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Kierkegaard Soren
Corrosive Synergy
713
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Posted - 2015.02.14 21:19:00 -
[31] - Quote
I find that high RoF Fire weapons like the assault cr and HMG deal with strafing pretty well, but the AR fails miserably. Personally, I see it inability to push out it's potential damage in the magazine fast enough to be its main problem. Kt can't be the CQC king when two other weapons hit harder, quicker, and sometimes more accurately. I despised the slow down, and whilst I can see where you're coming from, I wouldn't want it back. I'd rather settle for higher alpha.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2494
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Posted - 2015.02.14 22:23:00 -
[32] - Quote
Aeon Amadi wrote:No need to tweak range. No need to tweak damage. No need to increase Rate of Fire, reduce dispersion, change damage profiles, or anything of the sort. Nope, none of those.
Bring back the bullet slow down effect. For the AR only.
Sounds profound doesn't it? Until you consider that it's a CQC weapon, where mobility matters a hell of a lot more than with weapons designed for longer ranges. You consider it's competition: The Shotgun which has high enough Alpha that it doesn't matter anyway, and the HMG which has a high enough DPS that it doesn't matter.
So who really gets hurt by an Assault Rifle which does exactly what it did before everyone wigged out about it a few builds ago? The people it's designed to hurt: Anyone within Optimal Range. You can do a lot of things in designing a multiplayer FPS, but messing with player hands-on control of their character is just.....
In WOW, sure a slowdown effect is great. In single player shooters it might be ok too, not sure.
But here in our pvp-only game, it's contrary to the reason peeps are attracted to FPS in the first place: this is a skill contest. Anything that interferes with that, like say poor controls, sticky terrain, tacnet omniscience, proto contact grenades, explosive spam, low ttk, 'safety' inertia dampers, unearned sp/wp, etc., etc., etc......will be unwelcome.
So, in brief, although slowdown would make the AR a fearsome weapon, as an addition to the gameplay experience of DUST....it sucks.
PSN: RationalSpark
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Aeon Amadi
Chimera Core
8725
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Posted - 2015.02.14 23:15:00 -
[33] - Quote
Vrain Matari wrote:Aeon Amadi wrote:No need to tweak range. No need to tweak damage. No need to increase Rate of Fire, reduce dispersion, change damage profiles, or anything of the sort. Nope, none of those.
Bring back the bullet slow down effect. For the AR only.
Sounds profound doesn't it? Until you consider that it's a CQC weapon, where mobility matters a hell of a lot more than with weapons designed for longer ranges. You consider it's competition: The Shotgun which has high enough Alpha that it doesn't matter anyway, and the HMG which has a high enough DPS that it doesn't matter.
So who really gets hurt by an Assault Rifle which does exactly what it did before everyone wigged out about it a few builds ago? The people it's designed to hurt: Anyone within Optimal Range. You can do a lot of things in designing a multiplayer FPS, but messing with player hands-on control of their character is just..... In WOW, sure a slowdown effect is great. In single player shooters it might be ok too, not sure. But here in our pvp-only game, it's contrary to the reason peeps are attracted to FPS in the first place: this is a skill contest. Anything that interferes with that, like say poor controls, sticky terrain, tacnet omniscience, proto contact grenades, explosive spam, low ttk, 'safety' inertia dampers, unearned sp/wp, etc., etc., etc......will be unwelcome. So, in brief, although slowdown would make the AR a fearsome weapon, as an addition to the gameplay experience of DUST....it sucks.
First logical argument I've seen in this entire thread. Thank you, Vrain.
Now, that being said, if higher DPS is off the table (because no-one wants that, apparently), higher range is off the table, and slow-down effect is off the table, what can be done to make the Assault Rifle more powerful in it's environment and an actual competitor against the weapons in said environment? What sets it apart as unique apart from marginally higher DPS than other assault variants and how can we exploit that uniqueness? What can we do to make the Assault Rifle a genuine king in the CQC department that other rifles (at the very least) won't be able to match up to?
Have a suggestion for the Planetary Services Department?
Founder of AIV
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castba
Rogue Instincts
762
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Posted - 2015.02.14 23:24:00 -
[34] - Quote
Nocturnal Soul wrote:Go die in a hole... multiple times.... With no weapon surrounded by dirty logi needles. Probably wouldn't "call for help" anyway
"When everything is OP, nothing is" - CCP Ratatti
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Darken-Soul
BIG BAD W0LVES
2070
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Posted - 2015.02.14 23:33:00 -
[35] - Quote
castba wrote:Nocturnal Soul wrote:Go die in a hole... multiple times.... With no weapon surrounded by dirty logi needles. Probably wouldn't "call for help" anyway
I miss blue balling
Who wants some?
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2494
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Posted - 2015.02.14 23:38:00 -
[36] - Quote
Aeon Amadi wrote:Vrain Matari wrote:Aeon Amadi wrote:No need to tweak range. No need to tweak damage. No need to increase Rate of Fire, reduce dispersion, change damage profiles, or anything of the sort. Nope, none of those.
Bring back the bullet slow down effect. For the AR only.
Sounds profound doesn't it? Until you consider that it's a CQC weapon, where mobility matters a hell of a lot more than with weapons designed for longer ranges. You consider it's competition: The Shotgun which has high enough Alpha that it doesn't matter anyway, and the HMG which has a high enough DPS that it doesn't matter.
So who really gets hurt by an Assault Rifle which does exactly what it did before everyone wigged out about it a few builds ago? The people it's designed to hurt: Anyone within Optimal Range. You can do a lot of things in designing a multiplayer FPS, but messing with player hands-on control of their character is just..... In WOW, sure a slowdown effect is great. In single player shooters it might be ok too, not sure. But here in our pvp-only game, it's contrary to the reason peeps are attracted to FPS in the first place: this is a skill contest. Anything that interferes with that, like say poor controls, sticky terrain, tacnet omniscience, proto contact grenades, explosive spam, low ttk, 'safety' inertia dampers, unearned sp/wp, etc., etc., etc......will be unwelcome. So, in brief, although slowdown would make the AR a fearsome weapon, as an addition to the gameplay experience of DUST....it sucks. First logical argument I've seen in this entire thread. Thank you, Vrain. Now, that being said, if higher DPS is off the table (because no-one wants that, apparently), higher range is off the table, and slow-down effect is off the table, what can be done to make the Assault Rifle more powerful in it's environment and an actual competitor against the weapons in said environment? What sets it apart as unique apart from marginally higher DPS than other assault variants and how can we exploit that uniqueness? What can we do to make the Assault Rifle a genuine king in the CQC department that other rifles (at the very least) won't be able to match up to? What i'd want to see is a damage profile that varies non-linearly with range(i.e. falloff). Not talking dispersion here, talking damage reduction as a function of range-to-target.
Think savagely high dps at close range but basically non-lethal at 55 m(just crude numbers). You'd still be able to put shots on target because it's not dispersion, but normally the best you'd ever get out of it is an assist. Calibrate the falloff curve so that peeps wouldn't really have to pay attention to ARs after about 40 m.
On the other hand, if somebody decides to engage an AR up close it's because they're:
A) a fool.
B) a dancin' fool with hot moves.
C) secure in the knowledge that they've got a well-tanked suit and can land headshots in CQC all day long.
Under this model, when assaulting a point defended by heavies, the AR would be one of the go-to weapons.
PSN: RationalSpark
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AndyAndio
0uter.Heaven
139
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Posted - 2015.02.15 02:33:00 -
[37] - Quote
The most used modules in this game are HP modules and you want to punish speed and movement, sounds legit, this game clearly needs more brick tanking.-
2013 DUST 514's MVP of the Year.-
Retired for Love of the Game
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2391
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Posted - 2015.02.15 02:36:00 -
[38] - Quote
AndyAndio wrote:The most used modules in this game are HP modules and you want to punish speed and movement, sounds legit, this game clearly needs more brick tanking.- If there were modules that increased strafe seed or base movement speed, HP modules would go the way of the disnosaur. Speed is broken right now, so yeas, it doesn't need to be needed, but not like this.
Home at Last <3
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Aeon Amadi
Chimera Core
8730
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Posted - 2015.02.15 03:04:00 -
[39] - Quote
Fizzer XCIV wrote:AndyAndio wrote:The most used modules in this game are HP modules and you want to punish speed and movement, sounds legit, this game clearly needs more brick tanking.- If there were modules that increased strafe seed or base movement speed, HP modules would go the way of the disnosaur. Speed is broken right now, so yeah, it does need to be nerfed, but not like this.
Give it time. I'm sure the community will renege on that too, just like they did with Movement Speed.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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AndyAndio
0uter.Heaven
141
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Posted - 2015.02.15 04:58:00 -
[40] - Quote
Fizzer XCIV wrote:AndyAndio wrote:The most used modules in this game are HP modules and you want to punish speed and movement, sounds legit, this game clearly needs more brick tanking.- If there were modules that increased strafe seed or base movement speed, HP modules would go the way of the disnosaur. Speed is broken right now, so yeah, it does need to be nerfed, but not like this.
Make a valid point or dont respond at all, its easy to throw "what if" into any topic and make some kind of sense.-
2013 DUST 514's MVP of the Year.-
Retired for Love of the Game
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2391
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Posted - 2015.02.15 06:57:00 -
[41] - Quote
AndyAndio wrote:Fizzer XCIV wrote:AndyAndio wrote:The most used modules in this game are HP modules and you want to punish speed and movement, sounds legit, this game clearly needs more brick tanking.- If there were modules that increased strafe seed or base movement speed, HP modules would go the way of the disnosaur. Speed is broken right now, so yeah, it does need to be nerfed, but not like this. Make a valid point or dont respond at all, its easy to throw "what if" into any topic and make some kind of sense.- You don't make a valid point either.
HP modules being popular is hardly indicative that HP is too high. It is only indicative that they are the best modules and that they provide the most tangible and immediate benefits to the users.
Speed is still broken though. Strafing, in particular. This matrix bullet "dodging" isn't helping this game at all, and if anything, I'd say it's harming it, as player frustrations with it just keep mounting.
I'd personally like a 20% across the board nerf to strafing, for everyone. That would put a Minscout at about the strafing speed of Caldari and Gallente Assaults, and the speed would fall all the way to the Amarr Sentinel, just like it does, but 20% less overall.
Home at Last <3
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Aeon Amadi
Chimera Core
8741
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Posted - 2015.02.15 06:59:00 -
[42] - Quote
Fizzer XCIV wrote:AndyAndio wrote:Fizzer XCIV wrote:AndyAndio wrote:The most used modules in this game are HP modules and you want to punish speed and movement, sounds legit, this game clearly needs more brick tanking.- If there were modules that increased strafe seed or base movement speed, HP modules would go the way of the disnosaur. Speed is broken right now, so yeah, it does need to be nerfed, but not like this. Make a valid point or dont respond at all, its easy to throw "what if" into any topic and make some kind of sense.- You don't make a valid point either. HP modules being popular is hardly indicative that HP is too high. It is only indicative that they are the best modules and that they provide the most tangible and immediate benefits to the users. Speed is still broken though. Strafing, in particular. This matrix bullet "dodging" isn't helping this game at all. I'd personally like a 20% across the board nerf to strafing, for everyone.
Lol, the hilarity of this.
When the movement speed was buffed exponentially back in 1.4/1.5 everyone loved it, I was the only guy who ever complained about it (and I can pull forum threads as proof) and literally everyone flipped their ****.
Almost two years later and now everyone's wanting the movement speed dropped again.
You people don't know what the hell you want.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2391
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Posted - 2015.02.15 07:09:00 -
[43] - Quote
Aeon Amadi wrote:Fizzer XCIV wrote:AndyAndio wrote:Fizzer XCIV wrote:AndyAndio wrote:The most used modules in this game are HP modules and you want to punish speed and movement, sounds legit, this game clearly needs more brick tanking.- If there were modules that increased strafe seed or base movement speed, HP modules would go the way of the disnosaur. Speed is broken right now, so yeah, it does need to be nerfed, but not like this. Make a valid point or dont respond at all, its easy to throw "what if" into any topic and make some kind of sense.- You don't make a valid point either. HP modules being popular is hardly indicative that HP is too high. It is only indicative that they are the best modules and that they provide the most tangible and immediate benefits to the users. Speed is still broken though. Strafing, in particular. This matrix bullet "dodging" isn't helping this game at all. I'd personally like a 20% across the board nerf to strafing, for everyone. Lol, the hilarity of this. When the movement speed was buffed exponentially back in 1.4/1.5 everyone loved it, I was the only guy who ever complained about it (and I can pull forum threads as proof) and literally everyone flipped their ****. Almost two years later and now everyone's wanting the movement speed dropped again. You people don't know what the hell you want. I was actually pretty neutral about it back then, because it didn't actually manifest itself as a problem after the Scout buff and subsequent Assault buff, both of which were extremely favorable for speed based suits(which I consider to be everything faster than and including the Minassault). I didn't see over a year into the meta, sue me.
I didn't know that wiggle strafing and bullet dodging would become so rampantly popular.
But its not Movement Speed thats the problem. Its the strafe speed multiplier that is causing issues. iirc, the multiplier is .75%, and I'd personally like to see it bumped down to .60%
Home at Last <3
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2494
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Posted - 2015.02.15 13:52:00 -
[44] - Quote
The current suit meta is a result of the low and variable framerate we experience in DUST.
If that is true then we may see high-strafe suits being less popular on the new maps where Rattati is claiming better performance.
Also if the devs can get a few more frames out of the client we may see an impact on suit meta as framerate-strafing should get weaker and aiming should get stronger.
An in-client fps meter would remove a lot of bullshit from these discussions.
PSN: RationalSpark
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AndyAndio
0uter.Heaven
143
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Posted - 2015.02.15 16:37:00 -
[45] - Quote
Fizzer XCIV wrote:AndyAndio wrote:Fizzer XCIV wrote:AndyAndio wrote:The most used modules in this game are HP modules and you want to punish speed and movement, sounds legit, this game clearly needs more brick tanking.- If there were modules that increased strafe seed or base movement speed, HP modules would go the way of the disnosaur. Speed is broken right now, so yeah, it does need to be nerfed, but not like this. Make a valid point or dont respond at all, its easy to throw "what if" into any topic and make some kind of sense.- You don't make a valid point either. HP modules being popular is hardly indicative that HP is too high. It is only indicative that they are the best modules and that they provide the most tangible and immediate benefits to the users. Speed is still broken though. Strafing, in particular. This matrix bullet "dodging" isn't helping this game at all, and if anything, I'd say it's harming it, as player frustrations with it just keep mounting. I'd personally like a 20% across the board nerf to strafing, for everyone. That would put a Minscout at about the strafing speed of Caldari and Gallente Assaults, and the speed would fall all the way to the Amarr Sentinel, just like it does, but 20% less overall.
First of all, i never said HP is too high, HP modules are not the best, they're easy mode when paired by a high DPS weapon, therefore why they're the most bought/used modules in the game. The amount of times i go scout vs scout in this game, kill them, and then they spawn in a heavy or an assault with 1000+ HP is huge.
Speed isnt broken, hitboxes, framerate and performance are and by the way you complain about people going "Neo" on you, after playing this game for a long time, you're probably missing your shots and blaming it on the game. (you're not the first, dont feel bad) I got killed through a wall and a crate yesterday, you dont see me crying for nerfs of any kind.
Nerfing any kind of movement in general is gonna make people to tank HP even more. Users are gonna stop using Ferro and Reactive plates and start using enhanced plates, the few ones who use kin cats, regs and damps are gonna start using plates too.
2013 DUST 514's MVP of the Year.-
Retired for Love of the Game
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Aeon Amadi
Chimera Core
8766
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Posted - 2015.02.16 01:37:00 -
[46] - Quote
Fizzer XCIV wrote: I was actually pretty neutral about it back then, because it didn't actually manifest itself as a problem after the Scout buff and subsequent Assault buff, both of which were extremely favorable for speed based suits(which I consider to be everything faster than and including the Minassault). I didn't see over a year into the meta, sue me.
I didn't know that wiggle strafing and bullet dodging would become so rampantly popular.
But its not Movement Speed thats the problem. Its the strafe speed multiplier that is causing issues. iirc, the multiplier is .75%, and I'd personally like to see it bumped down to .60%
Smart player (anyone who's ever done PC) will tell you that strafing isn't even a part of the firefight because it's slower than forward/backward movement. Lot of Armor Tankers use a 'V' strafe, lot of Shield Tankers use a 'Circle Strafe' - neither of which are actually utilizing the reduced strafe speeds because, again, the forward/backward movement is just faster.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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LT SHANKS
You In The Nutz
5135
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Posted - 2015.02.16 02:18:00 -
[47] - Quote
Oh. Oh oh.. I know a fix.....
Double the projectile size of all Plasma weapons!!!!
Think about it. |
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