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Thread Statistics | Show CCP posts - 13 post(s) |
DeathwindRising
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890
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Posted - 2015.03.03 06:20:00 -
[1] - Quote
CCP Rattati wrote:well, there is no way in this kind of hyper-competitive and complex end-game could be balanced so that every combination has a place. The best of the best migrate to "best", sometimes actually on orders, not by choice. Tactical commanders simply don't aloow sub-optimal choices in their PC team, regardless of player preferences.
I am actually kind of happy to see that the situation is as flavorful as it is. I expected absolute black and white.
It is black and white. You run max hp sentinels or re scouts to kill sentinels. The combo of both are used to give heavies working passive scans.
Python missiles kill everything. Gunnlogi rail kills drop ships from redline.
Minmatar assault is rising because it's there's something wrong with it. It's too fast even with plates on it. And it has the same hitbox issues as the cal scout now. |
DeathwindRising
ROGUE RELICS
893
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Posted - 2015.03.03 12:07:00 -
[2] - Quote
Zaria Min Deir wrote:Adipem Nothi wrote:John Psi wrote: Scout, whose task should be to EWAR
EWAR Scouts were put out to pasture with Falloff. The GalLogi is the only competitive Recon & Counter-Infiltration unit. What exactly do you mean by the Falloff mechanic removing the EWAR role from scouts? In what sense? Also, what I find interesting is, how several scouts have stated that the Gal Logi scans make them obsolete in PC, when both this chart, and the experiences of most who currently play PC, begs to differ. 4 out of the 10 top killers being scouts. And surpirisingly, REs are not the highest scout placement, even. Sentinels, scouts and vehicles, yep, that's PC. Maybe, however, we would see some variety in the weapons used by sentinels, if they had options other than HMG? Not saying the HMG doesn't need balancing, it clearly does. Also, poor Amarr Commando :(
the gal logi scans make dampened scouts obsolete, and i what mean is that you have to become paper thin to even have a chance of getting under them and when you do... gal logi active scans simply say "margin of error" and the everyone knows youre coming lol
so as long as there's at least one gal logi on the field, the scouts wont even bother with damps. theyll just speed mods shotgun, re's, nova knives and lurk around looking for enemy uplinks. or blind siding people while theyre preoccupied with other things.
all the scouts ive faced in PC unfortunately die in a fire, simply because i was expecting them because... gal logi told me they were coming. |
DeathwindRising
ROGUE RELICS
893
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Posted - 2015.03.03 12:20:00 -
[3] - Quote
Tesfa Alem wrote:To reply to rattati and the others who brought up valid points about heavies, K/S, reps, and logis.
I agree that heavy CQC dominance needs to be adressed. I dont think nerfing the HMG is the way to go about it. Its been modified in several hotfixes, and this hasn't stopped it from being a dominant CQC killer.
After all, CQC is their role, even if you nerf the HMG to 20m range, it will still devastate anybody who gets close. CQC in PC being the way it is, those fights are not happening at 40-50m out, they are happening in and around letters at 20m or less, where the most vicious fights take place. In CQC between the shotgun scouts, remotes, and the heavys, theres very little room for the assaults to fit in.
The minmatar assault is one of the few that can stick and move with the scouts which IMO explains its rise, and the Viziam Scrambler can charge single shot most scouts, can also explain why its use is disproportionatley higher in PC compared to the Pubs.
Another poster here brought up the point, that if its not the HMG, it will be bricked sentinels with the same logis on their butts, using the hardest hitting light weapons.
I ask any members of the hardcore PC community whether you see more heavy spam on the wide open maps or in the closed in city socket maps. Only two PCs that i have been in were in open maps, thats where dropships/scouts were dominant.
Compared to normal skirm, heavies sit on points there as well, but most of the fighting occurs in between points trying to cut off marauding bands of scouts and assaults.
Domination is point defense heavy heaven.
Ambush on open maps heavies get eaten alive. In CQC maps, they eat everybody else alive.
i did a PC against KEQ a week ago.
obviously we had a cargo hub and were defending. 2 inside and 2 out.
KEQ sent 4 guys outside to our home point. 3 scouts and one badly injured amarr assault. the scouts all died in a fire. and the assault guy was too wounded to do anything really.
on the inside, almost everything i shot at was amarr sentinel, each with over 1100 armor. why? easy. its so cramped in there that you cant engage anyone until youre bumping into each other. the heavies have so much eHP that 3 of them will hack while a 4th body blocks your shots. they can actually get the hack off before you can kill them all, individually, so thats where the scouts with re's come into play. you gotta bomb them all in one shot cause nothing else works.
its easier to fight indoors because it excludes so many other factors. snipers, long range weapons, and vehicles are largely ineffective. and everything else is ineffective against heavies with hmgs, so there's little room for anything else. show up in a heavie suit and your fairly well protected from light weapons in general. the only thing that effectively takes out heavies are the re's in cqc.
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DeathwindRising
ROGUE RELICS
893
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Posted - 2015.03.03 12:25:00 -
[4] - 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.
get rid of its improved accuracy over firing time. OR increase scan range on all drop suits so we can see the heavies 50m out. they cant kill us if we can avoid them.
the fact that you cant see them until youre well within their optimal range is a problem IMO |
DeathwindRising
ROGUE RELICS
893
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Posted - 2015.03.03 12:28:00 -
[5] - Quote
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.
can you determine if that's because those heavies have one are more logis repping them? i believe thats a factor. heavies are almost always being repped by at least 2 logis. often times i can cause enough damage to deter them from advancing but not actually kill them. then they group up and blob me with the help of the logis. |
DeathwindRising
ROGUE RELICS
894
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Posted - 2015.03.03 12:52:00 -
[6] - Quote
voidfaction wrote:Its funny they are going to nerf the weapon and not the to armor sentinels.
I bet they will nerf all the assaults to fix the min assault problem as well, lol The same as they nerfed all the scouts to fix the shotgun gal scout.
they could do alot just by nerfing all weapon damage by 10%. Then add 10% damage bonuses to the appropriate suits.
the end result would something like this:
min assault 10% bonus to light projectile weaponry
min scout 10% bonus to sidearm projectile weaponry
what it also means, is that racial weapons would always perform better and their intended suit. a gal assault with AR would always be better than amarr assault with AR because the gal assault would get a 10% damage bonus over the amarr.
and to compensate for commandos, you just buff their damage bonus to 20%.
now you can balance suits by intended design, because no competitive player is going to put himself at a disadvantage by using a non bonused weapon on their suit.
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DeathwindRising
ROGUE RELICS
896
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Posted - 2015.03.03 14:57:00 -
[7] - Quote
voidfaction wrote:DeathwindRising wrote:voidfaction wrote:Its funny they are going to nerf the weapon and not the to armor sentinels.
I bet they will nerf all the assaults to fix the min assault problem as well, lol The same as they nerfed all the scouts to fix the shotgun gal scout. they could do alot just by nerfing all weapon damage by 10%. Then add 10% damage bonuses to the appropriate suits. the end result would something like this: min assault 10% bonus to light projectile weaponry min scout 10% bonus to sidearm projectile weaponry what it also means, is that racial weapons would always perform better and their intended suit. a gal assault with AR would always be better than amarr assault with AR because the gal assault would get a 10% damage bonus over the amarr. and to compensate for commandos, you just buff their damage bonus to 20%. now you can balance suits by intended design, because no competitive player is going to put himself at a disadvantage by using a non bonused weapon on their suit. Even though I like the idea I use a tac-ar on a G-I scout so I already gimp myself enough. I don't need to be gimped even more and pushed to use the shotgun. Even though many THINK gal scout is shotguns they do have the hunter fitting that uses a AR and the blackeagle uses both shotgun and ar.
no need to be so literal with it. it was only an idea lol. there are ways for addressing issues like that. particularly for races that lack weapons within certain classes. gal only has one sidearm for instance so you could specifically bonus shotguns and ar on a gal scout if it worked out to be intended |
DeathwindRising
ROGUE RELICS
899
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Posted - 2015.03.03 17:56:00 -
[8] - Quote
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 |
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