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Author |
Thread Statistics | Show CCP posts - 15 post(s) |
Gabriella Grey
Onslaught Inc RISE of LEGION
134
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Posted - 2014.08.30 23:03:00 -
[1] - Quote
I don't really see what changes the charge scrambler rifle variants are needed. It already has a percentage of +20% to shields and -20% to armor and a feedback damage factor that keeps you from using the weapon for a considerable time if you are not extremely careful. Combat and rail rifles if anything need to be on the level of the remaining light weapons. Even with the assault scramblers I see no issue to buff it. Out of all the weapons that have been balance in previous builds all of the laser weapons have had a much better consistency in general. The heat build up still can be seen in a prototype and advanced amarr suits very easily. I think the issue is programmable controllers etc. This I feal is the real issue. These players do not struggle with the issues of the weapon raising after each shot. This was the same issue that tactical rifles had in the past with a high rate of fire. The assault scrambler rifle doesn't seem to have anything wrong with it to me. I am very confused on how the talk of buffing its damage came up. I use this variant extensively on an amarr commando and amarr assault suit and both types of scrambler rifles work fine without being an easy to use or too difficult weapon to understand. The scrambler pistol has suffered from similar issues based on questionable decisions by CCP. It's rate of fire was destroyed and is now under powered. There has even been talk to make it a miniature charge weapon which I hope never happens. It is a much needed different variant to those who play to accompany it with other laser weapons like the laser rifle.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
134
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Posted - 2014.08.31 00:15:00 -
[2] - Quote
P14GU3 wrote:Heimdallr69 wrote:Kalante Schiffer wrote:CR damage profile nerfed to -15 or -20 against shields? i can already feel the uselessness. If the Duvolle does pretty crap against armor at -10 imagine the CR doing -20 on shields. Seriously if the CR gets nerfed i might actually have to quit dust since its the only useful weapon in pc for assaults in terms of gunning and running, i aint using a rail rifle for closed quarters or a lol assault rifle and i am definitely not using the ascr. I am a slayer not a rr ascr camper what i am supposed to do with weak rifles on the ground? Lol someone who actually understands! People say it's okay because they haven't used the ASCR in PC. Otherwise they'd realize how stupid it is. I dont get it. Everything you guys are complaining about with the changes to the CR, are the pitfalls of the ScR. Yet the ScR is "OP," but the CR will be broken? No one even used ScR before the scout buff. The ONLY people who are complaining about the ScR now are the people who flocked to the CalScout FotM, and now cant stand being killed by their ONE weakness. Meanwhile people have been complaining about the unfair damage profile of the CR since it was released...
I agree with P14GU3 on how people are complaining because they are loosing clones due to the person happening to be using the weapon designed to specialize in destroying specific armors. However The combat rifle is long over due. It does a good amount a damage per bullet while having a much high rate of fire that is different than the HMG or SMG. It has no true weakness added with the 5 to 10% characteristics makes this game seriously unbalanced even at militia level.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
134
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Posted - 2014.08.31 00:28:00 -
[3] - Quote
Leovarian L Lavitz wrote:Alena Ventrallis wrote:I'd prefer that combat rifles have -5%/+5% profile. The new profile is for all projectile weapons, doing that would give even the Hmg the same profile.
If the combat rifle has this, it needs a serious looking into it's damage output per bullet.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
136
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Posted - 2014.08.31 02:12:00 -
[4] - Quote
P14GU3 wrote:Heimdallr69 wrote:P14GU3 wrote:ScR have been at 20/20 forever and everyone seems to think its still too powerful against armor. I say go 15/15, but even 20/20 wouldnt make the weapon useless considering most people tank armor anyways. The difference is that it can kill with 1 charge shot.. That's why I compared the ASCR to the CBR, idk maybe you're right. But if you're wrong then some of us will be out 5m sp. The ScR can OHK an ewar scout... so can the MD, PLC, NK, SR, ect.. and Overnerfing the ScR makes my 5m sp amarr assault invalid, and as it sounds now, my fit will be worse than yours.
These are not scout weapons though, they are designed for assault players. A scout is just that a scout. A scout is still meant to kill on the battlefield but it is not designed to take the assault role. I personally believe scouts and light suits should be limited to side arms with the exception of the sniper rifle. The shotgun really should be an logistics light weapon only. And heavies using sniper rifles is just silly. It kills the balancing of a long range high damage weapon with no counter other than going in high risk into red lines.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
138
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Posted - 2014.08.31 13:16:00 -
[5] - Quote
Adipem Nothi wrote:Mauren NOON wrote: Well swarms are a little bit too good right now....
I honestly don't understand how anyone can make these claims in good faith. You get hit, then you drive off in your land-tank or you fly away in your sky-tank. How is it that the most ineffective weapon in the game is "a little bit too good"?
With dropships in their current state, swarms are strong enough that they force you to leave. At this point I don't think anything should be done with swarms, but I think PG and CPU along with the way modules work on dropships is a huge issue for them. HAV's have a better chance than dropships. In good faith I can tell you that this weapon along with forge guns, HAV's, and installations has reduced effectiveness of all the variants of dropships. You should play as a dropship pilot and see how hard it is to escape from swarms, and even an HAV as well. That may clear up what you are not seeing from the big picture.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
138
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Posted - 2014.08.31 15:50:00 -
[6] - Quote
Iron Wolf Saber wrote:manboar thunder fist wrote:Seriously? more changes to swarms? are you not aware that 3 swarm volleys can knock down any proto incubus/python guaranteed?
is it not enough that you send us scurrying away with our heads between our legs every time we see those fiery yellow balls?
You dont even render half the time... can lock on from 175 m.... and can deal huge amounts of damage by simply pointing at us for 1.4 seconds... that's ridiculous... there is no skill at all involved in that... try flying for a change... it's hard enough for new players as it is.
I dont know why swarms can't be content to be a heavy damage area denial weapon... why do they feel they should kill a high skill pilot in a 500k dropship every time he shows his face... these steps have been in the wrong direction and i fear ads's will be nerfed beyond help at this rate.
If 2 swarm launcher volley hits me, an ishukone assault forge can 1 shot me... 2 volleys tend to connect most of the time... that means i either have to dodge that forge gun or dodge the swarms... as the forge gun is a higher skill player aimed weapon i dont have a problem with forgers beating the hell out of me... but a dude who just points at me and kills me in 5 seconds? i cant have that unless you reduce the price of ads, its bad enough losing this much isk as it is Problem is getting the first, then second, then third swarms to land...
If the pilot is aggressive and is looking to engage AV the first volley is guaranteed. Even if they are in the area the first swarm volley is guaranteed unless the pilot judges the time the volleys will come out then he will judge the time needed to fly away before the volley is thrown out...
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
138
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Posted - 2014.08.31 18:08:00 -
[7] - Quote
medomai grey wrote:CCP Rattati wrote:Swarms - efficiency against assault dropships needs to be improved fairly, there are a few ways (increased speed, nerf afterburners, increased lock on timers, probably not lock on range nor damage). We will buff normal dropship ehp to make up for their shortcomings. I've been using heavy shield extenders on my python to achieve a EHP of 4204. To put that into perspective, a un-fitted gunnlogi has 4150 EHP, the madrugar 5200 EHP. With the use of heavy vehicle mods, I've effectively turned my python into a mobile, flying tank. It's no wonder swarm launcher users have such a difficult time downing my python. Solution: Make it harder to fit heavy modules on non-HAVs. Increase the CPU/PG cost of heavy vehicle mods and increase HAV CPU/PG accordingly. Give a small buff to non-heavy vehicle survivability mods to encourage more usage over heavy ones.
If that was the case every dropship would be shot down when they are seen the first time. The best fitting with shield extenders of a python is 1 heavy complex shield extender, 1 light complex shield extender, and an afterburner on the high slots. Python players use heavy shields to be able to take damage and engage vehicles and ground forces. If you are pulling off this fit you have roughly 3100 shield extenders, and something around 900 armor. This still goes back that arial vehicles need their own modules, turrets, and rework on the PG/CPU numbers spent. I would like to also remind you that HAV's have more slot fitting available compared to a dropship, so they can fit hardeners, repairers, and shield boosters. CCP should just set dropships aside for another hotfix, if dust even makes it that far, but Legion will need these fixes for sure. There will always be issues with dropships and any other arial vehicle in dust if these type of vehicles are not given the same type of customization as HAV's have with Large Turrets, and the modules they can only fit.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
139
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Posted - 2014.09.01 02:59:00 -
[8] - Quote
Symbioticforks wrote:CCP Rattati
The sniper rifle without insane damage only has one thing going for it.
That's range.
I've said this way too many times, and hate that you've failed to reply properly or take notice.
Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
Sniper Rifles DO NOT kill vehicles. [Rail Tanks / Forge Guns do!]
Why then would you even consider balancing it's range to be remotely close to these? (350m)
You put forth that a sniper is able to cover an objective from too far away. That's kind of the point.
When it comes to killing players, stopping hacks, the only thing that matters is the number of shots required to kill someone.
Snipers won't feel a 10-20% damage increase. Not enough. Why? It's not a rapid fire weapon where 30 damage matters.
It's an alpha strike weapon, where you either kill them or you don't.
In the case that you don't kill them further shots are made more difficult, as they flail about trying to hide / recover.
This is why it takes a Thale's to be effective in Planetary Conquest. with 55% damage over the standard variant it actually lowers
the number of shots required to kill someone, where as again 30-100 damage just won't make any noticeable difference.
(headshots are a luxury in PC by the way, good players never stop moving)
Reducing Range will favor the red line sniper. He's still going to be there, and you know it.
Any aggressive forward snipers will still be getting hit (and harder now) by the red line sniper just looking for a handful of kills.
The reward for a boring game of red line sniping will be effectively countering "proper snipers" taking forward positions.
They'll be able to skirt the engagement at will with a mountain to their backs and cover all around. Where as the forward sniper
is likely in a fixed position with limited cover. Meaning.. the red line sniper can simply back up a few meters for safety instead of
having to even run to cover when engaging enemy snipers. They dictate the terms of engagement. How fun.
Heavies being able to hack points, cloaked scouts being able to hack a point in a couple of seconds. An assault with 1000hp dancing around in circles hacking a point. How as a sniper am I supposed to be effective? The last time I checked the sky was still blue, this isn't changing overnight. Range Reduction is bullshit.
Go ahead, balance the gun around bad players, and a flawed premise.
I ******* dare you.
I don't see this being an issue to work on unless the sniper rifle is a scout/light frame exclusive weapon. Making sniper rifles work in the form of Thales with the current game mechanics is a disaster. Rattati I don't think this can be worked if the time constrains for the next hot fix is approaching. I know a lot of people has tons of input, myself included, but this is a tall order on what Symbioticforks is asking. I can see Heavies, Logistics and assault players exploiting this to the extremes, something I know you and everyone responsible with working on dust is trying to avoid. Please don't forget you are suppose to enjoy doing these things, and please don't get too stressed! Since you started the hot fixes there hasn't been much negative feedback compared with the past, and that is a fact! Dust players like the game and want you to do great, well at least I want it to.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
139
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Posted - 2014.09.02 02:08:00 -
[9] - Quote
Meee One wrote:Tesfa Alem wrote:Meee One wrote: It's funny you single out the "50,000 isk swarm launcher". Yet you mention the whole dropship.
That suit can't escape from you,you can however escape from him.
You have 3x his ammo and damage easily,in an endurance battle you'd win.
You can (possibly) 1-2 shot his suit,which may be Pro,costing him possibly 100k minimal. Your main weapon doesn't put you at an overwhelming disadvantage vs other vehicles like swarms do for infantry vs infantry.
And if you're using missiles you can spam them very innacurately to great effect,while the swarm launcher makes you defenseless and requires directly looking at a target to lock on.
And you can easily kill groups of infantry with a few missiles,yet infantry must use several salvoes to temporarily drive you off.
You can easily terminate groups of infantry with 1 pilot using 1 ADS. You CANNOT easily terminate 1 ADS using 1 infantry AV.
Costs equal possible damage caused,they are perfectly acceptable.
The suit may be a proto suit but my drop ship isnt at proto level either which i why i mention the price of my ship with only ADV modules, turret included. The proto suit isnt used exclusivley for av its just a fit you have on your proto suit. Also proto could only cost 8K isk and 155 loyalty points. currently what 20 AUR? 1 FW and you're set.1 drop ship loss is 3 matches just to try to break even. flying one out four matches just to not go isk negative, yep balanced. Suits can get away by finding cover. Suits get killed when they're out in the open without cover, exaclty the same as a firefight. You get caught crossing an open area somebody with a rail rifle will take you down. I don't see how this uniquely apllies to dropships. Thats funny because commando suits like the MK.0 are great for swarms and infantyr to point where rattati is about to nerf the **** out of projectile weapons. The only pure disadvantage is if you use a gal/cal/min logi suit as your swarm fit. Sidearms man, or in the case of commandos another light weapon. Also if infantry are wiping you out on the ground before you can even get a good look at a vehicle with swarms your prioritizing the big scary flying thing in the air over hte roving bands or infantry killing your team thats where you are making the worng tactical choice. With missile "spam" we only have 8 shots before reloading. It looks innacurate on the ground because we have to fire using a white crosshair thrgouh the back of a white ship. We litterally cannot see the target we have to fire when the red dot over his head matches up. like you said tow or three missiles hits to kill a suit, generally its about 3 to five rounds if your a good shot. In an endurance battle no way with proto swarms doing around 1.2K damage with a bonus vs armor, even if i survive his third volley i certainly wont survive whatever else is incoming. That why drops ships afterburn away after the first hit because we dont know what else is comming. My main weapon isn't some top secret classified specialized nuke. Its a small turret. Anybody with a LAV can use them. I'm still waiting for people to say LAVs with heavy gunners are so OP. If kill a group of 3 players 3x50 150 WP. You get two salvoes off 2X75 =150 WP. Obviously if i'm in a vehicle the poor old infantry WITHOUT AV are going to have a bad time. 1 forge gunner can do a really good job of terminating a dropship. The forge round hoever doest follow me all over the sky.1 wyrokami with take less time to find a lock than the forger gunner will hurt me pretty badly and get minmimum 75 wp just by looking in my direction. If costs equal possible damage cause then why do tanks with MUCH more HP, large mounted turrets, and higher DPS cost less? Tanks have a vertical advantage,ADS have a horizontal advantage. HAVs can be trapped,HAVs can be destroyed using REs and proxies,HAVs have to deal with terrain,HAVs can be destroyed using JLAVs. ADS has to fear 2 weapons:forges and swarms,but are immune to every other vehicle counter. Large blaster dispersion should have remained nerfed.
If the ADS pilot is a python pilot he has to worry about Incubus ADS pilots, and HAV's along with installation turrets, added to swarms and forge guns. Please stop goading more ignorance to a dropships mechanics. This is the reason why CCP's data collecting, and thoughts of wanting to see every dropship destroyed is become such a huge issue. Dropships only have a total of 4 module slots available, with a much more limited amount of points to spend. The problem with dropships is their modules, turrets, and PG/CPU consumption. Dropships have a much harder time engaging each other, the slightest bump on specific types of dropships renders them destroyed, and don't forget how can you expect a dropship to fight you when every swarm and forge gunner looks the same. I guess there are simply those who only want the game to play if it only benefits their style, and that is the reason why Dust 514 has yet to truly live up to it's potential. If CCP and the CPM's keep bending to the rants of people who simply don't want to be killed by something they don't like, then this game will never advance. It would be interesting to hear what roles many would say an Assault Dropship's role should be.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.02 02:32:00 -
[10] - Quote
manboar thunder fist wrote:Gabby your words always move me and seem thoughtful.
Personally I see the ads as a fire support, high damage, low tank vehicle capable of withstanding singular av attacks only for a few hit and runs but threatened by multiple sources of av to the point where an ads can no longer do its job when av is present.
Thanks, and yes that is how arial vehicles always are. Most people don't understand dropship pilots are pushing fittings to the max just so they can achieve this. Most don't understand your 3100 Shield Caldari, or double hardener Incubus still gets shot down rather easy. They have no clue 3100 shields is no use without an hardener, and the glitch penalty of adding a heavy shield extender makes the Caldari dropship move like a weighted incubus with armor plates. I can't imagine what would they think if fighters were introduced. They would probably scream that they can't shoot swarms at that too despite shooting something from off of your shoulder at something of that nature and destroying it is an extremely long shot.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.02 02:45:00 -
[11] - Quote
manboar thunder fist wrote:Swarms should be shoulder mounted free fire large missile launcher like weapons dealing high damage if they hit and low damage (but possibly some, an Rpg is needed) against infantry
Edit- 12 shot rapid fire flaylock launcher :O
This would work in a balanced game. Perhaps swarm launchers should be jet turrets and not something to walk around.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 16:41:00 -
[12] - Quote
Leanna Boghin wrote:Many Must Die wrote:Leanna Boghin wrote:Sniping has never been "risk free" Nor have snipers been "immune to counter sniping" Did you ever tryed to counter-snipe bricked Amarr Proto Sentinel with Thale??? Or anything that has at least combined 1000hp? It's currently not possible with maxed prof. & 5 dmg mods. Thats why you bring in the Dropship (people forget dropships are a snipers worst enemy) and either smash it on his head or drop a couple nasty heavies wit boundless machine guns on top of him. Again Sniping is not risk free. People are just too lazy to actually switch to a sniper fit and take out that nasty sniper or call in an ads and go kill them. And yes i have with an ishukone sniper rifle and i had no problem killing them. Try shooting them in the head next time.
this can be difficult if the heavy suit toting a sniper is in the red line. Most times 9/10 a heavy using a sniper rifle like a thale is deep within the redline or on top of their own MCC. Trying to eliminate these type of snipers are not always guaranteed unless you wish to risk an entire dropship to red line timer, or can attack in the redlines without installation turrets, HAV's or AV keeping you away. from them. Then it would be feasible. The sniper should not be an extreme chore for infantry and is no different than when HAV's were equipped with rail turrets shooting from one area of the red line across the map, but just on a smaller scale. This sniper rifle really needs to be limited to the scout only, due to even medium suits are quite difficult to destroy with a sniper rifle. I think if CCP does this we will see less difficulty for infantry dealing with snipers, and those who are skilled with the craft not effected. Then just maybe we will see better work focus on improving how the sniper rifle operates as a whole in the game.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 16:49:00 -
[13] - 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
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...
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 17:52:00 -
[14] - 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?
Every other light arm available that is out there with the exception of the sniper rifle.
Always Grey Skies
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Gabriella Grey
Onslaught Inc RISE of LEGION
140
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Posted - 2014.09.03 18:06:00 -
[15] - Quote
Breakin Stuff wrote: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
Caldari commando has best of bost worlds, it has the rail rifle, and it has the swarm launcher. That is the unique 2 light arm weapons CCP has bestowed on it. You can kill a vehicle one moment while mowing down infranty, if that is your choice to solely play as an Caldari only commando. for Amarr it's Lasers and Scramblers, for Gallente its Assault Rifles, Shotguns, and Plasma cannons, Minmitar, Combat Rifles, and Mass Drivers. I mean seriously, what more can you ask for other then perhaps the introduction of new light weapons, but giving a sniper rifle to any type of Heavy suit or medium suit breaks the game function. This is simple logic in my eyes to grasp, Something well armored should not be able to shoot across the field given how many factors stack within it's favor.
Always Grey Skies
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