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CCP Rattati
C C P C C P Alliance
9812
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Posted - 2014.10.31 05:48:00 -
[31] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6864
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Posted - 2014.10.31 05:53:00 -
[32] - 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.
I haven't tried it out myself since the hipfire changes but it doesn't seem to have mattered to the users at all. Got killed by it at least five times today in engagements that should have been cake with my AR.
Two occasions I was using a Shotgun and still lost.
Soon as the PSN goes back up from maintenance I'll give it a shot, personally, since I have all the weapons at level 5. See just how bad it really is from a Gallente's point of view.
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Cross Atu
OSG Planetary Operations Covert Intervention
3644
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Posted - 2014.10.31 05:54:00 -
[33] - Quote
Vell0cet wrote: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 Well said. Your approach has been really awesome for the game. I must say though that I'm pretty shocked you guys don't have an empty map where you play around with all of the toys on a regular basis. Such a test would be useful, but it is not going to be an equal experience to bring a weapon into a live fire match
Cheers, Cross
PS ~ Pretty sure the Devs have maps like that to play with
See a cool idea thread? Mail me the title and I'll take a look =)
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2425
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Posted - 2014.10.31 05:57:00 -
[34] - Quote
Cross Atu wrote:Such a test would be useful, but it is not going to be an equal experience to bring a weapon into a live fire match Cheers, Cross PS ~ Pretty sure the Devs have maps like that to play with The thing is, the Devs in general are terrible at their game, if the last Dev fight was anything to go off of.
Speaking of which, I think it's about time we have another "Fight the Devs" eventGǪ
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6864
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Posted - 2014.10.31 06:00:00 -
[35] - Quote
Vulpes Dolosus wrote:Cross Atu wrote:Such a test would be useful, but it is not going to be an equal experience to bring a weapon into a live fire match Cheers, Cross PS ~ Pretty sure the Devs have maps like that to play with The thing is, the Devs in general are terrible at their game, if the last Dev fight was anything to go off of. Speaking of which, I think it's about time we have another "Fight the Devs" eventGǪ
Bearing in mind, of course, they won the Dev vs Players Tournament at Fanfest.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
6864
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Posted - 2014.10.31 06:56:00 -
[36] - Quote
Yeah, just tried it out in a Domination match...
It only starts to get unmanageable after about 12 rounds of the 42 round magazine. But, considering that with just 12 rounds you've dished out 564 - 620 damage (depending on which power level of Rail Rifle you're using) it's really not quite so bad, imo as long as you have even some semblance of fire control/trigger discipline.
I could see the kick being reduced to about 15 rounds in before it gets unmanageable but any more then that and you're not really doing much to the weapon that can't be covered by a little consideration. Afterall, it's not supposed to have some marked advantage in CQC... It's a long range weapon, damn thing is -supposed- to make you want to switch out to the handy Magsec whenever **** gets too close for comfort.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
625
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Posted - 2014.10.31 07:31:00 -
[37] - 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.
so if the data shows no change in usage, will unerf the RR? considering that the nerf had no effect, it would be unnecessary.
perhaps youd go with the other option of actually making the RR a long range precision weapon?
decreased recoil, increased optimal range, lower damage per shot |
Her Chosen
Grade No.2
12
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Posted - 2014.10.31 07:43:00 -
[38] - Quote
The highest KDR games on record in this game have all been with the RR. Watch a Saxonmish video, or usuckatdust Vaughn, etc.
The weapon was overly effective at all ranges. Long, medium, and short. Balancing it back to make have less do-all was a long time coming.
But the aim assist needs correction. ALL WEAPONS SHOULD HAVE THE SAME AIM ASSET AT ALL RANGES. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4243
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Posted - 2014.10.31 07:53:00 -
[39] - Quote
Screw aim assist.
I hate trying to use it.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Leadfoot10
Molon Labe. General Tso's Alliance
1929
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Posted - 2014.10.31 08:05:00 -
[40] - 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. |
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CCP Rattati
C C P C C P Alliance
9832
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Posted - 2014.10.31 08:34:00 -
[41] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Leadfoot10
Molon Labe. General Tso's Alliance
1929
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Posted - 2014.10.31 09:09:00 -
[42] - 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
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Posted - 2014.10.31 09:23:00 -
[43] - 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 |
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CCP Rattati
C C P C C P Alliance
9844
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Posted - 2014.10.31 13:05:00 -
[44] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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matsumoto yuichi san
The Elite Few Inc. The Methodical Alliance
75
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Posted - 2014.10.31 13:34:00 -
[45] - Quote
i say good work mr rattati, now all we have to do is figure out how to make the meta of the game not spam heavies onto point , or run around in scouts. and the only strategy be more than, place uplink on tallest thing. :) |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1286
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Posted - 2014.10.31 14:05:00 -
[46] - 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. 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
First, good on you and Leadfoot for the mature and positive exchange. Nice to see that on the forums.
Your post above actually helps me understand much more about your vision for balancing (keeping variants balanced vs balancing across whole weapon lines) which makes quite a bit more sense. I would point out that with FOTM and "op" stuff you get to a point in usage that actually creates the cascade effect that you see with RR usage & kills due to player perception. This is similar to my point about reading these trends and how it isn't dissimilar from observing trend analysis in the stock market or other statistically based activites measureing human dynamics and perception.
Basically, when Player X starts playing Dust (or has already been playing for a while) and he sees / hears that a lot of folks like the RR and maybe get's killed by one 5 or 6 times in a match he very naturally starts thinking "I think I need to skill into that RR". At that point, he puts some SP down on it and buys a bunch of SB-39s.
Bare in mind that Player X's K/D may well only vary slightly up or down with the RR versus his previous weapon of choice but he's now further contributing to the usage / kill stats that you accurately track and account for. He's contributing to the percpetion effect that other players see and feel...that they need to skill into the RR or whatever weapon we are talking about to remain competitive but perhaps not actually becoming that much more competitive.
Bottom line: you can possibly (not all the time) find yourself in a situaiton where kills and usage rates are noticably higher and it may not inidcate a vast increase in combat effectiveness for the individual player.
Please note, this isn't about the RR per se, it's just my observation of how player dynamics work and that perhaps it needs to be considered.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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John Demonsbane
Unorganized Ninja Infantry Tactics
4366
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Posted - 2014.10.31 18:25:00 -
[47] - Quote
Jaysyn Larrisen wrote:
First, good on you and Leadfoot for the mature and positive exchange. Nice to see that on the forums.
Your post above actually helps me understand much more about your vision for balancing (keeping variants balanced vs balancing across whole weapon lines) which makes quite a bit more sense. I would point out that with FOTM and "op" stuff you get to a point in usage that actually creates the cascade effect that you see with RR usage & kills due to player perception. This is similar to my point about reading these trends and how it isn't dissimilar from observing trend analysis in the stock market or other statistically based activites measureing human dynamics and perception.
Basically, when Player X starts playing Dust (or has already been playing for a while) and he sees / hears that a lot of folks like the RR and maybe get's killed by one 5 or 6 times in a match he very naturally starts thinking "I think I need to skill into that RR". At that point, he puts some SP down on it and buys a bunch of SB-39s.
Bare in mind that Player X's K/D may well only vary slightly up or down with the RR versus his previous weapon of choice but he's now further contributing to the usage / kill stats that you accurately track and account for. He's contributing to the percpetion effect that other players see and feel...that they need to skill into the RR or whatever weapon we are talking about to remain competitive but perhaps not actually becoming that much more competitive.
Bottom line: you can possibly (not all the time) find yourself in a situaiton where kills and usage rates are noticably higher and it may not inidcate a vast increase in combat effectiveness for the individual player.
Please note, this isn't about the RR per se, it's just my observation of how player dynamics work and that perhaps it needs to be considered.
You're 100% correct that usage =/= OP, and that the fact that people flock to a weapon alone doesn't mean it's OP, but it should certainly raise the eyebrows of the person who's job it is to track such things.
The example you are giving, to me, is actually what Rattati is getting to in point #1: "even though players migrate over to RR, there is no dilution of efficiency as might be expected"
Take the Scrambler. It's not easy to use, but wrecks in the right hands, like Rattati said. It was around far longer than the RR but you never really saw the same migration to it. Because it's not easy to use.... it's very abusable with modded controllers or macros, but otherwise it's mechanics limited it. So, if every blueberry in the world started using it, you'd better believe the K/S would drop.
Didn't happen with the RR. All comers, from all the scrubs who needed the eHP of a sentinel to stay alive to every brainless noob in my local, they all started using it. And still did well.
50% of the people playing this game are not really good, are they? I doubt you'd answer yes to that.
That's the crux of the whole thing. The overall skill level here is not high enough that it makes any sense that if everyone started using a weapon because it killed them all the time, the overall K/S of the weapon wouldn't drop. It would have to strictly based on regression to the mean, if nothing else!
(The godfather of tactical logistics)
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Leadfoot10
Molon Labe. General Tso's Alliance
1933
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Posted - 2014.10.31 19:14:00 -
[48] - 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 |
el OPERATOR
Capital Acquisitions LLC General Tso's Alliance
408
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Posted - 2014.10.31 20:24:00 -
[49] - Quote
So.... Crisis Averted!!!(?)!!!
I personally have only RR a couple times, when it was first released. It was pretty ez mode but I don't like the dotsight. But thats just me.
Nerf scouts. Whether by k/s, usage, raw data OR gut feeling, the imbalances are undeniable.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Fox Gaden
Immortal Guides
4797
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Posted - 2014.10.31 21:47:00 -
[50] - Quote
MINA Longstrike wrote:Fox Gaden wrote:I support making the Assault Rail Rifle into a viable close to mid range weapon, as an urban warfare viable alternative to the Rail Rifle for people heavily invested in Rail Rifle Operation. I'd be up for that if the AR isn't able to shoot more than 20m and kicks wildly when shot for more than 7 rounds in a row and if the combat rifle became uncontrollable after two bursts and the scrambler overheated after three shots. Maybe then you'll see how ridiculous your notion of 'balance' is. I tried the RR after reading your QQ posts, but it was not even bad enough for me to replace it on my Logi fit , despite not having a sidearm to fall back on.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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MINA Longstrike
Kirjuun Heiian
1495
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Posted - 2014.10.31 22:01:00 -
[51] - Quote
Fox Gaden wrote:MINA Longstrike wrote:Fox Gaden wrote:I support making the Assault Rail Rifle into a viable close to mid range weapon, as an urban warfare viable alternative to the Rail Rifle for people heavily invested in Rail Rifle Operation. I'd be up for that if the AR isn't able to shoot more than 20m and kicks wildly when shot for more than 7 rounds in a row and if the combat rifle became uncontrollable after two bursts and the scrambler overheated after three shots. Maybe then you'll see how ridiculous your notion of 'balance' is. I tried the RR after reading your QQ posts, but it was not even bad enough for me to replace it on my Logi fit , despite not having a sidearm to fall back on.
You seem to be mistaken as to what QQ actually is. Leadfoot posted tests he did on hipfire. Combat rifles get 5 pixels of kick, Assault rifles get about 5 degrees, SCR's are much like combat rifles and functionally don't kick. Assault rails get 60 degrees of kick + left to right. Rails get 120 degrees of kick.
That is not balance Fox, and you're an idiot if you claim that it is.
I've asked multiple times for what I think the relevant metric on the rail rifle is - What range are kills happening at, because it is a known fact that the rail rifle drastically outranges a lot of other guns and many people would happily sacrifice the 20-25% more dps they'd get from an AR to get 40m more range on a rail.
As I've said, nerfing the close quarters isn't the right thing to do, the rail needs a range nerf.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Leadfoot10
Molon Labe. General Tso's Alliance
1939
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Posted - 2014.10.31 23:53:00 -
[52] - 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. |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1287
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Posted - 2014.11.01 00:40:00 -
[53] - Quote
John Demonsbane wrote:You're 100% correct that usage =/= OP, and that the fact that people flock to a weapon alone doesn't mean it's OP, but it should certainly raise the eyebrows of the person who's job it is to track such things. The example you are giving, to me, is actually what Rattati is getting to in point #1: "even though players migrate over to RR, there is no dilution of efficiency as might be expected" Take the Scrambler. It's not easy to use, but wrecks in the right hands, like Rattati said. It was around far longer than the RR but you never really saw the same migration to it. Because it's not easy to use.... it's very abusable with modded controllers or macros, but otherwise it's mechanics limited it. So, if every blueberry in the world started using it, you'd better believe the K/S would drop. Didn't happen with the RR. All comers, from all the scrubs who needed the eHP of a sentinel to stay alive to every brainless noob in my local, they all started using it. And still did well. 50% of the people playing this game are not really good, are they? I doubt you'd answer yes to that. That's the crux of the whole thing. The overall skill level here is not high enough that it makes any sense that if everyone started using a weapon because it killed them all the time, the overall K/S of the weapon wouldn't drop. It would have to strictly based on regression to the mean, if nothing else!
John, I see your point, however there is no way that we can really know what the relative combat effectiveness of players are before and after a weapon migration point.
I agree that at least 50% of the players are below average...obvious statistical fact. My point is that if you had an average KDR of 1 before the switch from PR to RR and then have the same KDR it's not about the weapon being OP. OP weapons should create a noticeable and significant uptick in player combat statistics at the individual player level. There is a bit of just finding a weapon style that fits your play style and that is in effect here as well.
I would also point out that many on the forums tout being able to "rek face" with just about any weapon they lay hands on and I tried this or that and did fine. Some of this is true and some not...but individual player skill is ultimately the greatest leveler and the most difficult thing to account for in stats in a game like this.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Fox Gaden
Immortal Guides
4799
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Posted - 2014.11.01 01:11:00 -
[54] - Quote
John Demonsbane wrote:Jaysyn Larrisen wrote:
First, good on you and Leadfoot for the mature and positive exchange. Nice to see that on the forums.
Your post above actually helps me understand much more about your vision for balancing (keeping variants balanced vs balancing across whole weapon lines) which makes quite a bit more sense. I would point out that with FOTM and "op" stuff you get to a point in usage that actually creates the cascade effect that you see with RR usage & kills due to player perception. This is similar to my point about reading these trends and how it isn't dissimilar from observing trend analysis in the stock market or other statistically based activites measureing human dynamics and perception.
Basically, when Player X starts playing Dust (or has already been playing for a while) and he sees / hears that a lot of folks like the RR and maybe get's killed by one 5 or 6 times in a match he very naturally starts thinking "I think I need to skill into that RR". At that point, he puts some SP down on it and buys a bunch of SB-39s.
Bare in mind that Player X's K/D may well only vary slightly up or down with the RR versus his previous weapon of choice but he's now further contributing to the usage / kill stats that you accurately track and account for. He's contributing to the percpetion effect that other players see and feel...that they need to skill into the RR or whatever weapon we are talking about to remain competitive but perhaps not actually becoming that much more competitive.
Bottom line: you can possibly (not all the time) find yourself in a situaiton where kills and usage rates are noticably higher and it may not inidcate a vast increase in combat effectiveness for the individual player.
Please note, this isn't about the RR per se, it's just my observation of how player dynamics work and that perhaps it needs to be considered.
You're 100% correct that usage =/= OP, and that the fact that people flock to a weapon alone doesn't mean it's OP, but it should certainly raise the eyebrows of the person who's job it is to track such things. The example you are giving, to me, is actually what Rattati is getting to in point #1: "even though players migrate over to RR, there is no dilution of efficiency as might be expected" Take the Scrambler. It's not easy to use, but wrecks in the right hands, like Rattati said. It was around far longer than the RR but you never really saw the same migration to it. Because it's not easy to use.... it's very abusable with modded controllers or macros, but otherwise it's mechanics limited it. So, if every blueberry in the world started using it, you'd better believe the K/S would drop. Didn't happen with the RR. All comers, from all the scrubs who needed the eHP of a sentinel to stay alive to every brainless noob in my local, they all started using it. And still did well. 50% of the people playing this game are not really good, are they? I doubt you'd answer yes to that. That's the crux of the whole thing. The overall skill level here is not high enough that it makes any sense that if everyone started using a weapon because it killed them all the time, the overall K/S of the weapon wouldn't drop. It would have to strictly based on regression to the mean, if nothing else! That is my take on it as well. I get the impression that some people donGÇÖt really think about what Rattati is saying before they respond.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4799
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Posted - 2014.11.01 01:34:00 -
[55] - Quote
MINA Longstrike wrote:Fox Gaden wrote:I tried the RR after reading your QQ posts, but it was not even bad enough for me to replace it on my Logi fit , despite not having a sidearm to fall back on. You seem to be mistaken as to what QQ actually is, I actually find it pretty offensive that you would try to diminish what are legitimate complaints and informed opinions by writing them off as "QQ". Leadfoot posted tests he did on hipfire. Combat rifles get 5 pixels of kick, Assault rifles get about 5 degrees, SCR's are much like combat rifles and functionally don't kick. Assault rails get 60 degrees of kick + left to right. Rails get 120 degrees of kick. That is not balance Fox, and you're an idiot if you claim that it is. I've asked multiple times for what I think the relevant metric on the rail rifle is - What range are kills happening at, because it is a known fact that the rail rifle drastically outranges a lot of other guns and many people would happily sacrifice the 20-25% more dps they'd get from an AR to get 40m more range on a rail. As I've said, nerfing the close quarters isn't the right thing to do, the rail needs a range nerf. I call your posts QQ because you make it sound far worse than it actually is.
You have to hold the trigger through the expenditure of an entire clip to get 120 degrees of kick, and that is without any attempt to compensate. What competent player would empty an entire clip in one burst?
Most of the kills I get with the RR are in the 30m to 40m rang. A rang nerf would not change that any more than the hip fire kick would. However, the hip fire kick does make it weaker at very close rang, which means there is a tradeoff to picking the RR now. Every weapon should have a tradeoff. When one weapon is good in every situation, then there is no reason to ever use anything else.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
4799
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Posted - 2014.11.01 01:58:00 -
[56] - Quote
Leadfoot10 wrote: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 which show it as in line with other rifles even before this nerf).
Overpopular in pubs != Overpowered
Listen, if the RR were as OP as some would have us believe, it would be used by the best players in the game in the most competitive field, PC. However, the anti-infantry weapons used in PC is full of HMGs and SG scouts, with the occasional CR. The RR is really only used in very specific situations (camping the supply depot bridge in the rings map, or the mushroom in the two towers maps, or guarding the approach to one of the outside points in the bridge map from the top of a building). Why? Because the best players in this game (not me!) figured out long ago that the RR sucked in comparison and other weapons simply were more powerful.
Why the rest of the players haven't figured it out is beyond me, but it is crystal clear when you watch any PC killfeed what's being used, and if you bring a RR into any spot accessible to a scout or a heavy you'll learn real quick how ill-equpped the RR and ARR are in comparison.
Now, I'm not saying we should balance PC matches at the expense of pubs, but I am suggesting there are lessons to be learned there that apply to general gameplay and how to nerf said weapon if it is overused. And none of those lessons point at reducing the CQC effectivness of the already-weakest CQC gun, the RR/ARR.
Now, if our intent is to make the weapon into a niche weapon and drive down usage, I'd say this nerf will likely attain that goal, but not without a significant drop in terms of effectiveness (and perhaps a balancing hotfix to correct this over-correction).
Regardless, and even if I feel that he missed the mark with this latest nerf, I'm confident that Ratatti will get this right over time, so perhaps I should just shut up and let him figure it out through iterative balancing adjustments.
Have fun guys...Leadfoot Every weapon should be a niche weapon. If one weapon does everything well, why would anyone every use anything else?
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.
The RR was not OP in the sense that it was the best weapon in the most skilled hands.
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.
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 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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4377
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Posted - 2014.11.01 02:35:00 -
[57] - Quote
Jaysyn Larrisen wrote:John Demonsbane wrote:You're 100% correct that usage =/= OP, and that the fact that people flock to a weapon alone doesn't mean it's OP, but it should certainly raise the eyebrows of the person who's job it is to track such things. The example you are giving, to me, is actually what Rattati is getting to in point #1: "even though players migrate over to RR, there is no dilution of efficiency as might be expected" Take the Scrambler. It's not easy to use, but wrecks in the right hands, like Rattati said. It was around far longer than the RR but you never really saw the same migration to it. Because it's not easy to use.... it's very abusable with modded controllers or macros, but otherwise it's mechanics limited it. So, if every blueberry in the world started using it, you'd better believe the K/S would drop. Didn't happen with the RR. All comers, from all the scrubs who needed the eHP of a sentinel to stay alive to every brainless noob in my local, they all started using it. And still did well. 50% of the people playing this game are not really good, are they? I doubt you'd answer yes to that. That's the crux of the whole thing. The overall skill level here is not high enough that it makes any sense that if everyone started using a weapon because it killed them all the time, the overall K/S of the weapon wouldn't drop. It would have to strictly based on regression to the mean, if nothing else! John, I see your point, however there is no way that we can really know what the relative combat effectiveness of players are before and after a weapon migration point. I agree that at least 50% of the players are below average...obvious statistical fact. My point is that if you had an average KDR of 1 before the switch from PR to RR and then have the same KDR it's not about the weapon being OP. OP weapons should create a noticeable and significant uptick in player combat statistics at the individual player level. There is a bit of just finding a weapon style that fits your play style and that is in effect here as well. I would also point out that many on the forums tout being able to "rek face" with just about any weapon they lay hands on and I tried this or that and did fine. Some of this is true and some not...but individual player skill is ultimately the greatest leveler and the most difficult thing to account for in stats in a game like this.
Lol, yes certainly you can't trust how much awesomer everyone on the forums is. Or base any kind of weapon balancing on forum buzz. I used to follow regynum around on the forums and post:
"Results not typical. Your results may vary, Regynum is not approved by the FDA to diagnose or treat any disease."
And you could certainly be right. Maybe not one single persons KDR changed when switching to the RR. And maybe MIna is right and there were not that many RR kills under 40m.
Personally I doubt that seriously, more so Mina's contention than yours. Thing is, though, even if CCP didn't track it, you would honestly have to assume that, given the objective-based nature of most of the game modes, there was a lot of CQC involved. (If you didn't you would run the risk of being anti-science in that you were using your opinion as a basis of interpreting data instead of the other way around,)
(The godfather of tactical logistics)
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CCP Rattati
C C P C C P Alliance
9887
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Posted - 2014.11.01 02:57:00 -
[58] - Quote
Planetary conquest analysis up next week.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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MINA Longstrike
Kirjuun Heiian
1495
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Posted - 2014.11.01 03:47:00 -
[59] - Quote
CCP Rattati wrote:Planetary conquest analysis up next week.
That should be helpful, I know it's annoying to be prodded again but can/will/are you able to do an analytic on range?
I also play MechWarrior: online and one of the problems that they experience in that is that long range missiles are incredibly powerful and dominating in lower Elo brackets but in higher skill brackets they go practically unused in favor of more skill oriented higher dps weapons.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
626
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Posted - 2014.11.01 03:59:00 -
[60] - Quote
If the goal was to drive down usage, why haven't they redesigned the maps to have more cover and less open areas? RR is great because there's always 9 miles of open field between you and some guy you want to shoot at.
Rooftop campers can only be hit by RR or sniper rifles effectively. And open field give first strike advantage to RR. I can always find a spot on a map to abuse the RR range.
If you want more usage out of short range weapons then you need maps very obscured line of sight, plenty of cover, ceilings and enclosed areas that can't be viewed at long range. The bare bones map design is the problem you want solve if you're trying to drive down RR usage. |
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