|
Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2420
|
Posted - 2014.08.30 17:41:00 -
[1] - Quote
Combat rifle to -20/+20 please.
Hybrids are supposed to be In the running for even vs both shields and armor. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2425
|
Posted - 2014.08.30 19:32:00 -
[2] - Quote
I-Shayz-I wrote:no no no no no no no no no no no no no no
Are you guys ******* insane?!! a -20/20 for projectile weaponry would be absolute bullshit. Combat rifles already do enough damage to armor as it is, we don't need them doing SCRAMBLER levels of DPS to our armor. Have you ever used a prof 5 Viziam Scrambler against a caldari sentinel? 700 Shields disappear before you can even blink. Now imagine that happening against an armor tanked suit.
No thank you.
And please don't forget that the current best sidearm and primary heavy weapon are ALSO projectile weapons. Because most people armor tank you're essentially buffing the HMG, SMG, and CR/ACR all at once.
Please don't make this mistake CCP. I want projectile damage to actually have a hard time hitting against shields, but I don't want it to melt your armor any faster than it already does.
Edit: Damage profile should be either -10/10 or -5/5. I really want it to be -15/10...but please realize that increasing effectiveness against armor more than 10% is going to make these weapons OP as hell.
This would be hilarious and suddenly the survivability of shield suits would take a sharp uptick. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2428
|
Posted - 2014.08.30 19:50:00 -
[3] - Quote
voidfaction wrote: Until someone hit you with a std flux grenade.
Whoop-de-frakking-do.
I think I've been fluxed three times in my cal suits.
Imagine my terror. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2433
|
Posted - 2014.08.30 22:12:00 -
[4] - Quote
Benjamin Ciscko wrote:Mauren NOON wrote:emm kay wrote:nobody's going to mention the forge gun?
I hate to say it, but the forge gun needs a nerf. Lol@you sir. No. If tanks don't get nerfed, neither do forge guns. lolwhat Tanks have been nerfed in pretty much every way. -DMG mods nerfed -Range nerfed -Railgun heat build up nerfed -Hardeners nerfed -Repair modules nerfed -Blasters laughably nerfed -Fuel injectors getting nerfed -The ability to quickly get away (Changing direction) getting nerfed
Forge guns:
Damage mods nerfed Base damage nerfed Range reduced. Charge times extended Charge indicator shifted to crappy location reticle shakes like an epileptic, making aiming harder.
The forge gun needs no further nerfing.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2434
|
Posted - 2014.08.30 22:25:00 -
[5] - Quote
Heimdallr69 wrote: Nor do tanks.
Did you not see the gunnlogi is getting an EHP buff?
God only knows why. they're actually harder to blow up than madrugars.
Oh and rattati is getting rid of forge splash on all but the assault.
I'm surprisingly cool with that one. go figure. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2438
|
Posted - 2014.08.30 23:14:00 -
[6] - Quote
Can we get ISK payouts increased in Pubs and added to Facwar? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2463
|
Posted - 2014.09.01 07:58:00 -
[7] - Quote
Hey Rattati are you changing the damage profile on the combat rifle ONLY or all projectiles?
Converting CR to +20/-20 or +15/-15 is a meaningful change that makes every shield suit more viable. Its a buff to shields indirectly.
Doing the same to ALL projectiles will even out dropsuut survivability between shield/armor as the HMG and SMG will have a harder time chewing through Caldari/Minmatar. I think changing the profiles completely will be better as it means that projectiles arent going to have a copypasta profile with the Rail Tech and will further place gallente and caldari weapons as the middle ground weapons meant to tackle all damage types.
Changing the CR to -5/+5 will make it the most desirable weapon period as the difference in damage between shields and armor will be negligible, making it the ideal "omni-slayer" weapon.
I ask this because your narrative notes call out the CR specifically when all projectiles have similar profiles to caldari rails.
We need MORE differentiation between choices, we do not need a generic solution. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2466
|
Posted - 2014.09.01 10:15:00 -
[8] - Quote
Symbioticforks wrote:As if sniping wasn't a niche role already.
Off the top of my head..
Scale increased damage percentage to reduced range percentage.
(i.e. reduce the range to 450m 25% reduction, for an increased 25% damage)
This might be okay, if you INSIST on nerfing the range.
Reduce it to 300m. That way the weapon is within reach of other infantry weapons. Increase base damage. But it doesnt need to be an iwin butan that always does 1200 damage per headshot.
Being able to drop 800 (at proto)damage on a headshot would be incredibly good without being a guaranteed OHK alpha shot |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2466
|
Posted - 2014.09.01 11:55:00 -
[9] - Quote
Why the hell are you projectile bandwagoners insistent that the projectile should not be dropped back vs. Shields?
Is it because you object to using any other rifles and you just want omni-efficiency?
Seriously. -15/+15 or -20/+20 puts a weapon profile that can efficiently chop up the armor tank hp buffer.
Because so many people utilize the CR over any other weapons shields have no advantage over any damage profile. Period.
Its not a nerf. Its not a buff. Its a neutral change. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 17:56:00 -
[10] - Quote
Cheydinhal Guard wrote:The profile for the CR should be changed to -5/+5. -15/+15 would cripple its vesatility, making it useless against shield tankers and dual tankers alike. Oh.. wait nobody cares about that. I almost forgot that everyone and their 3rd cousin wants this gun nerfed into flaylol land.
Anyway, plenty of people complain about how OP the CR is, and adding 5% more armor damage is only going to make the QQ worse. The -5/+5 damage profile is a lot more balanced and the CR will do less damage to armor. Everyone wins. Crippling it vs. Shields is kinda the point. I thought you understood that. |
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 19:15:00 -
[11] - Quote
I don't think buffing sniper damage to the point where they can one-shot a 1200+HP dropsuit is a good idea.
Also I'm in favor of -20/+20 for the projectile profile. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 19:18:00 -
[12] - Quote
Cheydinhal Guard wrote:Breakin Stuff wrote:Cheydinhal Guard wrote:The profile for the CR should be changed to -5/+5. -15/+15 would cripple its vesatility, making it useless against shield tankers and dual tankers alike. Oh.. wait nobody cares about that. I almost forgot that everyone and their 3rd cousin wants this gun nerfed into flaylol land.
Anyway, plenty of people complain about how OP the CR is, and adding 5% more armor damage is only going to make the QQ worse. The -5/+5 damage profile is a lot more balanced and the CR will do less damage to armor. Everyone wins. Crippling it vs. Shields is kinda the point. I thought you understood that. Hey I'm all for balance and all that good stuff, but i'd hate to see another fine weapon thrown into the dump over forum QQ. See my post right before yours and consider the scrambler.
Still one of the most common-use weapons in the game, even by people without modded controls. It's +20/-20 in a world where at least 60% of people armor tank. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 20:32:00 -
[13] - Quote
Cheydinhal Guard wrote:
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
Just means that my cal and min suits won't get chopped up as fast. My gallente and amarr suits will suffer, but them's the breaks.
Oh, did I mention? I run all racial sentinel and commandos, and I field every single weapon in the game.
If I wind up eating HMG all day I'll swap to the plasma cannon, mass driver or forge gun (That one's hard for HMG gunners to get to). If I get chugged by a buncha laserblazers I'll swap to caldari or gallente fits.
This really isn't a huge worry for me. I'm not offended by the idea of swapping to the right tool/fit/tactic for the job.
But jesus you people seem to think that versatility is a foul word. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
|
Posted - 2014.09.01 20:38:00 -
[14] - Quote
bamboo x wrote:they didnt have 4 low slots moron. caldari perform better than amarr right now when they are fitted correctly with shield regen.
Hello CalSent 5 here. You clearly don't use the suits. The only way I can beat an AmSent in an HMG duel is to be using a Six-Kin Burst currently. From Behind.
CalSent with a regen fit is at a sharp disadvantage against the AmSent when running the HMG because it is a brawler weapon.
My amarr Sentinel has about 1500 HP
My CalSent hits right above 900. I need approximately 30 seconds of uninterrupted not getting shot to fully recover.
So... HOW exactly is the CalSent OP?
Unless you're talking about a forge gun duel, in which case I'm winning that fight in a militia crapfit. Doesn't matter WHICH racial militia crapfit. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2469
|
Posted - 2014.09.01 21:10:00 -
[15] - Quote
Cheydinhal Guard wrote:Breakin Stuff wrote:Cheydinhal Guard wrote:
Even beyond the CR, theres the HMG and the smg. The smg already struggles against shield tankers, and that's fine but if it gets worse it will be another QQ fest on the forums. That and more balancing issues for Rattati. The HMG will become even more of a monster. That -15 won't save you from certain death thanks to that extra +5.
Just means that my cal and min suits won't get chopped up as fast. My gallente and amarr suits will suffer, but them's the breaks. Oh, did I mention? I run all racial sentinel and commandos, and I field every single weapon in the game. If I wind up eating HMG all day I'll swap to the plasma cannon, mass driver or forge gun (That one's hard for HMG gunners to get to). If I get chugged by a buncha laserblazers I'll swap to caldari or gallente fits. This really isn't a huge worry for me. I'm not offended by the idea of swapping to the right tool/fit/tactic for the job. But jesus you people seem to think that versatility is a foul word. It's quite the opposite,actually. Here i am defending the versatile nature of the CR and a -5/+5 damage profile. Oh, and I knew you were a heavy BTW. I hope you don't think I'm here to "defend my crutch" or anything of the sort. I run whatever the battle demands, from shotgun to my cold hard hands if necessary. I would just rather try to avoid the old "nerf buff cycle", ya know?
It's not the crutch thing. It's the fact that +5/-5 makes the projectile profile the swiss army knife of DUST. THe tool for every job because neither armor nor shields will have a measurable advantage. That alone would be worth a mass swap to CR and relegation of all other weapons to niche role, especially when caldari and gallente weapons are by design supposed to be the most "balanced."
Changing projectiles to +5/-5 makes them the omniweapon, the tool you can use for every job. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2470
|
Posted - 2014.09.01 21:48:00 -
[16] - Quote
Cheydinhal Guard wrote: In my opinion, the CR isn't as effective to shields as people make it out to be, especially the ACR. I guess the only thing to do is wait and see. I just hope this is one of those things that sounds horrible on paper but makes sense in game.
Assault CR users can actually kill my calsent before my HMG reticle tightens fully when I'm unloading. When I run the CalSent the Burst HMG is not optional, it's the only option that is survivable.
The only exception to this rule is the forge gun at 120+ meters. Because if I can't beat you in close I'll outrange and out-alpha you. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 07:51:00 -
[17] - Quote
Because the idea of a fast heavy fills talentless assault pubbies with terror.
It might escape, regen and kill them when they chase it.
I do that a lot. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 09:30:00 -
[18] - Quote
CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
Oh look. Something we agree on 100%.
Apparently the apocalypse is closer than I thought.
But on an actual serious note this is pretty much the long and short of it. There is no downside to projectiles and -5/+5 will continue the status quo with no change.
I like running shields occasionally and would like to see a higher level of viability. In order for armor to be properly balanced with shields there's got to be a hard counter. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 09:31:00 -
[19] - Quote
Leanna Boghin wrote:CCP Rattati wrote:Snipers - We simply cannot have snipers so far away in the redzone they cannot be touched, while also being immune to countersniping. However, we also want to improve the Improved headshot damage, decreased range, improved damage. We have been studying Domination maps, and some of the farthest redline sniper spots that can camp the Objective to get a good gauge of the situation. There cannot be a risk free way of playing the game, for each role there must be a counter. Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Im gonna guess here and say that you did not actually do any testing on domination otherwise you would know that what you just stated was a complete and utter lie. You are mainly doing this to appease the Whiners. The problem has NEVER been sniper rifles but the map design themselves. And the only way your buff/nerf will not completely obliterate the sniper rifle into uselessness is if you return the old Reticle. They are. I think only the.tac will keep the new one. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 09:58:00 -
[20] - Quote
Leanna Boghin wrote: While i understand what you are saying. That blob effect you mention is next to nil these days. I see more and more every day people soloing because there really is no reason to work together as a team. And the whole idea of this game was supposed to be team work. Instead it has turned into an all you can eat buffet. And apparently the NPs have decided that a simple run and gun without team work will suffice. Making the matches completely one sides. So anything CCP does to improve the teamwork capabilities of this game is a welcome sight in my eyes. Plus i dont ever see logis anymore so this might get people to want to logi a bit more. I know if they put this change in Delta i might give logistic a go again but only if they give a respec so i can actually do logistics without having to wait a year to spec into adv. Since there is little difference in reward between winning and losing there is no impetus to run squads.
When you are #2 on the battle ranking, win or lose you get roughly 200-210k. Why form corps and squad up if you get paid the same? Plus if you LOL around in militia or freefits and screw off for 50 WP and achieve nothing you are still going to get 70k per match.
So there is no reward impetus for teamwork to win in the gamemodes, hence the proliferation of solo the wonder dork.
The only exception is FW right now because the payouts are getting better but they still arent there. |
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2476
|
Posted - 2014.09.02 10:01:00 -
[21] - Quote
Also along the teamwork vein as soon as a team starts losing they do a hard switch to cheapfits and the winning team swaps to their best fits to farm kills.
There is little reason to swap to good fits to force a 180 in the tide of battle as you're going to be losing more ISK than you gain.
I honestly wish there was an escalation mechanic to where the battle begins STD only and as your team begins losing badly you get "escalation authorization" unlocking ADV then proto suits. Once the battle begins to even out the other team gets their escalation authorization to match.
That would fix the protostomping quick, fast and in a hurry.
FW should start at ADV escalation level and advance to officer.
PC should be unrestricted. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2477
|
Posted - 2014.09.02 11:59:00 -
[22] - Quote
Damage reduction + sentinel = horror. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2478
|
Posted - 2014.09.02 14:19:00 -
[23] - Quote
Fizzer XCIV wrote:I wouldn't expect something like that. Expect something like: 250-300m Range 15-20% damage increase Larger headshot multiplier (375%???) Suddenly, you have a weapon capable of truly good DPS(600ish, with headshots) at ranges of 250-300. And all the same, it severely limits recliners. Win win.
Oneshotting fatsuits with that multiplier. I think that being such a slow tub should be compensated by taking two shots. Three for total brick.
250m is too short. That would make forges a better choice for ranging shots. IMHO sniper rifles should be the kings of sniping. But snipers need to be within draw distance which caps out right around 320m. So the utterly invisible sniper needs to not be a thing. 15-20% base damage sounds good to me with a 215% headshot modifier.
Snipers should not be oneshotting people who choose to run 1200 HP suits. Otherwise what is the point of bothering to fit a tank? |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2479
|
Posted - 2014.09.02 16:14:00 -
[24] - Quote
Fox Gaden wrote:CCP Rattati wrote:Add ... Miltia HMG to Market Give the Militia HMG the damage of the Standard HMG and the drawbacks of the Burst HMG, and you will have an HMG that will give new players an idea what the HMG is all about, but one no one would pick over the Standard version.
- Damage: Same as Standard
- Heat Buildup: Increase so that it overheats as quickly as the Burst HMG.
- Clip Size: Reduce so that the clip empties as fast as the Burst HMG.
- Ammo Capacity: Reduce so that you run out of ammo as fast as the Burst HMG.
That makes the HMG utterly worthless and gives new players the idea that the HMG isn't worth skilling into
Damage: 18.0 Same as STD HMG Rate of Fire: Same as STD HMG Heat Build-up +1/sec over standard Ammo Drum Size: 350 Ammo Capacity: Same as all other HMG variants.
That gives a weapon of lesser utility (as all militia weapons should be) without neutering it. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2479
|
Posted - 2014.09.02 16:55:00 -
[25] - Quote
Anmol Singh wrote:CCP Rattati wrote:On the topic of projectile damage profile
1) Shield Sentinels are UP and not popular, only used for AV and Sniper fits 2) Armor tanking is rampant 3) CR is too effective against everything at current profile 4) Amarr and Gallente Sentinels have built in resistances against Projectiles
SO basically useless projectile resistances since projectiles getting a armor buff. This means that the resistances will cancel out the armor bonus and then the proficiency does 15%+ extra damage to armor so armor still taking more damage. Shield sentinels will have 15% resistance to Projectiles, also proficiency doesn't work on them. Basically Armor tanking in delta < Shield. The reason to Armor tank is to have more HP but at the cost of Speed but in Delta, Shield sentinels while have speed Similar if not more HP than Armor heavies (due to resistances and immunity to Proficiency) and run faster. So why use Armor heavies? WTF Rattati. This isn't fair. A shield heavy should never be able to stand toe to toe with an Armor heavy. They need to hit and Run not stand and deliver.
Given the HP disparity between armor and shields you don't have a whole lot to worry about. Most of my suits have 40% more HP than my shield suits. Often times they have 50-60% more. It means Projectiles will pretty much shred armor like a scram on shields.
Start poking Rattati about gallente and amarr shield busting fatguns. That would be the answer to your issue. But this is pretty much the issue: If there is only one damage type in Heavy weapons: You have to adjust it so all heavies are equally survivable. There is no gallente weapon for heavies. There is no amarr weapon for heavies. But the minmatar and caldari heavies fold up like limp sacks the instant they dry to deploy an HMG, relegating them to pure AV. This is a problem.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2492
|
Posted - 2014.09.02 21:46:00 -
[26] - Quote
Fizzer XCIV wrote:JDEZ09 wrote:If ScR rof is to be adjested...
Rof: 600-650 is a way better start at balancing this. People are throwing out numbers like 400-500. Those are clearly QQers trying to nerf it into the ground while running 1000+ armor HP sentinals/assaults.
This (600-650) is a fair enough trade. But the damage profile wil need adjusting then.
Scr: +20/-20
Rr: -10/+20
This shows that the scrambler rifle is the most nerfed weapon on off damage already!! You basically are forced to go for headshots only with this weapon if you want it to kill a heavy. Which is all too common now.
Nerfing the Rof is a bad idea imo. But if it is to be done, it shouldnt be taken to the extreme. It should also come with damage profile balances that were necessary ever since the proficiency skills were adjusted to prefer type damage only.
new Scr/LR damage profile:
+20/-10
To match the Rail rifle but oppisite (Shields/Armor).
I also saw Rattati mention a buff to the Assault Scrambler rifle damage. This is another approach, but the profile change could make that idea work even more. Um. I probably should have said this earlier, but I though someone else would have corrected you by now. I've seen you say this 4 separate times today... ...but uh, the Hybrid/Railgun damage profile is -10/+10, not -10/+20.
SHHHH! I'm trying to figure out what drugs he's on and where to get some! It's good **** apparently!
On a more serious note the actual damage profiles (currently) are as follows:
Laser +20/-20 Projectile -5/+10 Rail -10/+10 Plasma +10/-10 Explosive -20/+20 |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2505
|
Posted - 2014.09.03 05:16:00 -
[27] - Quote
Kin Cat wrote:anyway
will a sniper have less range than a forge gun now? technically giving them more damage SHOULD help fill the void from OBs not getting dropped on reds camping on buildings, but if it's under 300 meters they will be easy prey for forge gunners
should be 320. dead even with FG |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2509
|
Posted - 2014.09.03 07:26:00 -
[28] - Quote
manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city 200m is too short for a sniper rifle. WAAAAAY too short. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2516
|
Posted - 2014.09.03 17:57:00 -
[29] - Quote
Gelan Corbaine wrote:Gabriella Grey wrote:manboar thunder fist wrote:200m in the redline is incredibly viable on certain maps like the Dom pipe road compound map in the city I agree with you on this if there was a way for scouts to increase and decrease zoom, but they can't. I feel CCP needs to remove the sniper rifle from medium and heavy frame suits completely. I know they have worked on advertising this, but its one of the biggest reasons why they have problems with snipers in the game. I feel if they can give heavy suits can use a light weapon like that then medium and light suits should be able to also tote forge guns. Maybe that is the type of reason that is needed to give the heavy sniper rifle attention it needs. It just is silly to have and is something keeping the game from growing to what CCP and the players want. Even the ones who are not wise enough to understand these things, CCP just needs to save these players from themselves... Sooooooooo what should a Cal Commando use instead?
apparently prayer, because the only thing that can range a sniper rifle is a sniper rifle...
And if you only allow scouts to have sniper rifles...
Calmandos would be stuck dual-wielding RRs because loading anything else wastes the bonus |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2526
|
Posted - 2014.09.04 07:16:00 -
[30] - Quote
CCP Rattati wrote:Temias Mercurial wrote:TritusX wrote:Milita HMG yesh yesh yesh so now when I get mad of dying in my scout suit I can run a MLT Heavy and murder I'm kinda against a Militia HMG... if it were to be implemented, then it should overheat fairly quickly (about 2 seconds). it will overheat quickly, it is not meant to stand up to any Heavy with a STD HMG
If I may suggest:
+1-2 heat per second. -100 ammunition per drum Same damage. Same dispersion. -5 optimal range
The last is primarily to drive home that it is a CQC weapon, promote good habits, and because reducing optimal will make most veteran players treat it like it's slathered with a heady mix of acid and ebola.
I made an alt and was out of the academy in a single match. The above changes will not neuter the weapon for new players, but it won't be a viable alternative to the standard heavy machinegun without being worthless. |
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2530
|
Posted - 2014.09.04 15:37:00 -
[31] - Quote
Caldari commandos unfortunately suffer from having only two weapons their damage bonus applies to (bolt pistol doesn't count).
In my opinion they make lackluster (traditional) sniper platforms, but excellent counter-sniper and infantry support platforms. They work better when you push slightly behind an advance, providing fire support as needed. Try not to get into CQC. You will generally lose. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2545
|
Posted - 2014.09.05 07:01:00 -
[32] - Quote
Until marauders and enforcers are introduced, no buffs to forge fun capability at AV should be contemplated.
I say this as a habitual forge gunner. They kill vehicles just fine. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2550
|
Posted - 2014.09.05 14:33:00 -
[33] - Quote
Swarms are getting a buff. Test the changes before we start talking more buffs to AV. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2551
|
Posted - 2014.09.05 15:43:00 -
[34] - Quote
No. The closer you get to even margin the less downsides a weapon has. Omni weapons are inherently superior to specialized weapons. Your proposal would only insure everyone would find projectiles the most efficient and thus most used weapons. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2552
|
Posted - 2014.09.05 15:59:00 -
[35] - Quote
Argetlam Thorson wrote:Breakin Stuff wrote:Until marauders and enforcers are introduced, no buffs to forge fun capability at AV should be contemplated.
I say this as a habitual forge gunner. They kill vehicles just fine. Yes, but if they are a heavy-only weapon that has next to no AI abilities (especially for the vast majority of players) they shouldn't kill vehicles "just fine". They should be the best AV weapon on the field by far. Swarms are easy to use and plasma cannons are both AV/AI. Both fit on non heavy suits. If the forge gun is restricted to only heavy suits and becomes only AI, it should be far and away the scariest AV weapon, when in the hands of a capable user. That's all I'm saying. Also, you want proto tanks? Hey, CCP,duplicate the current tanks, add slots, increase CPU/PG respectively, ramp up the price and BOOM! Proto tanks. Now all that's left is naming them.
Point one: Most forge gunners don't kill via splash. 90% of forge kills are body shots. Removing splash from the standard forges just makes things easier from a balance standpoint.
Point two: Forge gun IS the best AV weapon, hands down.
Point three: You cannot introduce marauders and enforcers (proto tanks) without reverting all of the AV nerfs since chromosome, PERIOD and reverting vehicles back to chromosome stats. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2552
|
Posted - 2014.09.05 16:35:00 -
[36] - Quote
xAckie wrote:Breakin Stuff wrote:No. The closer you get to even margin the less downsides a weapon has. Omni weapons are inherently superior to specialized weapons. Your proposal would only insure everyone would find projectiles the most efficient and thus most used weapons. Wouldnt dps/ rof resolve that issue?
not even slightly. When a weapon performs identically vs. shields and armor without any significant variance it becomes the preferred fit. You don't have to worry about enemy tank types because your weapon will cut through them all without worry. It becomes the omni weapon, with no disadvantages to use UNLESS it is set up so it is worthless to begin with.
But take rails and plasma. each has a 20% variance between armor and shield damage profiles. The design intent per CCP is that hybrids be the most balanced weapons between shield and armor tanking.
Right now the projectiles violate that rule with their measly 5% reduction on shields and 10% bonus to armor (15% variance). By contrast rails get -10 shields, +10 armor (20% variance). Someone figured this out and it's why Combat Rifles are the most common weapon in the meta right now. Scrams suffer greatly Vs. armor dropsuits. if you lower the profile to 5% shield/armor then tha variance between tank types is 10%. You can not only overcome that with damage mods, you can post a net gain with damage mods, doing over 100% vs your weak penetration profile. Other gun types have to work harder for that.
Most of the objection to the -15/+15 or -20/+20 is the idea that this is a nerf to armor. Well, bluntly projectiles don't even slow down on shields and the Rail variance isn't enough to notice a marked slowdown. So at what point is the damage profile setup going to make shields and armor even?
Explosives don't do it, because shields (even with the 20% deduction) still don't have the EHP to take several mass driver or flaylock hits, but the two weapons have been nerfed to marginal utility vs. armor tanked suits (unless on a minmando) and virtually worthless when utilized on a sentinel. The only explosive weapon that fully works and is destructive against all comers are remote explosives and proximity mines. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2565
|
Posted - 2014.09.05 22:29:00 -
[37] - Quote
Here, copying this over for the terminally uncomprehending of just what a marauder does to the game balance and meta with the current iteration of AV.
I posted this... Here.
You would have to de-nerf AV entirely to cope with marauders. They ran 7k HP sagaris tank on average. 8000-9000 on the Surya.
They were considered largely OP and could not be shot down in a single mag of any weapon even when assault forges had a base charge time of 2.5 seconds. The forge guns also hit harder, had full benefit of proficiency against armor AND shields, and had 10% damage mods.
I was able to solo them but it was usually a 6/1 suit loss/kill of a full prototype fat fit with three damage mods racked in the high slots.
In the current AV environment re-introducing marauders as they were in chromosome would require the systematic reversal of every single AV nerf since then.
As marauders were in the current AV meta they would be utterly unstoppable. I disagree they were OP but they were incredibly difficult (read: rewarding) to solo and difficult to two-man focus fire. A single AV gunner had no chance of killing any marauder with a single magazine. It was a five-shot dead minimum to kill a sagaris crapfit with an Ishukone Assault Forge. Six for a good one. Six for a crapfit Surya, eight for a good one.
Adding marauders and enforcers would require the systematic reversal of all AV nerfs in order to make them tacklable. They wpuld be toxic to the current meta and be nerfed within a month or removed for rebalance. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2611
|
Posted - 2014.09.06 21:06:00 -
[38] - Quote
Fizzer XCIV wrote:Atiim wrote:Fizzer XCIV wrote:That is going to be outdated pretty soon here. I wouldn't recommend it for future use. I'm sure they'll update the image come Hotfix Delta. If they don't, I will personally make a new one. Hold me to this Atiim!
And I will assist you by making empty promises, drinking all your beer and sleeping on your couch! |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2625
|
Posted - 2014.09.07 10:02:00 -
[39] - Quote
Kin Cat wrote:Quote:Add new Officer Light Weapons as well as key missing FW items to the LP Store Wait what? You're giving THEM their officer weapons and NOT HEAVIES?
One thing at a time. I'm fat and slow, which means that my weapons are likely to be fat and slow as well. Light weapons naturally arrive faster. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2647
|
Posted - 2014.09.08 07:54:00 -
[40] - Quote
Looks like the tryhards figured out what goons did two years ago:
It has always been more efficient to have the assaults carrying the needles and the logi the rep/resupply gear.
It just took a significant buff to a nominally useful tool to figure it out. Sounds like it's working as intended. |
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2651
|
Posted - 2014.09.08 09:47:00 -
[41] - Quote
Incorrect. When I run squads logis hack, repair, resupply and drop links. Fatties (me) do not hack anything unless everyone is dead. He is attached to the logi like a parasitic twin playing bodyguard.
Assaults are responsible for battle revives while the logi focuses on repairs, resupply, hacking and providing a pair of backup eyes.
Its not a WP ***** thing. Its like every infantryman in the military is trained with just enough first aid to keep someone alive through nonlethal injury long enough for a medic to arrive once the battle lulls a bit.
Asaukts fight, when enemy falls, assaults revive comrades (often the logi) and the logi gets to topping everyone off. Assaults and heavy provide overwatch. One assault often carries a rep tool to repair the logi. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2704
|
Posted - 2014.09.10 06:25:00 -
[42] - Quote
John Demonsbane wrote:emm kay wrote:I swear to ******* god, make my ads weaker, ccp and i will make alts and murder battle academy players for 30 days straight. You can't be serious. Number of ADS (with non-careless, competent pilot) lost to-date to less than 3 proto swarms or proto swarm + FG: 0 Not true |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2704
|
Posted - 2014.09.10 06:26:00 -
[43] - Quote
bogeyman m wrote:Breakin Stuff wrote:Incorrect. When I run squads logis hack, repair, resupply and drop links. Fatties (me) do not hack anything unless everyone is dead. He is attached to the logi like a parasitic twin playing bodyguard.
Assaults are responsible for battle revives while the logi focuses on repairs, resupply, hacking and providing a pair of backup eyes.
Its not a WP derping thing. Its like every infantryman in the military is trained with just enough first aid to keep someone alive through nonlethal injury long enough for a medic to arrive once the battle lulls a bit.
Asaukts fight, when enemy falls, assaults revive comrades (often the logi) and the logi gets to topping everyone off. Assaults and heavy provide overwatch. One assault often carries a rep tool to repair the logi. *slow clap Applauding at the speed of comprehension? |
|
|
|