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Vitantur Nothus
Nos Nothi
649
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Posted - 2014.11.24 23:39:00 -
[1] - Quote
1) AM Sentinel 2) GA Sentinel 3) AM Assault 4) Breach Assault Rifle 5) Heavy Machine Gun
That is all. |
hfderrtgvcd
1251
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Posted - 2014.11.25 00:00:00 -
[2] - Quote
The caldari sentinel is on par with the amarr and gallente sentinels. Also, not sure why you want to nerf the amarr assault.
You can't fight in here! This is the war room.
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JUDASisMYhomeboy
xCosmic Voidx Ishuk-Raata Enforcement Directive
168
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Posted - 2014.11.25 00:03:00 -
[3] - Quote
...but not scouts. |
Vitantur Nothus
Nos Nothi
649
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Posted - 2014.11.25 00:20:00 -
[4] - Quote
JUDASisMYhomeboy wrote:...but not scouts. A topic thoroughly covered elsewhere, no? |
Vitantur Nothus
Nos Nothi
649
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Posted - 2014.11.25 01:04:00 -
[5] - Quote
hfderrtgvcd wrote:The caldari sentinel is on par with the amarr and gallente sentinels. Also, not sure why you want to nerf the amarr assault.
1) Perhaps, but piloting the CalSentinel requires a greater degree effort and awareness. Armor-based Sentinels fare far better when hit from behind ... or hit in general. As it pertains to the heavy, armor > shield.
2) Thought it was pretty much given that the Amarr Assault was overperforming. Is it not what Nyain San's L33T proto stompers are running more often than anything else? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15012
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Posted - 2014.11.25 01:08:00 -
[6] - Quote
I wish infantry would shut up and let Rattati get on to vehicle balance............
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Vitantur Nothus
Nos Nothi
649
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Posted - 2014.11.25 01:26:00 -
[7] - Quote
Vitantur Nothus wrote:1) AM Sentinel 2) GA Sentinel 3) AM Assault 4) Breach Assault Rifle 5) Heavy Machine Gun
While I'm at it:
1,2,3) Add meaningful mobility penalties to armor plates. Want to be a fortress? Move like damn fortress. 4) Make it great down range or great in CQC. Being great at both is a 'bit too much (see old Rail Rifle). 5) Add 1/4 second spool-up time. There should be consequences to getting flanked as a heavy. |
DDx77
The Exemplars
33
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Posted - 2014.11.25 01:41:00 -
[8] - Quote
I'm not sure what you want to nerf. Listing suggestions will help get your point across or will prove that you may not have a good point. 1) amarr sent. Too much hp? 2) what's wrong with the gal sent? It's probably the most balanced 3) amarr is slightly better than the rest, don't know how you would nerf it anyway. Are you dying too much from the scrambler rifle? 4) needs a major range reduction 5) it's the best weapon in the game, don't know where to begin. I think it needs a major range reduction, others think it needs a spool up time, reduced turning radius, more heat buildup, etc.
what are your thoughts? Looks to me that your problems begin and end with the weapons not the suits |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1339
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Posted - 2014.11.25 01:42:00 -
[9] - Quote
Where you go to get whatever you smoked? It must be good if you think Amarr Sentinel and Assault needs a nerf. they are perfectly fine.
Pokemon master and Tekken Lord
Gk0 Scout yay :)
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15015
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Posted - 2014.11.25 02:25:00 -
[10] - Quote
Vitantur Nothus wrote:Vitantur Nothus wrote:1) AM Sentinel 2) GA Sentinel 3) AM Assault 4) Breach Assault Rifle 5) Heavy Machine Gun
While we're at it ... here are some specific suggestions: 1,2,3) Add meaningful mobility penalties to armor plates. Thinking penalties to movement, backpedal, strafe, etc. Want to be a fantastic fortress? Move like a damn fortress. 4) Make it great down range or great in CQC. Being great at both is a 'bit too much (see old Rail Rifle). If to be great down range, then hipfire should be erratic. If to be great in CQC, then damage at range should be reduced. 5) Add 1/4 second spool-up time. cap rotation speed, or ask the heavies for how to fix (then ignore the ones who say "I deserves a chance to respond"). When the fantastic fortress of insta-death is flanked, there should be dire consequences. Just like 800HP Scouts shouldn't be a thing, insta-spin-and-win Heavies shouldn't be a thing.
Armour Tankers already move incredibly slowly to the point where I literally have stopped stacking 1200 EHP assaults and run 25 Rep Suits with Kin Kats......... Suggesting that there is not meaningful difference between the two is foolish.
An Amarr Assault with 2x Complex Armour plates (already being the slowest assault suit in the game) suffers significant movement penalties against a Minmatar Assault (the fastest assault suit) the latter not having to compromise racial tank for ifts EHP.
Strafing penalties only really begin to affect armour suits who primarily use plating and slows the whole game down...why not simply consider reducing the static numbers Armour plates (generic variant only) convey.....as currently I am able to make shield suits with better mobility stats and EHP values than armour suits attempting to retain racial tank and offset their mobility penalties.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Finn Colman
Immortal Guides
64
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Posted - 2014.11.25 02:43:00 -
[11] - Quote
Wait, there are still Amarr players? Are there other Minmatar players out there too?
I thought everyone was either using Cal or Gal.
I see vanishingly few suits that are Min or Amarr when I deploy, with the exception of Min commandos for AV.
Personally, I can't ever give up my Minmatar speed.
The little Min with the little voice.
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Vitantur Nothus
Nos Nothi
649
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Posted - 2014.11.25 03:13:00 -
[12] - Quote
@ True Adamance Your counterpoints would be more convincing if racial tank were in balance. At the moment shield and armor are far from one another's equal. Armor modules afford their users substantially greater TTK benefit per slot than shield modules, and anti-shield weaponry is vastly more effective at stripping shields than anti-armor weaponry is at stripping armor. Armor's supposed drawback -- mobility -- pays too little penalty practice. Your 1200HP Assault unit spins and parries as fast the next, and there is no unit who cannot hitch a ride. Why run?
@ Zindorak There is no unit in play more broken than the HMG Sentinel, and there is no flavor of Sentinel more reliably spammed in PC than the Amarr. As for Amarr Assault, our friends at Nyain San have never favored balanced suits or guns. In fact, if there's an overt balance problem they are typically among the first to find it and spam it, which they do relentlessly until it is fixed. Were you aware that they no longer spammed Scouts? |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15021
|
Posted - 2014.11.25 03:39:00 -
[13] - Quote
Vitantur Nothus wrote:@ True Adamance Your counterpoints would be more convincing if racial tank were in balance. At the moment shield and armor are far from one another's equal. Armor modules afford their users substantially greater TTK benefit per slot than shield modules. And anti-shield weaponry is vastly more effective at stripping shields than anti-armor weaponry is at stripping armor. Armor's supposed drawback -- mobility -- pays too little penalty practice. Your 1200HP Assault unit spins and parries as fast the next, and there is no unit who cannot hitch a ride. Why run?
@ Zindorak There is no unit in play more broken than the HMG Sentinel, and there is no flavor of Sentinel more reliably spammed in PC than the Amarr. As for Amarr Assault, our friends at Nyain San have never favored balanced suits or guns. In fact, if there's an overt balance problem to be found, they are typically among the first to find it, and spam it, which they do relentlessly until it said problem is fixed. Were you aware that they no longer spammed Scouts?
@ DDx77 Quite perceptive, good sir! To further distill the feedback, one might say my beef is limited to (1) Armor Tank paying too great a benefit at too little drawback and (2) a couple broken weapons, namely the HMG and Breach Assault Rifle.
Racial tank is not in balance. I can make very easily Minmatar Assault with comprable EHP and better primary shield regen, not to mention movement speed to an Amarr Assault.
Speed and regenerative power is significantly more desirable from the perspective of someone who can amass 1200 EHP than raw TTK. Look quite honestly I see it as a grass is greener argument. Shield tankers IMO don't appreciate the incredible value of not having slow walk and sprint speeds.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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hfderrtgvcd
1253
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Posted - 2014.11.25 03:42:00 -
[14] - Quote
True Adamance wrote:Vitantur Nothus wrote:@ True Adamance Your counterpoints would be more convincing if racial tank were in balance. At the moment shield and armor are far from one another's equal. Armor modules afford their users substantially greater TTK benefit per slot than shield modules. And anti-shield weaponry is vastly more effective at stripping shields than anti-armor weaponry is at stripping armor. Armor's supposed drawback -- mobility -- pays too little penalty practice. Your 1200HP Assault unit spins and parries as fast the next, and there is no unit who cannot hitch a ride. Why run?
@ Zindorak There is no unit in play more broken than the HMG Sentinel, and there is no flavor of Sentinel more reliably spammed in PC than the Amarr. As for Amarr Assault, our friends at Nyain San have never favored balanced suits or guns. In fact, if there's an overt balance problem to be found, they are typically among the first to find it, and spam it, which they do relentlessly until it said problem is fixed. Were you aware that they no longer spammed Scouts?
@ DDx77 Quite perceptive, good sir! To further distill the feedback, one might say my beef is limited to (1) Armor Tank paying too great a benefit at too little drawback and (2) a couple broken weapons, namely the HMG and Breach Assault Rifle. Racial tank is not in balance. I can make very easily Minmatar Assault with comprable EHP and better primary shield regen, not to mention movement speed to an Amarr Assault. Speed and regenerative power is significantly more desirable from the perspective of someone who can amass 1200 EHP than raw TTK. Look quite honestly I see it as a grass is greener argument. Shield tankers IMO don't appreciate the incredible value of not having slow walk and sprint speeds. No you cannot. Armor tanking is far superior currently because of the very low movement penalties and much larger amounts of hp. If you disagree, show me two fits. Regardless, I think plates are the problem, not the amarr assault.
You can't fight in here! This is the war room.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15021
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Posted - 2014.11.25 03:56:00 -
[15] - Quote
hfderrtgvcd wrote:True Adamance wrote:Vitantur Nothus wrote:@ True Adamance Your counterpoints would be more convincing if racial tank were in balance. At the moment shield and armor are far from one another's equal. Armor modules afford their users substantially greater TTK benefit per slot than shield modules. And anti-shield weaponry is vastly more effective at stripping shields than anti-armor weaponry is at stripping armor. Armor's supposed drawback -- mobility -- pays too little penalty practice. Your 1200HP Assault unit spins and parries as fast the next, and there is no unit who cannot hitch a ride. Why run?
@ Zindorak There is no unit in play more broken than the HMG Sentinel, and there is no flavor of Sentinel more reliably spammed in PC than the Amarr. As for Amarr Assault, our friends at Nyain San have never favored balanced suits or guns. In fact, if there's an overt balance problem to be found, they are typically among the first to find it, and spam it, which they do relentlessly until it said problem is fixed. Were you aware that they no longer spammed Scouts?
@ DDx77 Quite perceptive, good sir! To further distill the feedback, one might say my beef is limited to (1) Armor Tank paying too great a benefit at too little drawback and (2) a couple broken weapons, namely the HMG and Breach Assault Rifle. Racial tank is not in balance. I can make very easily Minmatar Assault with comprable EHP and better primary shield regen, not to mention movement speed to an Amarr Assault. Speed and regenerative power is significantly more desirable from the perspective of someone who can amass 1200 EHP than raw TTK. Look quite honestly I see it as a grass is greener argument. Shield tankers IMO don't appreciate the incredible value of not having slow walk and sprint speeds. No you cannot. Armor tanking is far superior currently because of the very low movement penalties and much larger amounts of hp. If you disagree, show me two fits. Regardless, I think plates are the problem, not the amarr assault.
I can assuming my goal is to off set the checks and balances of the armour plating (which I do) and can have a Min Assault with 1014.8 EHP that is faster in all respects, with prototype weapons.
My prototype fits often have between 691-1050 EHP though I don't use the 10050 EHP suit any more because it's not as viable as the other for assaulting.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Vitantur Nothus
Nos Nothi
650
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Posted - 2014.11.25 03:58:00 -
[16] - Quote
True Adamance wrote: Racial tank is not in balance. I can make very easily Minmatar Assault with comprable EHP and better primary shield regen, not to mention movement speed to an Amarr Assault.
Speed and regenerative power is significantly more desirable from the perspective of someone who can amass 1200 EHP than raw TTK. Look quite honestly I see it as a grass is greener argument. Shield tankers IMO don't appreciate the incredible value of not having slow walk and sprint speeds.
There isn't a shield-stacked unit in the game who's tank can't be depleted in an instant.
Shotgun, Scrambler Rifle, Flux Grenade. These flat-out nuke shield tankers. And these three have no anti-armor equivalent. Regen and speed don't matter if your dead, and shield tankers die way faster than armor tankers. There's nothing green about that grass. . |
Aeon Amadi
Fatal Absolution General Tso's Alliance
7315
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Posted - 2014.11.25 05:20:00 -
[17] - Quote
Vitantur Nothus wrote:True Adamance wrote:I wish infantry would shut up and let Rattati get on to vehicle balance............ While we're at it ... here are some specific suggestions: GA Sentinel, AM Sentinel, AM AssaultAdd meaningful mobility penalties to armor plates. Thinking penalties to movement, backpedal, strafe, etc. Something. Want to be a fantastic fortress? Move like a damn fortress. Breach Assault RifleMake it great down range or great in CQC. Being great at both is a 'bit too much (see old Rail Rifle). If to be great down range, then hipfire should be erratic. If to be great in CQC, then damage at range should be reduced. Heavy Machine GunAdd 1/4 second spool-up time. cap rotation speed, or ask the heavies for a how to fix (then ignore the ones who say "I deserves a chance to respond"). When the fantastic fortress of insta-death is flanked, there should be dire consequences. Just like 800HP Scouts shouldn't be a thing, insta-spin-and-win Heavies shouldn't be a thing.
Breach AR is -SUPPOSED- to be great at both by it's design, though. As an AR it's meant for great CQC performance and by emulating the Rail Rifle it's meant for great long-performance. Don't hate because it's doing it's job.
EDIT: If anything, it could have it's DPS reduced below that of the vanilla AR but just have a much longer optimal range, like the Rail Rifle. That way the Rail Rifle performs better at longer ranges and the Vanilla AR performs better in CQC with the Breach Rifle being a pleasant middle ground.
Annnnnd by doing that, I suggest that they increase the AR's DPS because it's still not that amazing.
Vitantur Nothus wrote:
There isn't a shield-centric unit in the game whose primary tank can't be depleted in an instant.
Shotgun, Scrambler Rifle, Flux Grenade. These flat-out nuke shield reserves. Gone! Let's gather up those nukes and put them on one side of the balance scale. Any anti-armor equivalents for the other side? [Dramatic Pause]. Regen doesn't matter when your dead, and shield-tankers die way faster than armor-tankers. Plates always pay +TTK. Shields can't make that claim.
Green or not, that grass ain't cut straight, TA.
Right, and those weapons are -designed- to kill shields... It's like complaining about a Mass Driver or Combat Rifle as an Armor Tanker. EDIT: Here's an idea for you as a shield tanker... Use cover, try hit-and-run instead of trying to win in one go. Use your mobility and fast recovery to your advantage. Not like they're going to repair that amount of armor in the time it takes you to fully regenerate.
Long-Term Roadmap
"It's very important for us to hear their feedback" Gäó
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Cat Merc
Onslaught Inc RISE of LEGION
13387
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Posted - 2014.11.25 05:27:00 -
[18] - Quote
Combat Rifles and HMG's nuke armor just as hard as any anti shield weapon. Bonus: It doesn't regenerate nearly as fast. Bonus 2: Among the most common weapons on the battlefield.
Feline overlord of all humans - CAT MERC
n+ÅS¦¦Gùò GÇ+GÇ+ GùòS¦¦n++
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Sgt Kirk
Fatal Absolution
8603
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Posted - 2014.11.25 05:31:00 -
[19] - Quote
Vitantur Nothus wrote: Shotgun, Scrambler Rifle, Flux Grenade. These flat-out nuke shield reserves. Gone! Let's gather up those nukes and put them on one side of the balance scale. Any anti-armor equivalents for the other side? [Dramatic Pause].
Allow me to break your silence.
Locus Grenades, Mass Drivers, Missiles, might I add that there are more damage types in this game that are against armor than shields. Lets take a look shall we?
Hybrid Blaster (Thermal) - Anti shield Hybrid Rail (Kinetic) - Anti Armor Projectile (another Kinetic type ? ) - Anti Armor Lasers (Electromagnetic) - Anti Shield Explosives (Explosive) - Anti armor.
Yep, by your Logic I should complain about Locus grenades insta popping me, Combat Rifles shredding me and REs killing me instantly even at a good distance away.
CCP holds the Caldari's hand so this doesn't happen again.
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Aeon Amadi
Fatal Absolution General Tso's Alliance
7315
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Posted - 2014.11.25 05:33:00 -
[20] - Quote
Sgt Kirk wrote:Vitantur Nothus wrote: Shotgun, Scrambler Rifle, Flux Grenade. These flat-out nuke shield reserves. Gone! Let's gather up those nukes and put them on one side of the balance scale. Any anti-armor equivalents for the other side? [Dramatic Pause]. Allow me to break your silence. Locus Grenades, Mass Drivers, Missiles, might I add that there are more damage types in this game that are against armor than shields. Lets take a look shall we? Hybrid Blaster (Thermal) - Anti shield Hybrid Rail (Kinetic) - Anti Armor Projectile (another Kinetic type ? ) - Anti Armor Lasers (Electromagnetic) - Anti Shield Explosives (Explosive) - Anti armor. Yep, by your Logic I should complain about Locus grenades insta popping me, Combat Rifles shredding me and REs killing me instantly even at a good distance away.
And let us not forget Mass Drivers, of which we have more difficulty getting away from, being inherently slower than our Shield-tanking brothers who have a natural resistance to it's effects.
Long-Term Roadmap
"It's very important for us to hear their feedback" Gäó
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Meeko Fent
Kirkinen Risk Control Caldari State
2140
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Posted - 2014.11.25 05:49:00 -
[21] - Quote
I'll just slam this one down, heavies are a symptom both the very CQC oriented map design, and the strength that the HMG and Sentine have in it.
HMG sents are worthless in positions where they can't apply their HMGs massive DPS. i.e. At range.
However, a continuing issue is the HP of the heavy. It's a very sticky place to be needing to tweak, being the heavies only real advantage over Meds, bar heavy weapons.
I suggest, that heavies firing their HMG have their speed slowed, similar to the heavy from TF2's mini gun.
This reduces their capacity to advance w/their HMG, making them easy targets for a group of players, or even a very good shot. Reducing their utility in attacking put them back where we can agree heavies fit best in as. Being very thick, very high damage walls to defend your teams obbys.
I Live for Tears
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Victor Moody Stahl
Amarr Templars Amarr Empire
151
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Posted - 2014.11.25 06:20:00 -
[22] - Quote
Vitantur Nothus wrote:1) AM Sentinel 2) GA Sentinel [...] 5) Heavy Machine Gun
Heavies in general are in what I would contend is a "not good" state- in this case because they are in fact overperforming. I don't think anybody disputes this.
The main issue is solutions, in that some people are more interested in an uncalled for total nerf of the class and weapons system as a whole. Moreover, I'd like to see some detailed reasons as to why the other two sentinel suits are not broken.
Pulling from further down the thread:
Vitantur Nothus wrote:GA Sentinel, AM Sentinel, AM Assault Add meaningful mobility penalties to armor plates. Thinking penalties to movement, backpedal, strafe, etc. Something. Want to be a fantastic fortress? Move like a damn fortress.
[trimmed for length/relevance]
Traditional plates already have a "meaningful mobility penalty". The real issue is that the mobility of a heavy suit is never actually a problem since they have been shoehorned into a CQC role.
Point of interest: the Amarr Logi suit, which is faster than a heavy, is literally reduced to the same speed as the Amarr Sentinel if you stack 4 Complex Plates. After a quick check on ProtoFits, a proto Amarr Sentinel that stacks 4 Complex Plates is reduced to ~3 m/s movement speed, and 4.37 m/s sprint speed.
There are at least half a dozen medframes that can strafe faster than such a build can sprint. Movement penalties are already harsh enough as is.
Also, MDs, Locus (especially Core Locus), Flaylocks, CRs, and ACRs all positively shred armor to pieces. I don't include HMGs in this list purely because the HMG is limited to a particular platform- none of the above are so limited. And no, the Commando lack of a grenade slot doesn't count as limiting locus grenades.
But again, the real issue is that the CQC role that the HMG Sentinel has been pigeonholed into is ultimately a role in which mobility is of little relevance for a platform with titanic eHP and DPS.
Vitantur Nothus wrote:Heavy Machine Gun Add 1/4 second spool-up time. cap rotation speed, or ask the heavies for a how to fix (then ignore the ones who say "I deserves a chance to respond"). When the fantastic fortress of insta-death is flanked, there should be dire consequences. Just like 800HP Scouts shouldn't be a thing, insta-spin-and-win Heavies shouldn't be a thing.
It is traditionally considered quite daft for it to have any kind of spool time- particularly as that would be completely contrary to the description. Veteran DUSTers may consider item descriptions to be only moderately reliable, but the newbro who thinks heavies are God's gift to FPS gaming will not have such... cynicism, to be blunt.
Moreover, it's already been proven that a reduced rotation speed for a unit that is supposedly intended for CQC fights consigns said unit to irrelevance at best, or a SP trap and the equivalent of a walking WP pinata at worst.
While I would agree that the ability of a heavy suit to "instaspin" should be limited... I think that this should be addressed by simply evicting the Sentinel suit from CQC combat, with the exception of Burst HMG door-kickers. I'm sure you've seen Breakin Stuff's proposal about that particular matter.
Vitantur Nothus wrote:3) AM Assault
Please provide an in-depth analysis as to why the Amarr Assault is overperforming. Because there are several possible explanations- Gallente Assaults are pretty ass right now, and so are the Caldari based on bonuses (though Gallente is absolutely worse off).
If it's the ScR that's supposedly "OP"... then I contend that the TacAR is actually even more so and it's just a sleeper hit due to the requirement of L4 AR Ops to get TacARs. The reason is simple- the Tac has higher damage per shot, and can't overheat; you run out of shots, it just goes into a reload animation that can be postponed by swapping weapons, sprinting, or melee'ing.
An overheated ScR leaves it's user totally vulnerable to anything and everything- and even on the Amarr Assault that overheat limitation will be an issue.
I'd also like to point out that nerfs to the AmSalt based on it supposedly being "too good" with a Scrambler Rifle will hurt LR users, who depend even more heavily on the heat bonus of the Amarr Assault.
ScRs can be quite excellent on pretty much any suit that takes the resources to fit it. LRs are barely usable on the Amarr Commando, and excel on the Amarr Assault, while being of limited relevance on anything else.
I would also like to echo True Adamance- Amarr suits are already incredibly slow- and no, that extra stamina does NOT make up for the lack of speed- so slapping on large amounts of traditional plates merely exacerbates this issue, forcing one into being the equivalent of a walking turret.
As an aside, I once used ProtoFit to throw together an Assault ak.0 with 5 Complex Reactive plates. Movement speed wasn't too bad- it was definitely faster than even a fit with only two Complex Plates- and it had a bit over 700 armor... but it also had only 17 hp/s armor regen.
A shield tanked suit might not get that high- or only with difficulty- but they will always have better self-regen than 17 hp/s.
Vitantur Nothus wrote:4) Breach Assault Rifle
I doubt that anyone can seriously declaim the BAR as not being legitimately OP at this point. It does seem like HMG heavies and yes, shotgun scouts, are more popular- and even CRs/ACRs seem to be popping up equally as often... but whenever I see a BAR user on the field, it's almost invariably the case that they murder 99% of everything that wanders in front of them.
And it doesn't really matter if it's shield tanked to the gills or covered in armor plating- if it gets seen by the BAR user, it usually dies, and very quickly at that.
Buff Logis | Nerf Scouts
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Varoth Drac
Vengeance Unbound RISE of LEGION
407
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Posted - 2014.11.25 08:28:00 -
[23] - Quote
Gotta say, I disagree with the assessment of armor tanking. The speed penalty is significant. Not only is mobility important, but strafe speed actually assists with aiming, especially at low strafe speeds.
I recently swapped my assault ak.0 plates for ferroscale and saw a marked improvement.
Sentinels are powerful, I'm not convinced they are hugely overpowered however. People need to stop trying to nerf remotes and accept they are a legitimate anti sentinel weapon. I'm hoping a buff to assault scan range will help balance sentinels.
Despite Cal and Gal assaults being poor on papar, I definately see more people proto stomping with these than Amarr.
The breach AR is definately outperforming the AR. |
Lynn Beck
Delta Vanguard 6
2297
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Posted - 2014.11.25 09:04:00 -
[24] - Quote
My problem(as an armor tanked GalScout FOTM Scrub, a Minmatar Sentinel tanked to 1400 HP, and a Minmatar Commando with MD/CR) with the Scr is the fact that even in it's "recently nerfed" state, it can kill me before I even have a chance to shoot back.
In my Scout, even though "it sucks to chew through armor" I still get killed before I can pop a 2nd shotgun round. In my Min Sentinel(600/800 HPs, Boundless HMG, and a damage mod, also Fluxed/Locus'd the enemy before they engaged/noticed me) I still died before i could chew them to half armor. In my MinCommando, I'm literally at the mercy of any/all Amarr players. If i see one at range(past 60-70m) I can either ignore it and get charge sniped by said amarr player, or i can spam ACR, follow up with MD shots and he will run behind a box/hill, pop back up and charge shot followed by... follow up shots, resulting in the end screen reading:
Assault A/1 Viziam/CRW-04
Shield 0 Armor 700+ Damage dealt near 2000
As a minmatar, my weapons don't just nullify a race's entire existence off the map anywhere as effectively as the ScR does to minmatar. My prof 2 SIx Kin ACR with Commando 5 and twin damage mods STILL doesn't kill a Amarr user faster than he kills me, and it certainly doesn't get wielded by a sizable amount of Caldari Scouts looking for a way to be even more instant **** in a can. Sure, my ACR is USED a lot, and it might be owned by A FEW protostompers, but have you come across a GalScout who quite simply couldn't be killed, even when you got the drop on him with an HMG sentinel?
Proposal: Reduce spamfire DPS by reducing damage 15-20%, increase charge shot damage by 15-20% to encourage this "longer ranged" gameplay i know Amarr for, not this "It's a shotgun, a sniper, an HMG, AND a charge shooter, oh but we never use that, spam all the way!"
You wish to be respected as Amarrians, no? Then give up the SPAM for more tacticality.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Finn Colman
Immortal Guides
66
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Posted - 2014.11.25 15:05:00 -
[25] - Quote
Lynn Beck wrote:My problem(as an armor tanked GalScout FOTM Scrub, a Minmatar Sentinel tanked to 1400 HP, and a Minmatar Commando with MD/CR) with the Scr is the fact that even in it's "recently nerfed" state, it can kill me before I even have a chance to shoot back.
In my Scout, even though "it sucks to chew through armor" I still get killed before I can pop a 2nd shotgun round. In my Min Sentinel(600/800 HPs, Boundless HMG, and a damage mod, also Fluxed/Locus'd the enemy before they engaged/noticed me) I still died before i could chew them to half armor. In my MinCommando, I'm literally at the mercy of any/all Amarr players. If i see one at range(past 60-70m) I can either ignore it and get charge sniped by said amarr player, or i can spam ACR, follow up with MD shots and he will run behind a box/hill, pop back up and charge shot followed by... follow up shots, resulting in the end screen reading:
Assault A/1 Viziam/CRW-04
Shield 0 Armor 700+ Damage dealt near 2000
As a minmatar, my weapons don't just nullify a race's entire existence off the map anywhere as effectively as the ScR does to minmatar. My prof 2 SIx Kin ACR with Commando 5 and twin damage mods STILL doesn't kill a Amarr user faster than he kills me, and it certainly doesn't get wielded by a sizable amount of Caldari Scouts looking for a way to be even more instant **** in a can. Sure, my ACR is USED a lot, and it might be owned by A FEW protostompers, but have you come across a GalScout who quite simply couldn't be killed, even when you got the drop on him with an HMG sentinel?
Proposal: Reduce spamfire DPS by reducing damage 15-20%, increase charge shot damage by 15-20% to encourage this "longer ranged" gameplay i know Amarr for, not this "It's a shotgun, a sniper, an HMG, AND a charge shooter, oh but we never use that, spam all the way!"
You wish to be respected as Amarrians, no? Then give up the SPAM for more tacticality.
Hmm.. the implied TTK sounds a lot more like my Min scout with 176 than a Commando with, how much health? This situational evidence also shows that the ScR user is in an advantageous position anyway, and so suggesting that you want them to be nerfed for fighting from a position that gives you a disadvantage.
I will say again, I rarely ever see anything but Gal and Cal suits and weapons. Even Minmatar outnumbers the number of Amarr I see. Of course, I don't see everything, but neither do you.
The little Min with the little voice.
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Vitantur Nothus
Nos Nothi
661
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Posted - 2014.11.25 15:35:00 -
[26] - Quote
Aeon Amadi wrote: Breach AR is -SUPPOSED- to be great at both by it's design, though. As an AR it's meant for great CQC performance and by emulating the Rail Rifle it's meant for great long-performance. Don't hate because it's doing it's job. It truly baffles the mind how we can all denounce ultra-precise Rail Rifle hipfire, see the same all-purpose and overpowered pattern manifest in a different gun, see how that very gun is being spammed allover carnation, then claim with boldface:
"Working as intended!"
Aeon Amadi wrote: Right, and those weapons are -designed- to kill shields... It's like complaining about a Mass Driver or Combat Rifle as an Armor Tanker.
Locus Grenades, Mass Drivers, Combat Rifles and even HMGs are not at all like Shield Nukes. Flux a Cal Sentinel, and his primary tank vanishes in a flash. Shotgun a Cal Sentinel, and his primary tank vanishes in a flash. Charged ScR a Cal Sentinel, and his primary tank vanishes in a flash.
Even the strongest anti-armor weapons gradually drain armor reserves. Running plates consistently affords +TTK and an opportunity to respond before reserves hit zero. Because plates pack an arguably insufficient mobility penalty opportunity to respond becomes opportunity to win as plate count increases.
This is not the case with shield reserves. Stack as many extenders as you want, and see your reserves vanish before one basic flux, one shotgun blast or one charged ScR round. Without plates, you don't get +TTK. You get gibbed.
How to Fix
HP Modules offer greater comparative utility than all other type of module, and Armor Modules pay better dividends than Shield Modules. Module balance could be found if we added more meaningful drawbacks to King HP. And Armor vs Shield balance could be found if these drawbacks were designed to affect Armor by greater degree than Shield. |
Leadfoot10
Molon Labe. General Tso's Alliance
2312
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Posted - 2014.11.25 15:38:00 -
[27] - Quote
Vitantur Nothus wrote:1) AM Sentinel 2) GA Sentinel 3) AM Assault 4) Breach Assault Rifle 5) Heavy Machine Gun Broken items. Listed in no particular order. Please and thank you. That is all.
I'm not sure I would call them "broken", but rather "in need of some tweaking".
Regardless, that's a pretty good list.
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Vitantur Nothus
Nos Nothi
663
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Posted - 2014.11.25 15:41:00 -
[28] - Quote
Leadfoot10 wrote:I'm not sure I would call them "broken", but rather "in need of some tweaking".
Updated OP. |
Vitantur Nothus
Nos Nothi
664
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Posted - 2014.11.25 16:51:00 -
[29] - Quote
Victor Moody Stahl wrote: Heavies in general are in what I would contend is a "not good" state- in this case because they are in fact overperforming. I don't think anybody disputes this. The main issue is solutions, in that some people are more interested in an uncalled for total nerf of the class and weapons system as a whole. Moreover, I'd like to see some detailed reasons as to why the other two sentinel suits are not broken.
Agreed on all counts. In my admittedly biased mind, MN/CA Sentinels aren't broken because (1) they aren't spammed in PC and (2) they go down quickly when hit from behind by their supposed CQC counters (knives, shotguns, flux+acr, etc).
Victor Moody Stahl wrote: Traditional plates already have a "meaningful mobility penalty". The real issue is that the mobility of a heavy suit is never actually a problem since they have been shoehorned into a CQC role. -snip- There are at least half a dozen medframes that can strafe faster than such a build can sprint. Movement penalties are already harsh enough as is.
Sprint speed isn't the problem, nor is it a limiting factor to a defender. The problem is how ably these fortresses respond when flanked. If I intend to move a red blob, in most cases, I must use a blue blob. The maximum land speed of either blob is of little consequence thanks to modern transportation methods.
Victor Moody Stahl wrote:Also, MDs, Locus (especially Core Locus), Flaylocks, CRs, and ACRs all positively shred armor to pieces. I don't include HMGs in this list purely because the HMG is limited to a particular platform- none of the above are so limited. And no, the Commando lack of a grenade slot doesn't count as limiting locus grenades. I retired my Core Locus Grenades after observing an Amarr Sentinel's remaining HP after being hit with two back-to-back. Perhaps my prototype anti-armor grenades were bugged, but I positively hit him directly with both and what followed was positively not shredding.
Victor Moody Stahl wrote:It is traditionally considered quite daft for it to have any kind of spool time- particularly as that would be completely contrary to the description. Veteran DUSTers may consider item descriptions to be only moderately reliable, but the newbro who thinks heavies are God's gift to FPS gaming will not have such... cynicism, to be blunt. Moreover, it's already been proven that a reduced rotation speed for a unit that is supposedly intended for CQC fights consigns said unit to irrelevance at best, or a SP trap and the equivalent of a walking WP pinata at worst. While I would agree that the ability of a heavy suit to "instaspin" should be limited... I think that this should be addressed by simply evicting the Sentinel suit from CQC combat, with the exception of Burst HMG door-kickers. I'm sure you've seen Breakin Stuff's proposal about that particular matter. Freely defer to the Heavy Community on how to fix insta-spin-and-win. |
Lynn Beck
Delta Vanguard 6
2299
|
Posted - 2014.11.25 20:13:00 -
[30] - Quote
Finn Colman wrote:Lynn Beck wrote:My problem(as an armor tanked GalScout FOTM Scrub, a Minmatar Sentinel tanked to 1400 HP, and a Minmatar Commando with MD/CR) with the Scr is the fact that even in it's "recently nerfed" state, it can kill me before I even have a chance to shoot back.
In my Scout, even though "it sucks to chew through armor" I still get killed before I can pop a 2nd shotgun round. In my Min Sentinel(600/800 HPs, Boundless HMG, and a damage mod, also Fluxed/Locus'd the enemy before they engaged/noticed me) I still died before i could chew them to half armor. In my MinCommando, I'm literally at the mercy of any/all Amarr players. If i see one at range(past 60-70m) I can either ignore it and get charge sniped by said amarr player, or i can spam ACR, follow up with MD shots and he will run behind a box/hill, pop back up and charge shot followed by... follow up shots, resulting in the end screen reading:
Assault A/1 Viziam/CRW-04
Shield 0 Armor 700+ Damage dealt near 2000
As a minmatar, my weapons don't just nullify a race's entire existence off the map anywhere as effectively as the ScR does to minmatar. My prof 2 SIx Kin ACR with Commando 5 and twin damage mods STILL doesn't kill a Amarr user faster than he kills me, and it certainly doesn't get wielded by a sizable amount of Caldari Scouts looking for a way to be even more instant **** in a can. Sure, my ACR is USED a lot, and it might be owned by A FEW protostompers, but have you come across a GalScout who quite simply couldn't be killed, even when you got the drop on him with an HMG sentinel?
Proposal: Reduce spamfire DPS by reducing damage 15-20%, increase charge shot damage by 15-20% to encourage this "longer ranged" gameplay i know Amarr for, not this "It's a shotgun, a sniper, an HMG, AND a charge shooter, oh but we never use that, spam all the way!"
You wish to be respected as Amarrians, no? Then give up the SPAM for more tacticality. Hmm.. the implied TTK sounds a lot more like my Min scout with 176 than a Commando with, how much health? This situational evidence also shows that the ScR user is in an advantageous position anyway, and so suggesting that you want them to be nerfed for fighting from a position that gives you a disadvantage. I will say again, I rarely ever see anything but Gal and Cal suits and weapons. Even Minmatar outnumbers the number of Amarr I see. Of course, I don't see everything, but neither do you. I was behind a rock, firing at a guy in the open, he found a teeny divot in the terrain and 3 shot me, how is that "he had better positioning"?
Also when if ever does an Amarr Assault or Calscout SCR user ever die? Most of the time it's just user error, where they didn't strafe right or they missed 2 too many shots. In my MinAssault i lose to Galscouts even when he's sitting perfectly still firing shotgun rounds at me. Also I'm pretty sure the fact that "the most OP weapon/class in the game"(sentinel/HMG) getting beat by a SCR is evidence enough that it itself is ridiculously OP and needs toning down.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Finn Colman
Immortal Guides
66
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Posted - 2014.11.25 22:50:00 -
[31] - Quote
Lynn Beck wrote:Finn Colman wrote: Hmm.. the implied TTK sounds a lot more like my Min scout with 176 than a Commando with, how much health? This situational evidence also shows that the ScR user is in an advantageous position anyway, and so suggesting that you want them to be nerfed for fighting from a position that gives you a disadvantage.
I will say again, I rarely ever see anything but Gal and Cal suits and weapons. Even Minmatar outnumbers the number of Amarr I see. Of course, I don't see everything, but neither do you.
I was behind a rock, firing at a guy in the open, he found a teeny divot in the terrain and 3 shot me, how is that "he had better positioning"? Also when if ever does an Amarr Assault or Calscout SCR user ever die? Most of the time it's just user error, where they didn't strafe right or they missed 2 too many shots. In my MinAssault i lose to Galscouts even when he's sitting perfectly still firing shotgun rounds at me. Also I'm pretty sure the fact that "the most OP weapon/class in the game"(sentinel/HMG) getting beat by a SCR is evidence enough that it itself is ridiculously OP and needs toning down. Ah... You see this is why it is important to give context. He still had a distance advantage. Still, I feel that it is necessary to question how much health your Commando has, as it still takes three hits from an ScR to take down my less than base HP Min Scout, then again it would probably turn to one hit if the charged first shot was a head shot.
Referring to my personal experience again, I almost never see an ScR anywhere but the market.
The little Min with the little voice.
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VikingKong iBUN
T.H.I.R.D R.O.C.K
235
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Posted - 2014.11.25 23:02:00 -
[32] - Quote
Amarr assault is not OP, it's Scrambler Rifles that are. Lasers are also kind of OP but can be countered by moving in close, and take a bit more concentration to use than Scramblers (With a Scrambler you just have to try to avoid overheating, with a Laser you have to get as close to overheating as possible before you stop firing). The amount of damage a Scrambler can do with a charged shot is insane, even half charge it gains way too much damage.
Finn Colman wrote: Referring to my personal experience again, I almost never see an ScR anywhere but the market.
Scrambler Rifle is one of the most popular weapons right now, you play with your eyes closed?
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15048
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Posted - 2014.11.25 23:18:00 -
[33] - Quote
VikingKong iBUN wrote:Amarr assault is not OP, it's Scrambler Rifles that are. Lasers are also kind of OP but can be countered by moving in close, and take a bit more concentration to use than Scramblers (With a Scrambler you just have to try to avoid overheating, with a Laser you have to get as close to overheating as possible before you stop firing). The amount of damage a Scrambler can do with a charged shot is insane, even half charge it gains way too much damage. Finn Colman wrote: Referring to my personal experience again, I almost never see an ScR anywhere but the market.
Scrambler Rifle is one of the most popular weapons right now, you play with your eyes closed?
250 unmodified Damage per round for the cost of roughly 10 standard shots (amounting to something akin to 715 total damage)
230 damage roughly vs armour targets 345 vs shielded targets..... assuming my maths isn't horribly flawed.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Vitantur Nothus
Nos Nothi
675
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Posted - 2014.11.25 23:22:00 -
[34] - Quote
VikingKong iBUN wrote:Finn Colman wrote: Referring to my personal experience again, I almost never see an ScR anywhere but the market.
Scrambler Rifle is one of the most popular weapons right now, you play with your eyes closed?
Needn't play the guessing game! The data you need is here: http://dust.thang.dk/market_tryhardinator.php
Let's have a look at Light Weapons ... Oh my, Mr Breach! Nothing else quite compares. The ScR? It isn't even on the map!
But OP contends that AM Assault is OP? If it isn't the ScR, could it be King HP?
Let's have a look at Low Slot Modules ... King HP, for the win! 99.9%. |
Victor Moody Stahl
Amarr Templars Amarr Empire
153
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Posted - 2014.11.26 00:37:00 -
[35] - Quote
Vitantur Nothus wrote:Agreed on all counts. In my admittedly simple and biased mind, MN/CA Sentinels aren't broken because (1) they aren't spammed in PC and (2) they go down quickly when hit from behind by their supposed CQC counters (knives, shotguns, flux+acr, etc) and (3) they can be effectively engaged at range as their HP reserves are typically less ridiculous than those of GA/AM.
...I would actually offer the counter-argument that due to the entrenched meta of "HP>everything else" among PC groups, that the AM/GA sentinels are spammed because they have an on-paper survival benefit. The other side of that is that the CA/MN sentinels aren't able to benefit nearly as well from rep logis, unlike the AM/GA suits.
I'd also comment that the AM/GA sentinels are arguably worse of in a long-range fight, as if they're running a MAXIMUM BRICK fit then they're slower than dirt and will be gunned down with complete contempt, since, you know, they can't make it into cover fast enough.
Vitantur Nothus wrote:Sprint speed isn't the problem, nor is it a limiting factor to a defender. The problem is how ably these fortresses respond when flanked. If I intend to move a red blob, in most cases, I must use a blue blob. The maximum land speed of either blob is of little consequence thanks to modern transportation methods.
So in other words, the problem is that the heavy suit's primary disadvantage (on-foot mobility) is completely negated by the role that it has been pigeonholed into.
Glad we basically understand each other here, then.
Vitantur Nothus wrote:Retired my Core Locus Grenades after observing an Amarr Sentinel's remaining HP after being hit with two back-to-back. Perhaps my prototype anti-armor grenades were bugged, but I positively hit him directly with both and what followed was positively not shredding. But while we're on the topic, imagine how fast blobs would dissipate if Sentinel resistance were inverted such that Locus Grenades did bonus damage rather than giggle damage!
I contend that if the splash damage resistance was removed from sentinel suits people would stop using them alltogether because they would be too easy to kill. There's a reason that for a very long time in DUST's history it was basically an "I-Win" button to carry locus nades and then use them against a heavy.
There's also the slight issue that the engine would probably require significant overhaul to do that... oh, yeah, and did I mention that it would be stupid?
Vitantur Nothus wrote:Freely defer to the Heavy Community on how to fix insta-spin-and-win.
I'm pretty sure that that's what my point boiled down to... that your spool idea was shortly considered before being universally rejected by said community.
Vitantur Nothus wrote:We need not play the guessing game, gentlmen! The data we need is here: http://dust.thang.dk/market_tryhardinator.phpLet's have a look at those Light Weapons ... Mr Breach! Nothing else quite compares. That nasty ScR? It isn't even on the map! But OP contends that AM Assault is OP. If it isn't his ScR, could it be his King HP? Let's have a look at Low Slot Modules ... Bricks for the win! A staggering 99.9%!
The Amarr Assault has the best HP potential of the assault suits because the AmSalt is the slowest... which means it's more likely to get shot in the face substantially more, on account of being limited to waddling into cover.
As an aside, I would argue that the whole "Bricks>everything else" issue has more to do with the fact that, to a limited degree, a brick is better than most other options. Mostly because scouts can do speed/EWAR tank better than any medframe user can even dream of. Doesn't help either that medframe EWAR is utter ass right now, either.
Buff Logis | Nerf Scouts
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15054
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Posted - 2014.11.26 01:13:00 -
[36] - Quote
Vitantur Nothus wrote:We need not play the guessing game, gentlemen! The data we need is here: http://dust.thang.dk/market_tryhardinator.phpLet's have a look at those Light Weapons ... Mr Breach! Nothing else quite compares. That nasty ScR? It isn't even on the map! But OP contends that AM Assault is OP. If it isn't his ScR, could it be his King HP!? Let's have a look at Low Slot Modules ... Bricks for the win! A staggering 99.9%!
Personally I don't mind EHP reductions to the Amarr Assault..... to be quite frank the reason most people stack plates is a percieved lack of low slot utility modules. Additionally the Amarr are not HP stacker they do not use more or less plates than the Gallente, Amarr tend to get bonuses to armour resistances.
Assault require almost crippling levels of modules to compete EWAR wise.
I could see myself fitting a Kin Cat or a Hack Module.....but what would really be better is Resistance Plating modules so I could tailor my assault suit properly.
E.G-
1x Complex Armour Plate 1x Complex Reactive Armour Plate 1x Complex Armour Reppers 1x Anti Explosive Armour Screening [-15% damage from explosive sources] 1x Kinetic Catalyzer
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Vitantur Nothus
Nos Nothi
676
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Posted - 2014.11.26 01:22:00 -
[37] - Quote
@ Victor Moody Stahl
It would appear that uou and I are dangerously close to becoming like-minded. This doesn't bode well for, good sir, for I am but a simple man :-)
- Code Breakers - Kin Cats - Card Regs - Profile Dampeners - Range Extenders - PG Upgrades - CPU Upgrades - Shield Regulators
^ Add all these up. Multiply by 55. Then you get close to the least popular Brick Module.
How to Fix
* Add more drawbacks to Brick Modules (gotta touch this). * Make EWAR more meaningful to MedFrames. * Buff KinCats, CardRegs and Shield Regulators. * Relocate Code Breakers and PG Upgrades to High Slot. |
Finn Colman
Immortal Guides
66
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Posted - 2014.11.26 01:26:00 -
[38] - Quote
Vitantur Nothus wrote:- Code Breakers - Kin Cats - Card Regs - Profile Dampeners - Range Extenders - PG Upgrades - CPU Upgrades - Shield Regulators
^ Add all these up. Multiply by 55. Then you get close to the least popular Brick Module.
How to Fix
* Add more drawbacks to Brick Modules (gotta touch this). * Make EWAR more meaningful to MedFrames. * Buff KinCats, CardRegs and Shield Regulators. * Relocate Code Breakers and PG Upgrades to High Slot. As a Minmatar, I smiled broadly at seeing the words "Buff KinCats".
Rattati has expressed that it would be difficult to switch Low Slot mods to High Slot mods and vice-versa.
The little Min with the little voice.
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Powerh8er
The Rainbow Effect
555
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Posted - 2014.11.26 04:41:00 -
[39] - Quote
Heavies are not far from being free kills in pubs again, the only thing good about the sentinel is the HMG wich every non HMG user wants to nerf. Sad for heavies, because killing people with HMG is easy, staying alive as heavy is not.
And... Heavies was also spammed to guard points in pc before they got buffed, nobody complained then.
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Victor Moody Stahl
Amarr Templars Amarr Empire
155
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Posted - 2014.11.26 05:32:00 -
[40] - Quote
Vitantur Nothus wrote:@ Victor Moody Stahl
It would appear that you and I are dangerously close to becoming like-minded. This doesn't bode well for you, good sir, for I am but a simple man :-)
I rather doubt that we will ever be like-minded, purely because I think that the shotgun should have lower RoF and more range. This would be a huge benefit for, say, assault suit users that want to carry shotguns, and especially commando users (who are very slow, and basically rely on the enemy to get close to them... which can work well, admittedly)
There is, however, the fact that I would recommend we fix scouts first, and then kick heavies out of CQC dominance because that role simply does not work for them- or rather, it nullifies 90% of their disadvantages, while not marginalizing any of their advantages.
Which as we are seeing currently, leads to heavies being spammed everywhere, and generally overperforming. I almost wish for the days when the HMG wasn't super awesome and there was a relatively high number of heavies carrying light weapons instead... oh wait, that was actually idiotic (the sentinels w/ LW part). Sorry, just had a moment of brief insanity.
Vitantur Nothus wrote:How to Fix
* Add more meaningful drawbacks to Brick Modules (gotta touch this). * Make EWAR more meaningful to non-Scouts. * Buff KinCats and CardRegs. * Merge Shield Regulators with Energizers and/or Rechargers. * Relocate Code Breakers and PG Upgrades to High Slot.
I believe that Rattati's strafe speed penalty on HP mods is going to be a pretty huge deal for that first option. There's also the whole thing of fixing the "maximum dual-tank brick mode" that a lot of people are still rolling. I fully admit that I do this on my Logi suits... but I believe that has more to do with the fact that Logi suits are paper thin and slow, so the extra HP benefit from bricking the suit is borderline mandatory.
As far as EWAR being torn down and rebuilt from the ground up (because that's pretty much what it's going to take, IMO) so that medframes in particular have more EWAR benefits... I really agree with this. In fact, that one proposal you made about buffing medframe EWAR (which was surprisingly good BTW) seems like a good start[/], at least.
Insofar as buffing KinCats and Cardiac Regulators... I disagree that these mods need a straight up buff. KinCats are [i]still sucking down ridiculous amounts of PG, and I'd love to see this changed- not only would it benefit my slow-as-pants Amarr suits, but I have a feeling all those Minjas would saint me if that happened (and I convinced everyone it was my idea).
Merging shield regulators and energizers/rechargers, IMO, is a bad idea. Yes, armor has pretty much no high slot mods. No, shields should not lose regulators as a separate module. Instead, I would recommend the following changes to shield regulators:
-Merge the Regulator & Recharger skills; it's rather unfair, IMO, that shields have a larger SP sink to maximize their regen compared to armor. This also then opens up future additions of infantry resist mods being the 3rd tank skill.
-Add both shield and armor resist mods. For the most part, the resist mods should be intended to protect against those damage types that inflict more damage to a particular tank type.
Additionally, perhaps regulators could get a bit of a buff so that they have a greater effect on shield depleted delay than they do on shield regen delay- IE, regulators reduce the time it takes for shields to start regen from 0 shields to a greater degree than they reduce the shield delay of "take some damage, still have shields, start regen after x seconds".
As far as codebreakers and PG mods... I'm not sure. In EVE, both PG and CPU mods are in the low slot... but EVE also has rig slots that can fit PG/CPU increasing rigs. DUST doesn't really have such an equivalent, unfortunately.
Buff Logis | Nerf Scouts
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Toobar Zoobar
the unholy legion of darkstar DARKSTAR ARMY
25
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Posted - 2014.11.26 12:13:00 -
[41] - Quote
How to nerf the HMG:
Not a reduction in damage
Instead add a 1 second fire delay.
Still a weapon to fear, just not as ridiculous.
Dust 514. A game about shooting people with super deadly sci-fi guns... and dancing.
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Vitantur Nothus
Nos Nothi
687
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Posted - 2014.11.26 13:54:00 -
[42] - Quote
Victor Moody Stahl wrote:I rather doubt that we will ever be like-minded, purely because I think that the shotgun should have lower RoF and more range. This would be a huge benefit for, say, assault suit users that want to carry shotguns, and especially commando users (who are very slow, and basically rely on the enemy to get close to them... which can work well, admittedly) We can agree to disagree on this one. In my estimation, if we lower RoF and increase range, we'd have to substantially increase damage per pellet on account of (1) HP Creep, (2) insta-spin and (3) spread variability at range. Consider the Breach Shotgun. This is a truly terrible weapon, and it is a weapon designed to perform as you've described. Even if we doubled its magazine size, it would remain a truly terrible weapon. It simply fails to deal damage quickly enough to overcome present HP levels. But all this and more we can discuss at length elsewhere; the focus of this thread is King HP, the Breach AR and the HMG.
Victor Moody Stahl wrote:There is, however, the fact that I would recommend we fix scouts first ... Absolutely with you on Scouts. There can be no question that previous tuning iterations have helped ( http://dust.thang.dk/market_historycategory.php ) but I agree with you that they remain too popular. Rattati has suggested that Scout EWAR is soon to be rewired to point to module efficacy rather than base frame. This will change everything; overnight Scout popularity will plummet. In lesser news, it'll be nice to see fire-from-cloak fixed as well.
Victor Moody Stahl wrote: ... and then kick heavies out of CQC dominance because that role simply does not work for them- or rather, it nullifies 90% of their disadvantages, while not marginalizing any of their advantages. Which as we are seeing currently, leads to heavies being spammed everywhere, and generally overperforming. I almost wish for the days when the HMG wasn't super awesome and there was a relatively high number of heavies carrying light weapons instead... oh wait, that was actually idiotic (the sentinels w/ LW part). Sorry, just had a moment of brief insanity.
I fear this a pipedream, the concept of moving these behemoths from close quarters to down range. But if the Heavy Community can figure it out, more power to them.
Victor Moody Stahl wrote: On Module Adjustments
Pretty much agree with everything you said. \o/
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Myron Kundera
The Generals
116
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Posted - 2014.11.26 17:14:00 -
[43] - Quote
Vitantur Nothus wrote:1) AM Sentinel 2) GA Sentinel 3) AM Assault 4) Breach Assault Rifle 5) Heavy Machine Gun Broken stuff. Items in need of tuning. Listed in no particular order. Please and thank you. That is all.
1) No idea. I don-¦t use it and what kills me is the HMG, not the suit. 2) No idea. I don-¦t use it and what kills me is the HMG, not the suit. 3) AM Assault is fine. You need to have it at Lvl 5 to really make it shine and only good with certain weapons which in turn need Lvl 5 skills to shine too. 4) *Sigh* this again. Breach AR is fine. It kills at CQC versus shield based tankers (working as intended). You will get owned in a 1Vs1 fight versus a medium long range weapon outside it-¦s 40m optimal. 5) They allready nerfed the damage on the HMG i think.
"Greed, the forgotten mental disease"
"Spray and pray makes my day"
"Will use proto gear in self defense"
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Vitantur Nothus
Nos Nothi
693
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Posted - 2014.11.26 17:49:00 -
[44] - Quote
Myron Kundera wrote:Breach AR is fine. It kills at CQC versus shield based tankers (working as intended). You will get owned in a 1Vs1 fight versus a medium long range weapon outside it-¦s 40m optimal. Fun Fact: The Breach AR accounts for a nearly a third of all Light Weapon sales. Source: http://dust.thang.dk/market_tryhardinator.php Why do you think that is, Myron?
Toobar Zoobar wrote:How to nerf the HMG ... Fox Gaden just put up an idea thread. What do you think of it, Toobar? |
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