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Thread Statistics | Show CCP posts - 15 post(s) |
Cat Merc
Onslaught Inc RISE of LEGION
11893
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Posted - 2014.08.30 19:42:00 -
[91] - Quote
Ryme Intrinseca wrote: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. Won't be doing ScR levels of DPS, because ScR DPS is 840, CR DPS is 600. Still, I agree -20/20 is too high, it just doesn't seem logical that a projectile weapon would have the same profile as an explosive. SCR DPS max DPS is rarely reached, only with modded controllers. 600 is a more realistic number.
Feline overlord of all humans - CAT MERC
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Mauren NOON
The Exemplars
425
|
Posted - 2014.08.30 19:43:00 -
[92] - 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.
Nothing was mentioned of the magsec. This worries me. The magsec needs a pretty drastic reduction for its dispersion. Or it at least needs less kick. Keep the damage and range where it is but please do something about the dispersion and/or kick of the magsec
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Gelan Corbaine
Gladiators Vanguard
480
|
Posted - 2014.08.30 19:43:00 -
[93] - Quote
Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run.
No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits.
However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over.
How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ?
With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it .
No job is worth doing if you don't get paid in the end .
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Ryme Intrinseca
1682
|
Posted - 2014.08.30 19:44:00 -
[94] - Quote
Cat Merc wrote:Ryme Intrinseca wrote:Cat Merc wrote:Ryme Intrinseca wrote:Quote:Damage profiles - Projectiles (Combat Rifles, etc) to -15%, 15%, or -20/+20 from -5%, +10%, plus fixing turret damage profiles to match intended design I agree the previous profile was an anomaly, but if you just change the damage profile and leave the weapons otherwise unchanged that's an across-the-board 5% nerf on projectile weapons. So you should probably do a compensatory increase in the damage stats for projectile weapons. Heck to the **** to the no. None of the projectile weapons need a buff, they're all best in class bar none. I didn't say anything about a buff. "So you should probably do a compensatory increase in the damage stats for projectile weapons." What I am suggesting is that if projectile loses x% damage application due to profile change it should gain x% damage application from stat improvement. Hence the net result is to maintain current performance level, i.e. there is no buff. |
Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:45:00 -
[95] - Quote
Ryme Intrinseca wrote: What I am suggesting is that if projectile loses x% damage application due to profile change it should gain x% damage application from stat improvement. Hence the net result is to maintain current performance level, i.e. there is no buff.
It should not be compensated, the stats on it are already amazing.
People have been asking for its damage profile to be normalized because it gives it an edge it doesn't need.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:47:00 -
[96] - Quote
Gelan Corbaine wrote:Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run. No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits. However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over. How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ? With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it . Umm, I'm pretty sure the Combat Rifle is the rifle with the least amount of time required to unload a clip.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11893
|
Posted - 2014.08.30 19:48:00 -
[97] - Quote
Hey Rattati, what tweaks do you intend to give to the rifles?
Will you finally change the damage from 33.99 to 34?
Feline overlord of all humans - CAT MERC
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voidfaction
Nos Nothi
468
|
Posted - 2014.08.30 19:48:00 -
[98] - Quote
Ace Starburst wrote:Breakin Stuff wrote: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. It would be interesting. Shield tanked heavies could actually stand toe to toe with their armor tanked brothers. Until someone hit you with a std flux grenade.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2428
|
Posted - 2014.08.30 19:50:00 -
[99] - 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. |
Right-wing Extremist
Nos Nothi
908
|
Posted - 2014.08.30 19:54:00 -
[100] - Quote
Cat Merc wrote:It's rather amusing when you people have pre established ideas of who I am to the point where you reject anything I say.
I have many people from whom I ask to post my ideas in their name, and those tend to be accepted with a massive yes. It's rather amusing to watch happen. Let's be fair - I didn't say that I was going to stop taking your posts seriously until after you made it sound like the only way to counter a sniper in the red zone is to switch to a sniper or drop an OB on them, which clearly illustrated that you hadn't read a single word of the post you were purportedly refuting.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
|
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Killar-12
The Corporate Raiders Top Men.
3239
|
Posted - 2014.08.30 19:56:00 -
[101] - 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.
Sidearms Flaylock +.5 Blast Radius and 300% Efficency v Light vehicles 200% v HAVs Bolt 10-15% Damage Increase even if a ROF nerf (remove auto repeat) comes with it Ion Lower heat per shot Scrambler Slight ROF buff 40-80 extra RPM Nova Kinves Good Magsec Fairly good SMG Double Recoil reduce clip to 60 and 40 for MLT
Snipers +50-75 Dam to Tacticals +100-150 Dam to Standards +150-250 to Charges Range reduction to 300M
PLC Agreed, really not needed but it's good too...
Rifles ScR Remove ****** hit detection with following around walls and ****, if not then RoF nerf AScR If overheat does not occur on a Maxed Amarr Assault after a full clip is fired then slightly increase damage, if if does overheat with the Maxed Amarr assault reduce heat buildup AR/PR +1-2 Damage
AHMGs +1 or 2 Damage across the board and +5-10 to optimal
Forges Sounds fine even though the splash is honestly negligable
Turrets Small Rail... Good
Large Blasters are fine as is...
Small Blaster buffs are good
HAV Inertia, great
Shield Vehicles are fine atm...
Projectile Dam Profile needs to be removed and replaced using the explosive one, it saves time and Effort and gives that +/-20
NPE, all sounds great, getting people into a newbie chat channel and using it would be good, but all of that is a good start too.
Shields Good
Injectors Sounds fine and unessecary
Officer Weapons in the LP store... sounds terrible but okay, I'll buy some...
Member of a Dead Alliance and Dead Corp Coming through, still better than you FOTM corp hopping whores
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Ryme Intrinseca
1683
|
Posted - 2014.08.30 20:00:00 -
[102] - Quote
Cat Merc wrote:Ryme Intrinseca wrote: What I am suggesting is that if projectile loses x% damage application due to profile change it should gain x% damage application from stat improvement. Hence the net result is to maintain current performance level, i.e. there is no buff.
It should not be compensated, the stats on it are already amazing. People have been asking for its damage profile to be normalized because it gives it an edge it doesn't need. Rifle performance is like this:
ScR>RR=ARR=CR=ACR>AScR=AR=BrAR=BuAR=TAR
This is what Rattati has said several times, based on performance data (kills per spawn), furthermore it seems to be the general opinion on the forums. There are 'ScR is OP' threads everywhere, nothing about CR recently.
Maybe the perspective you're coming from is that the ARs are weaker than CRs. No one is denying that, it is assumed in everything I've said. Rattati assumes it as well, in OP he says ARs will be rebalanced which means buffed. But the best way to buff the AR is to BUFF THE AR. If you nerf CR instead, the AR will still be UP, you'll just be dying to RR instead of CR. |
Ace Starburst
is well hung
112
|
Posted - 2014.08.30 20:01:00 -
[103] - Quote
voidfaction wrote:
Until someone hit you with a std flux grenade.
Not generally an issue. Someone has to either surprise me or survive long enough to throw one while being shot with an HMG.
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MrShooter01
Storm Wind Strikeforce Caldari State
696
|
Posted - 2014.08.30 20:11:00 -
[104] - Quote
CCP Rattati wrote:Dear players Nanite Injectors - heal same amount of shields as armor, yes quite a buff
brb restocking my pile of wiyrkomi injectors to 1500 and putting them on every one of my fittings with an equipment slot |
Gelan Corbaine
Gladiators Vanguard
480
|
Posted - 2014.08.30 20:12:00 -
[105] - Quote
Cat Merc wrote: Umm, I'm pretty sure the Combat Rifle is the rifle with the least amount of time required to unload a clip.
That has absolutely no bearing on my argument Cat .
The damage proposal is to slightly increase the CR's TTK and give the enemy a little more time to react while we chew through their shields to get to that delicious armor center. We need you dead BEFORE you start shooting back because the little ehp we got is used to get to cover running to safety while your friends start blasting at us .
IF the proposal is going to be the case we need to be able to take a couple of hits from you so we CAN make a break for it .
No job is worth doing if you don't get paid in the end .
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Cat Merc
Onslaught Inc RISE of LEGION
11895
|
Posted - 2014.08.30 20:24:00 -
[106] - Quote
Right-wing Extremist wrote:Cat Merc wrote:It's rather amusing when you people have pre established ideas of who I am to the point where you reject anything I say.
I have many people from whom I ask to post my ideas in their name, and those tend to be accepted with a massive yes. It's rather amusing to watch happen. Let's be fair - I didn't say that I was going to stop taking your posts seriously until after you made it sound like the only way to counter a sniper in the red zone is to switch to a sniper or drop an OB on them, which clearly illustrated that you hadn't read a single word of the post you were purportedly refuting.
I also said use an ADS :P
There is also a forge or a rail tank, though those are more difficult solutions.
Feline overlord of all humans - CAT MERC
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Cat Merc
Onslaught Inc RISE of LEGION
11895
|
Posted - 2014.08.30 20:26:00 -
[107] - Quote
Gelan Corbaine wrote:Cat Merc wrote: Umm, I'm pretty sure the Combat Rifle is the rifle with the least amount of time required to unload a clip.
That has absolutely no bearing on my argument Cat . The damage proposal is to slightly increase the CR's TTK and give the enemy a little more time to react while we chew through their shields to get to that delicious armor center. We need you dead BEFORE you start shooting back because the little ehp we got is used to get to cover running to safety while your friends start blasting at us . IF the proposal is going to be the case we need to be able to take a couple of hits from you so we CAN make a break for it . The HP difference isn't that large at all, if you use your speed for flanking and strafing, you can definitely win straight up fights.
Feline overlord of all humans - CAT MERC
|
Cat Merc
Onslaught Inc RISE of LEGION
11895
|
Posted - 2014.08.30 20:27:00 -
[108] - Quote
Ryme Intrinseca wrote:Cat Merc wrote:Ryme Intrinseca wrote: What I am suggesting is that if projectile loses x% damage application due to profile change it should gain x% damage application from stat improvement. Hence the net result is to maintain current performance level, i.e. there is no buff.
It should not be compensated, the stats on it are already amazing. People have been asking for its damage profile to be normalized because it gives it an edge it doesn't need. Rifle performance is like this: ScR>RR=ARR=CR=ACR>AScR=AR=BrAR=BuAR=TAR This is what Rattati has said several times, based on performance data (kills per spawn), furthermore it seems to be the general opinion on the forums. There are 'ScR is OP' threads everywhere, nothing about CR recently. Maybe the perspective you're coming from is that the ARs are weaker than CRs. No one is denying that, it is assumed in everything I've said. Rattati assumes it as well, in OP he says ARs will be rebalanced which means buffed. But the best way to buff the AR is to BUFF THE AR. If you nerf CR instead, the AR will still be UP, you'll just be dying to RR instead of CR. VoV
I feel like my AR does what it's supposed to do, I rather the other rifle knocked down to its level, but that's just me.
Feline overlord of all humans - CAT MERC
|
Logi Bro
Brutor Vanguard Minmatar Republic
3280
|
Posted - 2014.08.30 20:33:00 -
[109] - Quote
Gelan Corbaine wrote:Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run. No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits. However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over. How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ? With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it .
I don't think you understand the concept of hit and run. Your objective isn't to make a kill every time you run into a room, then trollololol your way out 50 WP richer. The fact that you think that is how it works is just proof of how brokenly powerful the projectile damage profile is.
The Minmatar philosophy is not to be tanky, it's to be out the door before they even have to tank in the first place, but if they do take a hit, they want their downtime to be low. An eHP buff is unnecessary, but a regen buff fits them perfectly.
SP Sinks? Fixed.
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Francois Sanchez
What The French Red Whines.
96
|
Posted - 2014.08.30 20:41:00 -
[110] - Quote
I use projectile weapons most of the time, and even if it's a nerf I'm completely up for a change to damage profile. However I would avoid big numbers, I would prefer a -5/+5. That can seem weird, but I think I have good reasons. I've invested in combat rifle first because I like burst weapons with a scope, in every games I play I tend to use that type of gun (hell I've even been using the burst assault rifle before 1.7 whereas it was already crap), but I would never have taken it if it had a desequilibrated profile (and so the suits that boost its performances too), I like to be able to fight most enemies with the same effectiveness. And even if it has changed a bit, most players still run with lots of armour, so you would actually give a kind of buff to the CR by giving it a high bonus against armour, which it doesn't need
Or if you absolutely want a big armour bonus, please choose the -15/+15 because I think each type of gun should have its own damage profile, as -20/+20 and -10/+10 are already used by explosive and rail weaponry, only the -5/+5 and the -15/+15 are available |
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Right-wing Extremist
Nos Nothi
910
|
Posted - 2014.08.30 20:46:00 -
[111] - Quote
Cat Merc wrote:I also said use an ADS :P
There is also a forge or a rail tank, though those are more difficult solutions. I said those in my initial post here as well. I'll grant you that the FG isn't a simple thing to use (I suck at it), but against a stationary target it's not too bad. The rail tank, sure - if the sniper is at a significant elevation, the tanker has to find something to prop themself up on which can be a pain, but I've killed snipers on the rooftops of Line Harvest with my Sica's main rail. I've been forged and railed off those same towers. If there's a higher set of sniper perches in the game, I haven't found 'em (except the MCC, which I only use on Border Gulch Dom, and then only if I'm on the Charlie side of the map).
Fact is, the only thing we're OHKing with body shots is militia medium suits and ewar-fitted scouts. Militia heavies will often eat a headshot and need a followup, tanked scouts/mediums need headshots (and some scouts are tanked enough to survive one as well), and Sentinels and Commandos... ugh. Though commandos aren't as tough, of course.
If a sniper nets more than 15 kills in a match, from anywhere on the map, either he's excellent at bagging headshots on moving targets or most of your team is spawning in starter fits. Either way, his numbers aren't unjustified - and he's still getting less WP/ISK out of it.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
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Cat Merc
Onslaught Inc RISE of LEGION
11896
|
Posted - 2014.08.30 20:51:00 -
[112] - Quote
Right-wing Extremist wrote:Cat Merc wrote:I also said use an ADS :P
There is also a forge or a rail tank, though those are more difficult solutions. I said those in my initial post here as well. I'll grant you that the FG isn't a simple thing to use (I suck at it), but against a stationary target it's not too bad. The rail tank, sure - if the sniper is at a significant elevation, the tanker has to find something to prop themself up on which can be a pain, but I've killed snipers on the rooftops of Line Harvest with my Sica's main rail. I've been forged and railed off those same towers. If there's a higher set of sniper perches in the game, I haven't found 'em (except the MCC, which I only use on Border Gulch Dom, and then only if I'm on the Charlie side of the map). Fact is, the only thing we're OHKing with body shots is militia medium suits and ewar-fitted scouts. Militia heavies will often eat a headshot and need a followup, tanked scouts/mediums need headshots (and some scouts are tanked enough to survive one as well), and Sentinels and Commandos... ugh. Though commandos aren't as tough, of course. If a sniper nets more than 15 kills in a match, from anywhere on the map, either he's excellent at bagging headshots on moving targets or most of your team is spawning in starter fits. Either way, his numbers aren't unjustified - and he's still getting less WP/ISK out of it. I'm not saying that snipers are overpowered now, I'm just saying that buffs must come with a nerf to their safety.
Feline overlord of all humans - CAT MERC
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Right-wing Extremist
Nos Nothi
912
|
Posted - 2014.08.30 21:04:00 -
[113] - Quote
Cat Merc wrote:I'm not saying that snipers are overpowered now, I'm just saying that buffs must come with a nerf to their safety. AH! Well, that's a different thing entirely. I fear we may have started off on the wrong disagreement - if so, this is likely my fault, so I apologize for the misunderstanding.
I still disagree with you, though.
I've only been playing for 6 months or so, so I can't quote you chapter and verse (that is, what change came in what patch), but I DO know that plates were buffed, shield extenders were buffed and heavy and assault eHP has been buffed. All the while, many light weapons were also buffed, whether directly or indirectly, but the sniper rifles weren't touched. A weapon which by design and intent should be the single most potent anti-infantry "alpha strike" weapon still carries the same damage profile that it had to begin with.
We're firing at 21st century tanks with 19th century artillery. It doesn't work nearly as well as it should.
A body shot from the Charge or Thale's should OHK any light frame. A head shot from the Charge or Thale's should OHK any medium frame. Two or three head shots from a Charge or Thale's (no easy feat, mind you!) should neutralize any heavy frame.
None of those 3 circumstances exist. And for a weapon that requires the user to be stationary (not true of the PLC, Shotgun, or mass driver), distance is absolutely necessary, not just for sniping from the red zone, but for sniping from a suitable altitude (and I'm not talking about the MCC here, either - MCC sniping is for scrubs who can't land dropships in difficult places). If I'm on top of a 150m tall spire with no cover at all and my weapon's range is less than 600m, I'm not going to have much to shoot at.
Jaceon Pale-eye.
Soon to be the deadliest prick in OSG.
Unless Mal says no :(
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Soulja Ghostface
MCDUSTDONALDS Top Men.
2696
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Posted - 2014.08.30 21:10:00 -
[114] - Quote
GIVE THE PYTHON 600 SHIELDS
Gunlogi- Thnx
Myron- Facepalm
Don't buff the Myron it is just a glorified ramming device
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Roles mastered- HAV/ADS/LDS/Forum Lord/Working on Assault
Pinned down? Let my tank scatter enemies for you v(^_^)v
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CUSE TOWN333
KILL-EM-QUICK RISE of LEGION
1283
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Posted - 2014.08.30 21:18:00 -
[115] - Quote
S-PANZA wrote:Ive noticed that these feedback posts usually cater to a handfull that dedicate themselves to be forum warriors and lobby for changes to benefit their play styles. The different classes of drop suits implies different play styles, some like offensive oriented slayer type of play while others enjoy defensive and each choose a class accordingly. Devs should be unbiased when making changes and not buckle to the popular forum rants. Consider the forum posters are a minority in the playing community, the majority of players dont post.
This brings me to the Snipers. Seems like snipers are always hated and thats part of a snipers draw. All I ever hear from haters is how ineffective snipers are, how theyre not helping the team because they arent on the battle front slaying. Described by most as an inconvenience rather than a threat . Well snipers arent slayers , they are specialists. A slayer feels satisfaction with his ability to scurry around with his gunplay, a sniper gets satisfaction by head shooting a cloaked scout running across an open area at 10 mps at 500 m. Different accomplishments with different skills.
Considering a range reduction to snipers is ridiculous,by definition a sniper is someone that shoots from a concealed distant position. The argument that there is no counter has been brought up before and has been responded by many saying everything from counter sniper to Kamikaze DS with militia heavy fits dropping on snipers.
If anything snipers need a buff to damage , better zoom and hit detection . While were talking about changes , the reticle should be changed back to a dot for better accuracy. To nerf the sniper in any way will alienate a group of players from the game . Will reduce the diversity even further by forcing a mid range / CQC slayer only type of game. LOL your going to finely have to come out your redline bub just face it like a man.
KEQ diplomat/ intel /GC officer
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Stile451
Red Star. EoN.
357
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Posted - 2014.08.30 21:25:00 -
[116] - Quote
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. Would reverting to the 4 shot magazine be an option that you would consider looking at? As it stands an ADS can tank 3 proto swarms and fly away while you're reloading.
On the subject of dropships, would it be possible to look at the amount of collision damage a shield based DS takes? Maybe increase collision resistance of shields. Currently a minor bump with another vehicle will destroy them.
Could you also drastically reduce the collision damage an RDV puts out if you bump into one? They destroy everything they touch.
Decreasing the ADS cost would be welcome as well.
As far as snipers are concerned I would like to keep the current range but decrease the zoom all around. Decrease the Thales to the current Ishukone zoom, and reduce the rest by a percentage similar to the Thales reduction. |
Master Smurf
Nos Nothi
596
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Posted - 2014.08.30 21:30:00 -
[117] - Quote
Gelan Corbaine wrote:Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run. No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits.However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over. How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ? With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it .
Both of you are right but sadly this part here is the truth so we will get more ehp, no more speed and lose the damagge profile.
"Shine bright like a diamond"
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Shooter Somewhere
Molon Labe. General Tso's Alliance
57
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Posted - 2014.08.30 21:31:00 -
[118] - Quote
Dust User wrote:CCP Rattati wrote: 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.
I'm down with this. True forge gunners only use assault anyways.
This is correct. people wont be on sky scrappers pickng off lucky shots trying to be trolls your AV or your not no in between this is exactly what I have been telling these scrubs all along.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Shooter Somewhere
Molon Labe. General Tso's Alliance
57
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Posted - 2014.08.30 21:32:00 -
[119] - Quote
Logi Bro wrote:Gelan Corbaine wrote:Logi Bro wrote:As far as the Minmatar suits are concerned, if you are going to give a buff across the board to all of them, it would be awesome if you could make it shield recharge and/or recharge delay buffs instead of eHP. It just fits better, them being hit and run. No . With damage profile change we are going to need the ehp buff . They seem to be trying to make the Crs more of a slug out weapon. Problem Min suits CAN'T slug it out ... not even the Sent . We rush in get the kill then make like the wind before somebody gets the bright idea to take a shot. The guns made for this (the CRs and Burst HMGs) was perfect for Mins. Problem was that they were OP on other suits. However if we make it that the Mins have stick around a bit to make the kill ......well that just screws the Minnies over. How can we hit and run if we die before we can run ? Or what is the point of hitting if they are all healed up before we get back ? With the ehp buff you can nerf the CR and Burst HMG a bit . We probably still won't be slug out monsters like the Gals or Goldies .... but at least we can slug it out enough 1 on 1 to get the kill and still manage to make it to safety when we have to break for it . I don't think you understand the concept of hit and run. Your objective isn't to make a kill every time you run into a room, then trollololol your way out 50 WP richer. The fact that you think that is how it works is just proof of how brokenly powerful the projectile damage profile is. Can someone ban this guy? I played him once and he is pretty terrible I thought taking the name of CCP members was a instaban The Minmatar philosophy is not to be tanky, it's to be out the door before they even have to tank in the first place, but if they do take a hit, they want their downtime to be low. An eHP buff is unnecessary, but a regen buff fits them perfectly.
HEADSHOT! HEADSHOT!! HEADSHOT!!! HEADSHOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=earCbU6vgAo
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Rusty Shallows
Caldari State
2060
|
Posted - 2014.08.30 21:43:00 -
[120] - Quote
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. I'm pretty sure it was a trolling Mauren NOON. If not I'd love to hear an explanation why Large Rails and stacked complex-DM Swarms are balanced in comparison.
I have a lot of respect for Classic Logis. New Eden could use more Healers.
Forums > Game: Biggest understatement ever
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