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Thread Statistics | Show CCP posts - 7 post(s) |
BL4CKST4R
La Muerte Eterna Dark Taboo
2983
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Posted - 2014.09.02 10:21:00 -
[1] - Quote
CCP could it be possibly that the weapon proficiency skill be reverted back to % damage rather than % damage to a tanking type. This would make it so shield based weapons aren't so weak when dealing with armor, and that if somebody decides to not hybrid thank that a specialized weapon won't shred through them like butter.
If the goal is to stop or at least promote tanking of one type then weapons shouldn't be so punishing when it comes to that.
I can provide a spreadsheet that will highlight the effects of this.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2988
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Posted - 2014.09.03 10:12:00 -
[2] - Quote
CCP Rattati wrote:Watching the TAR vs Scrambler video and poring over the rifle data, we propose these small tweaks. In most cases, the Gallente rifle family just has overall the worst comparative kick and dispersion so we want to bring them closer to the rest of the rifles.
Bear in mind that these are very small tweaks except for the Gallente ones that are heavily underperforming
Reduce Hipfire dispersion of Tactical Assault Rifle (TAR) to be closer to the Scrambler Rifle (considerable)
Reduce Hipfire Kick of TAR to be closer to Scrambler Rifle (considerable)
Increase Hipfire Kick of Scrambler Rifle to be closer to TAR (tiny)
Reduce Hipfire Kick of Gallente Assault rifle (tiny)
Reduce Hipfire Kick of Gallente Burst Assault Rifles (tiny)
Reduce Zoomed Dispersion of Gallente Breach Rifles (considerable)
Set ROF of both Scrambler and TAR to 600
Increase Hipfire Kick of Rail Rifles on second or more rapid consecutive shot, so full auto will be less accurate in CQC (some)
There are no tweaks for the Assault Scrambler as it may be suffering from Armor tanking environment, unless there is a specific reason you can find, there is nothing in the stats that says it should be.
On the last part we can fix that slightly and encourage more pure tanks by changing the proficiency skill bonus to 1% damage per level. By making it so shield weapons can't shred through shields and then hit a brick wall. It also slightly increases the TTK by a very small amount.
Changing the bonus to 1.5% per level has the same effect as above without changing TTK at all only shift some DPS from shields to armor. https://docs.google.com/spreadsheets/d/tx-YHH60NaGX7lRiPa731fA/htmlview#gid=0
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2988
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Posted - 2014.09.03 11:20:00 -
[3] - Quote
CCP Rattati wrote:Breakin Stuff wrote:How does this help the performance of the standard gallente assault rifle besides a little hipfire kick? That's not going to make the primary variant stop underperforming. Many players swear by the Assault Rifle actually being ok, don't want to do too many things at once. Any splendid ideas? We don't want to do damage changes nor range for the time being. What do you think is the major drawback in the handling of the AR?
>Armor/hybrid tanks this very much. (I suggested a fix for this) >Other weapons being as good or better in CQC (addressed I hope) >Range (unless long range weapons get their CQC abilities stripped) but even so it doesn't feel like its DPS compensates much for its range. >DPS could be a smidge higher to compensate for its range and that the AR competes with the HMG at short range, so far if you want a good CQC 0-10 meters the shotgun or HMG, if you want a good 10-30M weapon the HMG, 40-70 any other weapon. So overall the AR is only useful within a range of 30-40M or 10-40 meters if there are no HMG's competing (as if ).
CCP Rattati wrote:If you are offering, why not a Rail Rifle vs Breach AR comparison, and a Burst Rifle to Combat Rifle, and the crowning achievement, Assault Rifles vs each other. I would love to see what a veteran player thinks of each of these comparisons. .
Easy they all need more DPS or more range, if more DPS they need better CQC abilities. Assault weapons, all need slightly less range than their main counterpart, they need more DPS and CQC abilities but not going over the AR nor close since they would all still have longer range.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2989
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Posted - 2014.09.03 11:58:00 -
[4] - Quote
Breakin Stuff wrote:honestly my worst issue is for some reason the weapon isn't APPLYING the damage the way a lot of other weapons do. It's like you wind up hitbox glitching or something. this is especially noticable with scouts who strafe right through a line of incoming autofire and take no damage.
I don't know if anyone notices issues with actually having the weapons apply the damage. I have no problems with rails and scrams (when I aim) and i can chalk up my issues with the CR to me sucking with burst fire weapons thoroughly.
But for some reason alot of the time the ARs don't seem to be applying all (or any) damage when they are fired in close, which is helping the other rifles overperform against them in my observation.
And my above statement about scouts isn't a "They're OP! it's literally I see them walk through my lines of fire and not take damage. I had one strafe through an HMG spray & pray a few times, and only lose a third of their shields after the hitsstarted registering.
But it's not exclusive to scouts. The AR seems to have a wishy-washy registry of hits to me. I don't know how to explain it further and I'm really wishing I had video capture at the moment to show you what I'm talking about.
I've seen it crop up on the laser rifle too, when firing on a moving target, the game loves to have the target move "between the bullets" as it were, and not take hits.
This happens to me with the AR and the BK. Another problem that just drives me insane, an old problem actually. Is that when you are shooting the AR if you go from hip to ads the weapon just goes bananas and stars shooting everywhere impossible to keep it accurate like this without stopping your fire for a brief half second.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2990
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Posted - 2014.09.03 13:19:00 -
[5] - Quote
Jin no kami wrote:This is gonna make gal assault op if they implement these buffs =ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+=ƒÿ+
How so? Because our weapons won't be outdone by other weapons.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2994
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Posted - 2014.09.03 17:08:00 -
[6] - Quote
BL4CKST4R wrote:CCP Rattati wrote:Breakin Stuff wrote:How does this help the performance of the standard gallente assault rifle besides a little hipfire kick? That's not going to make the primary variant stop underperforming. Many players swear by the Assault Rifle actually being ok, don't want to do too many things at once. Any splendid ideas? We don't want to do damage changes nor range for the time being. What do you think is the major drawback in the handling of the AR? >hybrid tanks with tons of armor. (I suggested a fix for this) shield weapons can't kill high armor but armor weapon can kill high armor and shields. >Other weapons being as good or better in CQC (addressed I hope) >Range (unless long range weapons get their CQC abilities stripped) but even so it doesn't feel like its DPS compensates much for its range. >DPS could be a smidge higher to compensate for its range and that the AR competes with the HMG at short range, so far if you want a good CQC 0-10 meters the shotgun or HMG, if you want a good 10-30M weapon the HMG, 40-70 any other weapon. So overall the AR is only useful within a range of 30-40M or 10-40 meters if there are no HMG's competing (as if ). CCP Rattati wrote:If you are offering, why not a Rail Rifle vs Breach AR comparison, and a Burst Rifle to Combat Rifle, and the crowning achievement, Assault Rifles vs each other. I would love to see what a veteran player thinks of each of these comparisons. . Easy they all need more DPS or more range, if more DPS they need better CQC abilities. For example the burst CR is better than the burst AR at CQC and I believe the burst CR also has higher DPS (can't remember) this should be reversed because the burst AR also has lower range. The burst AR should be much better at CQC and have the higher DPS. Assault weapons, all need slightly less range than their main counterpart, they need more DPS and CQC abilities but not going over the AR nor close since they would all still have longer range.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3020
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Posted - 2014.09.06 12:34:00 -
[7] - Quote
Monkey MAC wrote:Monty Mole Clone wrote:Monkey MAC wrote:It's not a case of the ScR being OP, it's a case of their being more OP things out there. you really need to make up your mind so whats more op than the scrambler and when can we see a fair assessment on those weapons? If you look at the DPS Tuning thread, you'll see that after the changes made in DELTA all the other rifles will be balanced. Hopefully What more OP than the ScR is brick tanking, scouts with 700-800 eHP, Assault with just shy of a 1000, Heavies with nearly 1600 eHP, this shouldn't be possible especially with a PRO primary weapon equipped. Biotic modules need serious buffs. We need more hybrid tanking modules We need more support modules. Afterall pretty much any weapon will look UP when you pit it against someone with 2-3x your eHP
Hybrid tanking is brick tanking, the only exception being stacking a rack of complex armor plates but the penalties to that most of the time outweigh the HP, specially to scouts and medium.
supercalifragilisticexpialidocious
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