Percentages: With most weapons, be it Caldari, Gallente, or Minmitar it does +10 -10%, with the exception of explosives. Laser weaponry is in trouble because of this. Like the explosive weapons category. it does +20 -20%, only in reverse from explosives, which Is great but there is a overlooked problem. Laser weapons do not put out as much raw damage wise as explosive weapons. I feel this is something that is a minor tweek in balancing the whole light weapons for those who use laser weapons to not fall behind all the other weapons available. These weapons need some sort of boost to their raw damage outpout, or the other weapons need some kind of reduction, either way will give more of a better experience for all.
Combat Rifle: There are always complaints about the rail rifle and how strong it is when compared to other weapons, but the combat rifle is just as bad. In hotfix charlie CCP is looking to push this weapons damage output similar to how the amarr laser weapons work but in a reverse manner. The same should happen to the combat rifle range and damge. Also the combat rifle performance really pushes the Gallente Assault rifles aside. How? Damage and RPM. To start, the burst combat rifle, needs more of a delay between burst. It's damage is fine but without an increased pause between 3 round burst it gives little to no difference between the assault auto variant. The Rounds Per Minute for the Minmitar I feel is fine for the combat assault variants, but if it works in this manner, the amount of raw damage per bullet needs to be reduced. If not the damage being reduced, then the RPM needs to be reduced in order to allow players to choose a racial weapon type by preference, not advantage over others not using the same weapon in their set-ups. If that is done along with the changes to rail rifles, then all the weapons used by assault, logistics, and commandos will give more of an entertaining experience towards the direction all players and CCP can be happy.
Always Grey Skies
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One Eyed King
Land of the BIind
2463
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Posted - 2014.07.11 21:36:00 -
[2] - Quote
I use both, and I don't see much problem with either of them.
The only thing I would say is that hip fire is too accurate with both, but other than that, they both serve their purpose, and I use them both in different situations.
This is how a minja feels
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Bethhy
Ancient Exiles. General Tso's Alliance
2185
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Posted - 2014.07.11 21:42:00 -
[3] - Quote
Assault rifle needs a little more time to come back into the spotlight.. the SCR will always be a crazy good weapon but niche.
Rifle balance is there imo.
Anyone complaining about CQC Rail rifles are just bad with CQC weapons.. because any other CQC weapon eats a RR user with ease... where a CQC weapon user looses long range.
It's perfect "Rock, Paper, Shotgun."
Only thing maybe that would need to actually properly get "tweaked" is and ACTUAL buff. the Tac AR hit detection tweaked up a bit.. so the RR has some more company at that range. The TAC hits hard.. has a perfect ROF now.. just that hit detection on moving targets is wack. it needs near SCR hit detection but not quite as good.
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1297
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Posted - 2014.07.11 21:46:00 -
[4] - Quote
Bethhy wrote:Assault rifle needs a little more time to come back into the spotlight.. the SCR will always be a crazy good weapon but niche.
Rifle balance is there imo.
Anyone complaining about CQC Rail rifles are just bad with CQC weapons.. because any other CQC weapon eats a RR user with ease... where a CQC weapon user looses long range.
It's perfect "Rock, Paper, Shotgun."
Only thing maybe that would need to actually properly get "tweaked" is and ACTUAL buff. the Tac AR hit detection tweaked up a bit.. so the RR has some more company at that range. The TAC hits hard.. has a perfect ROF now.. just that hit detection on moving targets is wack. it needs near SCR hit detection but not quite as good.
Yea the Tac AR is actually viable now a days. However it has really strong competition in its class. The Single shot Scrambler, RR and Laser Rifle all compete for the mid to long range spots.
Tac AR just needs a handful more rounds in the clip. I think about 25 would be a sweet spot. The hipfire is still pretty ridiculous on it though when compared to its competition in its class.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4094
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Posted - 2014.07.11 21:46:00 -
[5] - Quote
Projectile damage is +10% Armor -5% shields That is a huge problem
Also DPS versus CPU/PG etc.
Combat Rifle is one of the most accurate rifles (close to 59 point something)
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1297
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Posted - 2014.07.11 21:47:00 -
[6] - Quote
Bojo The Mighty wrote:Projectile damage is +10% Armor -5% shields That is a huge problem
Also DPS versus CPU/PG etc.
Combat Rifle is one of the most accurate rifles (close to 59 point something)
Yea it is one of the easiest weapons to fit, that makes a big difference by itself.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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One Eyed King
Land of the BIind
2464
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Posted - 2014.07.11 21:54:00 -
[7] - Quote
CommanderBolt wrote:Bojo The Mighty wrote:Projectile damage is +10% Armor -5% shields That is a huge problem
Also DPS versus CPU/PG etc.
Combat Rifle is one of the most accurate rifles (close to 59 point something) Yea it is one of the easiest weapons to fit, that makes a big difference by itself. Its Minmatar. Minmatar have harder to fit suits, so it is supposed to allow those suits the ability to have a CR without totally gimping itself like when I run an ScR.
The problem is, this is also an indirect advantage to other suits.
This is how a minja feels
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Gabriella Grey
Onslaught Inc RISE of LEGION
116
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Posted - 2014.07.11 22:04:00 -
[8] - Quote
One Eyed King wrote:CommanderBolt wrote:Bojo The Mighty wrote:Projectile damage is +10% Armor -5% shields That is a huge problem
Also DPS versus CPU/PG etc.
Combat Rifle is one of the most accurate rifles (close to 59 point something) Yea it is one of the easiest weapons to fit, that makes a big difference by itself. Its Minmatar. Minmatar have harder to fit suits, so it is supposed to allow those suits the ability to have a CR without totally gimping itself like when I run an ScR. The problem is, this is also an indirect advantage to other suits.
I am not sure on this exactly, but I do see proto gallente scouts running about most of the time with proto combat rifles a bit. I will do some studying on it and thanks for bringing this up! Perhaps at some point CCP can add some fitting penalties a lot similar as how they did with the cloak for the scout across the different suits, within a reasonable level.
Always Grey Skies
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Zindorak
CaUsE-4-CoNcErN
89
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Posted - 2014.07.11 22:08:00 -
[9] - Quote
I like this thread especially cuz of the mentioning of changing the laser damage profile. I dont want to CR to change cuz it will be harder to stomp with my Burger King CR |
Toby Flenderson
research lab
552
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Posted - 2014.07.11 22:26:00 -
[10] - Quote
Am I missing something? I didn't think there were any proposed changes to the rail rifle? |
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Gabriella Grey
Onslaught Inc RISE of LEGION
117
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Posted - 2014.07.11 22:33:00 -
[11] - Quote
Toby Flenderson wrote:Am I missing something? I didn't think there were any proposed changes to the rail rifle? Rail Rifle Changes Can Be Seen Here
Always Grey Skies
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One Eyed King
Land of the BIind
2465
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Posted - 2014.07.11 22:48:00 -
[12] - Quote
The only changes to infantry weapons I see are the HMG and NK changes.
I see a small rail change, but I believe that is a vehicle weaponry change, not a RR change.
Is anyone else interpreting that the same way?
This is how a minja feels
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Zindorak
CaUsE-4-CoNcErN
91
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Posted - 2014.07.11 22:49:00 -
[13] - Quote
One Eyed King wrote:The only changes to infantry weapons I see are the HMG and NK changes. I see a small rail change, but I believe that is a vehicle weaponry change, not a RR change. Is anyone else interpreting that the same way? Me |
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CCP Rattati
C C P C C P Alliance
4008
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Posted - 2014.07.11 22:55:00 -
[14] - Quote
What nerf are you talking about?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Zindorak
CaUsE-4-CoNcErN
91
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Posted - 2014.07.11 22:59:00 -
[15] - Quote
CCP Rattati wrote:What nerf are you talking about?
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Hobo on Fire
Goonfeet Special Planetary Emergency Response Group
294
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Posted - 2014.07.11 23:15:00 -
[16] - Quote
One Eyed King wrote: The only changes to infantry weapons I see are the HMG and NK changes.
I see a small rail change, but I believe that is a vehicle weaponry change, not a RR change.
Is anyone else interpreting that the same way?
CCP Rattati wrote: What nerf are you talking about?
Yeah, I think that confirms its a change to Small Rail turrets, not the rifles. |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6253
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Posted - 2014.07.11 23:16:00 -
[17] - Quote
Bethhy wrote:Assault rifle needs a little more time to come back into the spotlight.. the SCR will always be a crazy good weapon but niche.
Rifle balance is there imo.
Anyone complaining about CQC Rail rifles are just bad with CQC weapons.. because any other CQC weapon eats a RR user with ease... where a CQC weapon user looses long range.
It's perfect "Rock, Paper, Shotgun."
Only thing maybe that would need to actually properly get "tweaked" is an ACTUAL buff. the Tac AR hit detection tweaked up a bit.. so the RR has some more company at that range. The TAC hits hard.. has a perfect ROF now.. just that hit detection on moving targets is wack. it needs near SCR hit detection but not quite as good.
I'm fully specced into Assault Rifles and primarily use them on the Gallente Assault. CQC is my butter zone, so please don't take this lightly when I say that I disagree that people complaining about RR's in CQC are just bad.
While it was an ARR, here's my anecdotal evidence (only died because I ran out of ammo): http://i.imgur.com/xJtkfYe.jpg
I have Caldari Assault 3 and Rail Rifle Operation 5... Nothing beyond that... Considering that I have better performance in CQC from my ARR than my AR, despite where I specced my SP, is kind of saying something.
That being said, I wouldn't mind seeing the Rail Rifle's close range damage application being tweaked a bit...
Useful Links
Aeon Amadi for CPM1
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Legoose MARKII
Nos Nothi
139
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Posted - 2014.07.11 23:27:00 -
[18] - Quote
One Eyed King wrote:The only changes to infantry weapons I see are the HMG and NK changes. I see a small rail change, but I believe that is a vehicle weaponry change, not a RR change. Is anyone else interpreting that the same way? Small rail means small rail turret, not the rail rifle. You are correct one eye.
Who is LeGoose anyway?
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Cat Merc
Onslaught Inc RISE of LEGION
10833
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Posted - 2014.07.11 23:28:00 -
[19] - Quote
My Duvolle + Gallente Assault wrecks **** up in CQC. Rail Rifles are my toy things.
Until a heavy comes around and fucks everything up
Feline overlord of all humans - CAT MERC
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lunatis orrak
Battlefield Brawlers
36
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Posted - 2014.07.11 23:37:00 -
[20] - Quote
Gabriella Grey wrote:Hotfix Charlie is on its way, but what concerns me is that it will be further nerfing the rail rifle, with nothing done to the combat rifle again. From a big picture, the game is set-up from your story that Amarr and Caldari are aligned, and the Gallente and Minmitar are aligned, which is fine! The problem is light weapons are very unbalanced to make factional warfare mean nothing, or really a worth preference for Dust to have many weapons to use and invest time in making better. Below I will voice my concerns about how things are balanced between different weapons, from light weapons, side arms, and weapon damage output.
Weapon damage Percentages: With most weapons, be it Caldari, Gallente, or Minmitar it does +10 -10%, with the exception of explosives. Laser weaponry is in trouble because of this. Like the explosive weapons category. it does +20 -20%, only in reverse from explosives, which Is great but there is a overlooked problem. Laser weapons do not put out as much raw damage wise as explosive weapons. I feel this is something that is a minor tweek in balancing the whole light weapons for those who use laser weapons to not fall behind all the other weapons available. These weapons need some sort of boost to their raw damage outpout, or the other weapons need some kind of reduction, either way will give more of a better experience for all.
Combat Rifle: There are always complaints about the rail rifle and how strong it is when compared to other weapons, but the combat rifle is just as bad. In hotfix charlie CCP is looking to push this weapons damage output similar to how the amarr laser weapons work but in a reverse manner. The same should happen to the combat rifle range and damge. Also the combat rifle performance really pushes the Gallente Assault rifles aside. How? Damage and RPM. To start, the burst combat rifle, needs more of a delay between burst. It's damage is fine but without an increased pause between 3 round burst it gives little to no difference between the assault auto variant. The Rounds Per Minute for the Minmitar I feel is fine for the combat assault variants, but if it works in this manner, the amount of raw damage per bullet needs to be reduced. If not the damage being reduced, then the RPM needs to be reduced in order to allow players to choose a racial weapon type by preference, not advantage over others not using the same weapon in their set-ups. If that is done along with the changes to rail rifles, then all the weapons used by assault, logistics, and commandos will give more of an entertaining experience towards the direction all players and CCP can be happy.
MagSec & SMG: These are great side arm weapons but there is an issue with them. Not that they are effective at killing infantry, but the issue is they really work more along light arms when compared to the other side arm variants. This is not something saying they should not be able to be effective weapons. As a whole, side arms are not very effective stand alone weapons, which is a main reason why their rare use. The issue with them is that they out perform the other side arms very easily. The scrambler rifle has too slow of an RPM, with its +20 to shields -20 to armor, the bolt pistol, and ion pistol can also use a slightly better RPM buff as well. Something I hope CCP can look into is the SMG. This weapon is far too effective even at an militia grade level. It has little to no rise-up when firing, when compared to the MagSec.
Shotgun: How is this gun balanced? Like the SMG no skills are required within its treeline to effectively use it. In fact militia is really all you need. The problem with the shotgun is it just does way too much damage per shot at lower levels. Most games that have something along the logistics/engineer role are usually the users that can use weapons like shotguns. Why isn't this weapon either a logistics or a medium frame exclusive weapon. This could seriously balance out the issue with scouts, rather than the actual cloaking issue and if CCP chooses not to do this, why not make it much harder to where scouts will not be able to effectively fit shotguns and cloaks together?
Sniper Rifle: Aside from the sniper rifle suffering from issues with players being able to really do significant damage only at prototype levels, with the officer sniper rifle having more of a better grounding to a sniper rifle, why isn't this weapon a scout exclusive? The biggest issue the player base and CCP have had with the sniper rifle was first doing too much damage even at militia level, and the current remaining issue of medium suits and heavy's being able to use them. Based on how the damage display worked initially with the scout, they could be dispatched in a balanced way due to their glass cannon effect. A scout using a sniper rifle can do high damage at a medium to slow RPM damage, but if found can be killed fairly easy without off setting the game balance.
Well I hope to hear others feedbacks. Be it other players, CPM candidates, or CCP themselves, my only intention is balance and to give honest feedback to Dust 514 and Eve Legion Project.
Heres some honest feedback quit embracing this nerf buff culture everytime stuff settles down to where everyone has a feel for the game and actually have learned and have experience dealing with the new specs people get on here and whime untill they change something else do you not realize that its never gonna be perfect for you because it would make someone else scream nerf\buff. Trust in this nothing ccp can do will improve ANYONES skill.
CHUBBY CHASER FOR LIFE
!BEWARE MY FAT BULLDOGS!
The leash is not for your protection
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Gabriella Grey
Onslaught Inc RISE of LEGION
120
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Posted - 2014.07.12 01:51:00 -
[21] - Quote
CCP Rattati wrote:What nerf are you talking about?
Yes I read it understanding it was the rail rifle not turret Rattati.I thought I had read it from that forum where it was stating that the range was on your list of things to do, to where the rail rifle range would be less effective up close similar to the laser rifle, without any updates to the combat riflesGǪ.
Always Grey Skies
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m621 zma
Seraphim Initiative..
168
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Posted - 2014.07.12 02:48:00 -
[22] - Quote
Gabriella Grey wrote: Shotgun: How is this gun balanced? Like the SMG no skills are required within its treeline to effectively use it. In fact militia is really all you need. The problem with the shotgun is it just does way too much damage per shot at lower levels. Most games that have something along the logistics/engineer role are usually the users that can use weapons like shotguns. Why isn't this weapon either a logistics or a medium frame exclusive weapon. This could seriously balance out the issue with scouts, rather than the actual cloaking issue and if CCP chooses not to do this, why not make it much harder to where scouts will not be able to effectively fit shotguns and cloaks together?
Sniper Rifle: Aside from the sniper rifle suffering from issues with players being able to really do significant damage only at prototype levels, with the officer sniper rifle having more of a better grounding to a sniper rifle, why isn't this weapon a scout exclusive? The biggest issue the player base and CCP have had with the sniper rifle was first doing too much damage even at militia level, and the current remaining issue of medium suits and heavy's being able to use them. Based on how the damage display worked initially with the scout, they could be dispatched in a balanced way due to their glass cannon effect. A scout using a sniper rifle can do high damage at a medium to slow RPM damage, but if found can be killed fairly easy without off setting the game balance.
Well I hope to hear others feedbacks. Be it other players, CPM candidates, or CCP themselves, my only intention is balance and to give honest feedback to Dust 514 and Eve Legion Project.
Shotgun is balanced because.... Oh nevermind... Go play BF or something.... |
Bethhy
Ancient Exiles. General Tso's Alliance
2199
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Posted - 2014.07.12 10:47:00 -
[23] - Quote
Aeon Amadi wrote:Bethhy wrote:Assault rifle needs a little more time to come back into the spotlight.. the SCR will always be a crazy good weapon but niche.
Rifle balance is there imo.
Anyone complaining about CQC Rail rifles are just bad with CQC weapons.. because any other CQC weapon eats a RR user with ease... where a CQC weapon user looses long range.
It's perfect "Rock, Paper, Shotgun."
Only thing maybe that would need to actually properly get "tweaked" is an ACTUAL buff. the Tac AR hit detection tweaked up a bit.. so the RR has some more company at that range. The TAC hits hard.. has a perfect ROF now.. just that hit detection on moving targets is wack. it needs near SCR hit detection but not quite as good. I'm fully specced into Assault Rifles and primarily use them on the Gallente Assault. CQC is my butter zone, so please don't take this lightly when I say that I disagree that people complaining about RR's in CQC are just bad. While it was an ARR, here's my anecdotal evidence (only died because I ran out of ammo): http://i.imgur.com/xJtkfYe.jpgI have Caldari Assault 3 and Rail Rifle Operation 5... Nothing beyond that... Considering that I have better performance in CQC from my ARR than my AR, despite where I specced my SP, is kind of saying something. That being said, I wouldn't mind seeing the Rail Rifle's close range damage application being tweaked a bit...
Comeone Aeon.... you and I both know anything can pull those numbers in a pub. i have both guns at proficiency 5 and CR.. Assault rifle being the main gun for so long in DUST.. everything is at 5.. reload.. ammo capacity..think i am only optimization 4 or something..
But even on my 6 m SP ADV gallente assault alt. That with just lvl 3 in assault rifles and a GEK get's rounds like that.
A Duvolle vs an Isukone assault rail rifle and you should win in a CQC pretty convincingly.. usually they have lost their shields before they even return fire.
But at the same time the Assault Rail rifle kinda is meant to be the CQC RR option. Where the tactical and breach can also offer this variety in Plasma rifles.
Basically the Rail rifle doesn't need a negative tweak... More the Variants of the PLasma rifle needs a buff tweak.. Like Tactical and Breach. So they can somewhat compete on the other rifles strengths but at a sacrifice.
Assault Rail rifle - Looses its awesome scope.
Tactical - Looses that fast ROF and tight hip fire. For high alpha med range accurate shots.
Breach - Looses that scope and ROF for short range high damage. kinda opposite strengths in a CQC weapon from the Assault Combat Rifle.
iono rifle balance is pretty solid.. the best it has been.
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Adipem Nothi
Nos Nothi
2645
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Posted - 2014.07.12 12:39:00 -
[24] - Quote
If shotgun's didn't blow beyond 5 meters or hit far harder than fine rifles up close ...
Then I might agree with your SG assessment.
Reality is ...
If you have more than 500hp, a shotgunner would be better off attacking you from behind with a fine rifle. Similar TTK; far less risk and effort; zero chance you'll bunny hop out of his optimal range.
Shoot scout with yes...
- Ripley Riley
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CCP Rattati
C C P C C P Alliance
4034
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Posted - 2014.07.12 13:32:00 -
[25] - Quote
Gabriella Grey wrote:CCP Rattati wrote:What nerf are you talking about? Yes I read it understanding it was the rail rifle not turret Rattati.I thought I had read it from that forum where it was stating that the range was on your list of things to do, to where the rail rifle range would be less effective up close similar to the laser rifle, without any updates to the combat riflesGǪ.
No worries, it was an idea in another thread. We discussed it and don't want to pursue it further, if anything we might increase hipfire kick, but nothing in Charlie or Delta. We collectively agree that Rifles are in a good place right now and we will revisit them if something seems to be OP/UP.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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DeathwindRising
ROGUE RELICS
423
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Posted - 2014.07.12 13:35:00 -
[26] - Quote
CCP Rattati wrote:Gabriella Grey wrote:CCP Rattati wrote:What nerf are you talking about? Yes I read it understanding it was the rail rifle not turret Rattati.I thought I had read it from that forum where it was stating that the range was on your list of things to do, to where the rail rifle range would be less effective up close similar to the laser rifle, without any updates to the combat riflesGǪ. No worries, it was an idea in another thread. We discussed it and don't want to pursue it further, if anything we might increase hipfire kick, but nothing in Charlie or Delta. We collectively agree that Rifles are in a good place right now and we will revisit them if something seems to be OP/UP.
thank god lol |
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