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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4154
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Posted - 2014.10.30 07:41:00 -
[91] - Quote
This sounds like an error. Horizontal recoil is an artifact of weapon design and operator habit. It almost never is a consideration on man- portable weapons except on large belt fed weapons like the M-60 and M-240 machineguns because of how you have to brace to hipfire them (seriously, never do this with a 240. You have to brace yourself with another person or the recoil will put you on your ass).
Even then the recoil almost invariably pulls the barrel upwards and to the right except for a rare few southpaws that cannot be trained to hold the weapons correctly.
The only other side recoil you will get is holding a sidearm or SMG sideways.
It's just the way recoil works. Without having a grip point at an angle at 45-90 degrees from the top and bottom you shouldn't get more than 15 or so degree pulls to the left or right from recoil.
Side to side recoil is an artifact of FPS hollywood physics.
There is a reason why I say hard scifi and Hollywood scifi physics don't play nice together. You have to pick one or the other lest you have to really reach up your ass to force things to perform the way you want it to.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
624
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Posted - 2014.10.30 11:54:00 -
[92] - Quote
CCP Rattati wrote:MINA Longstrike wrote:^Completely serious. There hasn't been any data provided that suggests that the RR was overperforming in CQC or that it was even getting a much much higher KDR than other weapons. Just a lot of data that says "people like using it". lol, if it wasn't being used in CQC, why does an exclusive CQC nerf bother you, ADS wasn't touched.
it bothers me because the RR should still be functional and usable in CQC. every rifle in the game except for the RR now can reliably apply some amount of damage at any range. an AR can still hit a target at its max range, so can the CR and ScR. they can also reliably hit targets at close range.
so why does the RR get a nerf to damage application? no other is like that. in fact you actually just buffed the Tac AR by increasing its damage application, a total reversal of its nerf from before designed to hinder the weapon in CQC. you did the same thing with ScR.
so why have you buffed the viabilty of other long range weapons in CQC?
if we go back to the dev blog annoucing the RR... it says it was intended to be a fully automatic long range precision rifle. the RR is not precise in full auto, and it never has been. the kick has always been too much at the high end of its effective range, even in ADS. the weapon should be able to reliable strike targets at any range and deal consistent but LOWER damage.
this means the RR should have lower recoil, even higher optimal range (without increasing effective range), and lower damage per shot. this allows for accurate fire at any range. low DPS make the out classed in CQC by higher DPS weapons, while higher optimal range means that its lower DPS actually out performs (and out DPS) higher DPS weapons at range where they end up being used outside of their optimal ranges.
TL:DR
undo the RR nerf. instead, lower damage and increase optimal range. lower recoil |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4164
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Posted - 2014.10.30 11:58:00 -
[93] - Quote
You cannot balance an alpha weapon to perform poorly in CQC without making it borderline worthless.
This is why I keep saying make breach rifles cqc and make assaults long range. Most games balance rapid fire for short range because they utilize hollywood physics.
Hollywood physics do morr damage than good in games like DUST.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2088
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Posted - 2014.10.30 15:13:00 -
[94] - Quote
Rattati, any word on the ARR kick?
Proof that Rattati/CCP do listen to the playerbase.
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NextDark Knight
Molon Labe. General Tso's Alliance
552
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Posted - 2014.10.30 16:54:00 -
[95] - Quote
remove
Over 60+ Million SP and full proto in all Caldari Suits. No matter how hard CCP tries Dust just won't die on PS3/Xbox.
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Rynx Sinfar
Subdreddit Test Alliance Please Ignore
1297
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Posted - 2014.10.30 18:48:00 -
[96] - Quote
Thanks for posting this and as someone who has not logged into the game in quite some time I am very eager to see more.
That said I'm gonna make fun of you a bit.
First, for the Kills chart... come on man, that axis.
Second, for the K/S chart you may as well be making the lines vibrate with those colors. You have 12 lines and use 4 shades of orange/yellow, 4 shades of blue, 3 shades of black/white, and 1 green. I have to zoom in and constantly check the legend because those blues are so damn similar. The blues are also the ones with the most other lines around them. Maybe distribute those colors a bit better?
Also maybe some grouping? I don't know what it is with you guys but you put things in the most random orders. Grouping colors to types (along with better visibility) would make it much easier to find what I'm looking for. If all the ARs are green I can easily see overall AR performance as well. I'm not saying you need to spend a ton of time on this but maybe have some sort of pattern? I'll skip style critiques for the other charts as I think you get the idea.
Also I know you guys mostly use Google Docs for distributing data but maybe you could try... Google Docs? You may be able to find some successful examples somewhere. It removes a lot of the color variation concern when i can just highlight lines.
Also I love the inclusion of events, however it is hard to determine where the actual "line" is for them. For example Bravo released 10 days before the Expert challenge event, but it is hard to see that fact on the chart.
Which leads me to my next point that you don't need to do all this personally. I just spent a ton of my time working on something based on your data. Clearly you have a community willing to foolishly waste their own time. I've logged in maybe 1 to 2 times in the past half year and I was willing to throw in time. Give us the raw data so anyone digging into the information can have an easier time. I mean the numbers are technically there. I could overlay a grid and get decent estimates pretty quickly. But why make me work for it? Plus it makes things easier with google docs. That said definitely give explanations because yes people are going to fit data to match their own conclusions rather than search for all possible conclusions. I caught myself doing that already. I'm no statistician. I am not even 100% sure if I read the data from the K/S sheet right because of those freaking blues.
As for the data itself, I know ranges were normalized in Bravo so my guess is pre-Bravo Advanced weapon data is way different, but this guy would imply that a lot of action is going on in non-protoland. Even if the data is only Bravo onwards I'd be curious to have a look. I know historically many people who could run proto would not (especially in public matches). I imagine you've looked at the data yourself but I can't help feeling like the representative group for this data can only be a smaller percent of the player population (even if only compared to advanced gear use).
I know in many ways giving us unfiltered data can lead to simple inaccurate statements that start angry mobs (Subdredditors do go on Reddit now and then after all) but then what's the worst that might happen? People getting into a huff over absurd stuff they don't properly understand and complaining on the forums? Oh noooooo....
P.S. Also those yellows. I'm pretty sure I saw this exact picture on the wall in the movie Psycho.
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XxVEXESxX
35
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Posted - 2014.10.31 00:57:00 -
[97] - Quote
Great Job Rattati! I'm loving the changes to the ACr too. Glad that was done at the same time as the RR and AScr changes to prevent a simple substitution. Bumping the Min dispersion was much needed. Starting to notice a lot of migration to AR, AScr and lasers since the tweaks. The battlefield is starting to see more diversity. Looking forward to more graphs in the coming future.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
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Rei Ayame
Glitched Connection
4
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Posted - 2014.10.31 14:00:00 -
[98] - Quote
So all the rifles seems to have a higher kill per spawn than 1. So who is dying?
Niche weapons like the mass driver, PLC, and Laser rifle. Please make them equally competetive as the rifles, just our of curiosity what is their kill per spawn? |
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CCP Rattati
C C P C C P Alliance
9852
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Posted - 2014.10.31 14:20:00 -
[99] - Quote
Rynx Sinfar wrote:Thanks for posting this and as someone who has not logged into the game in quite some time I am very eager to see more. That said I'm gonna make fun of you a bit. First, for the Kills chart... come on man, that axis. Second, for the K/S chart you may as well be making the lines vibrate with those colors. You have 12 lines and use 4 shades of orange/yellow, 4 shades of blue, 3 shades of black/white, and 1 green. I have to zoom in and constantly check the legend because those blues are so damn similar. The blues are also the ones with the most other lines around them. Maybe distribute those colors a bit better? Also maybe some grouping? I don't know what it is with you guys but you put things in the most random orders. Grouping colors to types (along with better visibility) would make it much easier to find what I'm looking for. If all the ARs are green I can easily see overall AR performance as well. I'm not saying you need to spend a ton of time on this but maybe have some sort of pattern? I'll skip style critiques for the other charts as I think you get the idea. Also I know you guys mostly use Google Docs for distributing data but maybe you could try... Google Docs? You may be able to find some successful examples somewhere. It removes a lot of the color variation concern when i can just highlight lines. Also I love the inclusion of events, however it is hard to determine where the actual "line" is for them. For example Bravo released 10 days before the Expert challenge event, but it is hard to see that fact on the chart. Which leads me to my next point that you don't need to do all this personally. I just spent a ton of my time working on something based on your data. Clearly you have a community willing to foolishly waste their own time. I've logged in maybe 1 to 2 times in the past half year and I was willing to throw in time. Give us the raw data so anyone digging into the information can have an easier time. I mean the numbers are technically there. I could overlay a grid and get decent estimates pretty quickly. But why make me work for it? Plus it makes things easier with google docs. That said definitely give explanations because yes people are going to fit data to match their own conclusions rather than search for all possible conclusions. I caught myself doing that already. I'm no statistician. I am not even 100% sure if I read the data from the K/S sheet right because of those freaking blues. As for the data itself, I know ranges were normalized in Bravo so my guess is pre-Bravo Advanced weapon data is way different, but this guy would imply that a lot of action is going on in non-protoland. Even if the data is only Bravo onwards I'd be curious to have a look. I know historically many people who could run proto would not (especially in public matches). I imagine you've looked at the data yourself but I can't help feeling like the representative group for this data can only be a smaller percent of the player population (even if only compared to advanced gear use). I know in many ways giving us unfiltered data can lead to simple inaccurate statements that start angry mobs (Subdredditors do go on Reddit now and then after all) but then what's the worst that might happen? People getting into a huff over absurd stuff they don't properly understand and complaining on the forums? Oh noooooo.... P.S. Also those yellows. I'm pretty sure I saw this exact picture on the wall in the movie Psycho.
My favorite post of the year
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
1493
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Posted - 2014.10.31 16:08:00 -
[100] - Quote
CCP Rattati wrote:My favorite post of the year
Lots of people like numbers. I'm one of them, just not nearly as handy at graphs / excel. Thank you though for being willing to reduce the kick on rail rifles. I'd still like to see the metric for what range kills are happening at though because I think that's the largest issue with RR's.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4299
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Posted - 2014.11.01 13:56:00 -
[101] - Quote
Dunno about the kick on the arr but the standard RR seemed easy to manage for me.
I may be a weirdo though. Don't see the issue.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2102
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Posted - 2014.11.02 08:09:00 -
[102] - Quote
Breakin Stuff wrote:Dunno about the kick on the arr but the standard RR seemed easy to manage for me.
I may be a weirdo though. Don't see the issue. ARR is set up for CQC but the kick is too high for hipfire. Rattati already stated it was an accident and is fixing it on the next balance hotfix. Hail Rattati.
Proof that Rattati/CCP do listen to the playerbase.
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CUSE WarLord
KILL-EM-QUICK RISE of LEGION
0
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Posted - 2014.11.03 08:23:00 -
[103] - Quote
Rail Rifle by far is the least competitive rifle by simple fact of haveing low DPS. i stopped useing the RR 4 nerfs ago. the data being picked up is from open ambush maps where spaming Rail Rifles is kind of effective. in PC where 90% of the districts are cargo hub city maps the RR has been the worst rifle in the game for a long time. just take it out the game if you don't want it to work. |
killertojo42
Trevor Philips Enterprises
78
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Posted - 2014.11.08 11:09:00 -
[104] - Quote
Jaysyn Larrisen wrote:Great lay down and honestly this is a dialogue I would prefer to have on coms or maybe you can come on to the Biomassed podcast with us one day. First...the stats seem quite solid, albeit difficult for me to interpret a bit. Note that I think they are factually accuate. Second...the stats don't always tell a full story and watching FOTM trends is not unlike the stock market. Numbers move based on peoples perceptions and that doesn't always mean the ground truth. It's very risky to balance game play on pure numbers without accounting for the human factor. RR and CR were heavily invested in post 1.8 due to them being a new weapon and they were over powered in comparison to the PR and SCR in particular. More people using the weapon lead to more kills which drives player perception that the weapon is OP. I remember when the venerable Duovolle AR was being labled "OP" left, right, and center (even by me once or twice) and there was only the SCR to compare it to. The proto AR of today is more powerful than the old "OP" version. I have no doubt that RR needed to be addressed. My point is that there may be serious design concerns that are making the weapon difficult to balance without fully painting into a corner similar to something like the LR. I do believe that the new amount of recoil is simply too high...it far exceeds any of the other weapons in this regard now. For the RR...higher recoil means more diffculty in applying it's already lowest in class DPS at it's optimal range and that doesn't strike me as a good thing. The problem is that almost anything done to lower perceived or real CQC effectiveness will also directly impact it's ability to engage at long range as well. Also, the recoil clearly feels much to high for the ARR if that is a short / mid-range oriented weapon. I think my concern is the tools being used to bring the weapon into balance simply will relegate the RR to status of the Flaylock of a few months ago. My bigger concern is that the racial lines are balanced to be equally competitive in the current play environment of Dust. There is an inherent issue when by default all tactical objectives force you to have the majority of your engagements in CQC range to secure victory and one race is a clear outlier to that design. The concept that Alena offered to you in regards to the ARR does help, however, you need to look across the racial lines in a holistic fashion I think. I sincerely appreciate the work you are doing and support your efforts on behalf of the community and I'm glad you are letting us all be a small part of the process. I find the RR works effectively as is and as usual used it to rip on red berries today because i'm bothered by the fact the BK-42 does less DPS to armor than my standard assault rifle and tested it
When walking on the battlefield i stand alone
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4689
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Posted - 2014.11.08 14:24:00 -
[105] - Quote
Short post:
Swap the ranges on assault and breach variants.
No need to screw with recoil or charge times then. Problem fixes itself.
That is all.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Songs of Seraphim
Murphys-Law
44
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Posted - 2014.11.09 05:32:00 -
[106] - Quote
For Ratatti:
I know this Tuesday there will be a rebalance on the Rail Rifle, I believe a hip fire kick value of 1.0 (doubled from where it was before the Balance Hotfix) and charge-up time to 0.5 seconds (which I fully support). Would the Assault Rail Rifle variant have less kick than the standard one, or will it have a different value?
On a related note, the Kaalakiota Rail Rifle damage seems to be at a lowered value than when I last remembered. It used to hover a bit above 54.3(?) I believe, but now it's at 51.7. Was that intended?
Raging alcoholic.
I play in a pink suit because it's the fabulous thing to do.
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hfderrtgvcd
1103
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Posted - 2014.11.09 15:07:00 -
[107] - Quote
Songs of Seraphim wrote:For Ratatti:
I know this Tuesday there will be a rebalance on the Rail Rifle, I believe a hip fire kick value of 1.0 (doubled from where it was before the Balance Hotfix) and charge-up time to 0.5 seconds (which I fully support). Would the Assault Rail Rifle variant have less kick than the standard one, or will it have a different value?
On a related note, the Kaalakiota Rail Rifle damage seems to be at a lowered value than when I last remembered. It used to hover a bit above 54.3(?) I believe, but now it's at 51.7. Was that intended? The kick is getting halfed, not doubled, and the charge time is going to 0.6
You can't fight in here! This is the war room.
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DarthPlagueis TheWise
339
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Posted - 2014.11.09 22:38:00 -
[108] - Quote
the problem with you assuming the Burst AR is competitive now is that you are forgetting the way the gun handles.
i personally dislike it, even though the numbers are higher than the regular AR it is even more difficult in my opinion to engage at medium range. it might be OK at CQC but...
theres a reason the Breach is performing better. You don't need it to be excellent at CQC because that's what your SMG or armor-based sidearm is for.
Bolas deploys tank in strategic location
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manboar thunder fist
Dead Man's Game RUST415
221
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Posted - 2014.11.09 23:14:00 -
[109] - Quote
Maybe buff scr/ascr and burst ar instead of nerfing RR? Or Maybe reduce its range by 15m? Then other guns will be able to compete
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Meeko Fent
Kirkinen Risk Control Caldari State
2090
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Posted - 2014.11.13 22:22:00 -
[110] - Quote
Gah, that red line on the graph looks like its wiggling!
Because you wanted to be something you're not.
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CCP Rattati
C C P C C P Alliance
11477
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Posted - 2014.11.17 08:32:00 -
[111] - Quote
Thanks for the feedback everyone
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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