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Thread Statistics | Show CCP posts - 15 post(s) |
I-Shayz-I
I----------I
4978
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Posted - 2014.11.07 11:07:00 -
[91] - Quote
No one uses the focused scanner? Maybe in PC?
Maybe I need to make a video just to show how OP the Creodron Flux scanner is compared to say...the Proximity one (incredibly underpowered)
All scanners should make some sense as to their stats.
How it should be Normal: 100 range, 60 degrees Flux: 200 range, 30 degrees Proximity: 50 range, 120 degrees
NOT: Flux: 200 range 90 degrees Proximity: 65 range, 45 degrees
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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BL4CKST4R
La Muerte Eterna Dark Taboo
3311
|
Posted - 2014.11.07 11:41:00 -
[92] - Quote
jace silencerww wrote:BL4CKST4R wrote:jace silencerww wrote:Cat Merc wrote:http://www.protofits.com/fittings/shared/136/8953 - Dual Dampened Gallente Assault http://www.protofits.com/fittings/shared/136/9001 - Dual Dampened Caldari Assault Caldari Assault advantages and disadvantages: +50HP +3x regen speed -4 seconds of delay +0.1m/s of speed (Not much, can be considered a non-factor) -12% damage compared to Gal Assault Seems fair right? Gallente has 12% more damage while Caldari recharge at 3x the speed (with a delay) and have extra hp? Oh wait... The Gallente Assault needs speed to close the distance, otherwise the Duvolle struggles massively on 90% of the maps. Giving it said speed will either cost 66HP, 9.375hp/s of regen, or a damp. ok why don't you drop the creodron ion pistol to adv and use another shield extender. the caldari are long distance fighters and the gal are mid range. I mean just look at the bonuses to see the proof. caldari faster reload while gal get a reduction to kick and spread of their shot for better hipfire for mid to close range. the bigger question why the Heck are you using dampners on ASSAULTS? lol that is about as useful as nova knives on a commando. (no offense to those who do that) LOL 50 meters it will take the gall 21-22 shots to kill the caldari with a rof of 800 so in 2 seconds for 26.67 shots. 50 meters it will take 13-14 shots to kill the gall with a rof of 462 so in 2 second for 15.36 shots. that looks very close TTK. all it takes is for the caldari to get hit within 3 seconds even for 5 damage and his shields will not regen. plus the caldari biggest weakness A FLUX GRENADE poof no more shields. each suit has pros and cons so remember this when talking the suits are not even. they are balanced if you use them to their pros. it is like using a rail rifle on an amarr commando. why beause you wanted to instead of using the scr or laser rifles and get bonus damage. Because you completely missed the reason why dampeners are being fitted >.> ok then what about the rest of what I said? here is food for thought. you can use any suit for anything you wish however (wthin game seting) if you are not using it to its pros then you can not say look it is uneven. it is like a heavy using a nova knives -(apples to oranges) . although your comparing those two is more like apples to pears close but different.
Role wise the Caldari and Gallente assaults perform the same role, which is to kill. How they perform this role is drastically different yet their function is the same.
The problem that will happen is that making the suit viable to "be stealthy" would be a change to it's roles necessary functions, that is those necessary for it to perform any useful functions in the near future as the EWAR meta continues to change. Because of this the point that is being made is that, the Gallente suit CANNOT handle this change in meta, and anything that cannot change and adapt to the meta becomes obsolete and dies, Darwinism.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4638
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Posted - 2014.11.07 12:33:00 -
[93] - Quote
I'd drop precision mods in the highs and put a pair of range mods in the low.
Stealth?
I am a rifleman.
My mission is to locate, close with, and destroy you.
Galassault rifleman motto right there
Amarr will simply hold the line and see you coming. Then kill you.
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
2117
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Posted - 2014.11.07 12:44:00 -
[94] - Quote
BL4CKST4R wrote:jace silencerww wrote:BL4CKST4R wrote:jace silencerww wrote:Cat Merc wrote:http://www.protofits.com/fittings/shared/136/8953 - Dual Dampened Gallente Assault http://www.protofits.com/fittings/shared/136/9001 - Dual Dampened Caldari Assault Caldari Assault advantages and disadvantages: +50HP +3x regen speed -4 seconds of delay +0.1m/s of speed (Not much, can be considered a non-factor) -12% damage compared to Gal Assault Seems fair right? Gallente has 12% more damage while Caldari recharge at 3x the speed (with a delay) and have extra hp? Oh wait... The Gallente Assault needs speed to close the distance, otherwise the Duvolle struggles massively on 90% of the maps. Giving it said speed will either cost 66HP, 9.375hp/s of regen, or a damp. ok why don't you drop the creodron ion pistol to adv and use another shield extender. the caldari are long distance fighters and the gal are mid range. I mean just look at the bonuses to see the proof. caldari faster reload while gal get a reduction to kick and spread of their shot for better hipfire for mid to close range. the bigger question why the Heck are you using dampners on ASSAULTS? lol that is about as useful as nova knives on a commando. (no offense to those who do that) LOL 50 meters it will take the gall 21-22 shots to kill the caldari with a rof of 800 so in 2 seconds for 26.67 shots. 50 meters it will take 13-14 shots to kill the gall with a rof of 462 so in 2 second for 15.36 shots. that looks very close TTK. all it takes is for the caldari to get hit within 3 seconds even for 5 damage and his shields will not regen. plus the caldari biggest weakness A FLUX GRENADE poof no more shields. each suit has pros and cons so remember this when talking the suits are not even. they are balanced if you use them to their pros. it is like using a rail rifle on an amarr commando. why beause you wanted to instead of using the scr or laser rifles and get bonus damage. Because you completely missed the reason why dampeners are being fitted >.> ok then what about the rest of what I said? here is food for thought. you can use any suit for anything you wish however (wthin game seting) if you are not using it to its pros then you can not say look it is uneven. it is like a heavy using a nova knives -(apples to oranges) . although your comparing those two is more like apples to pears close but different. Role wise the Caldari and Gallente assaults perform the same role, which is to kill. How they perform this role is drastically different yet their function is the same. The problem that will happen is that making the suit viable to "be stealthy" would be a change to it's roles necessary functions, that is those necessary for it to perform any useful functions in the near future as the EWAR meta continues to change. Because of this the point that is being made is that, the Gallente suit CANNOT handle this change in meta, and anything that cannot change and adapt to the meta becomes obsolete and dies, Darwinism. More to the point, WHY would an assault want to be stealthy? His role is not to sneak, it is to slay. Anything that does not aid in this should go to another suit.
If assaults really need another buff, why not make it to racial tank?
Caldari: 5% base shield per Amarr: 5% base armor per Gallente: 0.5 armor rep per Minmatar: 5% shield recharge per
Proof that Rattati/CCP do listen to the playerbase.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4640
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Posted - 2014.11.07 12:54:00 -
[95] - Quote
Black ops style play requires stealth.
And you can drop a LOT of damps on a gallente assault team.
They don't have to be invisible.
They just need to get within their brawling optimal undetected.
What happens when your first hint of an enemy is the Galassault who pops around the corner and sprays you in the face with plasma?
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Spkr4theDead
Red Star. EoN.
2345
|
Posted - 2014.11.07 13:40:00 -
[96] - Quote
Sgt Kirk wrote:CCP Rattati wrote:Cavani1EE7 wrote:CCP Rattati wrote:We are also rebuffing gallente native reps, based on 12 pages of feedback
Gallente suitslast buffnew buff Commando35 Logi35 Medium Basic35 Heavy Basic2.54.5 Assault2.54.5 Sentinel24 Light Basic23 Scout1.52.5
Why couldn't you just add 1 hp/s to them instead of 2? With 4.5-5 hp per sec we're gonna see way more armor tanker whor*s EDIT: Any tweaks to the Breach AR? I let you remind that it totally outDPS the standard version (well tbh all the others too) with better accuracy as well. And what about the Burst AR? Haven't you noticed it feels UP since 1.9 dropped? As if recoil-sharpshooter skills wouldn't apply to it... I've been told I'm noit the only one feeling this, can you look at it? BAR nerf is on the table, yes. Breach AR nerf? Are you serious? You do play this game right? Is the reduced range in which you are forced to fight in not enough for you? And as far as Gallente Logis go, I bought the respec to skill out of Gallente Logistics because I knew you guys would nerf the ever loving **** out of scanners. I could say a lot more but I'm sick right now with a Cold. But I'm severely disappointed in you, anything other than an Efficiency range nerf to the Breach AR would send it back into being **** again. I'm starting to go in Gal logi myself.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Myron Kundera
The Generals
97
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Posted - 2014.11.07 17:01:00 -
[97] - Quote
CCP Rattati wrote:Cavani1EE7 wrote:CCP Rattati wrote:We are also rebuffing gallente native reps, based on 12 pages of feedback
Gallente suitslast buffnew buff Commando35 Logi35 Medium Basic35 Heavy Basic2.54.5 Assault2.54.5 Sentinel24 Light Basic23 Scout1.52.5
Why couldn't you just add 1 hp/s to them instead of 2? With 4.5-5 hp per sec we're gonna see way more armor tanker whor*s EDIT: Any tweaks to the Breach AR? I let you remind that it totally outDPS the standard version (well tbh all the others too) with better accuracy as well. And what about the Burst AR? Haven't you noticed it feels UP since 1.9 dropped? As if recoil-sharpshooter skills wouldn't apply to it... I've been told I'm noit the only one feeling this, can you look at it? BAR nerf is on the table, yes.
I don-¦t get it. Breach AR and other AR variants got buffed a few months ago cause they sucked. All other variants still suck, but you managed to score a win on the Breach AR cause now its usefull and people started using them more and made the game more balanced gun wise. Now, some people say that it-¦s OP cause they-¦re getting killed by it in CQC (they probably shield tank and use RR-nerfed in CQC) and you decide to nerf it back? it makes no sense to me. This nerf will kill the only good AR we have, and i still think some other guns outperform the Breach AR at CQC, like HMG, SG, ARR, CR, so please, re read the arguments you took when you buffed the AR variants and see if it really needs the nerf, i would say no but what the heck, some forum warriors allready sentenced it to the nerf so i guess it-¦s settled.
By the way, Burst AR is still crap an it needs a buff, i would say dmg wise.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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sabre prime
Crux Special Tasks Group Gallente Federation
736
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Posted - 2014.11.07 17:56:00 -
[98] - Quote
CCP Rattati wrote:We are also rebuffing gallente native reps, based on 12 pages of feedback
Gallente suitslast buffnew buff Commando35 Logi35 Medium Basic35 Heavy Basic2.54.5 Assault2.54.5 Sentinel24 Light Basic23 Scout1.52.5
The basic frames have higher regen than the specialised suits? Am I reading that correctly? If so, why?
The slow blade penetrates the shield.
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John Demonsbane
Unorganized Ninja Infantry Tactics
4454
|
Posted - 2014.11.07 18:22:00 -
[99] - Quote
sabre prime wrote:CCP Rattati wrote:We are also rebuffing gallente native reps, based on 12 pages of feedback
Gallente suitslast buffnew buff Commando35 Logi35 Medium Basic35 Heavy Basic2.54.5 Assault2.54.5 Sentinel24 Light Basic23 Scout1.52.5
The basic frames have higher regen than the specialised suits? Am I reading that correctly? If so, why?
Rattati said he put it there to try and make them more useful. They're also cheaper now, which is a good call. It never made sense for them to be so expensive.
(The godfather of tactical logistics)
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2778
|
Posted - 2014.11.07 20:12:00 -
[100] - Quote
What is this "decloak animation"? Does this mean I get to be cloaked for a second after switching weapons, with my weapon out?
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Syeven Reed
T.H.I.R.D R.O.C.K
923
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Posted - 2014.11.07 20:21:00 -
[101] - Quote
CCP Rattati wrote:OK, been thinking a lot about the scan duration and know why it may not be necessary. It's the combination of knowing the direction on top of the duration.
So probably pulling the change until we remove the directional arrows. This makes me sad, I don't have the time right now to make a constructive argument - Shall come back to this thread later!
SCAN ATTEMPT PREVENTED
EvE - 21 Day Trial
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XxGhazbaranxX
Endless Hatred
1828
|
Posted - 2014.11.08 05:31:00 -
[102] - Quote
Increase precision on scanners and increase the bonus to precision on gallente logistics suit. That way you can scan crappy ssuits but for anyone willing tp put points jn dampening it will take more than that.
I would suggest the following:
*Applies to players fully skilled into dampening using no dampeners.
- a standard scanner cannot pick up heavy suits or below unless the scanner user has at least level 1 in gallente logi in which case he can scan heavy suits but not medium or light with the standard scanner.
- An advanced scanner can scan heavy suits without the user being skilled in gallente logistics. An advanced scanner cannot pick up medium suits unless the user is using a gallente logistics suit with the gallente logi skill at level 3.
- A proto scanner can scan heavy and medium suits without any skills into the gallente logistics suit but not scouts. A proto scanner user can scan scouts only if the user has level 5 in gallente logistics.
*focused scanner should be reduced to 75 meter but can scann all suit types.
Plasma Cannon Advocate
Dust 514 Survivor
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BL4CKST4R
La Muerte Eterna Dark Taboo
3320
|
Posted - 2014.11.08 05:52:00 -
[103] - Quote
Spreadsheet on an idea for AR changes that won't necessarily nerf it, but allow it to play slightly differently and thus "nerfing" it.
https://docs.google.com/spreadsheets/d/1fcbHsEHX9jNk72PH0_zs6ZLC7oL6DDkOdVMvUTRtU60/edit?usp=sharing
supercalifragilisticexpialidocious
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Victor Moody Stahl
Amarr Templars Amarr Empire
99
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Posted - 2014.11.08 06:11:00 -
[104] - Quote
XxGhazbaranxX wrote:Increase precision on scanners and increase the bonus to precision on gallente logistics suit. That way you can scan crappy ssuits but for anyone willing tp put points jn dampening it will take more than that. I would suggest the following: *Applies to players fully skilled into dampening using no dampeners.
- a standard scanner cannot pick up heavy suits or below unless the scanner user has at least level 1 in gallente logi in which case he can scan heavy suits but not medium or light with the standard scanner.
- An advanced scanner can scan heavy suits without the user being skilled in gallente logistics. An advanced scanner cannot pick up medium suits unless the user is using a gallente logistics suit with the gallente logi skill at level 3.
- A proto scanner can scan heavy and medium suits without any skills into the gallente logistics suit but not scouts. A proto scanner user can scan scouts only if the user has level 5 in gallente logistics.
*focused scanner should be reduced to 75 meter but can scann all suit types.
Uh, I'm not sure I'm quite understanding this, but it sounds like you're suggesting that the active scanner's scan precision should be so bad that you need to use it on a GalLogi.
Which is totally cool, I guess, if you just really have a raging hateboner for scanners. I could always carry a needle instead of a scanner....
Who am I kidding, I'll just carry more hives.
In all seriousness however, I think that your post could do with a lot of clarification on what you actually mean, because it sounds like the ultimate nerf of ultimate destiny for active scanners... which I'm sure a lot of those scout punks would absolutely love because then they would be the unholy terror of DUST, with even heavies unable to keep them in check.
The only way to be safe would be to redline snipe from underneath the MCC, because then you can't be orbital'd. Of course, good luck actually killing anything from there....
Buff Logis | Nerf Scouts
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4674
|
Posted - 2014.11.08 10:00:00 -
[105] - Quote
XxGhazbaranxX wrote:Increase precision on scanners and increase the bonus to precision on gallente logistics suit. That way you can scan crappy ssuits but for anyone willing tp put points jn dampening it will take more than that. I would suggest the following: *Applies to players fully skilled into dampening using no dampeners.
- a standard scanner cannot pick up heavy suits or below unless the scanner user has at least level 1 in gallente logi in which case he can scan heavy suits but not medium or light with the standard scanner.
- An advanced scanner can scan heavy suits without the user being skilled in gallente logistics. An advanced scanner cannot pick up medium suits unless the user is using a gallente logistics suit with the gallente logi skill at level 3.
- A proto scanner can scan heavy and medium suits without any skills into the gallente logistics suit but not scouts. A proto scanner user can scan scouts only if the user has level 5 in gallente logistics.
*focused scanner should be reduced to 75 meter but can scann all suit types.
Imagine me singing this th mary had a little lamb
"Have you lost your goddamn mind? Goddamn mind goddamn mind?
Have you lost your goddamned mind and where the hell'd it go?"
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
62
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Posted - 2014.11.08 10:12:00 -
[106] - Quote
I like how the BAR and ARR stats are closer together. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4681
|
Posted - 2014.11.08 11:22:00 -
[107] - Quote
Rattati while I believe that heat control plays a part in balancing the HMG it is not the whole story. It will only drop the numbers when you hit the heat threshold where there is no functional difference between the burst and standard HMGs.
It provides too much of an advantage in close-in fighting to regulate down to appreciable without knocking it to a short burst operating weapon. I can tell you that it will not fall off in popularity until it's usefulness is measured in single digit seconds which will obviates it's purpose of sustained fire point defense.
Further because of the sentinels focus on CQC to the exclusion of all else touching mobility does more damage than good and will break the class as we saw in chrome with HMGS that operated only at close ranges without the abikity to track strafing enemies.
But the CQC arena also obviates the drawbacks of the heavy frame due to the fact that almost all of the primary objectives have zero visibility outside the HMG optimal. This creates a no-win situation for most light weapons except scout run weapons because the scout can cause HMG hit detection to fail, but more likely the sentinel won't see them. the scout sentinel interaction isn't a problem.
The things that are required to make scouts efficient vs. HMG heavies lead to scouts also having unnerving efficacy versus assaults who should be the scissors to scout paper.
But let's go down the list.
Hitbox: you can't miss a sentinel, this is established but in CQC you cannot maneuver well enoughor get enough range to capitalize on this. CQC negates the hitbox disadvantage.
Speed: CQC obviates the need for speed and maneuverability by forcing fast moving opponents to move with caution through established and predictable chokepoints to engage which allows sentinels to negate their maneuverability problems.
Range: An LAV can be exploited to get a heavy into optimal. Because of the hull buffs to LAVS AV grenades are no longer an effective deterrent as any LAV without any modules requires two shots with any prototype AV to kill. CQC forces assault dropsuits to engage inside HMG optimal leading to a need for the use of OHK alpha to evict sentinels entrenched. This tactic is unreliable and easily countered.
Scouts: because scouts have to be able to kill heavies in CQC they are less vulnerable to attack by assaults.
Sensor blindness: Sentinels are sensor blind but can entrench in positions where their backs are to a wall and all approaches are covered within optimal.
Mobility: turn speed penalty was removed from the dropsuit because you cannot have a designated CQC platform that can be torched like a turtle on it's back.
Vulnerability to focused fire: CQC allows chokepoints that force other players to engage face to face one at a time.
The problem is not the sentinel, the problem is the assigned venue combined with a sustained fire weapon. CQC negates heavy disadvantages. Period.
The only place where sentinels are vulnerable is open terrain.
Rattati your work with the burst is beautiful. That iteration of the HMG is what a CQC heavy weapon should be. It has sufficient drawbacks to not dominate because it is not a sustained engagement weapon.
However, the other two HMG iterations create more problems in CQC than any other weapon. The only way to bring them in line without basically making them burst HMG copypasta with a few tweaks is to remove them from CQC and make them open ground, area denial weapons.
I suggest placing a turn speed penalty on the standard and assault variants to discourage their use in CQC and buffing their range so they remain powerful squad support weapons but with an exploitable weakness commiserate to the burst.
Assaults should not be helpless against sentinels in close and sentinels are not nearly exposed enough to weapons that can torch them while entrenched.
I admire your willingness to review the issue and I'll be damned if I don't agree that Sentinels are too dominant. But the approach you are taking will require making the burst a better choice in all situations to accomplish the same mission.
Please consider changing the gun's role to change the dynamic of the dropsuit.
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
2118
|
Posted - 2014.11.08 17:41:00 -
[108] - Quote
Rattati - ARR kick. Is it going to pre-nerf levels?
Proof that Rattati/CCP do listen to the playerbase.
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Mexxx Dust-Slayer
Fatal Absolution General Tso's Alliance
65
|
Posted - 2014.11.08 18:35:00 -
[109] - Quote
Alena Ventrallis wrote:Rattati - ARR kick. Is it going to pre-nerf levels? Its really balanced at the moment IMO. |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2118
|
Posted - 2014.11.08 18:45:00 -
[110] - Quote
Mexxx Dust-Slayer wrote:Alena Ventrallis wrote:Rattati - ARR kick. Is it going to pre-nerf levels? Its really balanced at the moment IMO. I don't think it is. Its supposed to be fr CQC, but it lags behind the other rifles because of the lowest DPs of the assault variants (working as intended) and hipfire kick making it unwieldy inCQC (needs correcting)
Proof that Rattati/CCP do listen to the playerbase.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3324
|
Posted - 2014.11.08 18:55:00 -
[111] - Quote
Alena Ventrallis wrote:Mexxx Dust-Slayer wrote:Alena Ventrallis wrote:Rattati - ARR kick. Is it going to pre-nerf levels? Its really balanced at the moment IMO. I don't think it is. Its supposed to be fr CQC, but it lags behind the other rifles because of the lowest DPs of the assault variants (working as intended) and hipfire kick making it unwieldy inCQC (needs correcting)
Idk I think it's range needs to be lower, the difference between the rail rifle dps and a assault scrambler is practically none but the range diff is 10 meters.
supercalifragilisticexpialidocious
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2118
|
Posted - 2014.11.08 19:45:00 -
[112] - Quote
BL4CKST4R wrote:Alena Ventrallis wrote:Mexxx Dust-Slayer wrote:Alena Ventrallis wrote:Rattati - ARR kick. Is it going to pre-nerf levels? Its really balanced at the moment IMO. I don't think it is. Its supposed to be fr CQC, but it lags behind the other rifles because of the lowest DPs of the assault variants (working as intended) and hipfire kick making it unwieldy inCQC (needs correcting) Idk I think it's range needs to be lower, the difference between the rail rifle dps and a assault scrambler is practically none but the range diff is 10 meters. I'm for a range reduction as well to about 55-60m.
Proof that Rattati/CCP do listen to the playerbase.
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XxGhazbaranxX
Endless Hatred
1829
|
Posted - 2014.11.08 22:18:00 -
[113] - Quote
Breakin Stuff wrote:Rattati while I believe that heat control plays a part in balancing the HMG it is not the whole story. It will only drop the numbers when you hit the heat threshold where there is no functional difference between the burst and standard HMGs.
It provides too much of an advantage in close-in fighting to regulate down to appreciable without knocking it to a short burst operating weapon. I can tell you that it will not fall off in popularity until its usefulness is measured in single digit seconds which will obviates it's purpose of sustained fire point defense.
Further because of the sentinels focus on CQC to the exclusion of all else touching mobility does more damage than good and will break the class as we saw in chrome with HMGS that operated only at close ranges without the ability to track strafing enemies.
But the CQC arena also obviates the drawbacks of the heavy frame due to the fact that almost all of the primary objectives have zero visibility outside the HMG optimal. This creates a no-win situation for most light weapons except scout run weapons because the scout can cause HMG hit detection to fail, but more likely the sentinel won't see them. the scout sentinel interaction isn't a problem.
The things that are required to make scouts efficient vs. HMG heavies lead to scouts also having unnerving efficacy versus assaults who should be the scissors to scout paper.
But let's go down the list.
Hitbox: you can't miss a sentinel, this is established but in CQC you cannot maneuver well enough, or get enough range to capitalize on this. CQC negates the hitbox disadvantage.
Speed: CQC obviates the need for speed and maneuverability by forcing fast moving opponents to move with caution through established and predictable chokepoints to engage which allows sentinels to negate their maneuverability problems.
Range: An LAV can be exploited to get a heavy into optimal. Because of the hull buffs to LAVS AV grenades are no longer an effective deterrent as any LAV without any modules requires two shots with any prototype AV to kill. CQC forces assault dropsuits to engage inside HMG optimal leading to a need for the use of OHK alpha to evict sentinels entrenched. This tactic is unreliable and easily countered.
Scouts: because scouts have to be able to kill heavies in CQC they are less vulnerable to attack by assaults.
Sensor blindness: Sentinels are sensor blind but can entrench in positions where their backs are to a wall and all approaches are covered within optimal.
Mobility: turn speed penalty was removed from the dropsuit because you cannot have a designated CQC platform that can be torched like a turtle on it's back.
Vulnerability to focused fire: CQC allows chokepoints that force other players to engage face to face one at a time.
The problem is not the sentinel, the problem is the assigned venue combined with a sustained fire weapon. CQC negates heavy disadvantages. Period.
The only place where sentinels are vulnerable is open terrain.
Rattati your work with the burst is beautiful. That iteration of the HMG is what a CQC heavy weapon should be. It has sufficient drawbacks to not dominate because it is not a sustained engagement weapon.
However, the other two HMG iterations create more problems in CQC than any other weapon. The only way to bring them in line without basically making them burst HMG copypasta with a few tweaks is to remove them from CQC and make them open ground, area denial weapons.
I suggest placing a turn speed penalty on the standard and assault variants to discourage their use in CQC and buffing their range so they remain powerful squad support weapons but with an exploitable weakness commiserate to the burst.
Assaults should not be helpless against sentinels in close and sentinels are not nearly exposed enough to weapons that can torch them while entrenched.
I admire your willingness to review the issue and I'll be damned if I don't agree that Sentinels are too dominant. But the approach you are taking will require making the burst a better choice in all situations to accomplish the same mission.
Please consider changing the gun's role to change the dynamic of the dropsuit.
I think you might be underestimating overheat. Militia hmgs arent that popular because of the excessive overheat.
Plasma Cannon Advocate
Dust 514 Survivor
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4706
|
Posted - 2014.11.08 22:22:00 -
[114] - Quote
Militia HMGs are almost less efficient than using an assault rifle.
The overheat almost makes the burst HMG look forgiving.
And no. Unless the almost can be removed from my statements the spam will not stop.
You underestimate the persistence of players looking for easy fast kills.
The HMG is always going to be on the razor's edge because CQC negates all disadvantages of the sentinel suits themselves.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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BL4CKST4R
La Muerte Eterna Dark Taboo
3325
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Posted - 2014.11.08 22:56:00 -
[115] - Quote
Breakin Stuff wrote:Militia HMGs are almost less efficient than using an assault rifle.
The overheat almost makes the burst HMG look forgiving.
And no. Unless the almost can be removed from my statements the spam will not stop.
You underestimate the persistence of players looking for easy fast kills.
The HMG is always going to be on the razor's edge because CQC negates all disadvantages of the sentinel suits themselves.
Yesterday I was using a basic min heavy with a basic hmg and kin cats. Nufd said on how monstrous it was
supercalifragilisticexpialidocious
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Xocoyol Zaraoul
Superior Genetics
2703
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Posted - 2014.11.09 03:10:00 -
[116] - Quote
CCP Rattati wrote:This was supposed to follow the clip buff of the ARR, and the ARR will also benefit from less kick (above) ARR clip to from 252348buff
WHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO ASSAULT RAIL RIFLE GOING FROM 42 TO 58 TO 348 ROUNDS PER CLIP! YEAAAAAAAAAAAAH BABY! <3
But in all seriousness, you mean't ammo capacity, right?
Gotta poke fun at you <3
"You see those red dots over there?
Go and shoot them until you see a +50 on the screen" - Arkena Wyrnspire
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Cass Caul
1488
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Posted - 2014.11.09 06:27:00 -
[117] - Quote
CCP Rattati wrote:So we are aiming for redoing the "lost" balance hotfix next Tuesday. Here are additional tweaks we are proposing to add to that hotfix. Please comment. HMG-Sentinel is simply too dominant across all game modes. The best way to allow other Frames to combat them is to get them when they are down. I believe Heat is the best way to manage this situation. Good Sentinels will manage their heat well and not be bothered by this change. https://forums.dust514.com/default.aspx?g=posts&m=2378540#post2378540Militia HMG23.525.0nerf Standard HMG1820.0nerf Advanced HMG17.119.0nerf Prototype HMG16.218.0nerf Officer HMG15.317.0nerf The normal RR was supposed to get increased charge up to reduce its CQC ability. Using the opportunity to pull back on the Kick magnification. Rail Rifle: charge- up0.30.6nerf Kick ease :0.20.1buff A new players worst experience is to get insta-popped during spawn-ins. Adding a CRU passive scan is a good way to help players decide whether this will be suicidal or not. Precision catches all non-damped and non-damp skilled frames CRU passive scan:15m radius35 precisionbuff This was supposed to follow the clip buff of the ARR, and the ARR will also benefit from less kick (above) ARR clip to from 252348buff The current delay is almost not noticeable. Bumping it to 1.0 seconds, but also re-introducing the de-cloak animation, that makes the decloak happen over time. These should offset with a slight nerf to cloaks. Cloak delay 1. secnerf Cloak animation 1 secbuff Commonly requested, reducing the zoomed tracking speed of the laser, incrementally. Maybe more later. ADS laser yaw0.30.25request With team based scans, we need to react immediately, there is too much scanning going on without effort. Further buffs and nerfs to scanning will follow with EWAR shake-up initiative
Focused Active Scanner: Only squad sharenerf Base range100m75mnerf Base visibility from 5 to 35 seconds3 secondsnerfThanks!
I don't understand. Please explain why a weapon that is only viable in close quarters should be nerfed to be less effective in its specialized role against well-rounded medium range weapons?
Outside the use of an LAV, a Sentinel can't just run around anywhere on the map and use that weapon- Oh, right. Those LAVs. Good thing you're ignoring that problem and nerfing the weapon. Totally focusing on the right problem.
Please don't nerf the Focused Scanner. It is not OP. It is not being Spammed. The range and duration are uneccisary, and this is coming from someone that has all 4 proto scouts. (yes on squad only though)
CRU passive scans, is 15m from the center of it, or from the outermost part? That's a pretty significant difference. If from the center I reccomend 25m, my point of view on this is form someone that farms kills takes advantage of CRUs to clone out the enemy team faster
On Hiatus.
This is my smartphone alt
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Cass Caul
1491
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Posted - 2014.11.09 07:35:00 -
[118] - Quote
And for the love of the game, listen to player feedbackon the "EWAR Shakeup." Do not follow in the footsteps of your predicessors such as Remnant and Wolfman who let their position go to their heads and knew, despite loads of player-feedback, that their ideas were better because they were their ideas. A lot, and I mean a good majority, of the EWAR shakeup is just bad ideas.
Just because they are yours does not make them good ones. Please, please, please keep that in mind. . . then again you already decided your ideas were good because they were yours based on sniper rifle nerfs. Try and show us you aren't doing the same thing again.
On Hiatus.
This is my smartphone alt
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Vitantur Nothus
Nos Nothi
105
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Posted - 2014.11.09 07:41:00 -
[119] - Quote
Quote: Please don't nerf the Focused Scanner. It is not OP. It is not being Spammed. The range and duration are unnecessary, and this is coming from someone that has all 4 proto scouts. (yes on squad only though)
Agreed. Much better off spamming one of the 28dB scanners. Of the proto scanners, I'd imagine the Creodron Flux is your best seller and Focused or Proximity is your worst. As far as pubs go, at least. |
Cass Caul
1491
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Posted - 2014.11.09 08:00:00 -
[120] - Quote
Vitantur Nothus wrote:Quote: Please don't nerf the Focused Scanner. It is not OP. It is not being Spammed. The range and duration are unnecessary, and this is coming from someone that has all 4 proto scouts. (yes on squad only though)
Agreed. Much better off spamming one of the 28dB scanners. Of the proto scanners, I'd imagine the Creodron Flux is your best seller and Focused or Proximity is your worst. As far as pubs go, at least.
I like the Proxi Scanner. Could use an angle buff though.
On Hiatus.
This is my smartphone alt
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