|
Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7431
|
Posted - 2015.03.03 08:32:00 -
[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. I have proposed numbers for autocannon for you.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7432
|
Posted - 2015.03.03 10:50:00 -
[2] - Quote
So I have a serious question, and this is not intended to come off in a snide tone.
But in over six months, there have been no less than five serious, well thought threads on addressing HMG dominance in CQC. There has not been a single dev response, nor any indication that these threads have even been reviewed.
In fact there has never been a non-trolling dev response in any similar thread in two years that I have read.
Why?
Further, Sentinels/heavies have been proven more problematic than worthwhile in a balance perspective, so the answer has been "make them even MORE CQC. More of the same thing that has never worked should work now, right?"
Why are Heavies not being repurposed to dedicated AV and area denial?
Area denial is not room by room brawling. Area denial is what you post at the door/gate to keep people OUT of the rooms in the first place.
Sentinel suit's advantages and disatvantages are TEXTBOOK examples of open-ground, area suppression parameters. But they are being crammed into close quarters.
Why?
The only answer anyone has EVER provided is "heavies are cqc." This is a non-answer that holds as much validity as when I say "because :reasons:"
There is no vision for the heavy suit. They were originally billed as the go-to suits for AV and area denial. What we have is a CQC brawler that performs poorly in an AV capacity compared to lighter, more agile AV options (swarms).
So instead of doing more of the same thing, why do we not separate the role of the heavy, which should be a support platform that assists an assault squad, from the assault, which should be the go-to suit for attacking in CQC?
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7433
|
Posted - 2015.03.03 11:06:00 -
[3] - Quote
Remove aim assist from the HMG.
It WILL make a rather large difference in performance.
I have tested it with the DS3 (I suck badly)
I tested this with raw mouse input (its bad)
Then I hooked up a xim to the ps3 and tried it with aim assist.
In both control option cases the HMG SIGNIFICANTLY performed better than the non-AAoption by a wide and notable margin?
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7434
|
Posted - 2015.03.03 11:12:00 -
[4] - Quote
If the HMG hits a certain range/damage threshold, the competitive players in PC will move directly to shotguns.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7434
|
Posted - 2015.03.03 11:45:00 -
[5] - Quote
VALCORE72 wrote:hmg nerf yeaaaa heavys with rails inc soon lol or shottys This.
Bluntly the HMG and swarms both need a core overhaul.
They are not working as intended.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7434
|
Posted - 2015.03.03 11:52:00 -
[6] - Quote
Let's be clear about one thing even though my posts might on the surface smell of "dont nerf my (insert stupid thing here).
I am all for fixing sentinels. I am all for making HMGs not be instapop deathvomit.
I am not, however, a fan of balancing methods which have, time and time again, proven either inineffectual or utterly neutering.
The whole "reduce HMG range/damage" have been done over and over again. And every single time within three patch cycles, someone gets it in their head that reverting those changes will provide a balanced fix.
This pendulum has been swung far too many times for me to have any faith in it's ability to solve the core issues with the gun. It's time to rethink how the gun works entirely.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7443
|
Posted - 2015.03.03 12:42:00 -
[7] - Quote
Until the following things are addressed:
Strafing breaking hit detection. The supposed "fix" was only applied to the dropsuits that were incapable of using the exploit in the first place due to lower baseline speed. Sentinels, amarr and gallente assault/logi. Inertia must be added to dropsuits to fix this.
Fix the controls. Screw remapping, the X, Y, Z direction controls are the worst of any FPS I have played. Combine this with the strafe issue and the HMG with AA active is the only real counter.
Framerate drops: also affects hit detection.
Regardless of whether the HMG/Sentinel combo needs fixing (it does) without these three things, nothing will ever get fixed, especially with at least one CPM (soraya) actively opposing limiting things like chat and mail notifications in battle because apparently the core game is less important than social networking.
If anyone tries to call me on the last I'll post the skype logs. I'm done trying to be nice when over and over valid input has been utterly ignored by all indication.
This right here is the capper. After six months of offering solutions oonly to be treated like it's a repeat of the ADS crowd basically saying "we know we're OP, but we don't want to offer ideas for fixes."
I've been trying to provide useful feedback, as have many others. If we're wasting our time trying to help by all means say so. Because that's exactly what this feels like.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7444
|
Posted - 2015.03.03 12:52:00 -
[8] - Quote
Minmatar dropsuits take more SP than any other racial to make effective.
Once you get those SP dialed in and figure out the speed tactics, you're pretty much death on a cracker because of bad hit detection. On those occasions when the shots register mminmatar ANYTHING goes down like a house of cards in a gale.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7444
|
Posted - 2015.03.03 12:55:00 -
[9] - Quote
DeathwindRising wrote:
and to compensate for commandos, you just buff their damage bonus to 20%.
Please don't. I know your suggestion is intended well but this will have serious consequences in the AV side. The kind that mean more vehicle rebalancing than we already have to do.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7453
|
Posted - 2015.03.03 15:15:00 -
[10] - Quote
ReGnYuM wrote:Breakin Stuff wrote:If the HMG hits a certain range/damage threshold, the competitive players in PC will move directly to shotguns. Worst post in a long time... Shotgun performance is heavily based on the speed and agility of the suit, more then range or damage. You're far more likely to see Heavies switch to rifles before shotguns Done it before. Put two kincats on an amarr or galsent and you can efficiently ambush and butcher almost anything in CQC.
AV
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
|
Posted - 2015.03.03 17:38:00 -
[11] - Quote
Leadfoot10 wrote:Archduke Ferd1nand wrote:Scouts are irrelevant for slaying in PC now. Only reason to use one is for links and RE's on the same fit. I wanna know what PCs you're playing in -- because in the ones I'm playing in virtually every night, nothing could be further from the truth....and the data posted above confirms this as the truth more broadly in PC. scout vs fat meta byplay is starting to define pubs as much as it does in PC.
whatever is abused in PC will creep into pubs over the course of three months
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
|
Posted - 2015.03.03 18:00:00 -
[12] - Quote
DeathwindRising wrote:Breakin Stuff wrote:DeathwindRising wrote:
and to compensate for commandos, you just buff their damage bonus to 20%.
Please don't. I know your suggestion is intended well but this will have serious consequences in the AV side. The kind that mean more vehicle rebalancing than we already have to do. I see your point. We could exclude av from that though to maintain balance with av against vehicles
There's a lot of work that needs to be done.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7461
|
Posted - 2015.03.03 18:04:00 -
[13] - Quote
Evan Gotabor wrote:I would be interested in seing the data about the most used weapons in general. I wouldn't be surprised to see the remote explosives to be just after the HMG. However no need to nerf them right...
there is absolutely ample reason to change/nerf the HMG.
My problem is this particular "solution" proposed has been done four times already, and all it did was shift the pendulum the other way.
So why not kick sentinels out of CQC and into the open where they can both excel, and be vulnerable to weapons that can kill them rapidly?
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7463
|
Posted - 2015.03.03 18:43:00 -
[14] - Quote
Aeon Amadi wrote: Personally, I think it's just coming down to the fact that Range is worth more than raw DPS.
on anything but a 100% CQC combat your statement is absolutely correct.
Any weapon that retains utility in the widest range of applications will always be the go-to choice for any game.
Especially when the DPS advantage of the gallente rifles do not approach the advantage of the CR/RR range advantage.
DPS doesn't mean anything if you can't apply said DPS.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7467
|
Posted - 2015.03.03 19:37:00 -
[15] - Quote
The-Errorist wrote:Thank you being clear in post #129 and bring up specific numbers. Also, this needs to be mentioned: Range amps are now crap and have no value to any suit. On a Cal scout, a complex range amp only adds 5m to medium and 6m to long range. range amps should have been made a flat 15m extension.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7467
|
Posted - 2015.03.03 19:52:00 -
[16] - 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 the Rattati's intervention and Range Amp nerf. Yes, the Range Amp nerf rendered them useless, but it was a necessary evil. We could fix them if we found a way to extend upon Middle and Outer Scan Rings while leaving the super-precise inner ring constant. If we wanted to, that is; I seem recall being told that "OP Wallhacks" were OP. If we can break the blob the reasoning for the nerf is obsolete.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7469
|
Posted - 2015.03.03 20:23:00 -
[17] - Quote
Adipem Nothi wrote:Breakin Stuff wrote: If we can break the blob the reasoning for the nerf is obsolete.
Not necessarily. For reasons, we ruled that "360 wallhacks" were OP. Whatever those reasons were (ask Zatara), they very likely still exist as nothing else has changed. Further, there's an issue with backstab viability. Today's 5-10m inner ring often gives me time to spot, insta-spin and insta-gank the would-be knifer on my heels. If that 5-10m were to become 10-20m, no one would ever knife me again. This would be kinda crappy and broken, in my book at least. For this reason, I think we should fix inner scan rings at a set value, then pursue extending middle / outer scan rings with Range Amps. All assuming, of course, we want to return range amps and longer range passive scans to play. I was talking solely range amp nerf.
I have no issue with the inner ring
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7469
|
Posted - 2015.03.03 20:52:00 -
[18] - Quote
Adipem Nothi wrote:Breakin Stuff wrote:Adipem Nothi wrote:Breakin Stuff wrote: If we can break the blob the reasoning for the nerf is obsolete.
Not necessarily. For reasons, we ruled that "360 wallhacks" were OP. Whatever those reasons were (ask Zatara), they very likely still exist as nothing else has changed. Further, there's an issue with backstab viability. Today's 5-10m inner ring often gives me time to spot, insta-spin and insta-gank the would-be knifer on my heels. If that 5-10m were to become 10-20m, no one would ever knife me again. This would be kinda crappy and broken, in my book at least. For this reason, I think we should fix inner scan rings at a set value, then pursue extending middle / outer scan rings with Range Amps. All assuming, of course, we want to return range amps and longer range passive scans to play. I was talking solely range amp nerf. I have no issue with the inner ring Right. Will retry with fewer words: Reverse Range Amp Nerf = Bigger Inner Rings = Imbalance Reverse Range Amp Nerf = Stronger Scout Passives = "OP Wallhacks" Opinion.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7469
|
Posted - 2015.03.03 20:55:00 -
[19] - Quote
Big miku wrote:the fact is heavies were meant for cqc, this is an arbitrary statement. it's also a statement that has become highly problematic.
The HMG sentinel is too powerful in CQC and because of this, marginalizes non-scouts, which excel at murdering sentinels.
And I've stated on numerous occasions what the heavies should be. AV and area denial.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7469
|
Posted - 2015.03.03 21:01:00 -
[20] - Quote
Big miku wrote:Breakin Stuff wrote: this is an arbitrary statement. it's also a statement that has become highly problematic.
The HMG sentinel is too powerful in CQC and because of this, marginalizes non-scouts, which excel at murdering sentinels.
And I've stated on numerous occasions what the heavies should be. AV and area denial.
Why on earth would people spec into a suit mentioned for that when swarms, Mass drivers and plasma cannons are light weapons? laser rifles are area denial.
Mass drivers and PLCs are breach tools. they suck at suppressing enemies.
AV
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7471
|
Posted - 2015.03.03 21:27:00 -
[21] - Quote
A machinegun is areea denial.
Don't lecture me based on a wiki article when I did that professionally IRL.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7471
|
Posted - 2015.03.03 21:38:00 -
[22] - Quote
Big miku wrote:Breakin Stuff wrote:A machinegun is areea denial.
Don't lecture me based on a wiki article when I did that professionally IRL. A machine gun fits the loosest terms of area denial within military academia but if you are using the logic, then the HMG does a magnificent job at denying Areas. Once again, reread those weapon descriptions.
I have, the descriptions aren't in the same reality with how the weapons actually perform.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7472
|
Posted - 2015.03.03 22:32:00 -
[23] - Quote
Big miku wrote: So you're saying the fact the the mass driver expressly says it is a Breaching and Area Denying Weapon don't matter cause you don't want it too?
what I want is irrelevant.
the weapons do not actually succeed at DOING the function they are DESCRIBED as HAVING.
they do something entirely different from the fluff. they do not perform their stated mission in said fluff very well at all.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7472
|
Posted - 2015.03.03 22:32:00 -
[24] - Quote
Oops, I appear to have dropped a spreadsheet on this post.
Have a look. Feel free to cry.
Bear in mind DPS numbers assume zero-loss DPS from dispersion in all cases.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7472
|
Posted - 2015.03.03 22:39:00 -
[25] - Quote
Big miku wrote:Breakin Stuff wrote:what I want is irrelevant.
the weapons do not actually succeed at DOING the function they are DESCRIBED as HAVING.
they do something entirely different from the fluff. they do not perform their stated mission in said fluff very well at all. So you're saying tha Mass Driver is not good at Area Denial and the HMG is not good at man murder? Because they are.
oh for... DO YOU KNOW HOW TO READ???
Start here.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7472
|
Posted - 2015.03.03 22:49:00 -
[26] - Quote
MINA Longstrike wrote:Why are shield damage numbers higher than neutral damage numbers on the proposed example? Because I'm an idiot and applied 0.9 multiplier rather than 0.85
each one of these assumes triple mod, max skills.
Basically worst-case scenario for anyone facing them
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7477
|
Posted - 2015.03.03 23:28:00 -
[27] - Quote
Not defense necessarily. Suppressing/supporting fire
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7479
|
Posted - 2015.03.04 05:51:00 -
[28] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Evan Gotabor wrote:I would be interested in seing the data about the most used weapons in general. I wouldn't be surprised to see the remote explosives to be just after the HMG. However no need to nerf them right... there is absolutely ample reason to change/nerf the HMG. My problem is this particular "solution" proposed has been done four times already, and all it did was shift the pendulum the other way. So why not kick sentinels out of CQC and into the open where they can both excel, and be vulnerable to weapons that can kill them rapidly? Simple, I want the Gallente Assault Rifle to have a place, and currently the HMG encroaches on the rifle range too much. The Busrt will be a longer range, and the Assault HMG will be an autocannon. Other things we want to do, especially in PC, and this is mainly coming from Zatara, is to distribute the objectives more, and not let the meta be "If I have the city and the two points in that socket, we either win in a 3 point, or just need to get one more and hold the city with our sentinels" And put more objectives in the relative open. Your logic is sound and I agree with it.
I do not agree with the method. It has been done four times before and was an unmitigated disaster each time.
I would MUCH rather have the DPS sharply nerfed and the range pushed out. I'd like to see the dispersion reduced because wide dispersion helps in CQC. There was no more difficult time in CQC than when the HMG got buggered up and it had laser beam dispersion.
The other frustration I have had is there's a lot of us proposing ways to nerf and change the weapon just so the range nerf could be avoided.
Not the damage nerf. The HMG has entirely too much DPS.
But the range is the absolute drop-dead "please do not do this" for the vast majority of us who want to work with you to keep the stupid gun functional but not OP.
we would like alternative options please. the linked spreadsheet is one example.
But this came off as rather like the ADS: like we are percieved as not trying to give active alternatives to the way only a few people claim is working as intended.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7479
|
Posted - 2015.03.04 06:06:00 -
[29] - Quote
Your burst HMG , as I have said in multiple places, is amazing. I die more to overheat than enemy brilliance. That is exactly how, in my opinion, a CQC heavy weapon should interact.
Ithe standard HMG needs an overhaul. Let's be clear. I do not want this meta preserved even though I GREATLY benefit from it. It's the one I want the DPS dropped SHARPLY.
My opinion on the assault HMG idea depends on two factors:
Will it be viable for fighting HAVs?
What you want the average TTK on an HAV Main Battle Tank to be when fought by a solo gunner. Assume perfect conditions but no backshot. I want to shoot for 13-16 seconds if the stars align given identical tiers. Versus an armor tank.
I honestly don't care HOW the heavy AV parity is achieved. Im perfectly cool with your idea. If you wanna slap a laser beam on a scrambler pistol and call it an antitank gun I'm cool.
My ONLY objection is making the standard HMG even more CQC. This has always proven in ththe past to end badly and result in a mass swap to light weapons.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7479
|
Posted - 2015.03.04 06:24:00 -
[30] - Quote
I need to know the above parameters so I can give accurate feedback.
AV
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7479
|
Posted - 2015.03.04 06:27:00 -
[31] - Quote
Mexxx Dust-Slayer wrote:CCP Rattati wrote:Also, Large Basic Frames are being used in PC, that is a conundrum to me... The amarr heavy frame is used because players that are skilled into the sentinel role can easily skill into the frame and get the 2nd high slot for forge gunning, the minmatar basic heavy frame has a better strafe and sprint speed than the minmatar sentinel and can actually brawl with sentinels sincethe minmatar sentinels resistances are irrelevant in sentinel vs sentinel situations anyway. There are only what, three effective builds for the minsent for fighting other sentinels.
All of them involve hot racking shields, rechargers and biotics.
Plates and reps don't help.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
|
Posted - 2015.03.04 06:42:00 -
[32] - Quote
Back to serious note, I honestly think using the firing mechanics used by the Alex HMG is the best place to start for the boundless, MH-82 and heavy machinegun.
It's fairly close to the chrome base HMG and FEELS less problematic than say the gastun.
I am dead serious when I say Aim Assist is a major consideration. It matters greatly on the HMG.
But I think the burst is best in CQC. It's been the first cqc hmg I consider balanced. You found the razor's edge.
The boundless? I highly recommend using them as a sustained suppression weapon. Get the sentinels out of CQC where they can be fought better. Tight dispersion makes it much harder to hit a fast target in CQC. If the dispersion is tight then "run at the heavy" will be the primary victim in close.
Until I know your design parameters for the assault AV anything I say will be a pure asspull based on supposition. I suck at reading minds.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
|
Posted - 2015.03.04 06:49:00 -
[33] - Quote
Mexxx Dust-Slayer wrote:Breakin Stuff wrote:Back to serious note, I honestly think using the firing mechanics used by the Alex HMG is the best place to start for the boundless, MH-82 and heavy machinegun. noo Alex's HMG = officer breach HMG Let's fix the core gun before we try to make new variants.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
|
Posted - 2015.03.04 06:57:00 -
[34] - Quote
I never said anything about changing the gastun.
That one can have the damage per round dropped and the range pushed out for slightly higher DPS in exchange for eating the ammo much faster.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7481
|
Posted - 2015.03.04 07:07:00 -
[35] - Quote
Mexxx Dust-Slayer wrote:Breakin Stuff wrote:I never said anything about changing the gastun.
That one can have the damage per round dropped and the range pushed out for slightly higher DPS in exchange for eating the ammo much faster. Do you mean RoF pushed up for higher DPS? No. I mean higher DPS than the reduced boundless.
The current HMGs are in no uncertain terms broken given the conditions of the game.
Also the higher you push the rate of fire, the worse hit detection seems to get.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7483
|
Posted - 2015.03.04 09:44:00 -
[36] - Quote
I'm trying to figure out if giving the burst range is a bad idea like rattati suggested.
I'm really torn.
I'm intrigued and apprehensive which is why I'm having difficulty commenting constructively.
My immediate thought was instead of rebalancing all three it would be easier to just do the basic model and the assault.
Given a choice though, for the boundless Between less damage and less range or a fairly sharp reduction in damage, same range?
I will opt for the sharp reduction in damage.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7485
|
Posted - 2015.03.04 10:18:00 -
[37] - Quote
Under the circumstances in which the game exists the HMG is overpowered.
Not "well maps."
Not "well you need to HTFU."
The balance that exists NOW matters. Balance "maybe in the future" is only a concern when relevant changes are imminent. There is no IMMINENT danger of a dozen zero-cqc maps opening up, so the map rotation in the here and now isn't going to balance the sentinel HMG combo.
Besides K4dert no one bi*ches about the sentinel/forge combo unless they're tower camping and out of reach.
That's a map problem.
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.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
|
Posted - 2015.03.04 11:18:00 -
[38] - Quote
Big miku wrote:jade gamester wrote:its one of those moments really... " omg all these heavies with hmgs" oh wait that's there oonly weapon unless they forge which they cant because ccp nerfed splash lmao He mentioned how the HMG, a Heavy Weapon, is encroaching on the Blaster Rifles, a light weapon, Turf as being a concern. So this my be a ploy to get Sentinels to switch to Blaster Rifles. I've seen though his plot, nope, combat rilfe all day.
Oh you big bad expert, you.
I run sentinel without a logi leash crutch constantly. It is not necessary.
Further, Sentinels were never defined as a CQC role. That was assumed because the HMG was CQC.
What the hell were you gonna do if a heavy laser comes out with 200m optimal?
It'll work on infantry too. Ya gonna beat the "heavies are for CQC only drum hard then too?
There has never been a developer statement that sentinels are CQC. The HMG on the other hand... but things can change and designs can be rebuilt to fit the balance needs of the game.
Not some random player vision of how they think it should be.
Heavies are only CQC so long as the weapons dictate such.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
|
Posted - 2015.03.04 11:37:00 -
[39] - Quote
Big miku wrote:
There is no other heavy weapons, taking away their only weapon now, or forcing it into a "suppression" Role as in reducing its killing power to that of an Rifle will just mean a hot swap to Combat Rifles, again as in what happened at the start of Upraising.
Also, How you solo play your heavy in PUBs don't matter, a majority of Heavies when defending those clustered City points don't have "logi leashes" unless they are pushing or actively defending, they do however have support from those logis in the form of Hives, Scans, and spot heals.
"Not some random player vision of how they think it should be." Funny how this applies to you more so than me.
Not only have I played, but I have successfully FC'd in planetary conquest. More than once.
Quit trying to pass me off as an unenlightened pubstar.
Now that this is out of the way, the only benefit that the PC meta of heavies, heavies everywhere, is to point out that all other choices are poor in comparison. this is a flagrant indication that there is a problem. The meta is creeping into pubmatches as well.
Assaults have no place in PC. this is NOT "working as intended." Tanks have no real utility in PC except as a distraction. This is NOT "working as intended." ADS are simply flying uplink deployment platforms.
Really? Heavies are fine, when they are the ONLY active role in PC besides scouts, which are the only class of dropsuit suited to KILLING said heavies?
The HMG is not "fine." The HMG is not even "all right."
Trying to push that on me when I've been running HMGs since the ass end of Codex closed beta is not going to get you any traction. I have seen HMGs at overpowered and underpowered at both ends of the spectrum.
I believe that a range nerf is the WRONG thing.
However keeping the heavy machinegun as-is without change is bluntly A BAD THING. i really don't care if it inconveniences PC players who don't want to have to learn a new trick.
In fact all your post does is make me want to do is say "Hey Rattati, I changed my mind, nerf the ever-loving Sh*t out of my gun please. I want to see the FOTM people scream and cry more than I want it to remain useful."
Knock off the entitled attitude, it gets you no points with me, any more than vehicle drivers screaming that it's unfair that infantry can kill them gets traction with me.
Nerf my gun, please.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
|
Posted - 2015.03.04 11:56:00 -
[40] - Quote
Big miku wrote:No point in arguing with you, You've made it clear you want the Heavy to be "Area Denial without actual area denying weapons" and AV. And bluntly you're pushing keeping the current meta which is broken, which the numbers clearly show are broken, and then claiming you are being reasonable.
When the numbers of HMG kills outnumber all comers by THAT WIDE a margin, then exactly in what reality is this indicating that HMGs are working in a well balanced fashion?
If there's a serious place for assaults, why are the assault kill numbers so very distant behind sentinels and scouts?
Do tell just how keeping sentinels in CQC is advantagious to the game in general, and not turning out to be detrimental.
So far your most compelling argument has been "Sentinels are supposed to be CQC." That's not evidence, it's an assertion.
AV
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
|
Posted - 2015.03.04 12:13:00 -
[41] - Quote
Vulpes Dolosus 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.
Well then I hope you buff the Python then. Swarms already 3-shot even the best fits, and they do -20% damageGǪ I think the idea is to separate anti-air and antitank swarms from each other.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7494
|
Posted - 2015.03.04 13:59:00 -
[42] - Quote
Sgt Kirk wrote: Also, I don't see why you'd need to buff swarms
Going to stop you right there.
No.
this thought is bad.
swarms need ZERO buffing.
it is not at any point being suggested.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7497
|
Posted - 2015.03.04 15:08:00 -
[43] - Quote
Sgt Kirk wrote:Breakin Stuff wrote:Sgt Kirk wrote: Also, I don't see why you'd need to buff swarms
Going to stop you right there. No. this thought is bad. swarms need ZERO buffing. it is not at any point being suggested. Sorry I meant Pythons. If they make the current swarms anti tank and slower with the already mentioned idea for Anti air missiles is there a need to buff the python right off the bat? That's reminiscent of old CCP tactics of vehicle balance of changing too many things at once and that never went over well. Pretty much on the nose. he seems to have a plan. I just wish there was more shared. Certain statements in a vacuum can be uplifting or maddening.
Context is king.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7515
|
Posted - 2015.03.04 21:53:00 -
[44] - Quote
Stefan Stahl wrote:By the way, some optional terminology changes on the HMG topic: - Burst HMG receives a range and dispersion buff, becomes standard HMG. (Short bursts, medium range - typically Minmatar) - Standard HMG gets a range reduction, becomes assault HMG. (Short range bullet hose - typically Gallente) - Assault HMG becomes autocannon, becomes breach HMG. (Low RoF, long range - typically Caldari)
Also, while we're discussion heavy weapons, may I plant the idea that we're missing a anti-infantry Forgegun variant? Such as the Tactical Forgegun - 80 m optimal range, 130 m effective range, 1.3 s charge up before skills, can't hold charge, 8 shots per clip, 500 damage per shot at proto, barely any splash damage.
I very deeply want to get the HAV thing done first before I brainstorm things like that
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7515
|
Posted - 2015.03.04 22:00:00 -
[45] - Quote
Vulpes Dolosus wrote:
It's not fair (at least I don't see it as fair) to AV to have to need two different variants of missiles to engage both aerial and ground vehicles. Vehicles are fine like this (needing split weapons); they can easily disengage to the redline, call in another vehicle, and recall their current one. But AV infantry don't have the luxury of accessing a supply depot as easily, especially when they're set up on, say, a roof top.
You can do what I do. Jump OFF the roof and run to a depot. Rooftop camping isn't the only successful AV method, it's just the laziest.
Quote:There's no need to increase the effectiveness of swarms agains any ADS. All ADS fits get downed in 3-4 shots of decent AV (keep in mind you're virtually guaranteed 2 hits, and a third if the ADS doesn't run immediately). This is balanced, in my opinion; swarms have the potency to threaten and kill ADSs and ADSs still have a chance to escape. To improve on this damage-wise would put swarms over the edge of balance and make them OP. The only change I'd suggest would be the change to a single missile. (However, there needs to be improvements to dropship threat and target recognition, including early-warning of AV and improved rendering of infantry when approaching).
There's no intent to increase the effectiveness vs. dropships, there is an intent to balance one for tanks and one for dropships so it isn't the casual bloody-handed ripball that simply annihilates if the pilot is slightly slower of reflex.
Quote:My idea is to have AV engage different vehicles in different ways. Similar to how Eve has signature radius, velocity, tracking, etc. to balance larger ships against smaller, all AV should have set values against different vehicles. Just for example: forge does full damage to an HAV and 85% to an LAV, lock-on for swarms is base against HAVs but slightly longer for LAVs (dropships are somewhere in the middle/ leaning toward base).
there's no reason why a forge would do less to an LAV than an HAV. There's no reason a railgun would be less effective versus an LAV. Making heavier hitting weapons less effective against "soft" targets negates the need to have tanks to begin with.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7515
|
Posted - 2015.03.04 22:03:00 -
[46] - Quote
Stefan Stahl wrote:Breakin Stuff wrote:I very deeply want to get the HAV thing done first before I brainstorm things like that And I wish you the best of luck with that. I fully expect the game to be unplayable for two months following the deployment of the new HAVs. And I have no idea how to avoid that under the current design goals for the new HAVs. I'll just continue to distract myself with other suggestions. Rattati hasn't revealed his hand yet. We only have bare bones. the HAVs might go out by themselves. They might be released with modded AV.
We won't know till we see the end result.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7521
|
Posted - 2015.03.04 23:21:00 -
[47] - Quote
The breach lockdown is a trash mechanic that only serves to make you trivially easy to kill. It has no tactival limiting value except to guarantee that you will forever be a redline/tower sniper.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7524
|
Posted - 2015.03.05 10:59:00 -
[48] - Quote
Bright Steel wrote:I could be happy with the standard HMG having slightly more DPS then an AR but with 20m less range and a slow turn speed.
In this way the heavy will have the HP and a solid gun (although not as powerful as it is currently) to be a POINT defense(not city defense). The slow turn speed would limit its "prowling" of the point.
At this point the AR will be able to compete damage wise and the galASS will have the mobility to make it viable.
Then we could have the long range suppression variant breakin has very logically shown to be a great idea and the AV variant that the devs want. Slow turn speeds are only balanced on long range weapons. If you can get close it's likely dogmeat.
However, putting a slow turn speed on a point blank weapon makes it worthless for everything. We had this in chrome it was removed for a REASON. If heavy weapons are ranged support then absolutely. Not in CQC. If you have a CQC fighter everyone can casually circle strafe around shooting in the head you will merelycause them all to go up and forge snipe.
This is why I want sentinels pushed out of CQC. Because it's easier to apply changes liike that logically without gimping them into uselessness.
Also losing 20m of range means HMG optimal is 10m. Well within the threshold where heavies universally switch to rifles and shotguns. This is why I detest CQC HMGs. They only have ONE function. They have no utility and honestly they create more problems than they solve.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
|
Posted - 2015.03.05 15:44:00 -
[49] - Quote
Aeon quit making me question our philosophical emnity.
On a more serious note: I am a shameless, unrepentant HMG hosehead. I say I want things changed because the weapon's fundamental design negates far too many things.
Only in CQC? Sure. I would give you that were it not for the fact that CQC conditions account for well over 80% of all valuable spots on the maps for winning.
I'm happy that the LAVs are getting nerfed. Now murder taxi fatties in full proto with no tank modules will die horribly to a single AV nade. I call this a win. Hope ya like that 150k/suit replacement bill, scumbag!
Thing is, every so often the meta needs a shakeup. Certain aspects of the game have become far too stagnant. Whenever the dance between tactical maneuver and defensive counter boil down to one action the meta has become stagnant.
I embrace changes because I (and a few others) only have to alter a fit to adjust to a new meta. Nerf the amsent into the ground? No worries I have the other three maxed anyway. Nerf heavies into the ground? I have assaults and commandos to fall back on.
All of them. Some people don't have that luxury I understand. But what I want to know is: you know it's easy. You know it's completely OP. Yet you still blow all your SP to get into that thing and get mad when the inevitable happens.
By "you" I am speaking as a vague generalization, not directed at ANYONE in this thread or any other. Sometimes "you" can fully include me when I'm not paying attention. It's happened before.
Nerfing the HMG is not "an attack on my playstyle." It is an attempt to break a stagnant meta. The most constructive response would be to acknowledge that and state whether you consider the method of fixing bad and why.
I dislike range hacks INTENSELY. But I fully expect to see a 20-25m optimal on yhe HMG and a sharp DPS nerf. If it's too much I'll just shift to another weapon or tactic. All I cscan do is provide input and hope it is seriously considered.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7530
|
Posted - 2015.03.05 16:30:00 -
[50] - Quote
Vesta Opalus wrote:Tesfa Alem wrote: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 incubus is there to murder vehicles, its going to get less kills. If you want to farm infantry kills you go Python/Missile turret, so it gets more kills. I'll be over here with a forge pointed up while incubus pilots experiment with the blaster changes.
This is either going to be really hilarious or really scary.
I'm personally hoping for hilariously scary.
AV
|
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7531
|
Posted - 2015.03.05 16:53:00 -
[51] - Quote
Alena Ventrallis wrote:I feel like the HMG range nerf is uncalled for. The HMG doesn't hit hard and accurate like a rifle. Instead, it just sprays bullets at a target and hopes enough of them hit. Therefore, instead of nerfing range, why not just greatly increase dispersion? It reduces DPS not by doing less damage at range, but because less rounds are actually hitting the target at range. dispersion actually HELPS in CQC. the most torturous part of the HMG screwballs in Uprising 1.0 was when the HMG did the laser beam thing. It was insanely hard to apply damage at all the closer you got.
Tighter dispersion means more rounds hit, yes, but it's also a much smaller area where aim assist applies bullet magnetism.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
|
Posted - 2015.03.05 17:12:00 -
[52] - Quote
Alena Ventrallis wrote:Breakin Stuff wrote:Alena Ventrallis wrote:I feel like the HMG range nerf is uncalled for. The HMG doesn't hit hard and accurate like a rifle. Instead, it just sprays bullets at a target and hopes enough of them hit. Therefore, instead of nerfing range, why not just greatly increase dispersion? It reduces DPS not by doing less damage at range, but because less rounds are actually hitting the target at range. dispersion actually HELPS in CQC. the most torturous part of the HMG screwballs in Uprising 1.0 was when the HMG did the laser beam thing. It was insanely hard to apply damage at all the closer you got. Tighter dispersion means more rounds hit, yes, but it's also a much smaller area where aim assist applies bullet magnetism. Exatly, this helps it in CQC. But the argument is that the HMG is too good at range, and in that regard more dispersion is a hindrance than help. being too good at range is a side effect of "too much DPS to begin with." If it's doing as much DPS at range as would be fair as a baseline for overall DPS, is it a better solution to hack the range? or reduce the DPS.
Honestly most of the crying for range nerfs is rather reminiscent of the calls in beta to hack the range of the HMG when we had more open ground maps, which made them easy to farm for KD. there's a few things going on here.
But the range? Nah. People want the range hacked because for some reason most players have it in their head that if a heavy can do ANY damage at 50m it's overpowered.
The range nerf that has been bandied about is a side effect of the mindset that crystallized during beta. Problem is in the gal lab 20 meter optimal isn't going to affect a DAMN thing in the orbital artillery map, the gallente lab underground bunker, Etc.
It'll just be easier to farm them on the rare occasion they want to move around.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
|
Posted - 2015.03.05 17:27:00 -
[53] - 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 or it will simply be dropped for the next lowest TTK defense weapon. If you make variants that is great and make heavy's roles change possibly, but reduce the ammo on the boundless because it doesn't have a downside or skill requirement which is the most OP effect. Make clip management the downside.
Also, if you guys want to change the types of heavies up a bit, make heavies get a racial benefit to a specific weapon variant. It worked for the assaults and commandos. Wouldn't that expand which heavy is chosen. Give the Min Heavy the boudless HMG. Then heavies will be using weapons more based on race.
What do people think? this would require a much faster loading time to be viable. Which would negate a lot of the intent.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
|
Posted - 2015.03.05 17:31:00 -
[54] - Quote
Alena Ventrallis wrote:Breakin Stuff wrote:Alena Ventrallis wrote:Breakin Stuff wrote:Alena Ventrallis wrote:I feel like the HMG range nerf is uncalled for. The HMG doesn't hit hard and accurate like a rifle. Instead, it just sprays bullets at a target and hopes enough of them hit. Therefore, instead of nerfing range, why not just greatly increase dispersion? It reduces DPS not by doing less damage at range, but because less rounds are actually hitting the target at range. dispersion actually HELPS in CQC. the most torturous part of the HMG screwballs in Uprising 1.0 was when the HMG did the laser beam thing. It was insanely hard to apply damage at all the closer you got. Tighter dispersion means more rounds hit, yes, but it's also a much smaller area where aim assist applies bullet magnetism. Exatly, this helps it in CQC. But the argument is that the HMG is too good at range, and in that regard more dispersion is a hindrance than help. being too good at range is a side effect of "too much DPS to begin with." If it's doing as much DPS at range as would be fair as a baseline for overall DPS, is it a better solution to hack the range? or reduce the DPS. Honestly most of the crying for range nerfs is rather reminiscent of the calls in beta to hack the range of the HMG when we had more open ground maps, which made them easy to farm for KD. there's a few things going on here. But the range? Nah. People want the range hacked because for some reason most players have it in their head that if a heavy can do ANY damage at 50m it's overpowered. The range nerf that has been bandied about is a side effect of the mindset that crystallized during beta. Problem is in the gal lab 20 meter optimal isn't going to affect a DAMN thing in the orbital artillery map, the gallente lab underground bunker, Etc. It'll just be easier to farm them on the rare occasion they want to move around. I agree mostly, but I feel like the HMG is justified to have high DPS like it does. The issue is damage application in my mind. Keep it at high damage for when they get in close, but hinder its effectiveness farther out through dispersion.
dispersion is already horrendous. In my experience the people who die outside the optimal (unless they are already SERIOUSLY wounded) is they are
A: standing out in the open with no cover
B: standing still and trying to engage in a gun duel
C: running at the heavy
D: expecting a prototype heavy with a prototype gun to be UTTERLY worthless at 35m (slightly outside optimal) and treating it as such.
Personally I'd rather have a lot less DPS, and a lot more range.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7538
|
Posted - 2015.03.05 20:30:00 -
[55] - Quote
the reload time of the HMG is 8 seconds. If you're spending more time reloading than anything else overall there's a defect in design.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7540
|
Posted - 2015.03.05 22:29:00 -
[56] - Quote
Balistyc Farshot wrote:Breakin Stuff wrote:the reload time of the HMG is 8 seconds. If you're spending more time reloading than anything else overall there's a defect in design. Ok, not attacking you Breakin Stuff, but you aren't regularly a heavy in a PC right? (Your previous posts point more to RE scout or assault, playing Sherlock here) When you have other heavies coming at you and you know you have what, 1.5-2 heavies worth of ammo and more than one is walking down a hall. The tactical question always is when do I reload? Even if you have 3 core focus at your back, you are going to die if you can't think this out because during that 8 seconds you will die. I get questioned about when I reloaded last all the time especially in a fire fight with my usual 2 heavies on inside squad. If I have a fresh mag and someone needs to reload, we switch places while the low ammo heavy reloads. We all agree that hitting with a HMG is more about quantity over quality. I am proposing a reduction in quantity, hence reducing the amount of death a single heavy can inflict. Yes, if you charge a HMG you will still die in 2 seconds. If you duck, dodge, and get him to waste his ammo, you can wait for the reload then attack. This will make the HMG a skill based weapon. Like the breach shotgun or the bolt pistol. You don't pray and spray, you focus fire. Dude, I've got all the sentinels at 5, use them all on a regular basis. I don't scout. I actually do have some knowledge of how the class works.
every PC I've been in or FC'd I was in a sentinel suit forging and HMGing.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7540
|
Posted - 2015.03.05 22:57:00 -
[57] - Quote
Balistyc Farshot wrote:Breakin Stuff wrote:Balistyc Farshot wrote:Breakin Stuff wrote:the reload time of the HMG is 8 seconds. If you're spending more time reloading than anything else overall there's a defect in design. We all agree that hitting with a HMG is more about quantity over quality. I am proposing a reduction in quantity, hence reducing the amount of death a single heavy can inflict. Yes, if you charge a HMG you will still die in 2 seconds. If you duck, dodge, and get him to waste his ammo, you can wait for the reload then attack. This will make the HMG a skill based weapon. Like the breach shotgun or the bolt pistol. You don't pray and spray, you focus fire. Dude, I've got all the sentinels at 5, I don't scout. I actually do have some knowledge of how the class works. So please enlighten me with your POV on how you would fight with half your ammo? Hell, I have tried it, fire off into a wall after each reload half your rounds. Things get scary after killing 2-3 standard suits. Even in pub matches, missing stops being an option. BTW - To equalize - I PC Proto - Full Equip Min Logi, Cal Scout, and Amar Heavy. Best of each world, IMO, GAL Scout is next on the list, but I have been spreading my SP pretty thin. I also like how you used, "Dude" to start that statement out because as an ex-surfer, I say dude a lot still. Don't flame up, just acknowledge my post and evaluate it please. The meat of this thread has been gathering ways to nerf the HMG and provide variances. When ideas like mine are posted, like on the tank hull thread, we need to stay productive and on topic. the problem is it eliminates ANY margin for error in exchange for... the ability to kill one person at a time. I reload after EVERY kill unless I have multiple opponents ANYWAY. You NEVER have any idea when the next hit's gonna come. being able to hold off because there's a reasonable chance that you're gonna get two more coming at you with 350 still in the drum? that's not overpowering. NOT having that option would be more crippling than the nerfs Rattati is proposing.
Also remember I rarely run with a logi partner. even in PC I deliberately put myself on the attack as the big, metal walking distraction. While everyone was focused on killing me my squads would flank, and do things like drop REs down the defenders' pants or just focus them down. Then they'd pick me up and we'd carry on. it worked well. probably STILL work well given the scout/sentinel meta.
I'm personally too aggressive for a logi to want to tether himself to me, so I would always exploit it to my team's advantage. Sure, *I* looked like a dumbass. but the job got done almost every single time.
So given the choice between your reduced ammo idea and Rattati's fix? I'd take rattati's fix.
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7575
|
Posted - 2015.03.06 06:50:00 -
[58] - Quote
Imp at least you have reasons that are backed by something resembling logic usually. Most of the people I argue with can't get past "I don't like it therefore it's bad!"
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7586
|
Posted - 2015.03.07 05:27:00 -
[59] - Quote
500k ISK says the AScR changes are going to put a sharp halt to the popularity of the min assault.
And i will laugh while killing amarr from extreme range.
In my covenant C-1
with a militia rail rifle blueprint
AV
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7588
|
Posted - 2015.03.07 14:37:00 -
[60] - Quote
Alena Ventrallis wrote:Breakin Stuff wrote:500k ISK says the AScR changes are going to put a sharp halt to the popularity of the min assault.
And i will laugh while killing amarr from extreme range.
In my covenant C-1
with a militia rail rifle blueprint And my basic ScR will show you the light of God by beaming it right through your face, how do those flechettes taste?
AV
|
|
|
|
|