Pages: 1 2 3 [4] 5 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
bamboo x
Eternal Beings Proficiency V.
1042
|
Posted - 2014.08.27 18:53:00 -
[91] - Quote
CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP
...................
Okay, I was GOING to skill into a Gal Scout soon... I have 1 mil saved and was apprehensive about it... AND THIS POST IS WHY. Now I'm definitely waiting a little longer before Hotfix Delta.
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
|
Cass Caul
942
|
Posted - 2014.08.27 19:52:00 -
[92] - Quote
Derpty Derp wrote:CCP Rattati wrote:The data is both popularity and efficiency, the Breach is both unpopular and has worse efficiency than all the other weapons. I think the latter explains the former. Shotguns also have the issue of the basic being just as useful as the proto... So everyone can use the cheap stuff to farm easily in pubs & keep their costs low... Seen people running basic shotguns on proto suits...
The shotgun has the worst progression in the game. The difference between the STD and ADV is actually significant, but the changes in damage from ADV to PRO is negligable. Even Proficiency, it doesn't change the amount of shots to kill someone.
Since this HP buff to Assaults though, I just laugh it off. I can survive the first shot to the back, turn around, and kill them. They'll get a second shot off, but I still have the HP to survive that one too. They die before they get a third shot off every time.
The only people a shotgun is going to kill in 1 shot are MLT fits. On the other hand, because the shotgun doesn't come pre-fitted on any starter fits, some people will reluctantly use an unfavored rifle because Medic suits have ARs and Frontline has the racial rifle, and can learn to use the rifles early on. You need to make a conscious, active choice to create a dropsuit fit with a shotgun.
I see 4-8 people a match between both teams where there are people that have gone 0/3 to 0/8
I can believe that the Shotgun has a much higher efficiency than the other weapons because you don't have those new kids equipping shotguns whenever they run into a squad of players with over 50 million SP each.
I blame her for nova knife kills on tanks
|
Adipem Nothi
Nos Nothi
4542
|
Posted - 2014.08.27 20:01:00 -
[93] - Quote
Derpty Derp wrote:Adipem Nothi wrote:Derpty Derp wrote: Seen people running basic shotguns on proto suits... they still 2 shot a heavy... .
Which heavy can be 2HK'd by a Basic Shotgun? Headshots, which aren't exactly hard at shotgun range, even though most couldn't hit a barn door if it was right infront of them... You can also 1 shot a lot of squishier suits with it.
Balancing the shotgun in terms of headshots is an unreasonable standard.
First, the Shotgun's hit detection is too unreliable for it to be recast as a "skillshot" weapon. Shots on target routinely miss. This is one of primary reasons why the Breach Shotgun is a poor choice.
Second, the Shotgun is easier to evade than any other light weapon (excluding plasma cannon). When engaging a moving target, firing center mass has been and will remain the shotgunner's best bet at not wasting his shot.
Third, we've yet to balance any other CQC weapon in terms of headshot damage. Why would we start with the least likely candidate?
Shoot scout with yes.
- Ripley Riley
|
zzZaXxx
D3ATH CARD
437
|
Posted - 2014.08.27 20:32:00 -
[94] - Quote
CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP TBH the problem is cloaking. It's fun for scouts. For everyone else theres no game plan for it. I can be doing everything right and get shot in the back, try to fight back, get shot again and die. The only thing for it is to stick in tight groups. Grouping is good in general but to have no freedom to move around on your own because you KNOW you'll be shot in the back severely limits players' behaviors. Were all just herding around in little groups for safety. Cloak has made Dust more predictable and frustrating for most of the players.
Remove cloaking and buff scouts in other ways. More speed and base HP, and interesting racial bonuses to replace the cloak bonus. Speed, scanning, scout bonuses, and the extra equipment slot are more than enough to make scouts stand apart from assaults.
Rattati PLEASE don't look at cloaking as sacrosanct. It was an interesting experiment, but we were enjoying Dust before it came along. It breaks the game too much and requires everyone to adapt to it--the definition of imbalance. Would a petition be useful? |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4798
|
Posted - 2014.08.27 20:51:00 -
[95] - Quote
Gavr1lo Pr1nc1p wrote:Himiko Kuronaga wrote:Cass Caul wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP You're shitting us, right? The Shotgun is a tool for pubs. It can't compete against dropsuits with enough HP to tank 2 shots. Oh yes it can. The stupid weapon is basically god tier on a cargo hub because the scout can pretty much hop the railing and trolololol all the way home after putting a few shells into the back of a heavies head. Burst HMG is whatever. Nerf it to its previous stats or leave it the same, makes no difference to me. Assault HMG is the only one that's truly horrible. Umm people who complain about the shotgun are generally not very good players...its a very easy weapon to counter, considering it doesn't shoot past 10 meters, and is about as effective as an ACR or duvolle in CQC. The burst HMG, however....
And scouts who complain about Heavies have absolutely no idea what playing a heavy is like in a real match with no radar against competent scouts.
Both weapons are instant death. One of them comes with a ******* wallhack. Don't lecture me on stuff you don't understand, thanks. |
Jadek Menaheim
Xer Cloud Consortium
3529
|
Posted - 2014.08.27 21:15:00 -
[96] - Quote
zzZaXxx wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP Rattati PLEASE don't look at cloaking as sacrosanct. It was an interesting experiment, but we were enjoying Dust before it came along. It breaks the game too much and requires everyone to adapt to it--the definition of imbalance. Would a petition be useful? As a shotty scout myself, I'm a little biased toward the cloak, but in real honesty we should really consider a longer decloak to weapon swap delay before considering removing the cloak.
Is it possible to remove R2 functionality (the weapon switch button) while the cloak is active? This would mean the player must tap R1 in order to regain use of the weapon and weapon switch mechanic.
Try the new Planetary Conquest Mode!
|
Adipem Nothi
Nos Nothi
4549
|
Posted - 2014.08.27 21:26:00 -
[97] - Quote
zzZaXxx wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP TBH the problem is cloaking. It's fun for scouts. For everyone else theres no game plan for it. I can be doing everything right and get shot in the back, try to fight back, get shot again and die. The only thing for it is to stick in tight groups. Grouping is good in general but to have no freedom to move around on your own because you KNOW you'll be shot in the back severely limits players' behaviors. Were all just herding around in little groups for safety. Cloak has made Dust more predictable and frustrating for most of the players. Remove cloaking and buff scouts in other ways. More speed and base HP, and interesting racial bonuses to replace the cloak bonus. Speed, scanning, scout bonuses, and the extra equipment slot are more than enough to make scouts stand apart from assaults. Rattati PLEASE don't look at cloaking as sacrosanct. It was an interesting experiment, but we were enjoying Dust before it came along. It breaks the game too much and requires everyone to adapt to it--the definition of imbalance. Would a petition be useful?
^ This is a fair opinion.
We're getting closer and closer to frame balance, but I agree that there's still room for further improvements on Scouts. I've serious reservations about pulling cloak, but if it the right answer then so be it. That said, it is likely a better idea to polish what content we have rather than to scrap it.
A number of Scouts have suggested that we add a delay between decloak and "doing things" ... I think such a tweak would help with the Cloak, the Scout and the Shotgun.
Shoot scout with yes.
- Ripley Riley
|
Adipem Nothi
Nos Nothi
4550
|
Posted - 2014.08.27 22:07:00 -
[98] - Quote
Also, we can't blame the current "herding" behavior on cloak or scouts. There was far less herding and far more cloaking in 1.8 and 1.8A than now. The blobs began in earnest 1.8B.
Shoot scout with yes.
- Ripley Riley
|
zzZaXxx
D3ATH CARD
438
|
Posted - 2014.08.27 22:15:00 -
[99] - Quote
Jadek Menaheim wrote:zzZaXxx wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP Rattati PLEASE don't look at cloaking as sacrosanct. It was an interesting experiment, but we were enjoying Dust before it came along. It breaks the game too much and requires everyone to adapt to it--the definition of imbalance. Would a petition be useful? As a shotty scout myself, I'm a little biased toward the cloak, but in real honesty we should really consider a longer decloak to weapon swap delay before considering removing the cloak. Is it possible to remove R2 functionality (the weapon switch button) while the cloak is active? This would mean the player must tap R1 in order to regain use of the weapon and weapon switch mechanic. Actually now that you mention it that's a better idea than just removing cloak. Give it a 6/5/4 second delay and a slightly more noticeable decloaking sound. Balance that with lower fitting costs and more dampening (5/10/15)
This would make cloaking a tool for traversing the map in secret, gathering intel, and getting into position for a sneak attack, but would make more difficult for scouts the sudden death strikes against players on the fringe of groups or on their own. They could still sneak up behind you but there's more of a chance your squad mate could alert you or that you would turn and have a chance to respond before 3/4 of your HP is gone. |
zzZaXxx
D3ATH CARD
438
|
Posted - 2014.08.27 22:18:00 -
[100] - Quote
Adipem Nothi wrote:Also, we can't safely blame the current "herding" behavior on cloak or scouts. There was far less herding and far more cloaking in 1.8 and 1.8A than now. The blobs began in earnest 1.8B. Yeah because players have wisened up by now. 1.8 and 1.8A was a holocaust of assassination. |
|
Adipem Nothi
Nos Nothi
4552
|
Posted - 2014.08.27 22:25:00 -
[101] - Quote
zzZaXxx wrote:Adipem Nothi wrote:Also, we can't safely blame the current "herding" behavior on cloak or scouts. There was far less herding and far more cloaking in 1.8 and 1.8A than now. The blobs began in earnest 1.8B. Yeah because players have wisened up by now. 1.8 and 1.8A was a holocaust of assassination.
Players "wisen up" within a day or two of a patch. Often faster.
Shoot scout with yes.
- Ripley Riley
|
Adipem Nothi
Nos Nothi
4552
|
Posted - 2014.08.27 22:38:00 -
[102] - Quote
zzZaXxx wrote:Jadek Menaheim wrote:zzZaXxx wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP Rattati PLEASE don't look at cloaking as sacrosanct. It was an interesting experiment, but we were enjoying Dust before it came along. It breaks the game too much and requires everyone to adapt to it--the definition of imbalance. Would a petition be useful? As a shotty scout myself, I'm a little biased toward the cloak, but in real honesty we should really consider a longer decloak to weapon swap delay before considering removing the cloak. Is it possible to remove R2 functionality (the weapon switch button) while the cloak is active? This would mean the player must tap R1 in order to regain use of the weapon and weapon switch mechanic. Actually now that you mention it that's a better idea than just removing cloak. Give it a 6/5/4 second delay and a slightly more noticeable decloaking sound. Balance that with lower fitting costs and more dampening (5/10/15) This would make cloaking a tool for traversing the map in secret, gathering intel, and getting into position for a sneak attack, but would make more difficult for scouts the sudden death strikes against players on the fringe of groups or on their own. They could still sneak up behind you but there's more of a chance your squad mate could alert you or that you would turn and have a chance to respond before 3/4 of your HP is gone.
I don't know about these numbers, but you have the right concept.
Cloak should be useful in recon, evasion, infiltration and traversing open terrain. Cloak should not be useful in frontal assault.
As for "chance for respond" ... I disagree.
The Scout doesn't expect a "chance to respond" when facing an HMG or Fine Rifle. Why do you expect a "chance to respond" when one sneaks up directly behind you with Knives or a Shotgun?
Shoot scout with yes.
- Ripley Riley
|
Jadek Menaheim
Xer Cloud Consortium
3531
|
Posted - 2014.08.27 22:44:00 -
[103] - Quote
zzZaXxx wrote:Jadek Menaheim wrote:zzZaXxx wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP Rattati PLEASE don't look at cloaking as sacrosanct. It was an interesting experiment, but we were enjoying Dust before it came along. It breaks the game too much and requires everyone to adapt to it--the definition of imbalance. Would a petition be useful? As a shotty scout myself, I'm a little biased toward the cloak, but in real honesty we should really consider a longer decloak to weapon swap delay before considering removing the cloak. Is it possible to remove R2 functionality (the weapon switch button) while the cloak is active? This would mean the player must tap R1 in order to regain use of the weapon and weapon switch mechanic. Actually now that you mention it that's a better idea than just removing cloak. Give it a 6/5/4 second delay and a slightly more noticeable decloaking sound. Balance that with lower fitting costs and more dampening (5/10/15) This would make cloaking a tool for traversing the map in secret, gathering intel, and getting into position for a sneak attack, but would make more difficult for scouts the sudden death strikes against players on the fringe of groups or on their own. They could still sneak up behind you but there's more of a chance your squad mate could alert you or that you would turn and have a chance to respond before 3/4 of your HP is gone. This is kind of an odd thought, but it came to mind regardless when you mentioned deactivation delay. With times like that you could probably fit in the system hacking animation--which gave me the idea that codebreaker modules would function as system processing modules that would let you decloak faster (hacking your dropsuit, or solving system permutations from keeping your suit from frying ) Minmatar hack speed role bonuses would apply here meaning they are able to decloak the fastest of the scouts if they have the proper codebreaker modules equipped. Yes, this is kind of zany.
The thing that would have to be addressed is what is they delay for cloak naturally running out (not manually deactivating. I would certainly suggest a very shorter time as your not stun locked into the animation. Although savvy player could make use of this shorter decloak time for a quicker weapon draw.
Try the new Planetary Conquest Mode!
|
843-Vika
BurgezzE.T.F General Tso's Alliance
261
|
Posted - 2014.08.27 23:24:00 -
[104] - Quote
Jadek Menaheim wrote:zzZaXxx wrote:Jadek Menaheim wrote:zzZaXxx wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP Rattati PLEASE don't look at cloaking as sacrosanct. It was an interesting experiment, but we were enjoying Dust before it came along. It breaks the game too much and requires everyone to adapt to it--the definition of imbalance. Would a petition be useful? As a shotty scout myself, I'm a little biased toward the cloak, but in real honesty we should really consider a longer decloak to weapon swap delay before considering removing the cloak. Is it possible to remove R2 functionality (the weapon switch button) while the cloak is active? This would mean the player must tap R1 in order to regain use of the weapon and weapon switch mechanic. Actually now that you mention it that's a better idea than just removing cloak. Give it a 6/5/4 second delay and a slightly more noticeable decloaking sound. Balance that with lower fitting costs and more dampening (5/10/15) This would make cloaking a tool for traversing the map in secret, gathering intel, and getting into position for a sneak attack, but would make more difficult for scouts the sudden death strikes against players on the fringe of groups or on their own. They could still sneak up behind you but there's more of a chance your squad mate could alert you or that you would turn and have a chance to respond before 3/4 of your HP is gone. This is kind of an odd thought, but it came to mind regardless when you mentioned deactivation delay. With times like that you could probably fit in the system hacking animation--which gave me the idea that codebreaker modules would function as system processing modules that would let you decloak faster (hacking your dropsuit, or solving system permutations from keeping your suit from frying ) Minmatar hack speed role bonuses would apply here meaning they are able to decloak the fastest of the scouts if they have the proper codebreaker modules equipped. Yes, this is kind of zany. The thing that would have to be addressed is what is they delay for cloak naturally running out (not manually deactivating. I would certainly suggest a very shorter time as your not stun locked into the animation. Although savvy player could make use of this shorter decloak time for a quicker weapon draw.
Would you stupid scrubs stop looking for ways to make a perfectly fine scout suit different. There is no reason in hell to change anything about the min scout. It is the most versitile scout in the game and you dumb ass window lickers are looking to **** it up like you retards did everything else in the game. |
Jadek Menaheim
Xer Cloud Consortium
3532
|
Posted - 2014.08.27 23:50:00 -
[105] - Quote
@843-Vika
The delay I am talking about applies to all scouts. What I am spit balling is the idea that Min scouts would be able manually decloak the fastest. I apologize if that didn't make sense in my post.
Try the new Planetary Conquest Mode!
|
843-Vika
BurgezzE.T.F General Tso's Alliance
264
|
Posted - 2014.08.27 23:59:00 -
[106] - Quote
Jadek Menaheim wrote:@843-Vika The delay I am talking about applies to all scouts. What I am spit balling is the idea that Min scouts would be able manually decloak the fastest. I apologize if that didn't make sense in my post.
No it made sence but i speced into min scout from the time they came out for the hacking bonus to go with my hacking skill, since i got at level 5 i hack fast enough to get in and out of objectives before the enemy has time to react.
|
Jadek Menaheim
Xer Cloud Consortium
3532
|
Posted - 2014.08.28 00:01:00 -
[107] - Quote
The hacking bonus stays. It's that the codebreaker modules and racial bonus also apply to decloaking faster.
Maybe the thing about decloaking could be it takes 1-2 seconds to manually decloak for all cloak modules, but you have to hold down the R1 trigger for 5-8 seconds depending on the equipment level to avoid a prolonged suit ping that would expose your position for a brief period of time (say 10 seconds for example). You would appear as an active beacon similar to what the active scanner shows. Codebreaker modules would reduce this ping aversion trigger hold time.
Try the new Planetary Conquest Mode!
|
Thurak1
Psygod9
951
|
Posted - 2014.08.28 00:08:00 -
[108] - Quote
CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP Wow a dev has actually said something i agree with. The funny thing is that i am a burst hmg user. Having a blast right now with 3 damage mods prof 5 and a burst hmg mowing over even most other sentinels in my way. I somewhat feel bad.. Right up till some scout decloaks behind me and firest off 3 rounds into my head before i can even turn around. Right up till then though i feel a little bad. |
Temias Mercurial
Knights Of Ender RISE of LEGION
189
|
Posted - 2014.08.28 02:27:00 -
[109] - Quote
Derpty Derp wrote:CCP Rattati wrote:The data is both popularity and efficiency, the Breach is both unpopular and has worse efficiency than all the other weapons. I think the latter explains the former. Shotguns also have the issue of the basic being just as useful as the proto... So everyone can use the cheap stuff to farm easily in pubs & keep their costs low... Seen people running basic shotguns on proto suits... they still 2 shot a heavy... Perhaps ammo cap should increase between basic - proto.
Ammunition is low enough as is. Perhaps a pellet increase upon tier, after reducing the basic varient's first and go up from there? If not, then drastic increases in damage could be implemented, after the basic varient has it's reduced to a margin, making advanced and prototype varients significantly more powerful and worthwhile than the former,and again, go up from there.
Reduced and then increased upon tier pellets could be interesting, but my concern with that it could possibly screw around with hit detection and performance, even though it doesn't have hit detection issues currently (for me anyway), it's just that the reticule completely lies to you, implying that it's suppose to spread, but in actuality it's dead frickin' center, like the Hmg use to be, and is likely the same issue with the accuracy simply being too accurate. The accuracy could be reduced by about 0.10, like the Hmg was to actually give it spread, which increased its performance very significantly (I believe that was the amount anyway, 0.10, don't take my word for it). I've just trained myself to the point of using the shotgun almost effortlessly and have no issues with it other than my own human error, but playing the game for over a year now will do that to you...
You won't two shot a severely tanked heavy btw (unless their caldari, poor bastards...), which is likely at least or over 1400ehp with 2 shots from a basic shotgun, but it probably would need 3-5 shots in total to do so. That's the only time when an advanced or prototype shotgun comes in handy, otherwise, having a standard shotgun allows you to improve upon your fitting with the more room, and depending on their fit, makes them immensely more dangerous.
The breach is amazing, but having only the two shots hinders the user greatly. Even if you're sacrificing your combat abilities for increased fire power, it really puts you on the spot, and can easily get you killed in the most inopportune of situations. I think having 4 shots would be generous, but a minimum of 3 would nice, and likely increase its use a bit.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
|
Temias Mercurial
Knights Of Ender RISE of LEGION
189
|
Posted - 2014.08.28 02:32:00 -
[110] - Quote
Thurak1 wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP Wow a dev has actually said something i agree with. The funny thing is that i am a burst hmg user. Having a blast right now with 3 damage mods prof 5 and a burst hmg mowing over even most other sentinels in my way. I somewhat feel bad.. Right up till some scout decloaks behind me and firest off 3 rounds into my head before i can even turn around. Right up till then though i feel a little bad.
I do agree that it's a tad too powerful, and love the damn thing, but unless ganged up on, very few can stand toe to toe with me in my speed tanked/damage modded Minmatar Sentinel. It's like having a shotgun firing up to 40m, and is only that much better when you have speed and 3 second full stamina regeneration with the Minmatar...
I only hope that it doesn't get nerfed too bad, but with the current progress of balancing weapons and changes, I'm not too concerned about it becoming the next flaylock.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
|
|
Venerable Phage
Red Shirts Away Team
247
|
Posted - 2014.08.28 03:02:00 -
[111] - Quote
Sorry didnt read the whole thread just the long OP.
Scouts cannot be invisible to everyone with a cloak and use the additional equipment slot to out supply a standard logistics suit le alone someone who has spent 2 million SP. However a logistics suit can fit a cloak and have 2-3 equipment slots spare.
Scouts are good at strafing but they are not much faster then most other suits unless they dump SP and low modules into Kin Cats. So they give up both armour and dampening for strafe. And considering that everyone turns at the same speed it isn't a great advantage. It generally just means running to your death faster.
eWar scouts are squishy as much as they become silent to hit with an alpha weapon most weapons can rip them apart. Try running around with 300 eHP or less.
Sentinels are slow and yes they use LAVs to counter that. REs counter them on foot or in LAVs. Swarms are good against LAVs. Countering an HMG in its natural environment is difficult. So yes I will pull out chocolates and a breach shotgun for the job. Or flux and tease. A medium suit can rip apart an HMG at 60m, in close it is there environment.
My take on 514:
Five Empires, One Dead, Four Alive
|
Adipem Nothi
Nos Nothi
4558
|
Posted - 2014.08.28 04:32:00 -
[112] - Quote
Temias Mercurial wrote: 1. Ammunition is low enough as is. Perhaps a pellet increase upon tier, after reducing the basic varient's first and go up from there? If not, then drastic increases in damage could be implemented, after the basic varient has it's reduced to a margin, making advanced and prototype varients significantly more powerful and worthwhile than the former,and again, go up from there.
2. Reduced and then increased upon tier pellets could be interesting, but my concern with that it could possibly screw around with hit detection and performance, even though it doesn't have hit detection issues currently (for me anyway), it's just that the reticule completely lies to you, implying that it's suppose to spread, but in actuality it's dead frickin' center, like the Hmg use to be, and is likely the same issue with the accuracy simply being too accurate. The accuracy could be reduced by about 0.10, like the Hmg was to actually give it spread, which increased its performance very significantly (I believe that was the amount anyway, 0.10, don't take my word for it).
3. You won't two shot a severely tanked heavy btw (unless their caldari, poor bastards...), which is likely at least or over 1400ehp with 2 shots from a basic shotgun, but it probably would need 3-5 shots in total to do so. That's the only time when an advanced or prototype shotgun comes in handy, otherwise, having a standard shotgun allows you to improve upon your fitting with the more room, and depending on their fit, makes them immensely more dangerous.
4. The breach is amazing, but having only the two shots hinders the user greatly. Even if you're sacrificing your combat abilities for increased fire power, it really puts you on the spot, and can easily get you killed in the most inopportune of situations. I think having 4 shots would be generous, but a minimum of 3 would nice, and likely increase its use a bit.
1. Agreed. Better scaling would be nice. 2. Agreed. Shotgun-like dispersion would be nice. 3. Agreed. The advanced hits for ~450/blast at 5 meters; the basic is not likely 2HK'ing heavies. 4. Disagreed. The Breach SG is in need of an overhaul; it hasn't been competitive since Chrome.
* Additionally, would love to see proficiency reverted to rate of fire.
Wish lists aside, Rattati just told us that the Shotgun is outperforming Fine Rifles. Why do you think this is, and how do you propose we fix it?
Shoot scout with yes.
- Ripley Riley
|
voidfaction
Nos Nothi
439
|
Posted - 2014.08.28 05:24:00 -
[113] - Quote
zzZaXxx wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP TBH the problem is cloaking. It's fun for scouts. For everyone else theres no game plan for it. I can be doing everything right and get shot in the back, try to fight back, get shot again and die. The only thing for it is to stick in tight groups. Grouping is good in general but to have no freedom to move around on your own because you KNOW you'll be shot in the back severely limits players' behaviors. Were all just herding around in little groups for safety. Cloak has made Dust more predictable and frustrating for most of the players. Remove cloaking and buff scouts in other ways. More speed and base HP, and interesting racial bonuses to replace the cloak bonus. Speed, scanning, scout bonuses, and the extra equipment slot are more than enough to make scouts stand apart from assaults. Rattati PLEASE don't look at cloaking as sacrosanct. It was an interesting experiment, but we were enjoying Dust before it came along. It breaks the game too much and requires everyone to adapt to it--the definition of imbalance. Would a petition be useful? Want an idea to replace the cloak with? One of the biggest bonuses you could give a scout? It's big and I don't think it is possible without a full rewrite of the game. Remove the targeting arrow above there head. I know it's huge and mega OP and would take 10000000s of hours programming to do it but if you Lobby enough you just might get that added in to replace the cloak. You might want to add dissabling aim-assist vs scouts also as that is one of the other bonuses the cloak provides for scouts that most of even them don't realize lets not forget the dampening bonus either. The cloak does a lot of things other than making scouts look like blue glowing dead jedi that a lot of skilled jedi seem to have the power to see easily. So when you ask to remove the cloak your asking to remove a lot more than you think.
|
voidfaction
Nos Nothi
439
|
Posted - 2014.08.28 06:24:00 -
[114] - Quote
zzZaXxx wrote:Jadek Menaheim wrote:zzZaXxx wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP Rattati PLEASE don't look at cloaking as sacrosanct. It was an interesting experiment, but we were enjoying Dust before it came along. It breaks the game too much and requires everyone to adapt to it--the definition of imbalance. Would a petition be useful? As a shotty scout myself, I'm a little biased toward the cloak, but in real honesty we should really consider a longer decloak to weapon swap delay before considering removing the cloak. Is it possible to remove R2 functionality (the weapon switch button) while the cloak is active? This would mean the player must tap R1 in order to regain use of the weapon and weapon switch mechanic. Actually now that you mention it that's a better idea than just removing cloak. Give it a 6/5/4 second delay and a slightly more noticeable decloaking sound. Balance that with lower fitting costs and more dampening (5/10/15) This would make cloaking a tool for traversing the map in secret, gathering intel, and getting into position for a sneak attack, but would make more difficult for scouts the sudden death strikes against players on the fringe of groups or on their own. They could still sneak up behind you but there's more of a chance your squad mate could alert you or that you would turn and have a chance to respond before 3/4 of your HP is gone. 6/5/4 second wow!!!! a min scout can run in hack an objective and be gone all while you wait for your cloak to turn off, lol
|
voidfaction
Nos Nothi
439
|
Posted - 2014.08.28 06:36:00 -
[115] - Quote
Jadek Menaheim wrote:@843-Vika The delay I am talking about applies to all scouts. What I am spit balling is the idea that Min scouts would be able manually decloak the fastest. I apologize if that didn't make sense in my post. So you want to add another bonus to the min scout? what do you think they are going to come after next now that NK's are fixed? They do more dmg than shotgun and dont require reloading or ammo. When shotgun is no longer a 1-2 hit kill weapon more scouts will be running NK's I hate both shotgun and nk's but the nk fix and the rise in scouts now that nothing can detect them has forced me into one or the other to even the playing field. I know I will be going to NK's after shotgun nerf unless something happens to keep scouts in check. amarr scout can hide from everything with the best precision. at least the cal scout had other cal scouts to fear.
|
Zatara Rought
Fatal Absolution General Tso's Alliance
3995
|
Posted - 2014.08.28 06:48:00 -
[116] - Quote
Cass Caul wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP You're shitting us, right? The Shotgun is a tool for pubs. It can't compete against dropsuits with enough HP to tank 2 shots.
You're shitting me right?
Shotgun scouts pull numbers better than burst HMG's in PC's.
But it's not the shotty, it's the cloak.
B3RT > PFBHz > TEAM > MHPD > IMPS > FA
They call me ~Princess Zatata~
Skype: Zatara.Rought Twitter: @ZataraRought
|
voidfaction
Nos Nothi
439
|
Posted - 2014.08.28 07:00:00 -
[117] - Quote
Zatara Rought wrote:Cass Caul wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP You're shitting us, right? The Shotgun is a tool for pubs. It can't compete against dropsuits with enough HP to tank 2 shots. You're shitting me right? Shotgun scouts pull numbers better than burst HMG's in PC's. But it's not the shotty, it's the cloak. If it's the cloak then AR scouts should be doing the same. It's the ability to use a 1-2 hit kill weapon straight out of cloak. If it was only the cloak then you would have the same problem with all the weapons. If they nerf the shotgun the problem will be with NK now that there use is on the rise and is also a 1-2 hit kill weapon. Funny you don't see no post about cloaked scouts and AR's |
Adipem Nothi
Nos Nothi
4562
|
Posted - 2014.08.28 14:59:00 -
[118] - Quote
voidfaction wrote:Zatara Rought wrote:Cass Caul wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP You're shitting us, right? The Shotgun is a tool for pubs. It can't compete against dropsuits with enough HP to tank 2 shots. You're shitting me right? Shotgun scouts pull numbers better than burst HMG's in PC's. But it's not the shotty, it's the cloak. If it's the cloak then AR scouts should be doing the same. It's the ability to use a 1-2 hit kill weapon straight out of cloak. If it was only the cloak then you would have the same problem with all the weapons. If they nerf the shotgun the problem will be with NK now that there use is on the rise and is also a 1-2 hit kill weapon. Funny you don't see no post about cloaked scouts and AR's Apples and Oranges.
Unless you're shooting a Scout, killing from behind takes awhile with the AR. When hit, targets have ample time to run or rotate and return fire. Targets have less time to respond when hit in the back with a Shotgun, which is news well-received for the 300HP Scout pulling the trigger.
That said, overperformance is overperformance. I'm in agreement with Zatara that cloak is playing a bigger part in shotgun performance than the shotgun itself; performance statistics -- should they exist -- will likely point to poor shotgun performance prior 1.8.
If we were somehow able to implement a very brief delay between decloak and attack, I suspect we'd see an immediate decline in shotgun usage, performance and complaints. And by "brief" I mean one second ... not six seconds (facepalm).
Shoot scout with yes.
- Ripley Riley
|
voidfaction
Nos Nothi
447
|
Posted - 2014.08.28 15:11:00 -
[119] - Quote
Adipem Nothi wrote:voidfaction wrote:Zatara Rought wrote:Cass Caul wrote:CCP Rattati wrote:P.P.S Shotguns and Burst HMG are OP You're shitting us, right? The Shotgun is a tool for pubs. It can't compete against dropsuits with enough HP to tank 2 shots. You're shitting me right? Shotgun scouts pull numbers better than burst HMG's in PC's. But it's not the shotty, it's the cloak. If it's the cloak then AR scouts should be doing the same. It's the ability to use a 1-2 hit kill weapon straight out of cloak. If it was only the cloak then you would have the same problem with all the weapons. If they nerf the shotgun the problem will be with NK now that there use is on the rise and is also a 1-2 hit kill weapon. Funny you don't see no post about cloaked scouts and AR's Apples and Oranges. Unless you're shooting a Scout, killing from behind takes awhile with the AR. When hit, targets have ample time to run or rotate and return fire. Targets have less time to respond when hit in the back with a Shotgun, which is news well-received for the 300HP Scout pulling the trigger. That said, overperformance is overperformance. I'm in agreement with Zatara that cloak is playing a bigger part in shotgun performance than the shotgun itself; performance statistics -- should they exist -- will likely point to poor shotgun performance prior 1.8. If we were somehow able to implement a very brief delay between decloak and attack, I suspect we'd see an immediate decline in shotgun usage, performance and complaints. And by "brief" I mean one second ... not six seconds (facepalm). Well in that case remove the invisibility part of the cloak but leave the rest (dampening bonus, no aim-assist, and no cheveron unless able to be scanned on tac-net). So many scouts think the shimmer is no different than not being cloaked anyway.
[edit] yes a delay needs to be longer. 6s is crazy but i would say 2-3s would be decent. |
Bradric Banewolf
D3ATH CARD
267
|
Posted - 2014.08.28 17:48:00 -
[120] - Quote
Thor Odinson42 wrote:I use a needle in PC too, but only the 100% ones.
But when a person is involved in PC and takes it serious it's not FOTM, it's a shift in meta, there is a difference. A lot of the things considered FOTM in pubs don't translate to PC very well. It's another issue in my opinion with CCP being overly concerned about solo players in pubs when balancing.
Agree entirely! They focus too much on pleasing call of duty players instead of encouraging them to run as a team!
"Anybody order chaos?"
|
|
|
|
|
Pages: 1 2 3 [4] 5 :: one page |
First page | Previous page | Next page | Last page |