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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Logibro
C C P C C P Alliance
9302
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Posted - 2014.09.10 19:40:00 -
[1] - Quote
Hey guys
So with Hotfix Charlie, we made some substantial changes to the Burst HMG. The changes made the weapon perform much better than in the past, becoming an effective option against single targets. However, it became just a bit too effective overall, squeezing out the regular HMG and many other weapons. So it's time to bring them back a bit (but not so much that they go back into obscurity).
First off we're reducing the damage per round by 10%.
Next is the more complex bit. We're decreasing the fire interval from 0.01 to 0.005. However, at the same time we're increasing the burst interval from 0.225 to 0.45. This change means that the effective rate of fire (that is, the rate of fire including the burst delay) does not increase. {(45*0.01 + 0.225)/45 =0.015 and (45*0.005 + 0.45)/45 = 0.015}. What this just means is that when you pull the trigger, you have less chance to spray and partially hit a target. It also means any opponents have a longer window between bursts to attack back (though it's still pretty short).
I am open to going the other direction and making the burst delay shorter and the fire interval smaller, and would like to hear your experience in the matter. But keep in mind that the effective fire rate should still remain higher than the standard HMG, and any decrease in effective fire rate means that damage per round would be increasing to keep with the new DPS level.
Heat per second is also increasing to 96/91.2/86.4. Now while this might seem completely excessive, remember that heat is only generated while firing, and not during the burst delay window. The actual result of this change means that you now overheat about 40 rounds earlier. Note that heat per second will also change if the fire interval changes, so as to make sure that the firing time before overheating now sits at about 3.5 seconds for the Six Kin Burst HMG (down from 4.1)
As always, I am looking for your feedback, especially in this instance. Many of you have had a fairly decent amount of hands on experience with this weapon since Charlie, and I would love to hear your thoughts.
As always, everything is up for changing, so if you have other thoughts on how to balance the Burst HMG feel free to share them.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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CCP Logibro
C C P C C P Alliance
9302
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Posted - 2014.09.10 19:52:00 -
[2] - Quote
Breakin Stuff wrote:Will test before commenting. I'm not seeing anything that'll make the weapon subpar. Just less instablap.
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.
On the other hand, with this change the actual damage per burst is going down so there might be some people that should just survive that didn't before.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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CCP Logibro
C C P C C P Alliance
9304
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Posted - 2014.09.10 22:18:00 -
[3] - Quote
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.
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.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
(a¦á_a¦á)
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CCP Logibro
C C P C C P Alliance
9321
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Posted - 2014.09.11 13:37:00 -
[4] - Quote
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.
CCP Logibro // Patron Saint of Logistics // Distributor of Nanites
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CCP Rattati
C C P C C P Alliance
7072
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Posted - 2014.09.15 06:22:00 -
[5] - Quote
Guys, thanks, we needed to nerf it but will keep monitoring the situation.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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