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bamboo x
Eternal Beings Proficiency V.
1091
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Posted - 2014.08.31 21:34:00 -
[1] - Quote
This will be a buff to HMGs, CRs, and SMGs. Even if it comes at a cost of damage to shields.
All of these weapons have been complained about as being OP.
If you're going to buff the Plasma Rifle, take that into consideration, as well as rebalancing the SMG and Burst HMG.
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Atiim
11759
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Posted - 2014.08.31 21:55:00 -
[2] - Quote
But it'll be a nerf against Shield Tanks as well.
DUST 514's 1st Matari Commando
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Funkmaster Whale
Pure Evil.
2380
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Posted - 2014.08.31 22:02:00 -
[3] - Quote
Atiim wrote:But it'll be a nerf against Shield Tanks as well. Not quite as big as the nerf to armor. Armor values are inherently higher than shield values due to the nature of the modules. It should be -5% / +5%.
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Cass Caul
1033
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Posted - 2014.08.31 22:07:00 -
[4] - Quote
Funkmaster Whale wrote:Atiim wrote:But it'll be a nerf against Shield Tanks as well. Not quite as big as the nerf to armor. Armor values are inherently higher than shield values due to the nature of the modules. It should be -5% / +5%.
Why do you believe that the Minmatar Projectile Weapon should have a damage profile of -5%/+5%?
Hybrid Weapons are supposed to be the most balanced of damage types. And those were even divided between long range affecting armor and close range affecting shields. By all accounts, there's no reason a Minmatar Weapon should have such a balanced damage profile.
I blame her for nova knife kills on tanks
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
182
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Posted - 2014.08.31 22:36:00 -
[5] - Quote
It should either be:
-5/+5 or -15/+15
I don't care either way. On one hand, my armor becomes a smidgeon more durable, on the other hand my ScR+SMG combo becomes even more deadly. |
bamboo x
Eternal Beings Proficiency V.
1093
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Posted - 2014.08.31 22:52:00 -
[6] - Quote
Atiim wrote:But it'll be a nerf against Shield Tanks as well.
*pulls out scrambler pistol* Real heavies aren't afraid of shields.
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Rusty Shallows
Caldari State
2063
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Posted - 2014.08.31 23:50:00 -
[7] - Quote
bamboo x wrote:Atiim wrote:But it'll be a nerf against Shield Tanks as well. *pulls out scrambler pistol* Real heavies aren't afraid of shields. Funny you should mention Scrambler Pistols & Heavies. If the change happens my sidearm is shifting from the Toxin SMG to the Dren SP.
Throw on a Swarm Launcher while on the Line Harvest map and I can pretend I'm back back on Closed Beta.
I have a lot of respect for Classic Logis. New Eden could use more Healers.
Forums > Game: Biggest understatement ever
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Funkmaster Whale
Pure Evil.
2385
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Posted - 2014.09.01 00:44:00 -
[8] - Quote
Cass Caul wrote:Funkmaster Whale wrote:Atiim wrote:But it'll be a nerf against Shield Tanks as well. Not quite as big as the nerf to armor. Armor values are inherently higher than shield values due to the nature of the modules. It should be -5% / +5%. Why do you believe that the Minmatar Projectile Weapon should have a damage profile of -5%/+5%? Hybrid Weapons are supposed to be the most balanced of damage types. And those were even divided between long range affecting armor and close range affecting shields. By all accounts, there's no reason a Minmatar Weapon should have such a balanced damage profile. All the other damage profiles have a net of 0 except projectile:
Hybrid - Plasma is +10 / -10 Hybrid - Rail is -10 / +10 Laser is +20 / -20 Explosive is -20 / +20 Projectile is -5 / +10
See the issue? This makes projectile the all around best by far. Couple with the fact that the current meta typically favors high armor and you get a damage profile that is mathematically superior to the others.
If they changed it to -15 / +15 I think it would be a buff to CRs, SMGs, and HMGs. Shields are never really an issue, but that last bit of armor after I've spent my clip can be. An extra 5% damage to armor would be more significant than a 10% nerf to shield damage considering that these weapons' proficiencies already provide an extra 15% damage to armor.
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bamboo x
Eternal Beings Proficiency V.
1096
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Posted - 2014.09.01 00:49:00 -
[9] - Quote
I agree that -5/+5% is much more reasonable. The DPS of projectile weapons is large enough that it can handle a 5% nerf to armor.
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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MINA Longstrike
Kirjuun Heiian
1197
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Posted - 2014.09.01 02:00:00 -
[10] - Quote
bamboo x wrote:I agree that -5/+5% is much more reasonable. The DPS of projectile weapons is large enough that it can handle a 5% nerf to armor.
-5%/+5% allows projectiles to continue to ignore shields and yet do +20% damage to armor with proficiency 5. It is in no way a balanced profile as it has *zero* penalty, it's problem now is that it overperforms and with -5/+5 it will still overperform. with -15/+15 it will have something that it's actually somewhat weak against while still performing incredibly well vs armor.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2217
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Posted - 2014.09.01 02:43:00 -
[11] - Quote
Funkmaster Whale wrote:Cass Caul wrote:Funkmaster Whale wrote:Atiim wrote:But it'll be a nerf against Shield Tanks as well. Not quite as big as the nerf to armor. Armor values are inherently higher than shield values due to the nature of the modules. It should be -5% / +5%. Why do you believe that the Minmatar Projectile Weapon should have a damage profile of -5%/+5%? Hybrid Weapons are supposed to be the most balanced of damage types. And those were even divided between long range affecting armor and close range affecting shields. By all accounts, there's no reason a Minmatar Weapon should have such a balanced damage profile. All the other damage profiles have a net of 0 except projectile: Hybrid - Plasma is +10 / -10 Hybrid - Rail is -10 / +10 Laser is +20 / -20 Explosive is -20 / +20 Projectile is -5 / +10 See the issue? This makes projectile the all around best by far. Couple with the fact that the current meta typically favors high armor and you get a damage profile that is mathematically superior to the others. If they changed it to -15 / +15 I think it would be a buff to CRs, SMGs, and HMGs. Shields are never really an issue, but that last bit of armor after I've spent my clip can be. An extra 5% damage to armor would be more significant than a 10% nerf to shield damage considering that these weapons' proficiencies already provide an extra 15% damage to armor. Well then maybe this will help balance armor and shield tanking. Shield tankers have to worry about ScR's, armor tankers should fear the CR and hate it like we hate the ScR.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Leovarian L Lavitz
G0DS AM0NG MEN General Tso's Alliance
1150
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Posted - 2014.09.01 03:26:00 -
[12] - Quote
The profile for projectile weapons should be -15% shields + 5% armor This will only reduce max bonus against armor by 5% while bringing it closer to a balanced state.
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
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Fizzer XCIV
Company of Marcher Lords Amarr Empire
185
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Posted - 2014.09.01 03:44:00 -
[13] - Quote
Leovarian L Lavitz wrote:The profile for projectile weapons should be -15% shields + 5% armor This will only reduce max bonus against armor by 5% while bringing it closer to a balanced state. That sounds terrible. I dislike the Minmatrash, but I don't wish that kind of Nerf on anyone. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2463
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Posted - 2014.09.01 08:10:00 -
[14] - Quote
-5/+5 makes Projectiles omnislayer weapons and the most desirable as the difference between cutting through shields and armor will be negligible. Kinda like how they are currently most efficient overall due to the truncated damage profile they have now.
There needs to be a choice that is meaningful when you choose your kit
Do you fit to kill armor or shields?
+5/-5 means the difference between shields and armor is negligible. 10% variance vs. The 20% variance of rails and plasma.
Given the high damage profile I fail to see how doing it this way would not make the CR the most efficient weapon in the game overall. |
I-Shayz-I
I----------I
4733
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Posted - 2014.09.01 08:19:00 -
[15] - Quote
I'm laughing at the people who think -5/+5 is a bad idea
You do realize that the current damage profile is -5/+10 right? Your argument for why -5/+5 is bad doesn't make any sense because projectile already has a -5% efficiency against shields. By changing it to -5/+5 it's a NERF to projectile weapons, and won't make them any better at destroying shield suits. It just makes them more difficult to destroy armor suits.
I personally want the damage profile to be -15/+10 because +10% to armor is perfect, and projectile damage needs to be reduced against shields.
-10/+10 works too, but I'm guessing people don't want that because the rail already has that.
7162 wp with a Repair Tool!
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bamboo x
Eternal Beings Proficiency V.
1105
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Posted - 2014.09.01 09:18:00 -
[16] - Quote
MINA Longstrike wrote:-5%/+5% allows projectiles to continue to ignore shields and yet do +20% damage to armor with proficiency 5. It is in no way a balanced profile as it has *zero* penalty, it's problem now is that it overperforms and with -5/+5 it will still overperform. with -15/+15 it will have something that it's actually somewhat weak against while still performing incredibly well vs armor.
Says the Caldari humper who doesn't realize additional damage to armor will be OP as bloody hell. Do you even use an HMG bro? An additional -10% to shields isn't going to hinder projectile users much. What will really be bad is everyone's armor getting torn to shreds even faster than now.
You people do realize it's not just the damage profile but the DPS itself that makes projectiles OP right?
Quote:I'm laughing at the people who think -5/+5 is a bad idea
You do realize that the current damage profile is -5/+10 right? Your argument for why -5/+5 is bad doesn't make any sense because projectile already has a -5% efficiency against shields. By changing it to -5/+5 it's a NERF to projectile weapons, and won't make them any better at destroying shield suits. It just makes them more difficult to destroy armor suits.
I personally want the damage profile to be -15/+10 because +10% to armor is perfect, and projectile damage needs to be reduced against shields.
This so much.
The CR and HMG are insanely high damage weapons. Why on EARTH would we give them more damage to armor?
Face facts, people. Shields are UP as holy hell in this game.
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2466
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Posted - 2014.09.01 10:03:00 -
[17] - Quote
And changing projectiles to completely assrip armor and be reduced to shields significantly will make shields less UP and will decrease the attractiveness of raw HP tanking with plates.
In short it will make your choice of tank + weapon far more meaningful.
If projectiles are +5/-5 then there is only a 10% DPS difference between armor and shields. The RR/GAR have a 20% base efficiency gap. If projectiles only have the 10% gap then they are the obvious choice from an efficiency standpoint.
But bringing the projectiles to -20/+20 or -15/+15 makes shields more viable by far and reduces the overarching efficiency of always running a high armor buffer. It makes every Caldari and Minmatar fit more viable as opposed to being "why bother? Every weapon is efficient at murdering us."
Because there is no racial armor-cracker profile shields suffer massively marginal utility to begin with, especially given the amarr shieldshredder profiles.
Explosives are pretty much the outlier, being used by most of the races anyway to a greater or lesser extent, and besides RE they are rarely used. Swarms dont count as they have zero efficacy versus dropsuits.
Mass drivers are only used by a few rabid bastards given that it is not particularly efficient as a slayer weapon and it is derided as a "noob tube." Hilariously it is really only efficient as a commando weapon. |
Apothecary Za'ki
Biomass Positive
709
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Posted - 2014.09.01 10:09:00 -
[18] - Quote
bamboo x wrote:This will be a buff to HMGs, CRs, and SMGs. Even if it comes at a cost of damage to shields.
All of these weapons have been complained about as being OP.
If you're going to buff the Plasma Rifle, take that into consideration, as well as rebalancing the SMG and Burst HMG. they are already looking into how OP the burst HMG seems. SMG is fine as its the perfect balance point to balance other sidearms against.. and as for projectile damage being BEAST.. that is because there are fare too meny people running with 800+ armor (1300-1400 on sentinels) so you need the HIGH % to eat into that wall of HP.. or would you rather see an army of scouts weilding frisbee RE's?
[[LogiBro in Training]]
Level 1 Forum Pariah
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Apothecary Za'ki
Biomass Positive
709
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Posted - 2014.09.01 10:14:00 -
[19] - Quote
Breakin Stuff wrote:And changing projectiles to completely assrip armor and be reduced to shields significantly will make shields less UP and will decrease the attractiveness of raw HP tanking with plates.
In short it will make your choice of tank + weapon far more meaningful.
If projectiles are +5/-5 then there is only a 10% DPS difference between armor and shields. The RR/GAR have a 20% base efficiency gap. If projectiles only have the 10% gap then they are the obvious choice from an efficiency standpoint.
But bringing the projectiles to -20/+20 or -15/+15 makes shields more viable by far and reduces the overarching efficiency of always running a high armor buffer. It makes every Caldari and Minmatar fit more viable as opposed to being "why bother? Every weapon is efficient at murdering us."
Because there is no racial armor-cracker profile shields suffer massively marginal utility to begin with, especially given the amarr shieldshredder profiles.
Explosives are pretty much the outlier, being used by most of the races anyway to a greater or lesser extent, and besides RE they are rarely used. Swarms dont count as they have zero efficacy versus dropsuits.
Mass drivers are only used by a few rabid bastards given that it is not particularly efficient as a slayer weapon and it is derided as a "noob tube." Hilariously it is really only efficient as a commando weapon. projectile is already weak vs shields like -20% weak iirc.. but since shield tanking as a whole is seriously poor in comparason to armor tanking it just dosnt measure up
[[LogiBro in Training]]
Level 1 Forum Pariah
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
2466
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Posted - 2014.09.01 10:21:00 -
[20] - Quote
Actually as long as Im not fighting projectiles and lasers I tend to do just fine with my cal/min fits. I use the caldari weapons from extremely long ranges and refuse to brawl. When I run a calsent/minsent it works very well vs. Assaults, scouts, commandos, etc.
Its a death sentence the instant you encounter an amarr or gallente sentinel. Reducing the efficacy of projectiles vs. Shields significantly increases the survivability of all shield suits. Putting the cr damage to 5% gives armor a buff over sjield but maintains the status quo to shields. IE the projectiles disintegrate you. |
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Gelan Corbaine
Gladiators Vanguard
481
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Posted - 2014.09.01 13:03:00 -
[21] - Quote
Leovarian L Lavitz wrote:The profile for projectile weapons should be -15% shields + 5% armor This will only reduce max bonus against armor by 5% while bringing it closer to a balanced state.
How to completely screw over the Minmatar in one easy step ..... Do remember that that the guys who supposed to use these guns the most have the lowest ehp on their suits and can't be expected to be slugging it out triple modded Amarrian monsters which this profile would practically force them to do ..
No job is worth doing if you don't get paid in the end .
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Mejt0
The Only Survivor.
446
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Posted - 2014.09.01 15:10:00 -
[22] - Quote
-15/+15 would be ideal. Armor needs pure counter like Laser weponary vs shields.
Caldari Loyalist
Markiplier fan.
Got 6815 WP only on wrecking tanks with Ion Cannon.
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