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Thread Statistics | Show CCP posts - 15 post(s) |
Vell0cet
Fraternity of St. Venefice Amarr Empire
2225
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Posted - 2014.09.01 15:45:00 -
[391] - Quote
CCP Rattati, thanks for posting this. Apologies for being a little GÇ£late to the partyGÇ¥ so-to-speak. I have a few thoughts:
NPE
While IGÇÖm thrilled that new players will get more time being sheltered from being matched against organized squads of high SP players, I would however like to see this implemented differently than just extending the existing academy. IGÇÖm not sure if itGÇÖs possible to do as a hotfix, but I think having a 2nd tier academy (implemented as an optional game mode) for players under some SP threshold makes more sense. I think the current academy being short makes sense. You want new players to realize there is more depth to this game than just the academy, fairly early on. I recall CCP experimented with the cap on the Academy and how it reflected on new player retention at some point in the past and concluded that shorter was better. Remember, itGÇÖs a free-to-play game so a lot of players download it just because itGÇÖs free. Many have no clue what the gameplay is like and theyGÇÖre expecting it to be crappy and limited (most free games are, and if it was GÇ£goodGÇ¥ CCP would be charging for it, right?). ItGÇÖs important to help correct these misconceptions early.
Having an optional academy game mode (the only one checked by default) makes a lot of sense because new players be able to play against lower SP players, make friends, and build up the map knowledge and skills (both player skill and SP) they need to make a reasonably competitive ADV fit. I think a good cap is 5 mill SP. You canGÇÖt put players with 4.9 mill SP in the same match as a player learning the controls for the first time either though. ThatGÇÖs why keeping the existing academy short is good, and this allows for a much longer academy mode to be available. TheyGÇÖre solving 2 separate problems. The first academy is all about the player learning what the game is, how to tweak controls, what is available to them, what are supply depots, objectives, CRUs, how turrets work, etc. The second is about building up skills, map knowledge, social connections, and other tools to help them be more successful and have a more enjoyable time in game once they cap out of the 2nd tier academy. You could simply label this as GÇ£AcademyGÇ¥ in the mode selection list even thought theyGÇÖll never be matched against players in the initial academy. I think this is the easiest way to do it from a UX standpoint. Players under 5mill SP would still be able to participate in regular pubs, FW, or even PC (not likely) but they always have the option to run academy matches if theyGÇÖre getting demolished.
Segregating by gear is a bad solution here, SP is better because it reflects the playerGÇÖs time in game and limits fits to those possible with that SP cap while still giving the players freedom to try to maximize their fits (which is important for them to learn). Players can militia stomp just fine. HereGÇÖs a video of Saxonmish going 33/7 in full MIL gear, and thatGÇÖs playing against people wearing all levels of gear, imagine how much more severe that would have been if everyone else was running full MIL gear.
Hopefully we will see the matchmaking changes youGÇÖve been discussing as well. I think this will also help significantly (although not eliminate the need for the 2nd tier academy).
Along those lines, IGÇÖm happy to hear that the starting ISK is dropping so much. ItGÇÖs my hope that we can use the price of skill books to help guide new players into successful skill choices early on. IGÇÖd like to see the price of some skill books drop to free or very cheap (like 1000 ISK) for skills like drop suit upgrades, shields, armor, engineering, electronics, light weapons, weapon upgrades, etc.
ScR
Please donGÇÖt break the ScR by ruining the fluidity of it shots (like was done to the ScP). I understand that modded controllers are an issue. It seems trivial to code a turbo detection function since turbo buttons have 2 easily detectable properties. They fire at rates that exceed human ability to tap the trigger, and there is 0 variability in the firing intervals. When it is detected that the player is using a modded controller, they should suicide (loosing a suit) and be kicked from the match. Apply the function to check for this server-side for all weapons. The ScR may need additional tweaks, but IGÇÖd like to see the Gal and Cal Assault bonuses improved first to see if that changes the metrics youGÇÖre seeing. There is a fine line between the ScR being OP and being completely useless. Please tread carefully and look at the data in PC matches for ScR as well, not just pubsGÇöthe ScR is very effective against low hp players, and struggles worse than other rifles against high HP players, a fact that may be skewing your data somewhat.
CR
As far as the CR profile changes go, I tend to think of the Minmatar as being all about versatility. They duct tape their suits together with whatever they can find, they have speed, some armor some shields. They are all about being resourceful and I think this lends itself to a more balanced -5%/+5% profile. They are still bounsed for armorGÇögetting the hugely advantageous proficiency bonus to armor, and wonGÇÖt be crippled against shields. It also seems weird to have projectile and explosive damage profiles be completely redundant.
(cont.)
Best PvE idea ever!
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Vell0cet
Fraternity of St. Venefice Amarr Empire
2225
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Posted - 2014.09.01 15:46:00 -
[392] - Quote
Redline snipers
One way to help the sniper balance is to change the redline mechanics. IGÇÖd like to see the redline timer function like the cloak timer does. You get a significantly longer period of time in the redline (like 45sec to 1min) but when you're out of the redline, your timer slowly recharges instead of instantly resetting. So you have plenty of time to fly a dropship, LAV or whatever into the redline to take out a sniper, redline rail tank, or redline installation gunner, but you're forced to spend the same amount of time out of the enemy's redline (or even longer if the recharge isn't a 1:1 ratio). This prevents sustained camping of the enemy's spawns, but does allow for hit/run attacks. You could also prevent repairing shields/armor when you're in the enemy's redline, to make it harder for organized squads to stomp, and giving the defenders an advantage.
Here's an example. Say the timer is 1 minute. You invade the enemy redline, kill the sniper and then get out after 40 seconds. You now have only 20 seconds of redline time left. You wait 30 seconds out of the redline and now have recharged to 50 seconds of enemy redline time. IGÇÖm not sure if this can be changed in a hotfix but I think it would address many problems in a fairly simple and elegant way.
Best PvE idea ever!
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bogeyman m
Minmatar Republic
386
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Posted - 2014.09.01 15:47:00 -
[393] - Quote
wripple wrote:BL4CKST4R wrote:One question CCP on sniper rifles, how will you balance the risk v. Reward of sniper rifles I.e isk risked vs isk destroyed. For example an prototype ewar scout, which can cost over 150k and have less than 400 hp getting one shotted vs a militia sniper suit. This should be taken into account.
Depending on how you buff sniper rifles you might also increase the prevelance of brick tanks and dual tanks. What if we proposed falloff damage at a specific range for the sniper rifle? We're all tired of seeing the Thale's sniper going 30 / 0 in a match because he spent more time in his safe zone than his MCC, why reward cowardly behavior? While completely theoretical, it may be interesting to see armor plates and shield extenders increase a suit's scan profile. They are after all bulky metal plates and energy fields. This would punish brick tanking on both scouts (cough cough, 1000 hp Gk.0 scout) as well as mediums as even heavies may be able to detect a brick house assault trying to be sneaky. This would also give ewar modules more significance on the battlefield for both scouts and mediums alike, rewarding tactical builds and punishing easy hp fits. I love both theses ideas!
For sniper rifle range, you could cap max distance at 500m and have damage per bullet reduce by 1% for every 10m past 200m that it travels - e.g. a 440m hit would then do 76% damage (before skills and mods). So if a sniper wants max damage, get closer - if they want to be safer, settle for less damage. Risk v reward.
Increasing scan profile for larger armour plates, at least, just makes sense. (Turn speeds should also be slower when wearing heavier plates.)
Duct tape 2.0 ... Have WD-40; will travel.
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Adipem Nothi
Nos Nothi
4698
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Posted - 2014.09.01 15:53:00 -
[394] - Quote
Hakyou Brutor wrote:Adipem Nothi wrote:Everything here looks great :-)
Two quick questions ...
1) In light of shotgun overperformance statistics, if we came up with an "easy" fix for the fire-from-cloak problem, might we be able to squeeze it into Delta?
2) If the V/AV changes outlined above are implemented, might we hold off on yanking vehicles from OMS until we've had opportunity to reevaluate?
@ CPM1 :: High Five :: LOL! Is it too hard for you to look at the 300 eHP scout and instakill him with your HMG or Rifle?
If we're interested in balance, we can't ignore the statistics. According to the statistics, the shotgun is OP...
Without cloak, the shotgun underperforms Fine Rifles. With cloak, the shotgun outperforms Fine Rifles.
To those of us who ran shotgun prior to 1.8, it is obvious that cloak is acting as a catalyst. The solution to the shotgun's overperformance will most likely found in tweaking cloak ... but it looks like that's going to have to wait until Echo.
Shoot scout with yes.
- Ripley Riley
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WARRIOR GAC
Grupo de Asalto Chacal RISE of LEGION
163
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Posted - 2014.09.01 16:00:00 -
[395] - Quote
Each 200HP, increased by 5% or 10% the emission profile. I can not believe see "ghosts scouts" with 700HP, for that are the Assaults.
Grupo de Asalto Chacal
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Snake Sellors
Hellstorm Inc General Tso's Alliance
384
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Posted - 2014.09.01 16:10:00 -
[396] - Quote
Ryme Intrinseca wrote:I like what I'm seeing in this thread a lot. Feel the game is going in a good direction under Rattati - am actually buying boosters again, which I thought I'd never do. Amazing what a balance tweak here or there can do. Still I have two main concerns:
1. ADS. Really they are so overwhelming powerful at present. I doubt the mooted swarm changes will make much difference. ADS can hover 200m away and use small rails to pick off infantry with total impunity. How will making swarms faster make any difference whatsoever if the ADS never even enters swarm range? I realize you mention a light rail RoF reduction, but it will still allow risk free dominance over AV simply by outranging it. Swarm range needs to at least match small rail range. That can be achieved either by buffing swarm range, nerfing small rail range, or both. I don't have any SP into swarms and never use them, but the present range differential is a pretty glaring imbalance.
2. Snipers. I have to say, as run and gun infantry, there is nothing more infuriating than getting a 500HP scout suit one-shotted from 400m+ while I'm still in the deployment zone and running to home point, as happened at the start of a game the other day. This must be exactly the sort of thing that makes veterans AFK and new players drop the game in a flash (and it will happen to them much more). However, it seems that snipers are not too happy about the suggestion of reducing range in exchange for increased damage, and would this really be better for the typical FPS player? At least at present most sniper shots are not OHKs on anything except the flimsiest scout, so you usually have the chance to move and find cover. If snipers have shorter range but do more damage, the proportion of hits that are OHKs will increase dramatically, so maybe the 'why do I even bother?' factor would increase for run-and-gunners (especially new players). Meanwhile, snipers themselves may feel aggrieved because they've been forced into a closer range, less snipery role. Thus, while I agree that the current low risk sniper mechanics are far from ideal, maybe we should just accept that at this point any changes are likely to turn either snipers or non-snipers (or both) away from the game.
a well considered point but the snipers are not pc viable, so they do need changing, unfortunately a sniper NEEDS to protostomp in every round. due to the fact that ehp on all suits has just gone up and up and up.
the sniper community wouldn't be as bad if we knew what to expect because if it's effective range then we could deal with that, but if they do a 300 meter nerf to absolute range then you should realise they would be literally cutting the range in half. that is a massive nerf. anything lower than that and they shouldn't be called sniper rifles anymore.
you also need to know that snipers are not a readily available weapon for closer ranges... the scope sways, no hip fire, the need to crouch, etc.
also don't forget that players that chose to snipe use a different skill set to those on the ground. being patient, waiting for the right shot, trying to get the headshot, etc it is completely different way of playing the game to run and gun. it shouldn't be expected of us to be ground runners, and it certainly should not be forced on us. if i wanted to be a marksman then i would of put points into the tac assault or the scr but i didn't because i like to snipe.
n.b we'd also be fine if there was other vantage points added into these ranges, but there will not be.... |
Zindorak
1.U.P
765
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Posted - 2014.09.01 16:18:00 -
[397] - Quote
If CR is getting a 15/15 Damage profile can we move other Minmatar weapons and Amarr weapons to a 15/15 Damage profile as well? so Gal and Cal are the 10/10 and the Amarr and Minmatar the 15/15. And as a thought can LR Overheat damage be nerfed as it does way to much damage
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Doc DDD
TeamPlayers Negative-Feedback
278
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Posted - 2014.09.01 16:54:00 -
[398] - Quote
Most excited for:
1 Nanite injector buff
2 Combat rifle balance (-15 +15)
3 Sniper rifle balance ( more damage a lot less range to fix redline immortals ) |
S-PANZA
Expert Intervention Caldari State
52
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Posted - 2014.09.01 17:11:00 -
[399] - Quote
On the topic of Sniper rifles,
Google Barrett M107, its a 21st century rifle and take note of the effective range and damage that is does.
Enuf said.
EDIT: Manufactured in the 20th century. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
189
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Posted - 2014.09.01 17:15:00 -
[400] - Quote
S-PANZA wrote:On the topic of Sniper rifles,
Google Barrett M107, its a 21st century rifle and take note of the effective range and damage that is does.
Enuf said.
Fair Enuf. I want the ScR and Laser Rifle to be effective at 2000(000) kilometers then. We don't balance based on reality. |
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Stefan Stahl
Seituoda Taskforce Command
713
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Posted - 2014.09.01 17:15:00 -
[401] - Quote
Here's an idea to throw around:
At some point last year I think a dev said that all Caldari sniper rifles were supposed to have the charge functionality, simply due to being a Caldari weapon. The tactical would be the exception as an imitation of the Minmatar precision rifle. You could potentially pick up that thought and create variants of the charge sniper rifles with varying charge times. Long charge times are difficult to use but yield large damage for slow targets and rifles with a short or non-existent charge time yield less damage but are easier to use on quicker targets.
This may introduces some player skill reward to sniping, which appears to be lacking according to some people.
Disclaimer: I'm not a sniper. So I can't have an opinion on whether this would actually work. I'm just raising ideas. |
Cheydinhal Guard
Abandoned Privilege Top Men.
178
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Posted - 2014.09.01 17:37:00 -
[402] - Quote
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.
AmarrAssault, GalAssault, GalLogi, CalScout
GalLogi to the end
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Weznof Nalek
Prima Gallicus
79
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Posted - 2014.09.01 17:41:00 -
[403] - Quote
CCP Rattati wrote:Dear players
we are ready to share our narrative for Hotfix Delta. As usual, some, all or none of these changes may end up being deployed when the Hotfix is ready. I also want to share that we are very happy with the new CPM and that we are starting to gel as a team that wants only the best for DUST 514. Lots of positive interaction and discussions in the last few weeks.
These are the high level gameplay features we want to look at for Delta.
Weapons Sidearms - rebalance in a similar way as rifles were, ranges, requirements and damage, mainly through buffing and tuning existing weapon behaviour (reducing ion seize, ROF on scrambler, flaylock power and blast radius, to name a few ideas)
Add all Miltia Sidearms and Miltia HMG to Market
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.
Plasma Cannon - increased projectile speed
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.
Rifles - tweaks to Scrambler, Assault Scrambler and Assault Rifles (plasma)
Assault HMG buffed, burst HMG needs a slight tune down
Dropsuits Minmatar dropsuits - small ehp buff across the board
Standard and Breach Forgegun and Railgun Turret splash radius reduced or removed. Blast stays on Assault Forge Guns. Holding a charge with a splash makes sniping in many cases redundant, and the Forge is primarily AV.
Turrets Small Rail ROF reduced
Large Blaster splash reduced
Small Blaster splash increased, maybe range increase
Vehicles HAV inertia increased so switching from forward to backward movement is more realistic, and reduce fuel injector boost to speed.
Shield based HAV and DS buffed ehp, Gunnlogi and Myron
Other Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design
NPE - all Frontline starter suits will have racial pistols, snipers smg's, and others magsecs, academy length increased, all new players injected with dropsuit upgrades skills (shield armor and core). Granting these skills coupled with militia sidearms and hmg allows us to reduce starting ISK to 25K
Shield Modules - 15% or so CPU reduction of Energizers, Regulators and Rechargers
Nanite Injectors - heal same amount of shields as armor, yes quite a buff
Nova Knife optimization skill added
Add new Officer Light Weapons as well as key missing FW items to the LP Store
Most of these issues have been mentioned and discussed on the forums, discovered through data or raised by the CPM.
Let's have a courteous and constructive dialogue and detailed threads will be hitting shortly.
Cancel any changes to the swarmlauncher. Stop buff AV, it is very difficult and very frustrated to have 20 millions SP in ADS, for to be shooting by a militia swarm. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
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Posted - 2014.09.01 17:56:00 -
[404] - 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. |
KalOfTheRathi
Nec Tributis
1363
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Posted - 2014.09.01 18:13:00 -
[405] - Quote
Symbioticforks wrote: Sniper Rifles DO NOT 1 shot any player. [Rail Tanks / Forge Guns do!]
While I agree with some of your comments and some of your attitude I have been OHK by snipers many times and have given quite a few out, even over the last few days. Granted the Thale is the weapon of choice for OHK and this latest Nerf Hammer of Doom to all snipers appears to be a reaction to those using only Thale officer variant. But it will make all other snipers suffer.
Also, Large Rail Tanks routinely don't OHK anymore. Their splash damage is non-existent so a direct hit is the only way to kill. The draw distance cut-off is so short that trying to get a bead on infantry is difficult at best. There are many locations that infantry isn't shown beyond 200m and are thus invisible to a tanker. It is possible to OHK infantry as I have done it but it is much less repeatable than using any sniper rifle. A moving infantry target is nearly invincible to a large rail tanker. And the next fix will kill the ability for the forge gun as well. Which should make you happier, I suppose.
My biggest frustration of late with these hot fixes (more like HOT FIXES FROM HELL, HFFH) is that the game is getting tragically dulled down with each one. Scouts are the only suit worth skilling into. They can do most every job and do it with impunity, not to mention that in this squad based game they function as a solo player better than anything other than a sniper and they do that as well. I just don't happen to like play them. Then to come in and play the 3x5 event to watch the kill feeds be loaded with nothing but officer weapons doesn't create a fun time.
When compared to the games that I am spending much more time playing these days (as well as spending actual cash in) tanks are getting hammered each time a HFFH gets released. Now the infantry just bounces around them as they know they can only be killed in a few situations. This is so far from fun it is disheartening. Of course, I am not an AV player either (except for FG and using vehicles for AV) so this ongoing effort to ensure that the swarmer crowd can kill anything with one clip makes it less likely I want to join in the fun in the dust.
Welcome to Dust where Mercenaries cannot make a profit unless they use free equipment and balancing means to destroy the essence of the game.
And so it goes.
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Temias Mercurial
Knights Of Ender RISE of LEGION
195
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Posted - 2014.09.01 18:14:00 -
[406] - 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!]
You can one shot scouts, and non-tanked militia suits...
Not referring to balance or anything of it, it's just that you can indeed one shot some suits/fittings, especially if it's to the head.
All it takes is a heavily damage modded Ishukone or Charge.
You do not need a head shot to one shot these suits with the Charge btw.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
195
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Posted - 2014.09.01 18:29:00 -
[407] - 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.
If it were to be -5/+5, you may as well do a full on 100% damage against shields and armour; therefore, it has no drawbacks.
Starting at 27dmg per bullet at STD, that would be reduced to only 25.65dmg against shields... that's nothing at all. A full burst (3 rounds) would only be brought down by 4.05dmg, from the unmodified 81 default damage (76.95dmg against shields).
That's far too insignificant to be balanced.
A drop of -15% for shield damage would bring it down from 27dmg to 22.95dmg. Full burst of 81 would be brought down to 68.85dmg.
A bit more significant.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Symbioticforks
Pure Evil.
759
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Posted - 2014.09.01 19:06:00 -
[408] - Quote
Temias Mercurial wrote: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!]
You can one shot scouts, and non-tanked militia suits... Not referring to balance or anything of it, it's just that you can indeed one shot some suits/fittings, especially if it's to the head. All it takes is a heavily damage modded Ishukone or Charge. You do not need a head shot to one shot these suits with the Charge btw.
I knew full well what I was saying. (ephasis on the two words "any player")
A charge sniper rifle isn't going to kill a scrub fit MAX EHP Caldari Scout build, with a headshot.
(we're talking the weakest suit type with vs the highest dmg varient sniper rifle)
Small hit box on fast moving scouts, head shots on them is a luxury. Almost all prototype scouts will survive a body shot from a
Charge Sniper Rifle. From a standard Sniper Rifle they're likely going to half health.
MAX EHP 514 is the meta, and snipers are a joke.
There was a poll, and this was the voted on outcome..
1.3 body shots to kill a scout (2 tactical, 2 standard, 1 charge) 2 body shots to kill an assault (2-3 tactical, 2 standard, 2 charge) 3 body shots to kill a heavy 3-5 tactical, 3 standard, 2-3 charge)
currently we're looking at this.. (prototype try hard mode engage)
to kill a scout (3 tactical, 2-3 standard, 2 charge) to kill an assault (3-5 tactical, 3 standard, 2-3 charge) to kill a heavy 5-8 tactical, 4-5 standard, 3-4 charge)
Sniping Dust 514 (video series)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
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Posted - 2014.09.01 19:15:00 -
[409] - 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. |
Cheydinhal Guard
Abandoned Privilege Top Men.
179
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Posted - 2014.09.01 19:15:00 -
[410] - Quote
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.
IshKnoks or go home.
I demand a rapid reload skill for knives!!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
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Posted - 2014.09.01 19:18:00 -
[411] - 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. |
bamboo x
Eternal Beings Proficiency V.
1108
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Posted - 2014.09.01 19:29:00 -
[412] - Quote
Dear Rattati,
If you make projectile damage -15% to shields, I'm actually going to be very upset.
Caldari Sentinels will become OP as HELL especially if you give projectiles +15 to armor. Caldari are not supposed to be the best at resisting HMGs, that's what everyone chose the Amarr for.
If you take our role away, we will demand a respec or quit the game. Please do not give projectiles -15 to shields. Thanks.
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Cheydinhal Guard
Abandoned Privilege Top Men.
180
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Posted - 2014.09.01 19:51:00 -
[413] - Quote
Breakin Stuff wrote: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.
The ScR is the least common of the four rifles for many reasons. The overheat plus the +20/-20 profile is what stops many people from using it. What makes it so deadly in the right hands is the charged shot, its RoF, and the high damage in general. The CR posesses nothing even remotely close to the alpha damage of the ScR. Also, that -20 to armor makes it unreliable against a well tanked armor tanker. And against a group of armor tankers? Pfft forget about it. But i digress.
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.
IshKnoks or go home.
I demand a rapid reload skill for knives!!
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Snake Sellors
Hellstorm Inc General Tso's Alliance
386
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Posted - 2014.09.01 20:15:00 -
[414] - Quote
bamboo x wrote:Dear Rattati,
If you make projectile damage -15% to shields, I'm actually going to be very upset.
Caldari Sentinels will become OP as HELL especially if you give projectiles +15 to armor. Caldari are not supposed to be the best at resisting HMGs, that's what everyone chose the Amarr for.
If you take our role away, we will demand a respec or quit the game. Please do not give projectiles -15 to shields. Thanks.
Wrong! they are supposed to be the best at resisting anything that gain profieciency against armour.
simple.
they should be resistant to hmgs,etc. that is why we don't get as much hp on our extenxders,
and no people don't skill into the amarr for it's resistance they skill into it for it's 4 low slots, as they did with the gallente before it,
don't kid yourself.
also they won't be op. as they are up at the moment and severely need this fixed. |
Shamarskii Simon
1.U.P
0
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Posted - 2014.09.01 20:19:00 -
[415] - Quote
Bullet drop on snipers? I guess that will separate the boys from the men. |
bamboo x
Eternal Beings Proficiency V.
1110
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Posted - 2014.09.01 20:19:00 -
[416] - Quote
they didnt have 4 low slots moron. caldari perform better than amarr right now when they are fitted correctly with shield regen. they operate completely independent of a logi and technically they resist HMGs more as it is because of proficiency.
the only thing amarr's armor resists is projectiles. the other resistance is -10 hybrid rail against their shields. which is next to useless because we can't even run a shield extender anymore.
this will be so horribly unfair that it would be like taking speed away from min scouts. i will seriously stop using CCP's products and never look back at this BS.
snipers I really feel your pain right now.
Click here to prevent Amarr Sentinel unfair nerf
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medomai grey
WarRavens Capital Punishment.
945
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Posted - 2014.09.01 20:32:00 -
[417] - Quote
bamboo x wrote:this will be so horribly unfair that it would be like taking speed away from min scouts. i will seriously stop using CCP's products and never look back at this BS. ... Really?
You're not as important as you think you are.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2467
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Posted - 2014.09.01 20:32:00 -
[418] - 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
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Posted - 2014.09.01 20:38:00 -
[419] - 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. |
TYCHUS MAXWELL
The Fun Police
559
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Posted - 2014.09.01 20:45:00 -
[420] - Quote
Zindorak wrote:Yes thank you for fixing the scrubby redline campers. But i will ask why nerf ScR Rof? In CQC i try to spam the trigger to shred my enemies will this be possible anymore? And As a little cherry on top can i haz little bit of prenerf ScP performance back pwease?
You answered why they would change it yourself, lol.
As for the hotfixes, I think once again the game is on the right track of reaching near perfect balance. Good Job, Rattatai.
Only thing I'd add is maybe higher dispersion on the standard variant of RR, much for the same reason that the dispersion should be raised on the standard ScR. They are precision rifles that excel at both CQC and medium range which is why they tend to outshine the CR and AR in CQC, while logically outperforming them at range. |
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