Alena Ventrallis
Vengeance Unbound Dark Taboo
1721
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Posted - 2014.09.11 02:37:00 -
[2] - Quote
CCP Logibro wrote:Arkena Wyrnspire wrote:CCP Logibro wrote: I'm slightly worried that the increase in fire rate will mean that some people that previously managed to dodge part of a burst will now be completely hit, so I would like to hear how many people have had that happen or it's already so fast that it's not a factor right now.
Dodging bursts is not really a thing. The intervals we're talking about here are fractions of a second. It's much more noticeable when you miss part of a burst when you're actually firing the weapon - it's very difficult to tell how much of the burst you took when you're on the receiving end. Also, you tend to be dead. I'm in favour of increasing the burst interval. I can't see it making much of a difference in 'dodging' bursts but it increases the possibility of user error and missing becoming slightly more significant rather than just tap-tap-tapping and then receiving +50, regardless of the target. I do have one concern though. Increasing the RoF in a burst, then increasing the delay between bursts, leading to the same overall RoF. This approach leads to more alpha, does it not? That's mildly terrifying considering the already impressive alpha capability of the weapon. No actually, it does not. The ROF increase just compresses the burst into a shorter timeframe that was already previously very short, but overall each burst now will actually do less damage due to the decrease in damage per round. In some cases this will result in more rounds hitting the target than would otherwise, but for the most part it's already so fast that it makes no difference, and the reduction of damage per burst makes more a difference in most situations. Alena Ventrallis wrote:I would simply increase dispersion. I assume it's meant to be the close range high DPS slaughterer, so increasing dispersion mens less bullets will hit a target at a known distance than now, meaning bursts must be closer to have the same applied DPS they have currently. Due to the fact that's it's a HMG dispersion actually decreases the more you fire the weapon. I could look at lowering the rate that the dispersion drops and increase the maximum starting dispersion however, but I want to see how just tweaking the damage numbers plays out first. I am open to arguments though. That's what I'm getting at. HMG DPS comes from volume of fire. Its not so much that each bullet hits hard, but that there are so many bullets hitting you all at once. Reducing damage hurts it even where it should shine. A reduction of optimal range means the distance between lethal death and slight tickle is a few meters. Dispersion means the closer you are, the more of your bullets hit directly in line with how it is meant to be played, as again the weapon doesn't kill from hard accurate hits (like the rifles) but instead fills the area with a huge volume of comparatively weaker shots, and the closer you are, the .ore of them hit, thus increasing your DPS. On paper, the burst should have the highest DPS, but the worst application of that paper DPS at range, achieved through dispersion.
Similarly, and opposite, the assault HMG should have the lowest paper DPS of the HMGs, but be able to apply that DPS more accurately over longer distances. At range, the assault wins against the burst, because even though it has lower paper DPS, the assaults DPS is reaching the target more effectively and reliably than the burst is.
Shoot Scout with yes.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1723
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Posted - 2014.09.11 19:44:00 -
[3] - Quote
CCP Logibro wrote:After some testing last night and feedback from you guys, we're going to drop the Fire Interval/Burst Interval change for now (this means that the heat per second will also drop by about half, but it will still be the same number of rounds to overheat).
We've also been playing with the dispersion a bit, mostly around increasing the max dispersion and min dispersion, and decreasing the accuracy gain per shot. I know several people have called for the range to be decreased, but I would prefer to try and make it work via dispersion or possibly kick instead rather than just straight nerfing range. Swapping from inverse to normal dispersion is on the table for the burst, but it does mean that it doesn't behave consistently with one of the defining traits of the HMG which makes me a little apprehensive about it. Awesome. Burst should be close range brawler, so dispersion is its major weakness. It has massive FPS, but its accuracy Prevents it from killing over long distances. Meanwhile, the assault HMG has lower DPs, but is very accurate and can apply that DPs much easier than the burst can.
Shoot Scout with yes.
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