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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7515
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Posted - 2015.03.04 22:00:00 -
[271] - 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
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Stefan Stahl
Seituoda Taskforce Command
1018
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Posted - 2015.03.04 22:00:00 -
[272] - Quote
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.
[Edit] By the way, I very much hope all Swarm Launcher variants will be able to lock on to all targets. They should just have different efficiencies at fighting air and ground targets.
A short range SL should lock on quickly and apply large DPS. A long range SL should take a while to lock on and apply less DPS. Both can lock on any target within their individual range. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7515
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Posted - 2015.03.04 22:03:00 -
[273] - 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
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Adipem Nothi
Nos Nothi
7245
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Posted - 2015.03.04 22:08:00 -
[274] - Quote
el OPERATOR wrote: 21 db scans are only 45-¦ angle capture and only 100m range. They also (iirc) only light for 10seconds but are 30 second cooldown.
GalLogi 21dB Scans Prox - 60m, 40-¦, 15 sec visibility, 10 sec cooldown Creo - 100m, 60-¦, 7.5 sec visibility, 15 sec cooldown Flux - 200m, 90-¦, 12 sec visibility, 30 sec cooldown Qua - 100m, 60-¦, 30 sec visibility, 40 sec cooldown
* Will confirm cooldowns in game. I only run two of these.
Shoot scout with yes.
- Ripley Riley
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Big miku
Nation of Miku
481
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Posted - 2015.03.04 22:19:00 -
[275] - Quote
Aeon Amadi wrote:A whole lotta text that I did read but quoting it all would be silly
First off, All we have is Raw data and not the circumstance of the data nor the full picture, writing the data off as "heavy scout meta" is over simplification. The Meta could be broken down to
Armor: Most popular Heavy suits Anti-Armor: Most popular Heavy weapon and Rifle and REs Speed: Scouts and MK.0s, Knives, REs and Shotguns Stealth:Scouts
It is clear that Sentinels and Scouts are domination, but that can of course be attributed to Map design, as nearly every PC map will have 2 objectives in doors that are hotly contested, we need a bigger picture, how many of these heavy and scouts kills took place ontop of objectives, how often did they die, how long did the live?
Then we have the Heavy weapons themselves, for that I'd like to say that the 2 Heavy Weapons we have mirror the Racial(?) damage type and trait to the extream end of the spectrum, if this was intended or not I do not know as I don't follow DEV Blogs.
Rail Rifles Mid to Long Anti-Armor, Combat Rifles Short to Mid Anti-Armor, Blaster Rifles Short to Mid Anti-Shield, Scramblers Mid to Long Anti-Shield
This design is mirrored by nearly all racial weaponry, by that you can assume that Heavy Weaponry would also mirror Racial Weapon philosophy as it currently does with our only two.
Forge Gun is long range Anti-Armor AV which previously posed threat to Infantry. Heavy Machine Gun is close range Anti-Armor which previously posed a threat to Vehicles, primarily LAVs
From the Above we could infer that the Amarr Heavy Weapon would be Long range Anti-Shield and the Gals Short Range Anti-Shield
That is the reasoning I use for the HMG being Top tier at close range, because it is meant to embody the end spectrum of its Racial Weapon philosophy as a High Damage Anti-Armor weapon.
I'll try to address your points now the best I can
"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"
Right now the HMG is the only CQC option for the Sentinel and as long as Armor Trumps Shields when it comes to logistical support the HMG will remain the King of Heavy CQC, as to why you would use anything else, People are using things other than Sents with HMGs, Scouts, which also excel at CQC fighting and defending the lonely outdoor points, are in wide use.
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?
Vehicles cannot easily get indoors and Heavies Cannot shoot while Driving they must disembark. You're asking me why are Fat suits allowed transportation because in your opinion it removes one of their weakness? then why would Scouts be allowed to Ride in tanks as that as well forgoes the Scouts Weakness. Vehicles by nature are meant for transportation.
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)?
Dust 514 is a Class Based shooter with all 4 of the Traditional Classes with some mix and matching, the reason the Sentinel is a High Damage Bullet Sponges is because that is what the Role is traditionally, High DPS, High Health, Slow mover. Class Based Shooter Concept Rundown It is just a design choice on CCPs.
As to how to balance the HMG? As I said, it seems that current Heavy Weapon design is about extremes racial traits, so making shield tanking viable in the form of Rep Tools and Triage Hives for Shields and Introducing the Gal Heavy Weapon would change up the meta. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12106
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Posted - 2015.03.04 22:48:00 -
[276] - Quote
I would recommend giving the CA and GA assaults better bonuses before messing with the MN assault.
Support 'Keshava' for the new Gallente HAV name in honor of Cat Merc's cat which recently passed away.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17461
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Posted - 2015.03.04 22:48:00 -
[277] - Quote
Big miku wrote:Dust 514 is a Class Based shooter with all 4 of the Traditional Classes with some mix and matching, the reason the Sentinel is a High Damage Bullet Sponges is because that is what the Role is traditionally, High DPS, High Health, Slow mover. Class Based Shooter Concept RundownIt is just a design choice on CCPs.
"Heavy Infantry
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.....
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Stefan Stahl
Seituoda Taskforce Command
1018
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Posted - 2015.03.04 22:49:00 -
[278] - Quote
The 404 page that links to told me that friends don't send friends broken links.
You're not a friend.
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Big miku
Nation of Miku
481
|
Posted - 2015.03.04 22:59:00 -
[279] - Quote
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. |
Templar XIII
Vherokior Combat Logistics Minmatar Republic
69
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Posted - 2015.03.04 23:00:00 -
[280] - Quote
I have to admit, I did not read every post in this thread, so please bear with me, if I unknowingly bring up an idea someone else already had here. But has any of you ever thought about a completely different take on heavy+HMG combo? You all talk about buff here, nerf there. CQC aside, we all agree on this game not being about CQC PC alone, pubs are a factor as well. And balancing HMG for CQC PC but killing it for everything else in the same run won't get us anywhere near happy, will it?
I read in this thread and in many others as well, that burst HMG is in a fine place. Cannot say, if it was the same guy posting multiple places multiple times with multiple aliases, who knows...but I hope this not to be the case, as Iam the wrong person to judge the burst HMG by myself; Iam simply sucky with it.
Let me get to the point.
When we want the HMG, Burst HMG and Assault HMG to be distinct from another, and all agree on burst to be OK, assault to be in need of love to be any good for garden work out in the open, how about...
...making the regular HMG a no move, no strafe weapon as is the breach forge gun already?
Please take this approach into consideration, and tell me, how this could change the pub AND PC meta landscape, for as slightly deranged this idea might sound to mine own ears, it has a certain for me not fully fathomable appeal I cannot ignore.
[ Besides, I'd love to see the ridiculousness of heavies trying to breach-forge-like bunny hop in CQC. I guess we all know quite well what such hopping ends in.] |
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7521
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Posted - 2015.03.04 23:21:00 -
[281] - 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
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Bright Steel
Horizons' Edge VP Gaming Alliance
1017
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Posted - 2015.03.04 23:51:00 -
[282] - 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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Big miku
Nation of Miku
481
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Posted - 2015.03.04 23:56:00 -
[283] - Quote
Bright Steel wrote:
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...
No the question that needs to be answered is, What does CCP intend with the only 2 Heavy Weapons? |
el OPERATOR
Capital Acquisitions LLC Bad Intention
899
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Posted - 2015.03.05 00:00:00 -
[284] - Quote
Adipem Nothi wrote:el OPERATOR wrote: 21 db scans are only 45-¦ angle capture and only 100m range. They also (iirc) only light for 10seconds but are 30 second cooldown.
GalLogi 21dB Active ScansProx - 60m, 45-¦, 15 sec visibility, 10 sec cooldown Creo - 100m, 60-¦, 7.5 sec visibility, 15 sec cooldown Flux - 200m, 90-¦, 12 sec visibility, 30 sec cooldown Qua - 100m, 60-¦, 30 sec visibility, 40 sec cooldown
All still countered by the counter, an appropriately dampened Stealth Scout.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Bright Steel
Horizons' Edge VP Gaming Alliance
1017
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Posted - 2015.03.05 01:32:00 -
[285] - 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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Luther Mandrix
WASTELAND JUNK REMOVAL
438
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Posted - 2015.03.05 01:36:00 -
[286] - 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. What else would a heavy shoot if we had more heavy weapons maybe the numbers would be lower. ps lasers suck ,I was proto laser and proto commando and amarr assault and it was so bad i respected to Gallentee. |
Bright Steel
Horizons' Edge VP Gaming Alliance
1017
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Posted - 2015.03.05 01:42:00 -
[287] - 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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Imp Smash
Molon Labe. General Tso's Alliance
720
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Posted - 2015.03.05 02:14:00 -
[288] - Quote
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. Why is that? I posit -- because more armor plates for logi rep tools.
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. |
Bright Steel
Horizons' Edge VP Gaming Alliance
1017
|
Posted - 2015.03.05 02:51:00 -
[289] - 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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Adipem Nothi
Nos Nothi
7264
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Posted - 2015.03.05 02:54:00 -
[290] - Quote
el OPERATOR wrote:Adipem Nothi wrote:el OPERATOR wrote: 21 db scans are only 45-¦ angle capture and only 100m range. They also (iirc) only light for 10seconds but are 30 second cooldown.
GalLogi 21dB Active ScansProx - 60m, 45-¦, 15 sec visibility, 10 sec cooldown Creo - 100m, 60-¦, 7.5 sec visibility, 15 sec cooldown Flux - 200m, 90-¦, 12 sec visibility, 30 sec cooldown Qua - 100m, 60-¦, 30 sec visibility, 40 sec cooldown All still countered by the counter, an appropriately dampened Stealth Scout. What we should asking ourselves is whether or not permascan at 21dB is appropriate.
Did we not replace passive scans with active scans on the assumption that they wouldn't be "always on"? That they would improve EWAR interplay? That they would be more about hide & seek and less about absolutes?
Run a dampened Scout in competitive play or be perma-scanned.
^ How is this not an absolute?
I believe that Dampened Assaults should be a viable slayer option in PC; the fact that they aren't artificially inflates Scout usage. To require 3 lows of Assaults to simply "not always be on radar" is to require too much. I say we drop that requirement from 3 to 2. Let them play hide & seek with GalLogis. Let the GalLogi run a Focused Scanner and paint sections of sockets periodically rather than the entirety of a city constantly.
Shoot scout with yes.
- Ripley Riley
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Bright Steel
Horizons' Edge VP Gaming Alliance
1017
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Posted - 2015.03.05 02:59:00 -
[291] - 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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Alena Ventrallis
Intara Direct Action Caldari State
2581
|
Posted - 2015.03.05 06:46:00 -
[292] - Quote
Notice how the scrambler rifle isn't up there? Almost like it's not OP or something. Weird.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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CCP Rattati
C C P C C P Alliance
17911
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Posted - 2015.03.05 06:47:00 -
[293] - Quote
Alena Ventrallis wrote:Notice how the scrambler rifle isn't up there? Almost like it's not OP or something. Weird. It's right up there, a few hundred kills from the top 10...
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Mexxx Dust-Slayer
Negative-Feedback
400
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Posted - 2015.03.05 08:45:00 -
[294] - Quote
Alena Ventrallis wrote:Notice how the scrambler rifle isn't up there? Almost like it's not OP or something. Weird. Notice the armor meta. |
Mexxx Dust-Slayer
Negative-Feedback
400
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Posted - 2015.03.05 10:00:00 -
[295] - Quote
Bright Steel wrote: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. I agree with what both of you are saying, the HMG is definitely OP but it is not the sole factor. It's the fact that the amarr sentinel is flat out better than the other sentinels and most survivable against scouts paired up with the logis on them. If this were not the case, HMG sentinels would be behind in the PC data. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7524
|
Posted - 2015.03.05 10:59:00 -
[296] - 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
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Alena Ventrallis
Intara Direct Action Caldari State
2585
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Posted - 2015.03.05 15:00:00 -
[297] - Quote
CCP Rattati wrote:Alena Ventrallis wrote:Notice how the scrambler rifle isn't up there? Almost like it's not OP or something. Weird. It's right up there, a few hundred kills from the top 10... Yet outclassed by I see 12 weapons I believe? I do not deny its power at all, but there is a reason it isn't in the top 5, or even the top 10. I meant no offense to you, I simply get frustrated when people call a weapon OP without considering all data points.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Adipem Nothi
Nos Nothi
7290
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Posted - 2015.03.05 15:14:00 -
[298] - Quote
Alena Ventrallis wrote: ... I simply get frustrated when people call a weapon OP without considering all data points. Or it could have something to do with the prevalence of armor tank in PC.
I wouldn't be quick to label the ScR "not OP" ... it is presently Nyain San's (Addict, Kaizuka, Milkman, Aki etc) weapon of choice when stomping Ambush pubs, and we know for a fact that these guys don't fool around when it comes to pubstomping.
Shoot scout with yes.
- Ripley Riley
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Aeon Amadi
Chimera Core
8918
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Posted - 2015.03.05 15:26:00 -
[299] - 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.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Alena Ventrallis
Intara Direct Action Caldari State
2585
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Posted - 2015.03.05 15:30:00 -
[300] - Quote
Adipem Nothi wrote:Alena Ventrallis wrote: ... I simply get frustrated when people call a weapon OP without considering all data points. Or it could have something to do with the prevalence of armor tank in PC. I wouldn't be quick to label the ScR "not OP" ... it is presently Nyain San's (Addict, Kaizuka, Milkman, Aki etc) weapon of choice when stomping Ambush pubs, and we know for a fact that these guys don't fool around when it comes to pubstomping. As I've said before, the ScR is indeed very powerful, but for a very limited window. Overheat is a punishing disadvantage. If it really was that OP, would it not have a larger presence in PC? Yet it doesn't even make the top ten. Pubs are a contentious place to look for balancing, because you are not on an equal playing field; yes, my Viziam is going to maul starter suits, just like any other proto rifle will. PC is the best place to look for balance issues because everyone is on similar footing in terms of gear. We are all basically in proto suits with proto weapons and proto mods. So seeing what is used in PC gives a good look at what needs to be tweaked.
IT should by no means be the only data point. We should consider all data points, like PC usage, DPS, range, ease-of-use, alpha damage, etc. But PC usage is all about optimization, and if the ScR really was the wondeful death-machine some forum wariors make it out to be, then the top players of PC would be using it when they clearly aren't.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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