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Thread Statistics | Show CCP posts - 17 post(s) |
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CCP Rattati
C C P C C P Alliance
13746
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Posted - 2014.12.17 09:32:00 -
[1] - Quote
The following balance tweaks were extracted from the feedback thread about Hotfix Echo and will be included in a TQ Hotfix today. The remaining issues will be deferred into the next Hotfix, whether that's named or not.
The details can be found in the following spreadsheet.
Hotfix 1.10.2
Thanks for the feedback!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13752
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Posted - 2014.12.17 14:24:00 -
[2] - Quote
Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon.
HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13760
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Posted - 2014.12.17 15:54:00 -
[3] - Quote
Jaysyn Larrisen wrote:Are the armor penalties to strafing across the board or different by weight class of suit?
I'm a little concerned for my Gallente Logi builds...they are already pretty slow footed and this will further hurt survivability. I've tried ferro scales and they just don't have enough hp to keep me alive long enough.
not forward speed, just strafe
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13760
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Posted - 2014.12.17 15:57:00 -
[4] - Quote
KingBabar wrote:All good stuff, as usual these days... (I haven't tested 1.10 yet due to being on the other side of the planet for a month.)
I have one issue though, the total ammo count of the Tac AR and the regular Scr. I do understsnd why you've reduced total ammo, for balancing reasons, for me its a shame, l now might have to put a hive on that fitting.....
My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply.
The only viable pieze of equipment on an assault suit with racial rifles now is more ammo, well, unless you're the sort of player who dies a lot or always have a logi in squad to mooch off.
I am hoping this will help a little with the super trigger spammy scr cqc usage (that I am guilty of like anyone else) and make players conserve their ammo a little bit more. Try it and see if it pans out. One idea that's floating out there is to create ammo modules.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13771
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Posted - 2014.12.17 15:59:00 -
[5] - Quote
Dingleburt Bangledack wrote:KingBabar wrote:... My point is that it was very nice to have 1 gun which wasn't reliant on a damned nonohive. I've had an active scanner-Tac ar OR active scanner - Scr fit, well since before launch actually. So yeah, this is a stronly personal issue, I will miss the scanner asault fits deeply. ... The ScR's magazine went from 45 to 30 and it's total ammo went from 225 to 210. It only lost a total of 30 rounds so you should still be fine with a scanner. (Atleast I will, having my ScR Ammo skill at Lvl 4 ) The TacAR, however, got hit pretty hard in the ammo department... I can't really see why, either.
It was an error, why should that, the only weapon have 12 clips to ammo ratio, where everyone else had 5-6-7. It was inheriting the 300 ammo from the Assault Rifle so was fixed, not a specific nerf in that sense. It should have been even lower with 18 in the clip, so was actually buffed with the increase to 24.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13771
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Posted - 2014.12.17 16:00:00 -
[6] - Quote
BL4CKST4R wrote:CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. Hmg is anything but forgiving
If I want to feel better about myself and get some guaranteed kills, I go sent-hmg. That's how forgiving it is.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13771
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Posted - 2014.12.17 16:03:00 -
[7] - Quote
Mortishai Belmont wrote:Please stop screwing with my Heavy suit, just because everyone who thinks they shouldn't die running directly into a mini gun is pitching a fit.
Why not just remove the thing and give me a stick to beat people with?
If you really want to do something productive with the HMG, use the real world application of it. It should have no accuracy over 20m and should turn anything at close range into Swiss cheese. I suggest you and everyone else here youtube "minigun" and then consider what it would be like standing in front of it.
Also, if your going to make me slower then give me more armor.
The rabbit complaining that the turtle has a shell is a stupid argument to actually consider legitimate.
There are so many reasons to nerf heavies, and I believe this was the gentlest way. I pulled back on HP nerfs on plates and RE's will be more avoidable. I want to keep sentinels survivable, but not unassailable. Assaults and Scouts should have a fair chance with skill, even at close range so we only reduced the HMG sustained damage output, not the raw output. I hope it's enough.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13778
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Posted - 2014.12.17 16:14:00 -
[8] - Quote
Spectral Clone wrote:CCP Rattati wrote:BL4CKST4R wrote:CCP Rattati wrote:Fox Gaden wrote:Well I mostly used the Burst HMG anyway, so this is a buff for me, but I am concerned that increasing heat buildup that much on the base model HMG will greatly reduce its effectiveness as a sustained fire suppression weapon. I would have been more inclined to leave the heat where it was and add a short spool up time so that the rate of fire would start low and take a fraction of a second to get up to speed.
By nerfing heat on the base HMG and buffing Heat on the Burst HMG you are making these weapons more similar, when the HMG is supposed to be more of a suppression weapon and the Burst is supposed to be more of a 1v1 weapon. HMG is not a suppression weapon currently, it's a destroy anything in its path weapon and far too forgiving. I like the damage part that way, but not for such a long sustainable time. If I wanted it to suppress, I would decrease damage per round. You can still hold the trigger down for many seconds, especially with skills. And I speak for myself when I declare that spooling is terrible. I think everyone was happy when it was removed, but anything is possible. Hmg is anything but forgiving If I want to feel better about myself and get some guaranteed kills, I go sent-hmg. That's how forgiving it is. LOL. HMG heavy nerf into the ground confirmed. When do you deploy it?
already deployed
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13778
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Posted - 2014.12.17 16:14:00 -
[9] - Quote
Kain Spero wrote:If there is one movement penalty I wish would go away with armor though it'd be the jump height penalty. Make my jumps cost more stamina if you have to with plates, but not being able to clear a small step up in a heavy or a railing in an assault/logi is extremely frustrating.
agreed, i didn't get the myofibs change in but they will have a jump increase, imminently.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13778
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Posted - 2014.12.17 16:15:00 -
[10] - Quote
Dreis Shadowweaver wrote:lmfao Quote:Breach Assault Rifle 'Before' Range - 7000 I assume you meant meters, because that would actually be believable for the BAR
its unreal units, divide by 100 for meters
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13785
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Posted - 2014.12.17 16:20:00 -
[11] - Quote
Joseph Ridgeson wrote:Is the Basic Assault Rail Rifle modified?
what exactly are you referring to, I am not sure
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13847
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Posted - 2014.12.18 03:26:00 -
[12] - Quote
Vitharr Foebane wrote:Kaeru Nayiri wrote:I'm a little worried this nerfing HMG mentality is just going to push more sentinels to light weapons. There's already one or two per match atm.
To be clear, a light weapon on a sentinel is not a problem. The fact that a sentinel would WANT a light weapon over their HMG IS a problem. yep thats what GD wants apparently the return of RR and CR sentinels >.>
Then we will increase the fitting bonus to HMG and decrease CPU/PG, like last time.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13854
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Posted - 2014.12.18 03:51:00 -
[13] - Quote
IZI doro wrote:All the "generic" ARs have a fixed "Accuracy Rating" of 56.70 across all tiers. Is this intended? (Last Checked on 2014.12.18@03:41-UTC)
None of the handling mechanisms change with tiers, is there a specific reason that this concerns you? Did it change from one day to the next?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13857
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Posted - 2014.12.18 04:38:00 -
[14] - Quote
voidfaction wrote:IZI doro wrote:CCP Rattati wrote:IZI doro wrote:All the "generic" ARs have a fixed "Accuracy Rating" of 56.70 across all tiers. Is this intended? (Last Checked on 2014.12.18@03:41-UTC) None of the handling mechanisms change with tiers, is there a specific reason that this concerns you? Did it change from one day to the next? I recall that there was accuracy progression among all weapons as tiers increased. I just checked all the weapons in game and there is no progression in their accuracy ratings. Now I'm not sure if I'm remembering things that never existed, or if accuracy ratings got normalized across the board. For example, generic SMGs still have their accuracy progression. So do Scrambler Pistols from ADV to Proto
relics that will get fixed
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13862
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Posted - 2014.12.18 07:48:00 -
[15] - Quote
CUSE WarLord wrote:why was the scrambler rifle nerfed to the point where its better to just run a tac AR on a amarr assault now How was it nerfed, since you couldn't empty your clip before overheating anyway?
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13864
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Posted - 2014.12.18 08:48:00 -
[16] - Quote
voidfaction wrote:Aeon Amadi wrote:I'll be honest... I've played since June 2012 and I'm still not entirely clear as to what Accuracy Rating is. It's the hit detection rating, lol And now you know the other reason so many use the CR and the Shotgun has terrible hit detection.
"hit detection" rating?
It's a metric calculated from the handling attributes, dispersion etc.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
13961
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Posted - 2014.12.18 23:24:00 -
[17] - Quote
Nestil wrote:Banjo Robertson wrote:The Burst AR changes are quite nice, love the CR fire rate on that thing. My Gallente Apex Commando is pleased.
Downside, was in an Ambush not too long ago and while it didnt feel like the game itself was lagging, the fire rate on the Burst AR was slowed down while firing at the main group of enemies on the bridge, once that is fixed the game will be so nice.
Burst AR, so nice, so smooth. So silky! *drops channelers trident* :3
I'm currently running a +5 Demon's Great Hammer build, only dropped from silky stones
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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