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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Leadfoot10
Molon Labe. General Tso's Alliance
1913
|
Posted - 2014.10.30 16:36:00 -
[1] - Quote
DeathwindRising wrote:if youre in CQC.... you charge, shoot, stop shooting because of recoil, charge, shoot, stop shooting because of recoil, charge, shoot, stop shooting because of recoil? how does that effect DPS with all that charging? whats our real DPS now, 200 something lol?
all other rifle simply.... shoot.
How does that effect DPS?
It goes to 0 because if the person you're going up against has any semblence of gun game and you don't see them first and kill them in the first few shots, you're dead.
With the gun where it is now, I can seemingly put twice the effective DPS downrange with a scrambler pistol or SMG. |
Leadfoot10
Molon Labe. General Tso's Alliance
1913
|
Posted - 2014.10.30 16:44:00 -
[2] - Quote
Alena Ventrallis wrote:CCP Rattati wrote:I have never played with the ARR before, just tried it out properly in a few matches, really can't deal with the chargeup. Anecdotally, it felt like a kicky breach, taking down most suits in 3-5 shots. I usually don't fire more than 8 shots ever in a row with any weapon except ACR so kick buildup didn't really trouble me. Actually I felt it was kind of helpful to aim at the belly as the second or third shot would be a headshot .
But we will see what players do and base our next iteration on that data. 5 shots with the ARR at 42 damage a shot for proto is 210 damage. What suits were you mostly killing?
Exactly. It's a noob killer. Anyone with some tank or, heaven forbid, an EWAR advantage, and you're dead.
I would suggest that the k/s data be supplemented by a deeper dive into the distance the kills occured in, if possible, as I suspect this will give greater insight into what is happening with the RR/ARR and how best to address it. |
Leadfoot10
Molon Labe. General Tso's Alliance
1913
|
Posted - 2014.10.30 16:49:00 -
[3] - Quote
CCP Rattati wrote:I have never played with the ARR before
I'm among your biggest fans, Rattati, and I think you're the best thing to happen to Dust, but I must admit I was a bit disturbed to read this.
How can one hope to balance weapons if the one in charge of balancing them has a never used the gun?
Numbers are certainly important, but there's nothing like looking down the sight and firing it. |
Leadfoot10
Molon Labe. General Tso's Alliance
1915
|
Posted - 2014.10.30 17:27:00 -
[4] - Quote
Fox Gaden wrote:I use a Rail Rifle on my Drop Uplink Logi fit, so I decided to run a few ambush matches with this fit to see what all the whining was about. What the Fox Says:
- Rail Rifle hip fire kick is fine. It is manageable.
- I still feel like I can defend myself with the Rail Rifle should I find myself in a close quarters combat situation.
I don't agree that the kick is managable, and I don't believe you can defend yourself against anyone outside of a noob.
And have you tried the ARR? |
Leadfoot10
Molon Labe. General Tso's Alliance
1917
|
Posted - 2014.10.30 17:37:00 -
[5] - Quote
el OPERATOR wrote:Nerf scouts. Just based off the stats comparisons.
Since the statistic that led to the RR hipfire nerf was usage (the K/S was not that much out of line), and the usage disparity for scout suits appears to be even more off, I suspect that's on the table for a future balance update/hotfix.
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Leadfoot10
Molon Labe. General Tso's Alliance
1929
|
Posted - 2014.10.31 08:05:00 -
[6] - Quote
CCP Rattati wrote:Leadfoot10 wrote:
Rhetorical Question: How can one hope to balance weapons if the one in charge of balancing them has a never used the gun?
Numbers are certainly important, but there's nothing like looking down the sight and firing it.
That statement is a logical fallacy, sorry. How does an engineer design an airplane if he has never flown one? How does a scientist study gravity if he has never seen it? How does the physicist describe quantum physics without touching atoms? I can make more of these... It's usually called the Scientific Method, http://en.wikipedia.org/wiki/Scientific_method
Sorry, that "statement" was a heartfelt concern in the form of a question: http://en.wikipedia.org/wiki/Statement
Two can play that game.
Infer I am uneducated if you wish (would you like to compare degrees or resumes?), but I think you should still use the weapon before you decide how to nerf it.
Thanks for all you do, but please troll someone else. I'm offering my opinion to try to help you and this game -- and responses like this certainly aren't reinforcing this behavior. |
Leadfoot10
Molon Labe. General Tso's Alliance
1929
|
Posted - 2014.10.31 09:09:00 -
[7] - Quote
CCP Rattati wrote:Leadfoot10 wrote: Thanks for all you do, but please troll someone else. I'm offering my opinion to try to help you and this game -- and responses like this certainly aren't reinforcing this behavior.
I certainly appreciate good feedback, but even if you meant it nicely, I completely disagree with this particular feedback and how it was put forth. All that said and done, I did not mean to disrespect you or your intent to help the game. We are all in the same team.
Thanks & I apologize for inciting you.
Disagree with my method or word choice, that's certainly fair. However, I do feel strongly that the underlying point is a valid one... using the weapon is not too much to ask, as there are insights into how to balance that no spreadsheet could truly uncover...and I think you reacted more to my messaging than my message.
And that's cool, I still love you and all you've done for the game. I was very sincere in my works of kindness. You've really done superb work on this game since taking over the reins and that has directly led to countless hours of enjoyment for a great many people, myself included.
Thanks again...Leadfoot |
Leadfoot10
Molon Labe. General Tso's Alliance
1929
|
Posted - 2014.10.31 09:23:00 -
[8] - Quote
CCP Rattati wrote:Leadfoot10 wrote:el OPERATOR wrote:Nerf scouts. Just based off the stats comparisons. Since the statistic that led to the RR hipfire nerf was usage (the K/S was not that much out of line), and the usage disparity for scout suits appears to be even more off, I suspect that's on the table for a future balance update/hotfix. So usage went up, despite not being OP, and then K/S just stayed highest because its good at long range? If that's the case, a CQC nerf will not have any effect, we can see that soon in the data. Another theory would be that upon discovering a weapon that was OP, players started using it, and even though everyone is using it, it did not reduce its K/S at all while also getting the most kills for all Rifles by a huge margin, not usage.
OK, so now that we've kissed and made up , let's discuss this one a bit because you've mentioned it a few times, and despite thinking it through a few times, it has me quite confused...
If K/S is relatively steady, how do kills not track usage? Because it seems to me that it would, rather closely.
Am I missing something?
Are we co-mingling overused and overpowered? If we aren't, shouldn't K/S be a better measure of overpowered than kills? If we are, can a weapon be perfectly balanced but still overused?
More to the point: Are we trying to strike a balance in weapon effectiveness (i.e. K/S) or weapon usage (i.e. spawns if k/s is constant) or both?
Am I missing something here?
Thanks for your time & insight...Leadfoot |
Leadfoot10
Molon Labe. General Tso's Alliance
1933
|
Posted - 2014.10.31 19:14:00 -
[9] - Quote
CCP Rattati wrote:You are correct that kills and spawns go hand in hand, i am just underlining a few facts
1) even though players migrate over to RR, there is no dilution of efficiency as might be expected 2) the trajectory of RR kills and spawns is alarming and could have led to an even greater disparity 3) some players have been downplaying these numbers, by saying sales = usage = non indicative of efficiency, usage is spawns, kills is the result is maybe one way to detach the two 4) Low end RR were also dominant, not just prototype, which was worrying.
End result, I want K/S to be similar, and for weapons of similar nature to have a similar result and usage.
If the Rail had a K/S of 2 and a tiny kill %, it could be assumed that it was a tricky rifle to master, but difficult enough to either need extensive specialization or player skill. The Scrambler was a case of that, but had, similarly to the RR, far too much power in CQC. The plan was to lead the TAR and SCR together by aligning their attributes a little, plus range vs dps adjustments. So far, it worked pretty well.
The Assault variants, can be treated like such a group, I would want them to be even in kills and K/S.
Hope this sheds some further light on the balancing effort.
Thanks, Ratatti, for this post.
It gives me (and I'm sure others) a great deal more insight into how you're trying to go about things -- trying to balance weapons by type, while keeping their kills (roughly, usage) and K/S (efficiency) as equal as possible among the non-niche weapons (laser, scrambler rifle, and plasma cannon being three exceptions, I presume).
So, if I've understood you correctly, you're trying to balance both usage and efficiency -- certainly not an easy task, and against this backdrop the recent changes make a great deal more sense.
CCP Rattati wrote:Finally, I don't like being brought into any "do you even RR/ADS/tank/rep, bro". My approach is to balance scientifically, not based on gut feeling. My credentials as a player aren't relevant. I said "played" and by that I mean meaninfully played, it's not my weapon of choice. I have of course tried every weapon, and of course we have internal maps where we try weapons. That said, I have no idea what my Loyalty Rank will be on my main
Thanks for the clarification. Had I known this, I most certainly would not have used the words I did in prior posts.
For me (and I suspect a great many players), it's all about gut feel as prior to this post it's all I (we) had. I have explained how that gut feel differed from your own (and why). We did not have the numbers, and then when we did, it appeared (to me at least) if the issue was much more about overuse than overpowered.
Now, having had a chance to sleep on our back&forth, I think that my perception of this gun as already very lackluster in CQC stemmed from my experience using it in PC (which is why I gave it up some time ago as my primary of choice), rather than its serviceability in pubs. It was already woefully ineffective against scouts and heavies because of it's CQC kick and dispersion, and this change, quite literally, made it 4x worse. I had flashbacks to PCs past including strafing scouts shotgunning me while dancing between my bullets, whiffing on heavies who can barely move, and my initial games with the RR reinforced this belief.
Because, to me at least, if our intent is to drive down usage that making the gun's most glaring weakness even worse was simply not the way to do it. Partially because of my prior experience and rationale for moving away from the gun, but also because I truly believe there are other better ways to have done it short of "after five or 10 bullets in CQC, pull out a sidearm, because the gun kicks such that your chance of hitting much less killing someone is near zero, particularly when faced with some skill or HP downrange.
Which is why, incidentally, I asked if you had compared kill and death distances when looking at K/S -- because I suspected the gun already was ineffective at CQC range and those numbers would bear it out and show you, empirically and objectively, what I was trying to explain as my "gut feel".
Anyway, thanks again for listening and your response. I appreciate it...Leadfoot |
Leadfoot10
Molon Labe. General Tso's Alliance
1939
|
Posted - 2014.10.31 23:53:00 -
[10] - Quote
I think that many just want the RR to become a niche weapon due to it being overpopular rather than truly overpowered.
Either that, or they are judging things having never used the weapon for any significant amount of time, nor evaluated where the kills and deaths of this weapon are really occurring, and certainly not from experience in PCs -- where that weapon was been relegated to niche long ago...because it was already relatively ineffective when compared to every other rifle in CQC.
But it has been so popular for so long, and people don't like dying, so the reaction is to nerf the overpopular nature by making become less OP...when it was not OP in the first place (as evidenced by the K/S numbers and it's relative rarity in PC).
Overpopular != OP
I'm starting to feel like a broken record, so I should probably go back to practicing with the CR or BrAR, rather than beating my virtual head against the wall here. |
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Leadfoot10
Molon Labe. General Tso's Alliance
1948
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Posted - 2014.11.01 18:38:00 -
[11] - Quote
Fox Gaden wrote:Every weapon should be a niche weapon. If one weapon does everything well, why would anyone every use anything else? What niche does the AR and CR (and even ScR) have? They doesn't work outside their range. That's it. The 50+m hole is a far different hole to fill than the up-close killing distances. First off, at range, you can kust stay cover to stop someone from killing you. Up close, there is nowhere to hide.
The Gallente have their AR which is superior at close to mid range. Same with the minmatar CR. The Amarr has the ScR, which is obviously takes a bit more skill, but has no niche as it works well at CQC and range. What do the Caldari have? The worst CQC weapon already just got 4x harder to control, and the delay increased by 60%.
Fox Gaden wrote:Balance decisions must consider both PC and Public Matches. In this case the RR may well have been balanced in PC, but for unskilled players in Public matches the RR worked just as well in CQC as any other weapon. Of course both PC and Pubs should be considered. Let's wait and see what the PC statistics show us.
And we have no idea how well or not the RR truly worked in CQC in comparison to other guns. All we have are anecdotal evidence. A few of us have been calling for K/S statistics to include some range information so we can see what's really going on. I've not seen anything. Have you?
Fox Gaden wrote:The RR was OP in the sense that it was the best weapon in the least skilled hands. It was too easy for low to mid level players to get exceptional results with it. It was too easy to use. Again, simply wrong. It was the most popular weapon, not the best. If it was the best, it would have had a clear K/S advantage. The data shows it does not...despite having a range advantage that would lead towards higher K/S situation -- killing at range.
Are you judging the RR by Saxon's videos? lol
If the RR was so superior, why was it only on one of your fits?
Fox Gaden wrote:So perhaps we need another word to use instead of Overpowered to describe this phenomena. (I detest the term GÇ£noob-tubGÇ¥ by the way.) I think the term you are looking for is overused or overpopular, not overpowered.
Here's my take: The RR is popular because it was truly OP at the time it was introduced -- the time the entire playerbase got a respec. It is also popular for the same reason people like sniping -- it allows you to kill at range (albeit a much narrower range than the sniper rifle) where your targets can't effectively kill you. Find one of the many spots in this game that allows you to watch use your huge HP advantage to overcome it's already glaring weakness in CQC.
But that scrub tactic doesn't work in PC, as anyone who has played any significant battles can attest to.
Fox Gaden wrote:I think you are too focused on only the top 1% of players, and are not giving any consideration to the realities of balancing for the other 99%. Ratatti has to look at both.
Perhaps. I've admitted that PC is my focus, and I play public matches to hone my (relatively lackluster) skills for PC.
Shouldn't this game be balanced for both PC and Pubs?
Even more to the point, shouldn't we evaluate both data before deciding what to do with a weapon? |
Leadfoot10
Molon Labe. General Tso's Alliance
1949
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Posted - 2014.11.01 19:20:00 -
[12] - Quote
Fox Gaden wrote:As a Cartographer, I would love to see maps showing where all the kills occurred in a match. Heck, I would love to have the raw data and create a map like that. You could probably draw many insights from such a map.
That would be a VERY interesting dataset to examine!
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Leadfoot10
Molon Labe. General Tso's Alliance
1949
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Posted - 2014.11.01 19:23:00 -
[13] - Quote
CCP Rattati wrote:Planetary conquest analysis up next week.
Thank you!
Any chance of distance data being introduced into the evaluation?
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Leadfoot10
Molon Labe. General Tso's Alliance
1955
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Posted - 2014.11.02 17:17:00 -
[14] - Quote
CCP Rattati wrote:How can you state that we are making the RR a "niche" weapon, when it almost has as many kills as the rest of the Rifles combined? The Rail Rifle is making all the other weapons "niche" weapons.
My use of the term niche weapon was in comparison to the niche weapon that the LR is -- deadly at range but practically useless up close.
CCP Rattati wrote:How can you say repeatedly that the Rail does not have a clear K/S advantage, when it is the highest of all the Rifles? And twice that of many of them. ... It is not simply "overused" when it has the highest K/S as well. That doesnt make any sense.
Perhaps I was looking at the wrong color in the table -- and I must admit I was having trouble tracking the different rifles with similar colors in the graph. I'll have another look at it:
[img]http://puu.sh/cuFcS/5936d88aa4.jpg[/img]
CCP Rattati wrote:The Rail Rifle is still used to kill massively in PC and that was taken into account.
All I have in this regard is my experience playing them virtually every night which apparently disagrees with your data. From where I sit, I see many more HMG, Shotgun, and CR deaths (although the CR use has gone down recently replaced with AR or shotguns, mostly). Our team rarely uses a RR, and when we do, it's in very specific situations (up high or watching avenues of approach) as to overcome its CQC disadvantages and, relatively speaking, rare. But again, that might just be my skewed perspective, and admittedly so.
CCP Rattati wrote:Even if it was OP when it was introduced, why is the Kill trend growing rapidly for the last 5 months? It literally means people are migrating to it, not stuck with a decision made around 1.8.
I can make out that graph, and I don't see kill trends growing rapidly. I see a slow steady rise here:
[img]http://puu.sh/cuGL5/859c6bf010.jpg[/img]
And I note the ARR's usage being rather consistently low.
That doesn't change the RR's clear overuse where it accounts for 40% of the kills.
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Leadfoot10
Molon Labe. General Tso's Alliance
1955
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Posted - 2014.11.02 18:02:00 -
[15] - Quote
DeathwindRising wrote:Rattati, let say, that we had an empty map with flat terrain (no cover at all). both teams spawn 400m from each other. one team is using assault rifles, and combat rifles. the other team is using rail rifles, and scrambler rifles.
which team do you think would win an ambush?
after the match ends, the teams are allowed to select new weapons. which weapon do you think will be selected after the first battle?
at this point you should be considering poor map design as the problem for RR popularity. More cover, increased broken lines of sight, and you make long range weapon ineffective, and close range weapons more preferred. There is a reason why the RR is popular and its not because its great at CQC.
Although I wouldn't use the words "poor map design", the logic above makes a lot of sense to me.
When I use the RR/ARR it's in very specific situations where the map sets up for it. For instance, guarding the approach to one of the sockets in fractured road (the zig zag road map) or the outside points of the bridge map, or on the approach to any city socket, or in practically every map at the exit to the redline (for all those times the other team finds themselves redlined) -- areas with wide open kill zones in the perfect range for the RR user to own it up.
And the change to it's CQC handling it seems to me to have done nothing to the RR/ARR effectiveness in these situations, except make them more vulnerable up close.
And if it's the map design aiding this usage profile, will changing the CQC handing of this gun have the desired effect? If so, which of the rifles will pick up the slack in this regard?
We shall see. |
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