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Thread Statistics | Show CCP posts - 8 post(s) |
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CCP Rattati
C C P C C P Alliance
7078
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Posted - 2014.09.15 09:25:00 -
[1] - Quote
Everyone,
here are the proposed numbers based off of the conversation in this thread: https://forums.dust514.com/default.aspx?g=posts&t=174966&find=unread
I encourage you to study them and also the ratios we are using to baseline some of the designs. No sniper rifle should be the best at all things, and all of them should have weaknesses.
Sniper Rifle Numbers
Please give us your feedback, thanks
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7081
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Posted - 2014.09.15 11:02:00 -
[2] - Quote
you need 3-5 consecutive bodyshots for a medium, and some of those headshots to be able to kill a heavy
currently the tacSR is least powerful and we would like to bring them up to standard.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7100
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Posted - 2014.09.15 14:05:00 -
[3] - Quote
Extraneus Tenebrarum wrote:ROF nerf on TACSr? Why? I need the speed to put enemies down fast enough at close range
Did you not see the huge dmg buff?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7136
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Posted - 2014.09.15 23:31:00 -
[4] - Quote
So we made Sniper rifles both unusable and overpowered in the same instance. Let's see how this pans out, nothing is more than a hotfix away from being changed.
Appia, instead of focusing on range, why not rejoice in being able to be headshot for effect and really turn the tide in a battle.
Headshotting from a far range does take skill, whether you admit it or not, with that power you need to be exposed to retaliation. The fact is that most of us just take the bullet, and respawn, never trying to take that sniper down. It isn't like that scout or heavy that just took you down with a shotgun in the back or hmg in the face, you go looking for them in your immediate vicinity with vengeance on your mind and you are on your toes. If I get shot from 500 m with a Thale's, my only recourse would be to spend a Thale's, and for 99% of us, that's not an option, as I don't have one.
That all said and done,
A few of you, the tacSR still has sway so you have to skill up properly for it to work, but again, we will be keeping an eye out for it being OP.
The % based ammo, I agree, we won't be able to fix that now, but the skill should be like the MD and PLC, add "one" shot to ammo
The nanohive, again, it's possible to change the nanohive depletion, but you have way more potential damage per nanohive in Delta than Charlie. Please take that into account.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7146
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Posted - 2014.09.16 00:12:00 -
[5] - Quote
Thokk Nightshade wrote:CCP Rattati wrote: That all said and done,
A few of you, the tacSR still has sway so you have to skill up properly for it to work, but again, we will be keeping an eye out for it being OP.
The % based ammo, I agree, we won't be able to fix that now, but the skill should be like the MD and PLC, add "one" shot to ammo
The nanohive, again, it's possible to change the nanohive depletion, but you have way more potential damage per nanohive in Delta than Charlie. Please take that into account.
Personally, love the changes overall. As to your points here. : the TacSR is not going to be as much of an issue as most are thinking. As you stated, there is still sway. Quick scoping isn't going to be as easy as some of the haters are thinking. They are taking the most serious range nerf as well, with the lowest DPS per shot % based ammo, thank you for an answer. That answers my question perfectly. The MD and PLC idea are definitely in line with my thoughts. Nanohives: Yes, we are going to have more potential damage, agreed. I'm salivating at the thought of breaking my Charge out once this hotfix hits and seeing what kind of damage I can do with it. I will wait until after I've field tested to launch any complaints (which mine were not, just questions). However, I can see the miss rate going up quite a bit as well because of the headshot multiplier. People are going to go for the headshot, which means more misses, which means possibly firing more at the same target than before. I know that futility should not be an excuse, but I can see this happening. With only 3 rounds in the Charge at the time, more reloading will be done which will allow people who are NOT headshot to have more times in between shots to hide and replentish. *Side note* I haven't looked at it recently and I'm not by my PS3, what is the charge up time currently for the Charge SR? Is that being changed one way or the other, or is it staying the same?
No change planned for charge time, 2.1 seconds I believe
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7163
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Posted - 2014.09.16 01:48:00 -
[6] - Quote
Yeah, dmg progression is too steep, somethin must have broke in the calcs, the % increase between steps s/b 5%, not 15%. Thanks for pressing the point.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7178
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Posted - 2014.09.16 09:10:00 -
[7] - Quote
Zoom profiles were reversed, fixed so Snipers Rifles and Charged Sniper Rifles have the old Tactical zoom, the TacticalSR no has the old Sniper Rifle zoom.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
7336
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Posted - 2014.09.18 10:38:00 -
[8] - Quote
Thanks everyone, we are using this feedback and keeping an eye out for any issues.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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