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Thread Statistics | Show CCP posts - 1 post(s) |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
686
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Posted - 2014.11.20 22:36:00 -
[1] - Quote
Zatara Rought wrote:MINA Longstrike wrote:
1) No the rail wasn't 'too good' in cqc. A person could defend themselves with it or attack others but that's the *point* of a service rifle. 2) The quadrupled kick ruined the weapon. No weapon should ever feel 'bad' to use, and that's exactly what even the doubled kick did, made it feel bad to use. I asked rattati for data on where kills were happening with the 'overused' rail rifle because I feel it was a map design problem and a problem with the rail having excessive range. Not a problem with their cqc ability. Rattati never responded.
It very much feels like he looked at the weapon and went "THIS IS BEING USED TOO MUCH" and nerfed it based on only that.
Apparently the weapon was overperforming at CQC where it should have been 'less good' compared to other rifles. But it wasn't. The quadruple kick ruined the weapon in CQC. I swapped to sidearm.
he flat out said that he nerfed the RR because it was too popular. it actually wasnt OP at all according to his data. he simply wants to force us to use other weapons. which is of course, the most BS reason ive ever heard for nerfing something.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 03:50:00 -
[2] - Quote
Maitue Mae wrote:CCP Rattati wrote:DeathwindRising wrote:Zatara Rought wrote:MINA Longstrike wrote:
1) No the rail wasn't 'too good' in cqc. A person could defend themselves with it or attack others but that's the *point* of a service rifle. 2) The quadrupled kick ruined the weapon. No weapon should ever feel 'bad' to use, and that's exactly what even the doubled kick did, made it feel bad to use. I asked rattati for data on where kills were happening with the 'overused' rail rifle because I feel it was a map design problem and a problem with the rail having excessive range. Not a problem with their cqc ability. Rattati never responded.
It very much feels like he looked at the weapon and went "THIS IS BEING USED TOO MUCH" and nerfed it based on only that.
Apparently the weapon was overperforming at CQC where it should have been 'less good' compared to other rifles. But it wasn't. The quadruple kick ruined the weapon in CQC. I swapped to sidearm. he flat out said that he nerfed the RR because it was too popular. it actually wasnt OP at all according to his data. he simply wants to force us to use other weapons. which is of course, the most BS reason ive ever heard for nerfing something. Misquoting a dev is a bannable offense https://forums.dust514.com/default.aspx?g=posts&m=2425277#post2425277I believe this is where people would think you meant that.
thank you, because im not misquoting ****.
and that data shows what ive said before. the RR has performed CONSISTENTLY since its introduction.
but now you want to say it's too effective? well yea... you nerfed all the other rifles to start lol.
the main thing about the RR that makes it so good is that it has the most range and the maps are poorly designed with far too few areas of broken line of sight.
imagine having to duel someone in a salt flat. you get a shotgun, the other guy gets a sniper rifle. with no cover at all, it doesnt matter how much DPS or alpha you have. you simply cant hit him, and that makes the difference when the maps are so big with so little cover.
the other issue is that theres little you can do against players camping on rooftops. they can see you and out range you. you cant even flank them in a scout suit because theres usually no ladder.
actaully, the best way to describe the RR is to say that its the same problem as when large railguns could shoot from the redline and snipe everything. you cant hit what you cant reach.
on top of it all rail weapons are weird in dust...
Taken from Eve Online Evelopedia: https://wiki.eveonline.com/en/wiki/Weapons_guide
"Hybrids come in two types:
Blasters: Shorter range, faster tracking, higher damage per shot, higher rate of fire. Railguns: Longer range, slower tracking, lower damage per shot, lower rate of fire."
there ware ways to make the RR good without the need to give it such high damage per shot.
-increase optimal range, so that RR's always deal full damage for most of their range.
-decrease recoil for RR's in both hipfire and ADS. there basically shouldnt be any recoil at all. it would make the weapon more precise at all ranges and allow us to compensate the lower damage with getting more headshots
-decrease damage per shot
THAT would be a weapon that works at long range and outclassed in cqc, but still FEELS functional at all ranges |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 10:44:00 -
[3] - Quote
Leadfoot10 wrote:DeathwindRising wrote:he flat out said that he nerfed the RR because it was too popular. it actually wasnt OP at all according to his data. he simply wants to force us to use other weapons. which is of course, the most BS reason ive ever heard for nerfing something.
What he said is it was BOTH overpopular AND overpowered (in terms of K/S). I made the same mistake you did when I read this post. You have to pay close attention to the colors in the K/S graph -- the RR was leading in K/S and far and away leading in usage. If I may be so bold, it appears to me that Rattati was concerned with both. What's more, I think you are out of line to suggest otherwise, much less thumb your nose in his face when called on it.
so we balance weapon based on popularity now? well what if the reason for the RR's popularity was because everyone simply liked the sound of it? do you nerf the sound effects? what if color made if popular? do we change the color?
thats stupid.
his theory is incorrect and he lacks the particular data that would prove that.
the data he needs to show is the locations of deaths and kills. you cant tell me the RR is OP if the guy using it was sitting on a water tower overlooking the enemy spawn. i say those kills are situational and take advantage of map design flaws. if everyone on both teams spawned within 20m of each other every time, would the RR be so popular? what about if we put everyone in a flat surface with zero objects for use as cover and spawn everyone 200m away from each other? what weapon be popular then?
a weapon is a tool. and you use the right tool for job if you want to get the best results. currently the maps simply are designed in such a way that you can always take advantage of positioning. the lack of ladders leads to players camping in areas that are not accessible from the ground and offer great line of sight. the RR relays on good line of sight. ive said that the maps need to break up line of sight more so you cant always see and cover +100m of open terrain. THATS the issue with e RR. not damage, not charge up time, but range and the total and complete lack of defense from it when caught out in the open. being out in the open is required because the other rifles require you to be closer. most maps require players to cross +100m of open terrain between outpost. thats a problem when youre rifle only has a max effective range of 70m.
BUT perhaps there is an error in my definition of OP? is there a consensus on the definition of an OP weapon?
K/S is biased because the RR functions according to its design. notice how theres no data on sniper rifles shown? what do you think the K/S is for sniper rifles and why?
we need to see ALL data regarding the weapons. we need to know at what ranges do each weapon earn the most kills on average, and we need to know where those kills are being made. i bet we'd see alot of GUY X sitting 85m off the enemy teams flank running damps while racking up kills because his victims were all sitting out in the open and didnt know he was there. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 10:56:00 -
[4] - Quote
Espla El espia wrote:Fox Gaden wrote: I don't think it really makes sense to have a different charge time for hip fire and ADS. It is not like the internal workings of the gun are effected by how you hold it. The difference in kick and dispersion is do to you stabilizing the guy with your shoulder when you ADS.
Rail Rifle currently has a charge time of 0.6 seconds, which is ridiculous. It should be no more than 0.3 seconds.
The Rail Rifle should have better zoom in ADS than the Assault Rail Rifle. The Rail Rifle should have more kick and more dispersion in hip fire mode than the Assault Rail Rifle. The Rail Rifle should have more range than the Assault Rail Rifle. The Rail Rifle should do less DPS than the Assault Rail Rifle.
[This is Kibitt] I think the RR should have a charge up time longer than 0.3s, but 0.6 is a tad exessive. I'm just saying that I manage to have fairly good KDA when I swap to my frontline Caldari suit, even at 60m ranges and I NEVER use that weapon. 50-60m range is not 'long' - my Scrambler Pistols can reach around 40-50m, and submachine guns hit around 30m (I'm pretty sure). Rail Rifle is almost literally uncontested in its native 80-100m range save for Scrambler/Laser Rifles, and if you're a pro at them- Mass Drivers. A charge up of 0.45s would be manageable. I wouldn't want to drop below 0.4 Anyways, let's look at the laser rifle: Lacks windup, but has a similar drawback that is arguably even more severe as ammo is wasted, if you're not shooting at a wall you'll also broadcast location AND telegraph that you want to kill something right now. RR lacks most of those drawbacks. The real threat to the RR is the ScR - it has HUGE burst DPS, and the heat 'drawback' is managed similarly to the kick on the RR. In general, the RR gets more range and killing potential due to bonus damage to armor. ScR is good for whittling enemies down or deleting low-hp/shield targets. The Assault ScR is a much shorter ranged weapon and doesn't really do the same thing the ARR does, mostly because dispersion is small but constant with the AScR, where you can get a quick kill in first few ARR shots. You'll find yourself using the AScR more like a semi-automatic than full auto at farther ranges. In terms of gameplay mechanics and how they effect player experience, I'd say the spool time is sad for the reasons you've stated- it's a point in time where you are powerless, an observer unable to act. So I'm not all for huge spool times, but 0.4-0.5s is a reasonable tradeoff for the power of the weapon and promotes some forethought in gameplay. Also, 1/2 of a second is barely enough time for someone to take a single pace forwards or backwards, so it sounds like you are frustrated with people who cower and shiver behind insurmountable fortresses more than you are with the spool time.
not to mention that the ScR can kill you before you can fire a round. RR on caldari... i see Scr and i HAVE to run or i die.
ScR is what? +700 dps? plus 20% against shields. even if you bricked your shield on caldari assault, itd still kill you in one second unless you dual tank with plates. you cant run a racial fit against it. now look at the RR charge up time. in that first second, youll be doingwhat? 100 dps? aginst shields too most likely so youre looking at 90 damage vs +700 dps. this is at ALL ranges too lol. so yea... theres a huge balancing problem there.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 11:47:00 -
[5] - Quote
Breakin Stuff wrote:Deathwind what part of "this was not based solely off of or even mostly upon, popularity" are you failing to comprehend?
The thing that was stated as concerning was the K/S rating, then the popularity is attributed to the K/S rating.
Popularity indicates to a dev "I should look at why."
If the weapon enjoys a 10 rail rifles for every assault rifle being run but they both average one kill per spawn then the weapons are in balance, people just like the rail rifle more.
Now if there's the same 10/1 ratio but there are 5 kills per spawn for the AR getting one kill per spawn then it's fairly obvious that something is out of whack.
Knock off the popularity contest bullsh*t. It's deceptive and disingenuous.
You don't like the change, fine. If you want it improved then make suggestions that don't involve "I want the old imbalance back."
i dont want the old balance back. it was not where it should be.
does it not make sense to you that if other weapons cant hit you, they cant kill you? what is the K/S for sniper rifles? 70% of my deaths with a RR come from me doing something i shouldnt have been doing. like hacking an objective or fighting indoors. outside where i can keep range, i dont die as much and i can kill multiple targets before they can even reach me. thats where the K/S is higher for me.
the RR isnt even functional anymore at close range. at no point have any of us seen any data that says that the weapon performs too well in cqc. and what range is defined as cqc even?
the only data we have seen are some graphs showing a bunch of kills being made with the RR than the other rifles. and ive already explained why it does better.
-the current meta is biased towards armor tanking
-not enough cover. line of sight is too great even in urban areas
-too many places accessible only by dropship that provide good line of sight and/or cover too much terrain
if you want to blame the weapon itself and not address the main issues then you can say that the RR has too much alpha and that damage per shot should be reduced. but then you have to balance the weapon around low dps and low damage per shot, which is easy if you consider all the mechanics involved.
reducing kick and dispersion, increasing optimal range (but not effective range,) and reducing the charge time back to where it was would leave you with.... wait for it...
"...a highly accurate, long range weapon..."
BUT now the weapon is still functionally usable at all ranges. the difference is that makes it better at long range than short range is that at long range, the lower damage per shot and dps will accaully be higher than other weapons because youll be towards the end of the effective ranges will still in your optimal range. they do less damage but you still deal most if not full damage.
at short range, you do way less damage than other rifles, but you still can actually hit stuff, unlike currently.
honestly, this issue is no different than the time Rattati said the Caldari Commando was outperforming all the other commandos by far. we all knew it wasnt true, but his data said other wise. then he finally gets someone to confess their sins about using it for redline sniping.
the data was inconclusive. case closed.
now we have another case of data trying to paint a different story from whats really happening. and im telling you and Rattai and everyone else that there are way more factors involved in this besides "RR too good."
the data is inconclusive, again. all Rattai did was make the RR incredibly weird to use by increasing the hipfire kick, and completely unbalancing the RR on a racial fit when faced with high burst dps weapons at both long and short ranges. ill say it again, the new .60 second charge time is nothing more than free damage the enemy gets to do to you.
oh, and before i forget, does Rattati plan on BUFFING the damage of the RR and bolt pistol to maintain dps, since he lowered it by increasing charge time? cause thats what he did when he re balanced the bolt pistol except, he hasnt said anything about it this time. people point to the paper dps and say its fine when its actually alot lower |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
691
|
Posted - 2014.11.21 13:49:00 -
[6] - Quote
Breakin Stuff wrote:My problem is not that something is screwy.
I don't like the new RR either.
However my problem is with your assertions that it was a popular opinion nerf.
Dismissing the supporting data, which was shown, shows a lack of interest in balance and more interest in raging that your toy takin away.
If that is not your intent quit being a willful idiot by saying it was nerfed based on popularity.
Because the assertion is bull. The reasons were shown and the logic was sound even if IMHO the balance pass went wrong.
i said the nerf was based on popularity because there is not enough conclusive evidence to support the claims that the RR is OP. i dismiss the supporting data shown because it's circumstantial and incomplete.
so if the data used is flawed, then either:
-nobody thought deep enough about the root cause
-there's isnt a way to gather the missing data
-data was omitted to bend community perception (i highly doubt this to be the case)
CCP has, in the past, made changes base on data showing an over abundance in use of particular items. the Drake battle-cruiser was for years, a staple in eve online pvp. CCP deemed the ship too good at too many things, which was not in line with their design intentions. so CCP nerfed the drake overall power. what they did NOT do however was change the overall function, characteristics, and feel of the Drake.
the changes to the RR dont change the weapon functionally, but they do change the characteristics and feel of the weapon.
a .60 second charge time is too much of a weakness when used on a racial fit. The new charge time, along with the hip-fire kick increase change the overall feel of the weapon. You see it most when you need to burst fire with the RR, or try to use the RR to engage at long ranges. the RR natural kick, even in ADS, causes most players to use burst fire in order to maintain precision. having to wait .60 seconds in between bursts so you can maintain accuracy on a weapon being advertised as a precision weapon is an issue on practicality, and it affect the RR outside of the reason for nerfing it. it hinders the RR at long range just as much as it does at short ranges.
the kick on the RR vs the ARR basically says to players. to use ADS fire on the RR, but the ARR can use hip-fire as well as ADS fire and its not even the parent variant. in other words the variant is better than the original, which i thought was not supposed to be intended for any weapon.
the kick on the RR is so distracting that the only time i run it now is on a commando along with the ARR so i can switch between both. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
695
|
Posted - 2014.11.22 04:58:00 -
[7] - Quote
Espla El espia wrote:DeathwindRising wrote: not to mention that the ScR can kill you before you can fire a round. RR on caldari... i see Scr and i HAVE to run or i die.
ScR is what? +700 dps? plus 20% against shields. even if you bricked your shield on caldari assault, itd still kill you in one second unless you dual tank with plates. you cant run a racial fit against it. now look at the RR charge up time. in that first second, youll be doingwhat? 100 dps? aginst shields too most likely so youre looking at 90 damage vs +700 dps. this is at ALL ranges too lol. so yea... theres a huge balancing problem there.
You're looking at guns in a vaccuum, and that is doomed to be a flawed perspective. You're not going to land every hit by mashing the trigger button on an ScR and it is likely to blast heat in your face if you decide to do that. That range statement is false- RR has best range, and there are times in my Amarr Commando where I can't hit the RR users because of that. As for the fact that ScR eats shields, the Amarrians could whine that my Minmatar Assault easily kills them with ACR while managing to be much more agile and thus able to escape when situations go bad. Just what DO you put in those Cal low slots? Kincats and cardiacs? If so, then you know why scramblers eat you up. My next statement has great relevance to Fox's "precognition" AND your "first second" calculations: That situation where you are 100% caught off-guard is a losing situation with almost any other weapon in the game, which means you aren't looking at the enemy shooting you. It takes time to turn and find that enemy, then aim with any gun and that will prevent other weapons from being strictly superior to the RR. Going along with this, scanning is extremely powerful at the moment (as are heavies) so I would expect RR popularity to decrease once that gets nerfed because (in the eyes of one who loves Minmatar Scout) everyone DOES have precognition. If DUST literally had 1 dimension and time vs 3 and time, then I would take what you said completely seriously. Also, while a lot can happen in one second, this game is awesome to me because it has strategy over a longer period than fractions of a second. That is more enjoyable to me than who hits the trigger first, in, say, Destiny. I swear, even if you suck at aiming in that game, everything gets headshots and that bothers me. Meh, I wanna edit my post over and over but I'm just gonna put it out and see how it goes over.
the issue is that because the RR has lower dps than other rifles, you have to shoot first everytime. you cant even win if you both start shooting at the same time because the RR has a delay. so everyone else gets a head start in the dps race and RR is the slowest of all. you cant win.
the RR has the best range but you have to sacrifice sustained fire to take advantage of it. the kick and recoil wont let get accurate hits at range beyond the ScR. and at those ranges, the Scr can simply charge shot you. so neither weapon will get perfect hits but the hits coming from the ScR rquired to kill me a far less than the number to kill me
as a disclaimer im only talking about racial fits |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
695
|
Posted - 2014.11.22 07:58:00 -
[8] - Quote
Espla El espia wrote:DeathwindRising wrote: the issue is that because the RR has lower dps than other rifles, you have to shoot first everytime. you cant even win if you both start shooting at the same time because the RR has a delay. so everyone else gets a head start in the dps race and RR is the slowest of all. you cant win.
the RR has the best range but you have to sacrifice sustained fire to take advantage of it. the kick and recoil wont let get accurate hits at range beyond the ScR. and at those ranges, the Scr can simply charge shot you. so neither weapon will get perfect hits but the hits coming from the ScR rquired to kill me a far less than the number to kill me
as a disclaimer im only talking about racial fits
So, in terms of racial fits, do you fit your assault like so- Assault C/1-series! (just advanced, not proto) HIGHS: 2x Proto Extender, Adv Energizer, Adv Light Weapon Enhancer LOWS: Proto Shield Regulator, Proto Reactive Plate Light Weapon - Rail RIfle Sidearm - Magsec (I prefer this one, you can use Bolt if you like but it's silly considering you're weak CQC) Equipment - Nanite Injector/Nanohive 99% of the time I'd want Nanite injector, but if you know the match will become a camping session, better set up that tent properly, yeah? Anyways, that fit gives you 3-4s delay for roughly 49 HP/s recharge, so your entire shield bar comes back in 14s after being fully depleted, and you're allowed to bleed a little armor damage here and there. TBH if the enemy comes near, you'll want to use the Magsec anyways for its higher DPS alone, not counting its lower kick and spool-up time. I can't tell you how many times I've died with a 900 EHP Amarr Commando suit in about a second to a single scout with an ACR, or how many times I've been a Min Assault killing a 1k EHP Sentinel with my ACR. This whole "I AM DEAD AND FEEL THERE IS NOTHING I CAN DO!" is not specific to just your Cal suit trying to fend off Amarrian laz0rs, just rest easy knowing that plenty of people feel that way when you shoot them dead, too. As I said- I want the spool time reduced to around 0.4-0.45s, but sometimes I can't resist talking about how truly diverse and interactive the gameplay is, and often will get lost in that.
for that suit i run
3 extenders
1 energizers
2 regulators
adv RR and magsec.
a charge shot will drop my shields, and a flux will do it too. if that happens, my entire defense is gone. sometimes i feel its better to focus on getting my regen as fast as possible because of stuff like that. but we dont have the HP to do much else.
49 hp/s is ok for certain things like long range combat when you can hold the enemy at range. at closer ranges you want more regen because of flux grenades and people sniping and other stuff. you need to have shield hp constantly.
but you regen is constantly stopped by literally everything in the game. theres no point to having high HP shields when they can get fluxed because you shield recharge rate actually isnt higher enough to recover from it.
literally all you need to do is flux and then bum rush with any weapon to keep my shield from recharging and ill die.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
695
|
Posted - 2014.11.22 13:24:00 -
[9] - Quote
Breakin Stuff wrote:CommanderBolt wrote:Tebu Gan wrote:CCP Rattati wrote:
Misquoting a dev is a bannable offense
Rather high and mighty there aren't you. I am pretty sure he was having a laugh here / trolling a little. I doubt he was being serious..... Doubt it. People in this thread are deliberately misrepresenting his words and basically trying to rally people to the cause of making him out to be an idiot. While the dislike of the RR changes is fine, people are deliberately attacking Rattati by misquoting him, using his words out of context and using false information to push their otherwise valid cocerns. The tactics being used are juvenile, transparent and bluntly insulting to anyone who has tried to leave the schoolyard behind them in their adult life. This thread holds no value to the community. And when the people involved are called on this behavior and the fact that they are violating the TOS and they are using patently false information they excuse their bluntly obnoxious behavior with straight asspulls of logic to make everyone else the ones at fault. Bluntly there are no less than four posters who should have been banned for deliberately misrepresenting the words of the devs to create a riot on the forums. The fact that they haven't been banned is nothing short of amazing.
i just finished scimming the first two pages of all your posts on the forums.... do you ever give any suggestions on anything?
all ive seen so far are posts from you saying people are wrong, or they dont understand something. not once have i seen a post by you explaining anything at all. no suggestions, no feedback, nothing. just a bunch of "Get good" and HTFU bs
everyone in this thread can feel free to click on this guys name and read his posts and see what im talking about. even in this thread, you have not offered anything on why the RR is good, or any suggestions to help Rattati reach his goals.
im not here to create a riot on the forums. im here to help get **** done. and the first thing we need to do that is get more complete data.
if you dont have any suggestions, then please.... please, stfu.
EDIT:
and to Rattati... im sorry for misinterpreting you. please provide more in depth data. id like to avoid a repeat of whats happened |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
695
|
Posted - 2014.11.22 15:04:00 -
[10] - Quote
Breakin Stuff wrote:Yup. Click my name. Find out everything about me in two pages of responses.
Confirming I never give suggestions, make proposals on PC, Faction Warfare, sentinel balance, AV, ADS nerfs and where they fall apart with recommendations on how to adjust.
I never provide meaningful feedback on logistics or commandos because I'm too busy trolling.
I have never stated that I find the neutering of HAVs detrimental to the game or provided suggestions on how to rebalance forge guns so that the breach and standard are useful at something other than ghetto sniper.
I have never weighed in seriously on the problems inherent to the RR and AR.
Totally never contribute meaningfully to anything ever.
I just occupy myself calling people on their bullsh*t.
Confirming that my commentary has no basis on theinterest in a healthy game or sane community.
By the way, the acknowledgement of misrepresenting Rattati's words and moving along with productive discussion was all that I wanted from this.
You did that. Im done poking at you now.
https://forums.dust514.com/default.aspx?g=posts&t=181932&find=unread
nuff said |
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
695
|
Posted - 2014.11.23 07:41:00 -
[11] - Quote
the problem with the kick AND charge time is when combined they keep you from quickly getting accuracy by using burst fire. everyone know thats if you gun has recoiled too me you lose accuracy. so we know to stop shooting for a second to "reset" the accuracy and recoil.
if the RR charge time was ZERO then it wouldnt matter if it kicked like crazy because we could just burst fire with it. but having to wait .6 seconds eveytime you stop shooting to get some accuracy is bad. it gives the .6 seconds of time to deal free damage every time you stop shooting, but the alternative is to keep shooting and waste ammo while not even hitting them.
if we HAD to keep one of the nerfs, id rather see the charge time reduced and we kept the kick, because we can compensate for that ourselves.
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