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Thread Statistics | Show CCP posts - 2 post(s) |
Sgt Kirk
Fatal Absolution
9148
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Posted - 2015.01.09 09:07:00 -
[1] - Quote
Just letting you know.
Range is too short for a weapon that is not hit and run. Hit Detection is terrible on the Blaster
Because of terrible hit detection you are easily out DPS'd by infantry weapons which is even more exacerbated by the fact that you have to be almost CQC in vehicle terms to kill infantry (that makes no sense btw CCP)
When the small blaster got its buff we wanted it to be like the way it was in the old days. CCP Rattati tried to reinstate that by upping the damage, ROF (I think), and putting splash damage back.
The splash Damage is nowhere near what it was a needs more honestly (not a huge amount but to where it used to be when it was useful).
The small blaster can only take out Infantry Dropships (90% against shields and 80% against armor) effectively. So for a weapon that is nowhere near as diverse as the small Rail and small missile it needs to be damn good and much better at it's intended targets than the small Missiles and Rails, which currently is not the case.
TL'DR
Small Blaster still Sucks Hit Detection needs to be fixed Splash Damage needs to be more effective Might needs slightly more range
+Anything regarding Gallente with vehicles suck in general, hope this changes in the future CCP.
CCP holds the Caldari's hand so this doesn't happen again.
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Alena Ventrallis
Vengeance Unbound
2471
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Posted - 2015.01.09 09:38:00 -
[2] - Quote
Hit detection: most definitely. Range: another definite increase. Splash: I'd honestly remove it.
I don't think the problem is damage, but damage application. Its devastating on paper, its just too hard to get that damage on a target. So what if we decrease diapersion, increase range, and work on hit detection?
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Bethhy
Ancient Exiles.
3021
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Posted - 2015.01.09 14:26:00 -
[3] - Quote
Oh and bring back small Turret installations.
That is all. |
MetalWolf-Cell
ROGUE RELICS VP Gaming Alliance
24
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Posted - 2015.01.09 14:38:00 -
[4] - Quote
+1
Fix the wonky turret mechanics and hit application. So it will be able to do as the description says. Range? maybe slightly.
You will then see LAV's and HAV's use them often.
DUST 514/LEGION
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Ku Shala
The Generals
1119
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Posted - 2015.01.09 14:57:00 -
[5] - Quote
+1 for idea
-1 because it came out of kirk
but seriously range increase if I have to land the dropship to shoot infantry with it why equip it?
-¦a+ó a+ú-Æa+äla+ä (CK-0 Specialist)
Caldari Loyalist
Burst RR should fire like a charge sniper
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Kallas Hallytyr
Skullbreakers
1240
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Posted - 2015.01.09 18:25:00 -
[6] - Quote
A couple of ways I can think of to improve it without fixing hit detection (since that never gets done):
- Ramp the damage way the hell up. Currently a PRO Blaster does around 57 damage: because of the crappy hit detection/dispersion, it's almost impossible to actually apply the damage properly, so if we put it up to something like 90, we'd be capable of actually ripping infantry to shreds, while it still wouldn't break vehicle shield regen alone (ie, would remain solely anti infantry/support for AV.)
- Increase ROF: essentially the reverse of the above: ramp up the ROF so that you can actually apply enough hits in a short time. Would maintain the low AV potential (it would still hurt in the time it fires, but still doesn't stop regen) and give much greater AP potential.
- Decrease dispersion: sometimes it's just hard to hit the damn target. Decreasing dispersion would let people land most of their shots where the naturally high DPS can begin it's work.
Personally, I would prefer #1 or #2. A Small Blaster should utterly violate infantry, since that's pretty much all it's meant to do.
Alt of Halla Murr. Sentinel.
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
410
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Posted - 2015.01.09 18:48:00 -
[7] - Quote
I've been doing extensive testing with blasters in the last month. I will try to describe the nature of the problem.
When you fire a small missile turret from the gunner seat of a dropship, you can see that the missile instantiates late. It spawns where the trigger was pulled, but not when the trigger was pulled. The first shot from a moving dropship is ALWAYS off target, and then the gunner has to adjust his aim for subsequent shots IF the pilot maintains his vector. Any adjustments done affecting the nose of the ship will require an adjustment shot from the gunner.
We all learned how to deal with this because we can see it. Surprisingly, the pilot's missile turret on an ADS does not suffer as much from this problem for some reason.
Now consider hitscan weapons. I have come to the conclusion that they ALSO fire late. Except since there is no projectile that gets instantiated for the gunner's client to see, he simply sees his gun firing. The pilot, however, sees the shot going off target (either via the blue blast on the ground when using a small railgun or the yellow bursts when using a blaster). The gunner sees his hit dead center on the target, while the pilot sees the server's true interpretation.
Basically as a gunner, you are always shooting at the shadow of your target and "missing". If you can somehow compensate for ship's movement AND lead your target, it would be possible to apply damage with blasters on infantry more easily. This effect is also observable when trying to attack a moving vehicle from a moving dropship with small rails.
Here is a short video:
https://www.youtube.com/watch?v=7k-cujTEYWg
Notice the first target strafing like a madman, all my gunner's shots are hitting his shadow, but on his screen he is tracking dead center. Then the second and third targets die near INSTANTLY when he starts shooting, mostly because they are not moving.
If the dropship is moving as well, that movement ALSO needs to be compensated for, just like with small missiles, making strafing runs with hitscan weapons absolutely IMPOSSIBLE from the gunner seat.
(be sure to set the video to 720 before starting)
EDIT: To give you an idea of what the TTK on that specific rig should be, we were setup to do roughly 1500 DPS, and the optimal range is 70 meters. Basically the longest TTK possible on a sentinel would be no more than a second. Everything else should be a fraction of a second. Even if only half the shots land, a full second should be plenty to kill any assaults. I think this is reflected well in targets 2 and 3, and exposes the nature of the problem with target 1. |
Stefan Stahl
Seituoda Taskforce Command
897
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Posted - 2015.01.09 18:57:00 -
[8] - Quote
Kaeru Nayiri wrote:I have come to the conclusion that they ALSO fire late Thanks for describing the problem so well. I also believe a lack of lag-compensation on vehicle mounted turrets to be the problem here.
Can someone with a bluetag forward this to somebody with technical knowledge inside CCP? From my own experience with netcode I'm fairly sure this is mostly an oversight because this was never changed since the days of closed beta. |
Godin Thekiller
The Corporate Raiders Top Men.
2681
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Posted - 2015.01.09 19:25:00 -
[9] - Quote
Chromo blasters were the ****.
click me
Blup Blub Bloop. Translation: Die -_-
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Sgt Kirk
Fatal Absolution
9157
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Posted - 2015.01.09 19:47:00 -
[10] - Quote
Godin Thekiller wrote:Chromo blasters were the ****. They were the bomb-diggity.
Then CCP ****** it up and are apparently afraid to make them useful again.
Missiles completely wrecking Infantry, Installations and Vehicles??
CCPs like, "Working as intended"
Wanting a Blaster to completely wreck it's only two viable targets (Dropships and Infantry)
Whoa, hey now, let's not get too carried away now!
There's just no point in using a Small Blaster when you can use a Small Missile or small Rail, absolutely none except for the lolz.
CCP holds the Caldari's hand so this doesn't happen again.
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Kaeru Nayiri
OSG Planetary Operations Covert Intervention
410
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Posted - 2015.01.09 19:51:00 -
[11] - Quote
Let's keep it constructive, shall we? |
Godin Thekiller
The Corporate Raiders Top Men.
2683
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Posted - 2015.01.09 20:03:00 -
[12] - Quote
Sgt Kirk wrote:Godin Thekiller wrote:Chromo blasters were the ****. They were the bomb-diggity. Then CCP ****** it up and are apparently afraid to make them useful again. Missiles completely wrecking Infantry, Installations and Vehicles?? CCPs like, "Working as intended" Wanting a Blaster to completely wreck it's only two viable targets (Dropships and Infantry) Whoa, hey now, let's not get too carried away now! There's just no point in using a Small Blaster when you can use a Small Missile or small Rail, absolutely none except for the lolz.
It used to be basically preference, which is best kind of balance in a game.
click me
Blup Blub Bloop. Translation: Die -_-
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Sgt Kirk
Fatal Absolution
9157
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Posted - 2015.01.09 20:34:00 -
[13] - Quote
Godin Thekiller wrote: It used to be basically preference, which is best kind of balance in a game.
100% Correct.
Although I do remember people gravitating towards the Small Scattered Blaster the most because it did more damage and it wasn't completely accurate so it could actually hit people. In addition to more damage it also had better splash damage.
All the other ones I saw as useless except for the small stabilized blaster, which allowed more range but at the cost of more CPU/PG.
CCP holds the Caldari's hand so this doesn't happen again.
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Godin Thekiller
The Corporate Raiders Top Men.
2686
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Posted - 2015.01.09 21:35:00 -
[14] - Quote
Sgt Kirk wrote:Godin Thekiller wrote: It used to be basically preference, which is best kind of balance in a game.
100% Correct. Although I do remember people gravitating towards the Small Scattered Blaster the most because it did more damage and it wasn't completely accurate so it could actually hit people. In addition to more damage it also had better splash damage. All the other ones I saw as useless except for the small stabilized blaster, which allowed more range but at the cost of more CPU/PG. I liked Stabilized or compressed, and I knew of many who liked normals for some reason vov. Scattered was really the only good choice for larges, which was a shame.
click me
Blup Blub Bloop. Translation: Die -_-
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Banjo Robertson
Random Gunz RISE of LEGION
401
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Posted - 2015.01.09 23:25:00 -
[15] - Quote
I think the circle for the dispersion should be about half the radius it is, or maybe 3/4 the radius it is. |
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CCP Rattati
C C P C C P Alliance
14354
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Posted - 2015.01.10 00:41:00 -
[16] - Quote
Sgt Kirk wrote:Godin Thekiller wrote:Chromo blasters were the ****. They were the bomb-diggity. Then CCP ****** it up and are apparently afraid to make them useful again. Missiles completely wrecking Infantry, Installations and Vehicles?? CCPs like, "Working as intended" Wanting a Blaster to completely wreck it's only two viable targets (Dropships and Infantry) Whoa, hey now, let's not get too carried away now! There's just no point in using a Small Blaster when you can use a Small Missile or small Rail, absolutely none except for the lolz.
What were Chromo blasters like exactly, I remember many things, but not that.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Buwaro Draemon
WarRavens Capital Punishment.
710
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Posted - 2015.01.10 00:55:00 -
[17] - Quote
CCP Rattati wrote:Sgt Kirk wrote:Godin Thekiller wrote:Chromo blasters were the ****. They were the bomb-diggity. Then CCP ****** it up and are apparently afraid to make them useful again. Missiles completely wrecking Infantry, Installations and Vehicles?? CCPs like, "Working as intended" Wanting a Blaster to completely wreck it's only two viable targets (Dropships and Infantry) Whoa, hey now, let's not get too carried away now! There's just no point in using a Small Blaster when you can use a Small Missile or small Rail, absolutely none except for the lolz. What were Chromo blasters like exactly, I remember many things, but not that. Don't you guys keep records of all of Dust's development, previous weapon stats, previous vehicle stats, etc... somewhere around?
Changes to Damage mods!
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shaman oga
Dead Man's Game
3642
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Posted - 2015.01.10 01:00:00 -
[18] - Quote
CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI
While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark.
Situational awareness also known as passive scan.
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Buwaro Draemon
WarRavens Capital Punishment.
711
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Posted - 2015.01.10 01:07:00 -
[19] - Quote
shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark. Whilr we are at it, why don't we make Dust feel and look like this again? Pretty please
Changes to Damage mods!
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Aeon Amadi
Chimera Core
7745
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Posted - 2015.01.10 01:44:00 -
[20] - Quote
Buwaro Draemon wrote:shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark. Whilr we are at it, why don't we make Dust feel and look like this again? Pretty please
Would require a complete reversal of movement speed changes (much slower strafing to the point that armor tankers are nigh useless compared to shield tankers and mass affects turn speed).
Would require lower frame-rates to allow for more graphical output, which would further impact the limited 256mb of ram the PS3 offers.
Would require a return of "hit slow down" in which players move slower while they're being shot.
Would require a complete removal of any EWAR added since May 2014 (cloaking devices, active scanners, etc).
Would require reversing the change to tier-based suits in which Advanced and Prototype suits had more armor/shields as well as higher cpu/pg.
Would require a return of Light Weapon Sharpshooter giving a range bonus all weapons, allowing for Assault Rifles to have an optimal range of 100m.
Would require further limiting of frame rate to allow for infinite render distance that isn't based on the weapon you're using.
Would require completely removing Aim Assist, which was added later in Uprising.
Chromosome was great, but there were a lot of things that changed for better and for worse. Nostalgia is a shroud over the eyes. We remember Chromosome as being great because we chose to remember the best parts about it; the general theme of combat being more tactical as a circumstance of shoddy hit detection mechanics and a general slow pace of the game.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Buwaro Draemon
WarRavens Capital Punishment.
711
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Posted - 2015.01.10 01:56:00 -
[21] - Quote
Aeon Amadi wrote:Buwaro Draemon wrote:shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark. Whilr we are at it, why don't we make Dust feel and look like this again? Pretty please Would require a complete reversal of movement speed changes (much slower strafing to the point that armor tankers are nigh useless compared to shield tankers and mass affects turn speed). Would require lower frame-rates to allow for more graphical output, which would further impact the limited 256mb of ram the PS3 offers. Would require a return of "hit slow down" in which players move slower while they're being shot. Would require a complete removal of any EWAR added since May 2014 (cloaking devices, active scanners, etc). Would require reversing the change to tier-based suits in which Advanced and Prototype suits had more armor/shields as well as higher cpu/pg. Would require a return of Light Weapon Sharpshooter giving a range bonus all weapons, allowing for Assault Rifles to have an optimal range of 100m. Would require further limiting of frame rate to allow for infinite render distance that isn't based on the weapon you're using. Would require completely removing Aim Assist, which was added later in Uprising. Chromosome was great, but there were a lot of things that changed for better and for worse. Nostalgia is a shroud over the eyes. We remember Chromosome as being great because we chose to remember the best parts about it; the general theme of combat being more tactical as a circumstance of shoddy hit detection mechanics and a general slow pace of the game. I was talking graphically not the overall game .-.
Changes to Damage mods!
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Aeon Amadi
Chimera Core
7749
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Posted - 2015.01.10 02:00:00 -
[22] - Quote
Buwaro Draemon wrote:Aeon Amadi wrote:Buwaro Draemon wrote:shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark. Whilr we are at it, why don't we make Dust feel and look like this again? Pretty please Would require a complete reversal of movement speed changes (much slower strafing to the point that armor tankers are nigh useless compared to shield tankers and mass affects turn speed). Would require lower frame-rates to allow for more graphical output, which would further impact the limited 256mb of ram the PS3 offers. Would require a return of "hit slow down" in which players move slower while they're being shot. Would require a complete removal of any EWAR added since May 2014 (cloaking devices, active scanners, etc). Would require reversing the change to tier-based suits in which Advanced and Prototype suits had more armor/shields as well as higher cpu/pg. Would require a return of Light Weapon Sharpshooter giving a range bonus all weapons, allowing for Assault Rifles to have an optimal range of 100m. Would require further limiting of frame rate to allow for infinite render distance that isn't based on the weapon you're using. Would require completely removing Aim Assist, which was added later in Uprising. Chromosome was great, but there were a lot of things that changed for better and for worse. Nostalgia is a shroud over the eyes. We remember Chromosome as being great because we chose to remember the best parts about it; the general theme of combat being more tactical as a circumstance of shoddy hit detection mechanics and a general slow pace of the game. I was talking graphically not the overall game .-.
Lol, doubt it'd happen. We had to downgrade the graphics (dropship engines, repair tool effects, etc) to accommodate more content.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Sgt Kirk
Fatal Absolution
9163
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Posted - 2015.01.10 03:07:00 -
[23] - Quote
shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark. The link provided to you is more than I could ever explain in words.
But to summarize: Better Hit detection Better Splash Radius Better Handling
Can't speak for Range and damage though until hit detection is fixed. Which is the main issue with Blasters in my opinion.
CCP holds the Caldari's hand so this doesn't happen again.
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Aeon Amadi
Chimera Core
7750
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Posted - 2015.01.10 03:13:00 -
[24] - Quote
Sgt Kirk wrote:shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark. The link provided to you is more than I could ever explain in words. But to summarize: Better Hit detection Better Splash Radius Better Handling Can't speak for Range and damage though until hit detection is fixed. Which is the main issue with Blasters in my opinion.
Main issue with all turrets, save the missile turret which has splash to make up for it's flaws.
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Kaze Eyrou
Molon Labe. General Tso's Alliance
1684
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Posted - 2015.01.10 03:33:00 -
[25] - Quote
shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark. Wow... I just realized the game back then could render Swarm Missiles from over 400m away. And now they can't?
sigh
If you guys are wondering: at the 5:00 mark. Enemy spawns up on the hilltop on Manus Peak. From the Objective to the hilltop is right around the 500 to 600m range with Swarm Missiles having an effective range of 400m still. Amazing to think I had forgotten we could render that far.
sigh
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2769
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Posted - 2015.01.10 04:26:00 -
[26] - Quote
shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark. CCP, please notice the HARDENER ANIMATION in this video as well. It's not obnoxiously bright or floating off the turret. Please adjust the current animation to be just like this.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Vordred Knight
Fatal Scrubz
639
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Posted - 2015.01.10 05:44:00 -
[27] - Quote
shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark. Oh man those were the days
Don't Do Drugs while playing Eve
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Miokai Zahou
WarRavens Capital Punishment.
446
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Posted - 2015.01.10 05:47:00 -
[28] - Quote
shaman oga wrote:CCP Rattati wrote: What were Chromo blasters like exactly, I remember many things, but not that.
FYI While you are at it, can you guys fix the glowing effect on gunner seats. When the pilot activate hardeners the gunners screens become dark.
*sigh* i Remember those days and i hated proto tanks but now... bring them back...
Noob isn't really a status, it's the online equivalent of a 5-year old calling you a poopy fart head.
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Breakin Stuff
Internal Error. Negative-Feedback
6257
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Posted - 2015.01.10 08:54:00 -
[29] - Quote
CCP Rattati wrote:Sgt Kirk wrote:Godin Thekiller wrote:Chromo blasters were the ****. They were the bomb-diggity. Then CCP ****** it up and are apparently afraid to make them useful again. Missiles completely wrecking Infantry, Installations and Vehicles?? CCPs like, "Working as intended" Wanting a Blaster to completely wreck it's only two viable targets (Dropships and Infantry) Whoa, hey now, let's not get too carried away now! There's just no point in using a Small Blaster when you can use a Small Missile or small Rail, absolutely none except for the lolz. What were Chromo blasters like exactly, I remember many things, but not that. They could actually hit the target while moving.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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CCP Rattati
C C P C C P Alliance
14410
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Posted - 2015.01.10 11:28:00 -
[30] - Quote
Breakin Stuff wrote:CCP Rattati wrote:Sgt Kirk wrote:Godin Thekiller wrote:Chromo blasters were the ****. They were the bomb-diggity. Then CCP ****** it up and are apparently afraid to make them useful again. Missiles completely wrecking Infantry, Installations and Vehicles?? CCPs like, "Working as intended" Wanting a Blaster to completely wreck it's only two viable targets (Dropships and Infantry) Whoa, hey now, let's not get too carried away now! There's just no point in using a Small Blaster when you can use a Small Missile or small Rail, absolutely none except for the lolz. What were Chromo blasters like exactly, I remember many things, but not that. They could actually hit the target while moving.
oh no you didn't, SNAP!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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