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Thread Statistics | Show CCP posts - 13 post(s) |
Aeon Amadi
Chimera Core
8903
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Posted - 2015.03.03 16:18:00 -
[1] - Quote
CCP Rattati wrote:HMG dps and range will be toned down, burst hmg will keep current range, assault hmg will be a longer range autocannon with anti-vehicle capability.
An entire year later you finally touch the DPS
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Aeon Amadi
Chimera Core
8903
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Posted - 2015.03.03 16:34:00 -
[2] - Quote
So, just singled out some information with my own spreadsheet and decided to take a look at this from a different light. Bear in mind this is raw values from the last three columns and does not sub-divide the data by other things. Caldari/Gallente could be higher due to vehicles, for instance.
1) Races by popularity 2) Suit Type Popularity 3) Top 10 Weapon Popularity 4) Rifle Popularity
Top 10 Assault combinations (italics indicate a 'pure' choice, with racial dropsuit and racial weapon. This is because Assaults give a specialized bonus to their weapon type.):
MinmatarAssault Combat Rifle Caldari Assault Rail Rifle Amarr Scrambler Rifle MinmatarCombat Rifle Gallente Assault Rail Rifle MinmatarShotgun Gallente Assault Rifle Gallente Breach Assault Rifle MinmatarCore Locus Grenade MinmatarShotgun
A few fun facts that can be derived: - In weapon popularity, Remote Explosives are more popular than Assault Rifles (lol!) - Submachine guns are more popular than -any other rifle- besides Combat Rifles/Assault Combat Rifles. - Bolt Pistols and Flaylock Pistols came up the same number of times (10 each). Ion Pistol only came up once. - If you combine Heavy Machine Guns and Shotguns, they came up 124 times, versus -ALL RIFLES COMBINED- with 163 occurrences.
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Aeon Amadi
Chimera Core
8907
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Posted - 2015.03.03 18:24:00 -
[3] - Quote
Sgt Kirk wrote:Aeon, you put Gallente Assault Rail as pure.
As much as I'd love for that to be true....nah.
No, I didn't. Items -in- italics are 'pure'.
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Aeon Amadi
Chimera Core
8907
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Posted - 2015.03.03 18:38:00 -
[4] - Quote
See, my thing is, why is the Gallente Assault using an Assault Rail Rifle, a weapon it doesn't provide a specialized bonus toward, more often than an Assault Rifle, which it does.
At first I thought, "Well maybe players just prefer armor over shields" but that's not the case as the Caldari Assault is more popular with the same weapon. Armor is great in Pubs but speed and damage output is where it's at in PC. That fact is further established by the popularity of the Minmatar Assault.
So, my thinking is that the Assault Rail Rifle is good enough on it's own to go without warrant of a specialized bonus, so much so that it's actually worth -more- than using a typical Assault Rifle on the Gallente Assault, despite the implications of a bonus. It occurs more than the Assault Rifle, as well.
Personally, I think it's just coming down to the fact that Range is worth more than raw DPS.
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Aeon Amadi
Chimera Core
8908
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Posted - 2015.03.04 01:26:00 -
[5] - Quote
Himiko Kuronaga wrote:CCP Rattati wrote:Tesfa Alem wrote:What would be more intersesting is PC deaths.
If heavies have the most kills and the most deaths, would they still need a nerf? Thier K/S ratio twould say a lot more than the blindingly obvious.
Heavies suits are made for upclose point defense, PC is about grabing a letter and point defense. You don't need to redline the other team, you just need the majority of letters and keep them. I would be hard pressed to say its a revelation that heavies have the most kills by a good margin. But if heavy kills are in junction with the rest of the game outside of PC, then nerfing them doesn't make sense.
It aking to saying Logis have the most triage WP by a good margin, therefore nerf. Nobody would be surprised if there was data tommorrow saying Logis on average get 25% more WP
Anothing thing i noticed my end was the claim that the "incubus is fine by proxy" made by Rattati, because of python kills in PC. The highest ranked Proto Incubus has 909 kills on the chart. Only about 7427 kills behind the Python. Just saying.
The HMG K/S is also too high, which is why we are acting on it, if it wasn't, we wouldn't. Have you considered that the HMG is simply in massive usage due to the fact that PC map design heavily favors it because every PC battle is a cargo hub where they are the strongest? Heavies on, say, a production facility, typically get wrecked because they are being peppered from everywhere in the open and can't fire back. As far as pub data would go, its another simple reason. Most people play Domination, where a bunch of people are typically concentrated in one area around a single objective. That is the definition of HMG heaven. So it seems to me that the weapon itself isn't problematic. Rather, your maps and your overall design around them is problematic. It also doesn't help that current game mechanics allow the fatmen to spawn right next to the action, where again they are strongest. Extreme force projection for a unit who's largest downside is a lack of mobility is simply a bad game design choice. It wasn't your choice, of course, but there it is. Gimp the HMG any further however, and you're going to have a suit that only does as much appliable damage as one of the rifles but with no mobility, crippled scans, no ability to chase down an enemy, can't be used to really damage enemies behind partial cover unlike rifles, etc etc etc. Overall, it'll be just a bad weapon. Imo, you need to revamp force projection. Then you're going to find fewer people willing to use the heavy suit as they would actually have to move through exposed areas at a slow pace before they get to be effective. Ditch uplinks from the game, force people to use mobile CRU's. Put some actual tactical play back into the game rather than make it super-whack-a-mole with the uplinks.
You would be one to say that the HMG "isn't problematic" despite being shown glaring evidence that it is...
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Aeon Amadi
Chimera Core
8909
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Posted - 2015.03.04 01:36:00 -
[6] - Quote
Adipem Nothi wrote:Arkena Wyrnspire wrote:The range amp nerf was... excessive. Possibly unnecessary, too. The concern at the time was how these changes would affect the Heavy/Logi blob. Looking at this data, that concern was well-founded. Imagine if the blob had unbeatable passive scans out to ~30 meters (instead of 10). That is what would've happened had Cat Merc and Zatara's proposal been passed without Rattati's intervention. Yes, the Range Amp nerf rendered the module useless, but it was a necessary evil. We could fix Range Amps if we found a way to extend upon Middle and Outer Scan Rings while leaving the super-precise inner ring constant. That is, if we wanted to ... I distinctly recall being told that "360 Wallhacks" were OP.
I love this "we" versus "them" thing you got going, Adipem. It really comes off as ostracizing, like the "we" you refer to is somehow better than Cat Merc and Zatara, especially when you say "if their proposal had passed without Rattati's intervention". It's cheeky, to say the least.
If I didn't know any better, I'd say that the "we" in this case paints a pretty sure-fire picture of a collective of individuals who are pressing their own particular agenda, because that's kinda what it comes off as.
Take a second to set aside whatever arbitrary barrier "you guys" threw up to segregate yourselves and remember that this is still a community and all of our voices are responsible for any changes that happen in this game, please.
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Aeon Amadi
Chimera Core
8911
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Posted - 2015.03.04 17:46:00 -
[7] - Quote
CCP Rattati wrote:Kain Spero wrote:CCP Rattati wrote:
To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Would this anti-shield swarm launcher fall under the same skills? Also would it for the game logic be classified as a laser weapon (+20, -20)? yes, not sure, or hybrid, laser profile is very un-lorey
Missiles in Eve Online are the only weapon system- other than Drones - that can hit every single damage type depending on which one you use.
Damage TypeName EM --------------Mjolnir Explosive -----Nova Kinetic ---------Scourge Thermal -------Inferno
Missile systems also usually come in long and short range models, so it's not out of the realm of disbelief that there'd be a short/long range option for each one of those damage types - although, given Dust 514's nature, could just have four: Long-range EM/Explosive, short-range EM/Explosive. Gives more of a 'rock/paper/scissors' feel anyway.
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Aeon Amadi
Chimera Core
8911
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Posted - 2015.03.04 18:06:00 -
[8] - Quote
Breakin Stuff wrote:The fact that the HMG tears apart an entire racial weapon line In that entire racial weapon line's optimal range. With no recourse. This is an imbalance. Saying that only maps are a factor when the HMG rendering gallente CQC killers pointless there is a problem.
The gun performs universally well on all heavy suits. Light infantry weapons cannot say the same.
In CQC there are no drawbacks to deploying an HMG sentinel. It is always the optimal choice. This is TEXTBOOK imbalance.
This meta needs to be killed with fire.
Gallente CQC Killers been saying this since 1.7, no-one batted an eye until they started talking about nerfing HMG DPS/Range. Now look at the comments over the past two pages x3
Big miku wrote:The HMG is THE ONLY CHOICE, for every Sentinel that wants to do CQC, what they are meant for. You cannot nerf the HMGs CQC, nothing will ever stop it from being used up close, you nerf the Basic and people will just use the SKB, which even now is just as good as the others.
You reduce its range and damage too much and, like at the start of upraising, Heavies will just switch to Rifles, Combat Rifles to be exact.
I forgot, you want the Heavy "out of CQC" and forced into some arbitrary role. Agaan, what is going to stop Heavies from having logis glued to them a pushing points?
The balance has always been the Heavies lack of Speed, lack of passive scans, lack of slot variety, lack of equipment, and the need of Logistical support to be effective.
Okay, cool, I'll play this game one more time even though it has been -exactly a year later- that I'm having to bring up the same arguments and counter-arguments:
1) If you're right and the Sentinel + HMG is a CQC option, then why would I want to use anything else? What balance function is there to ensure that Sentinels aren't the -only- sane option in a city fight? Don't say speed/mobility, keep reading.
2) If speed and mobility is it's weakness, then why are they allowed to get in a vehicle and bugger off? Why are they even allowed to sprint if this is considered a legitimate weakness? Would -that- be too OP all of a sudden? If so, why?
3) If point defense is a primary role of the Sentinel, is personal defense (huge amounts of EHP on top of resistances) -absolutely necessary- for that role in tandem with huge amounts of DPS output? Why not one or the other? What is so bad about making a heavy rely on a Logi to have any sort of regeneration at all without having to sacrificing module slots (implying passive regen from the base suit)?
It has very little to do with the maps. Yes, city gameplay does play a big part in it, but there's other factors to consider. This game revolves around four different factors when fitting: Offense (DPS/Range), Defense (EHP/Regen), Speed, and EWAR (Profile/Precision). The Sentinel has the absolute best in Offense and Defense, it's speed can be negated by circumstantial map layouts and vehicle use. Meaning it's only persistent weakness is EWAR and that's why there's so many freaggin Scouts.
Scouts are the only logical counter to an HMG Sentinel because they can get into range using EWAR and use high-alpha damage weaponry (shotguns/remote explosives/nova knives) to completely forego Sentinel Defense. That meta has been like that since 1.7/1.8 and only until now is it ever going to stop because they're wanting to nerf Sentinel HMGs because they're the only thing you can use in CQC other than -extreme CQC-, where the Scouts take over.
If you can provide an option for Sentinel HMGs to be balanced -AS A CQC WEAPON- without infringing on other CQC options and forcing EWAR tanking + high alpha, extreme CQC weaponry to be the only viable counter, I'll listen, but until then it's just going to have to get brought down a peg. This has been a long time coming, you guys have had this meta for an entire year and a lot of us theorized this was going to happen before it did and it went on deaf ears. Let us have our turn to figure out how to un-kitten the situation.
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Founder of AIV
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Aeon Amadi
Chimera Core
8918
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Posted - 2015.03.05 15:26:00 -
[9] - Quote
Adipem Nothi wrote:I agree with the content of your message, Aeon, but the delivery struck me as a tad cheeky. Also, let's not be too hard on them for locking down the meta. As bad as Scout/Heavy 514 was this past year, it was no where near as profuse and rampant as AR-514 the year prior. We have more build variety today than at any time since Chromosome.
Glad you noticed what I was trying to do there.
The AR-514 meta stemmed from the fact that up until Uprising was released everyone just specced into Light Weapon Sharpshooter and had ARs with 100m optimal. That was a fundamental design flaw, not a fault of the weapon. I'd hardly say that it was "AR-514" before 1.7/1.8 came along because then you'd be forgetting to mention:
No-one can shoot past their optimal 514 (1.0 - 1.2 era) Flaylock/Contact Locus Grenade 514 (1.4-era) LLAV 514 (1.5-era)
The AR-514 thing was dead -long- before 1.7/1.8 came around. Plus, if it was really -THAT BAD- then why didn't anyone say anything about it after the Combat Rifle and Rail Rifle were released..? The AR hasn't been nerfed, save for the 10% damage nerf that applied to everything BUT the HMG (hilarious coincidence I know) ever since 1.7, it's actually been buffed a few times.
Big miku wrote: Bunch of maybes
1) Heavies versus Scouts and ALL DAT BUTTER-SAUCE I just explained to you that players use Scouts to combat Sentinels. Factors like "how long was the person with the HMG alive before they died" are a deflection at best and have absolutely nothing to do with the HMG balance. -OF COURSE- the person with the HMG is going to be alive longer, look at the only suit it can be fitted to and look at what it is.
This meta has been going on for a year. Not a month, not a few weeks. We've had plenty of time to see what the root reasons are here and just because a dev didn't directly come out and say, "Yeah, it's because it's so kittening awesome at butter-sauce" doesn't mean that the rest of the community is just making hair-brained theories that it's butter-sauce. It's butter-sauce. Pure and simple. It shouldn't require a dev to repeat what we already know.
2) Mobility =/= Transportation. Learn the distinction. As far as the mobility question, you didn't answer it at all, you just deflected. Again. I'd tell you how frustrating that is but instead I'll do you a solid and just deflect myself. If Scouts are using Tanks to circumvent their defensive weakness than why am I still drinking diet pepsi?
It's a simple equation: Sentinel + Vehicle = No more speed weakness. Instead of saying "Well, scouts can do it too" how about acknowledging the fact that I might actually be able to 1-v-1 the kitten Scout when he decides to bail out of said vehicle? Do you see Scouts roaming the country-side ready to murder taxi lone individuals out in the open? No. It's Sentinels. Every time. What functional, MEANINGFUL, impactful, enthralling, and engaging gameplay comes from Sentinels being able to drive LAVs and HAVs? Nothing. Transportation is one thing, using it to circumvent a weakness is BS.
3) Arguing that the HMG shouldn't be nerfed because WE CAN MAKE MOAR STUFF Yes, Dust 514 is -loosely- a class based shooter with an absolutely incredibly amount of customization that allows for those classes to be tweaked to certain gameplay styles (such as a Sentinel with a Sniper Rifle). It is not -RESTRICTIVE- of that design philosophy, CCP has -constantly- changed design teams (we've blown through several senior producers in the past few years), and CCP has shown a remarkable tendency to change their design philosophies at the drop of a hat. So far, it's worked with Rattati. It didn't really work before.
But even in your cherry-picked evidence of "Heavy Infantry = Best at everything" link, you apparently didn't read the fact that no-where in that article did it say that Point Defense came with being the absolute best at Offense -and- Defense, let alone have the ability to hamstring their speed weakness. It quite literally says that the reason Heavy Infantry is slower because it has higher range and higher firepower.
You don't solve problems by introducing more problems. The HMG doesn't have problems hammering through heavily shielded targets and if it did we'd been seeing a meta-adaptation to counter that in the form of more shielded suits running around. When your DPS is so high that hitting shields still puts you at higher DPS values than an Assault Rifle (which was designed for shielded targets) you can't really say that you use it because of the "armor meta". If you look at the break-down of what the top 10 combos are being used, they're not exactly prevalent armor users either with the exception of the Sentinels.
Introducing new modules/equipment to support shield tanking doesn't suddenly solve the fact that the HMG is the end-all-be-all at ranges <40m.
4) How the cookie boils down The Sentinel's role is point defense. It always was. It's class is defined by it's ability to use heavy weapons but that -does not mean- that it's heavy weaponry has to usurp everything else and it -does not mean- that the Sentinel has to usurp everything else. The Sentinel can absolutely be powerful but at the moment the problem is that it's -TOO GOOD- at it's own role, so much so that other roles that are designed to play in the same environment are being pushed out in favor of it.
We had a pretty good balance toward the end of 1.6 when they fixed the 'laser accurate' issue with the HMG and actually gave it dispersion. The balance was -slightly skewed- when they gave it an RoF buff in 1.7. They completely ruined the balance when everything -BUT- the HMG got a 10% damage nerf. Imagine how much different Dust 514 would have been if they hadn't done that.
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Aeon Amadi
Chimera Core
8921
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Posted - 2015.03.05 17:13:00 -
[10] - Quote
As far as damage profiles, I really wish we borrowed more from Eve and had the whole EM/Thermal/Kinetic/Explosive damage layout that we could individually tweak to what we're fighting against specifically instead of just being stuck with it.
Can you imagine how awesome it would be to run armor and have all your resistances geared against Explosive to handle up on Mass Drivers/Grenades, but having a Thermal hole that Blaster weapons (like the AR) could punch through easier..? Would be so much more fun in my opinion.
But, alas, it's just Armor vs Shield with five different weapon types.
..... Although, in retrospect, if we had modules to increase our resistance to certain weapons in the same slots as buffer... That'd be cool....
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Aeon Amadi
Chimera Core
8921
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Posted - 2015.03.05 17:27:00 -
[11] - Quote
Balistyc Farshot wrote:I have a great idea to nerf the HMG!
Everyone keeps focusing on range. That is one factor in all weapons. Why don't we take the ammo in the hopper down. Then we will see heavies perform closer to the PLC (I threw up a little thinking about heavies with PLCs.)
Heavies will then still be dangerous and use HMGs, but they will be down, reloading more. Using the burst like I do, the heat is the factor that has a huge impact, but bullets are also needed. This will take the time the guns are spraying a crowd down. Don't expect them to disappear from PCs, just expect more percision and team work to keep the HMGs up on the battlefield then.
As a heavy, I yell out, reloading a lot, then step back. Sometimes my logis and I have had to fight with sidearms because the scouts wouldn't let us reload. It makes for more nail biting conflicts. Instead of the back and forth of nerfing ranges and dps. The HMG needs to continue to out DPS the other weapons at CQC. If you make variants that is great, but reduce the ammo on the boundless because it doesn't have a downside or skill requirement. Make clip management the downside.
What do people think?
I think we've kittened around long enough with heat/reload/ammo to know that at this point it is the sheer killing potential that is the problem. Heat/Reload/Ammo doesn't matter when everyone in front of you is already dead.
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