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Sinboto Simmons
SVER True Blood Dark Taboo
6286
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Posted - 2014.07.30 17:53:00 -
[91] - Quote
Apothecary Za'ki wrote:CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. SMG is NOT the goto weapon.. its only easy to Equip if its not the M203 or the Ishukone which have requirments like that of a LIGHT WEAPON but they are still sub-par vs LIGHT weapons.. and let us not forget MAGSEC has much more dps then SMG and easier to equip across the board agreed
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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Cass Caul
79
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Posted - 2014.07.30 18:17:00 -
[92] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
I don't understand this sentiment. I've got proficiency III in SMG, ScP, Flaylock, and Nova Knives on my main character. I've got Proficiency III in Bolt Pistol, Magsec, and Ion Pistol each on a single, separate account.
The SMG is not my goto weapon. The Scrambler Pistol is, specifically the TY-5.
I think the Viziam Scrambler Pistol needs a very small increase in rate of fire. It just does not hold up to 40CPU/8PG cost it has, making the TT-3, TY-5, or Carthum far better choices. From 1.0 to 1.7 basically the Viziam Scrambler Pistol was to the Carthum Assault Scrambler Pistol what the Duvolle Specialist Shotgun was to the CreoDron Shotgun, reduced clip size and reduced ammo capacity. I really wish it would return to that state. Scrambler Pistols also need to have the Prototype Burst and Breach variants available- we call all see in the SDK that they have existed for a very long time.
My biggest issue with the Flaylock currently is hit-detection because it is done server-side and even though I see my target inside the blast radius on my screen they have already moved far beyond that. I'd like a little more direct damage and another +3 to total ammo, and an ADV and PRO Breach.
Nova Knives are basically getting what they need in charlie, save for the desperate need for backpedaling speed to be reduced to equal or below strafing speed.
I like the Magsec, but there is just too much muzzle flare. The kick may be too much, but it also gives it flavor.
The Ion Pistol is just an utter piece of crap. Classic CCP. There was so very, very much feedback prior to its release outlining how terrible it was going to be. And guess what?! It acutally turned out to be worse than we expected! All the problems we predicted were there, only with the additional bonus of it having the most spastic dispersion of anything in the entire game. It also basically feels like the Ion Pistol's Sharpshooter skill actually makes the dispersion worse. BTW, the pre-release critisisms were: auto-stun from a charge is just stupid. Like, whoever thought that was a good idea should be flayed alive for everyone to watch so no-one ever acts that extraordinarily stupid again. The DPS is less than the Scrambler Pistol dispite is having more dispersion and less range making it the worst choice possible. And many, many, more!
Bolt Pistol? Simply not enough rounds in a clip. 6 at STD, ADV, and PRO is just bad. The TY-5 Breach Scrambler Pistol is far superior to the PRO Bolt Pistol because the bolt pistol doesn't has the headshot bonus and it is just completely unforgiving if you miss a shot.
If you think the SMG is too good as it stands, why not just take out the Sharpshooter skill and refund people the SP? Like, the sharpshooter skill is what makes high rate of fire weapons so effective - well that, aim assist, and stun locking.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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Temias Mercurial
Knights Of Ender RISE of LEGION
140
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Posted - 2014.07.30 18:27:00 -
[93] - Quote
Apothecary Za'ki wrote:CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. SMG is NOT the goto weapon.. its only easy to Equip if its not the M203 or the Ishukone which have requirments like that of a LIGHT WEAPON but they are still sub-par vs LIGHT weapons.. and let us not forget MAGSEC has much more dps then SMG and easier to equip across the board
Yet you never see the magsec in the killfeed... or at least it's that way for me. I love using it, as the recoil is very controllable.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Cass Caul
81
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Posted - 2014.07.30 18:29:00 -
[94] - Quote
MINA Longstrike wrote:Fizzer94 wrote:Buff ScP back to old levels. Buff IoP to similar levels. Lower BoP fitting Requirements. (6PG!) Buff FlaP Coast Radius and Direct Damage. Possibly give it another round in the mag? No. The SCP was hilariously overpowered at old levels.Larry Desmo wrote:id likeit if the ion pistols charged shot didnt overheat it untill about the third shot maby the fourth. and the bolt pistol is easier to fit than an smg on most of my suits id really like it if you dont mess with the smg at all. 1000 damage in 3 shots? Totally balanced.
The Scrambler Pistol was most certainly not OP at the time. It was in a perfect spot. But it needed to change because of the TTK adjustments. The breach variant was my favorite pistol in closed/open beta, but until they reduced the RoF on the regular it was useless. I GÖÑ the re-balancing the ScP got as it does a good job fitting in, in this world where you don't see 2+ damage mods on every Medium Frame
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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Apothecary Za'ki
Biomass Positive
180
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Posted - 2014.07.30 18:31:00 -
[95] - Quote
2Berries wrote:Give magsec the markmanship skill book, but instead of reducing dispersion-reduce kick. Would be used more if it weren't so wild. It feels like a 2 yr old manning a firehose.
Not sure why it needs it, but the magsec description does mention something regarding a silencer (and people think the cal scout is OP now...). Like the cloak, not sure i need it but it sounds cool to have.
Since each race has it's own sidearm, can we have the starter fits updated with the appropriate side. Rail rifle & ScP are almost too good of a combo for a cal frontline suit with zero cost, magsec would fit the roll better. +1 for any post regarding actually having a working silencer on MAGSEC
but id just be happy with a sight, i hate iron sights
Logibro in training.
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Temias Mercurial
Knights Of Ender RISE of LEGION
140
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Posted - 2014.07.30 18:35:00 -
[96] - Quote
2Berries wrote:Give magsec the markmanship skill book, but instead of reducing dispersion-reduce kick. Would be used more if it weren't so wild. It feels like a 2 yr old manning a firehose.
Not sure why it needs it, but the magsec description does mention something regarding a silencer (and people think the cal scout is OP now...). Like the cloak, not sure i need it but it sounds cool to have.
Since each race has it's own sidearm, can we have the starter fits updated with the appropriate side. Rail rifle & ScP are almost too good of a combo for a cal frontline suit with zero cost, magsec would fit the roll better.
The devs have already stated that even though there are models of it having a silencer (a better term would be a 'suppressor'), it won't ever have one. I wish the kept the damn sight though, as it's the same as the bolt pistol's. Does it really have a lot of recoil? I think it's bouncy, but is easily controllable and viable to use if you move the right analog stick down as it goes up to keep it on target. It's very gradual for 'recoil'.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Cass Caul
81
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Posted - 2014.07.30 18:38:00 -
[97] - Quote
Iron Wolf Saber wrote:Still mad over 1.8 scrambler pistol changes. I still keep trying to trigger it as fast as I used to but to get caught in the clucky wait for it before you can pull on it mechanic. .
You think that that's bad? try having proficiency V in shotguns. It's a complete waste of SP to have any SP in shotguns past Operations III. TTK doesn't change between CRG-3 with prof 0 and CreoDron Prof 5. The only difference is ISK and fitting costs. Bravo guys that did that change. Another set of people that i'd like love to see injected with a paralytic agent and let Gunnar Nelson beat bloody.
If you can't keep up, shut up.
Math is easy, you're just stupid.
The Empress of Alts
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Apothecary Za'ki
Biomass Positive
180
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Posted - 2014.07.30 19:04:00 -
[98] - Quote
Temias Mercurial wrote:Apothecary Za'ki wrote:CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. SMG is NOT the goto weapon.. its only easy to Equip if its not the M203 or the Ishukone which have requirments like that of a LIGHT WEAPON but they are still sub-par vs LIGHT weapons.. and let us not forget MAGSEC has much more dps then SMG and easier to equip across the board Yet you never see the magsec in the killfeed... or at least it's that way for me. I love using it, as the recoil is very controllable.
(L3 magsec) adv magsec N7-A.. 40 cpu 8 pg. 373.33 vs (L3 SMG ) adv smg M512-A 35 cpu 6 pg . 367.5 dps
Now major differances..
MAGSEC no scope, higher dps longer range no "sharpshooter" SP sink as its dispersal is already nice and tight, only somewhat of a recent released weapon.
SMG Scope, no charge up time, needs the "Sharpshooter" SP sink as it has loose dispersal above short range, as old as dust is.
Basically main reason people use smg is casue they are already skilled for it from way befor magsec was released.
now lets look at the proto magsec.. (L5 magsec) kaalakiota 61 cpu 12pg. 391.11 dps (dosnt need prof 1 nor sharpshooter skill, lower reqs) (L4 improved SMG) M209.. 42 cpu 7 pg . 386.84 dps (slightly better then the L3 one but much higher requirments) (L5 normal smg) six kin.. 57 cpu 10 pg. 385.0 dps ( why sue this when L4 one is better right? useless weapon) (L5 improved smg) ishukone 68 cpu 11pg. 405.26 dps (much higher requirements and also needs prof 1)
now.. lets think.. even some of the advanced L3 and 4 LIGHT weapons dont even need this much PG and CPU as the L3 and 4 MAG/smg use its mind boggleing.. and befor you say SMG is op.. lets look at M209 vs L5 mag. smg wont get proficianty for more armor damage while the magsec would have that opened up easly but the smg would also need ALOT of sp into sharpshooters to be as accurate as a magsec..
so i put it to you Rattati! SMG is balanced and fair for the SP commitment and CPU/pg use and is NOT that EASY to FIT.. hell even some light weapons use less cpu and pg then the higher dps SMGs and even then the light weapons do alot more dps.
PS. if magsec had a scope every one would use it cause of the lack of having to waste SP on SHARPSHOOTER skill.
Logibro in training.
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Apothecary Za'ki
Biomass Positive
180
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Posted - 2014.07.30 19:07:00 -
[99] - Quote
Cass Caul wrote:Iron Wolf Saber wrote:Still mad over 1.8 scrambler pistol changes. I still keep trying to trigger it as fast as I used to but to get caught in the clucky wait for it before you can pull on it mechanic. . You think that that's bad? try having proficiency V in shotguns. It's a complete waste of SP to have any SP in shotguns past Operations III. TTK doesn't change between CRG-3 with prof 0 and CreoDron Prof 5. The only difference is ISK and fitting costs. Bravo guys that did that change. Another set of people that i'd like love to see injected with a paralytic agent and let Gunnar Nelson beat bloody.
only differance i think is the distance and how tight the spread is going from adv shotty to proto shotty meaning you can double tap heavys from even farther away then you could before
Logibro in training.
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Apothecary Za'ki
Biomass Positive
180
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Posted - 2014.07.30 19:10:00 -
[100] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. with out (smg)sharpshooter, MAGSEC does it all better.. give magsec a scope and watch people switch over to it cause they can save like.. 1m SP which can be of use in other areas.
Logibro in training.
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Bormir1r
Fatal Absolution General Tso's Alliance
622
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Posted - 2014.07.30 19:12:00 -
[101] - Quote
My opinion on side arm buffs:
NK- Charlie's taken care of it.
Flaylock - larger clip size (5 shots per clip), Significant increase in Direct Damage (400), Better Hit detection.
Magsec - pretty balanced, kick could be reduced.
SMG - more balanced than the Magsec, pg could be increased *slightly* (from 3 to 5)
ScP - I never got to use this weapon pre 1.8, which was a shame, but I can easily say this weapon isn't good enough, it's better than the Ion pistol, but something definitely doesn't feel right about it. There should be a RoF buff on this (275 to 475 where Burst is at) and for the burst (475 to 675).
Ion Pistol - Unfortunately this weapon is the worst of the lot, while it has potential and was definitely on the right track it definitely fall behind everything. IMO this weapon is the counterpart to the ScP in terms of RoF and Damage. So where the ScP focuses on RoF, the Ion Pistol should focus on Damage (50 to 110). Furthermore the charged shot overheat should be reduced (5 to 3).
Bolt Pistol - This weapon is pretty decent, but really just needs a range buff and a slight damage buff (a damage buff would also give the range buff). (Damage increase from 140 - 180) OR range (63 - 80m)
"One does not simply" run like a Raptor. Only Mk.0 Scouts will do that.
NK are my Teeth, Kin Cats are my Legs.
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Adipem Nothi
Nos Nothi
3415
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Posted - 2014.07.30 19:28:00 -
[102] - Quote
Bormir1r wrote:My opinion on side arm buffs:
1. NK- Charlie's taken care of it.
2. Flaylock - larger clip size (5 shots per clip), Significant increase in Direct Damage (400), Better Hit detection.
3. Magsec - pretty balanced, kick could be reduced.
4. SMG - more balanced than the Magsec, pg could be increased *slightly* (from 3 to 5)
5. ScP - I never got to use this weapon pre 1.8, which was a shame, but I can easily say this weapon isn't good enough, it's better than the Ion pistol, but something definitely doesn't feel right about it. There should be a RoF buff on this (275 to 475 where Burst is at) and for the burst (475 to 675).
6. Ion Pistol - Unfortunately this weapon is the worst of the lot, while it has potential and was definitely on the right track it definitely fall behind everything. IMO this weapon is the counterpart to the ScP in terms of RoF and Damage. So where the ScP focuses on RoF, the Ion Pistol should focus on Damage (50 to 110). Furthermore the charged shot overheat should be reduced (5 to 3).
7. Bolt Pistol - This weapon is pretty decent, but really just needs a range buff and a slight damage buff (a damage buff would also give the range buff). (Damage increase from 140 - 180) OR range (63 - 80m)
1. Agreed. We should wait and see. 2. Agreed. Core mechanics (like HD) are not subject to change. Maybe increase projectile speed instead? 3. Agreed. Reduce kick. Possibly reduce noise (too f*cking loud). 4. Agreed. I'd leave this one alone to serve as our benchmark, and buff the others match. 5. Agreed. Increase RoF. 6. No comment (never used it). 7. No comment (never used it).
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
3415
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Posted - 2014.07.30 19:32:00 -
[103] - Quote
Apothecary Za'ki wrote:CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. with out (smg)sharpshooter, MAGSEC does it all better.. give magsec a scope and watch people switch over to it cause they can save like.. 1m SP which can be of use in other areas.
The magsec kicks to hard to make use of optics at the moment; its not unlike trying to aim while sitting atop a washing machine. Kick should be reduced either way, then we can add a red dot / reflex / acog sight.
Also, it is sooooo loud. Every time I use the damn thing, everyone with half a mind comes looking for me. So, add a suppressor for added sexiness.
I give you, the new and improved, original design :-)
Shoot scout with yes...
- Ripley Riley
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Adipem Nothi
Nos Nothi
3416
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Posted - 2014.07.30 20:00:00 -
[104] - Quote
Even better idea!
1) MagSec S (suppressed) variants are available through Caldari Loyalty Store. These sidearms feature greatly reduced decibel output at the expense of less damage at range.
2) Nova Blade variants are available through Minmatar Loyalty Store. These sidearms feature accelerated charge speed at the expense of slightly less damage. Perform best when wielded by experienced Matari Scouts, as their innate racial bonus more-than-compensates for the variant's damage reduction.
Shoot scout with yes...
- Ripley Riley
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Rusty Shallows
Caldari State
1953
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Posted - 2014.07.30 20:02:00 -
[105] - Quote
SponkSponkSponk wrote:BlazeXYZ wrote: I just added that as a suggestion. I'm more leaning into an increased damage in the flaylock and retaining the blast radius. This is the only sidearm that requires skill and we have to keep it like that. Increasing damage and clip size is the only option to make the flaylock pistol viable again.
I never saw the logic of calling the flay lock a skill shot weapon. Generally, area effect damage is anti ethical to the concept. I consider the scram pistol to be a skill shot weapon, since it rewards accuracy so much more. "Skill shot," was a buzzword to make the nerfing last year sound more legitimate. Let there be no doubt it was a clear nerfing plus the Weapon Upgrade skill being fixed to work like it should have day one. The salt in the wound was a Dev post saying they were changing the Weapon Operations skill. The implication was Flaylocks were going to get extra ammo like the Scrambler Pistols. So the whole skill shot terminology made sense, the nerfs made sense since the splash damage was going to be nearly a non-factor and more direct hits would be needed to get kills.
Then in classic CCP style they bungled the whole deal. One more sin to insure Assault Rifles would remain the single best weapon, period. I'm so glad those days are over. Warts and all we are damned lucky to be in Uprising 1.8
Forums > Game: So here is a cookie and a Like. Please keep posting.
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Adipem Nothi
Nos Nothi
3419
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Posted - 2014.07.30 20:27:00 -
[106] - Quote
Rusty Shallows wrote: Warts and all we are damned lucky to be in Uprising 1.8
Agreed. +1
Shoot scout with yes...
- Ripley Riley
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