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Thread Statistics | Show CCP posts - 13 post(s) |
Bright Steel
Horizons' Edge VP Gaming Alliance
1015
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Posted - 2015.03.03 15:14:00 -
[1] - Quote
Cat Merc wrote:Pokey Dravon wrote:Cat Merc wrote:>Looks at the raw data >Searches for Gallente Assault >Finds one in 28th place >Looks at the weapon >Sees that it's a rail rifle
>Head desk Well if the Caldari Assault actually got a bonus worth using.... Same goes for the Gal Assault, the bonus is too poor for them to care about losing it. I hope they take this in consideration when looking at the MinASS.
Other assaults don't appeal as much due to their bonus except amarr but the ScR isn't ideal to deal with the heavy spam where the MinASS with cr does pretty well against them.
I believe the proliferation of MinASS has a lot to do with how powerful assaults have become as a whole while leaving two without meaningful bonuses. While also being effected by the proliferation of heavy armor.
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1016
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Posted - 2015.03.03 15:22:00 -
[2] - Quote
Rattati- "Also, Large Basic Frames are being used in PC, that is a conundrum to me..."
Prolly cause of the slot layouts.
Basic frames never got slot count and layout changes the specialized suits did...
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1016
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Posted - 2015.03.03 15:24:00 -
[3] - Quote
Adipem Nothi wrote:Bright Steel wrote: I believe the proliferation of MinASS has a lot to do with how powerful assaults have become as a whole while leaving two without meaningful bonuses. While also being effected by the proliferation of heavy armor.
I suspect a simpler explanation: A Fast and Tanky unit will tend to outperform Fast or Tanky units. The MN Assault is exceptionally good at being both. I agree speed is to high but don't want the suite nerfed into the ground either!!!
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1016
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Posted - 2015.03.03 17:09:00 -
[4] - Quote
Breakin Stuff wrote: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? +10
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1016
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Posted - 2015.03.03 17:16:00 -
[5] - Quote
Breakin Stuff wrote: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. +1
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1016
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Posted - 2015.03.03 19:19:00 -
[6] - Quote
Part of the problem I've sen in balancing attempts that I hope to avoid here is: X weapon and/or suite is being favored because of Y advantage.
Nerf X to be balanced (but people are still skilled into X and are familure with it so the continue to us the now balanced weapon and/or suite)
Nerf X more to make it subpar to force people to look for the next FOTM
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1017
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Posted - 2015.03.04 23:51:00 -
[7] - Quote
Big miku wrote:True Adamance wrote:Focuses on heavy weapons such as the light-machine gun to defend objectives from a distance. Slower than the light infantry class, but compensates for higher range and firepower."
Taken from the article..... There lays the problem, Have you Played TF2, Battle Field, or Star Wars Battle Front? In those games Heavy Infantry are as described, but they are still used offensively. TF2 Is the prime Example, where Ubered Heavies and Medics on their Tails are used to Push Objectives, In Battle Field and Battle Front, the LMG weapons are Just as effective Up close as it is at Range. How do You take a Weapon That Kills With ROF and DPS at range and nullify it in CQC, which as I theorized is against the Minn Weapon Philosophy. I wish CCP would tell use what they want the heavy to be in this sense. You can make the HMG excel at range but not CqC several ways
1) hip fire, possibly like the SR. 2) turn speed, if heavies had very slow turn speed they could still track a target at 30m+ but not in CQC 3) charge time, however it could be bypassed by ore hatching 4)rising optimal range window above 30m like the LR
Take your pick...
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1017
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Posted - 2015.03.05 01:32:00 -
[8] - Quote
If they give the HMG as many variants as the AR we will be doing pretty good
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1017
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Posted - 2015.03.05 01:42:00 -
[9] - Quote
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.
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1017
|
Posted - 2015.03.05 02:51:00 -
[10] - Quote
Imp Smash wrote:CCP Rattati wrote:
The HMG K/S is also too high, which is why we are acting on it, if it wasn't, we wouldn't.
Data too raw and without all factors. To avoid Myopia, can you give us a list of the number of times which sockets were used for these PCs? The location of the objectives affect how well suits perform where. That aside...huge spike in Amarr HMGs. Not so much the other HMGs. Why is this?. So can we have a list of the top WP in PC gain JUST like this one? See, here is the thing. We have this massive spike in Amarr heavies and act as though it is definitely the HMG. Yet, the Min Assault and CR as well as the Gal scout and shotgun outperforms The Cal heavy and their HMG. It outperforms the Min heavy and their HMG 2 to 1. The Gal heavy and HMG performs 30% better than the two above mentioned scouts. The burst HMG is better than the HMG -- but it doesn't have near the number of kills. Why is that as well? Too much raw data with no comparable over all picture data from other areas such as WP gained per suit/death (or, if it exists -- WP gained per suit by equipment.) (where is the assist per weapon/suit data?) All sorts of data that needs to be considered before blanket nerfing. A lot of people are going to draw ridiculous, narrow minded, knee jerk conclusions based on this and most people wouldn't know the scientific method if it bit them on their ass. I believe it's because of the idea that heavies are the best in CQC if you have a logi at his back and of all the heavies amarr take advantage of this the most with all their armor. If we removed the amarr heavy then gal would be the top used and if it was removed then even the min sent would be the most used.
Although I do believe the HMG needs a rework, the problem in part also lies in the high armor suit with logi combo with an very high DPS weapon.
Dust 514, the BEST WORST game you can't stop playing.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1017
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Posted - 2015.03.05 02:59:00 -
[11] - Quote
After looking at the whole thread and from personal experience I believe what we are dealing with here is a lot like our frame rate issues.
It's not one specific thing that's causeing ALL the problems but a combination of problems that have culminated into a very bad situation.
3 things come to mind: 1) map design 2) a unit that has BOTH high HP and DPS 3) rep tool being too powerful behind said unit (needs some kind of overheat mechanic and/or nanite consumption mechanic)
If we tried to remedy the problem by addressing only one of these issues we will undoubtedly over nerf that aspect of the game.
Dust 514, the BEST WORST game you can't stop playing.
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