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Thread Statistics | Show CCP posts - 13 post(s) |
Adipem Nothi
Nos Nothi
7291
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Posted - 2015.03.05 15:37:00 -
[301] - Quote
Alena Ventrallis wrote:... If it really was that OP, would it not have a larger presence in PC? Not necessarily.
The ScR is notoriously bad against heavily armored sentinels, and PC today is all about heavily armored sentinels. Meta is likely more at play here than the weapon itself. The one unit type the ScR cannot melt in an instant just so happens to be the dominant unit type in competitive play.
Shoot scout with yes.
- Ripley Riley
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
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Posted - 2015.03.05 15:44:00 -
[302] - 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
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Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
479
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Posted - 2015.03.05 16:00:00 -
[303] - Quote
CCP Rattati wrote: Also to note, MN Assault trending rapidly up, may need reining in soon.
Try nerfing the stamina gain on it.
Its got 250% of the Gal/Cal assault stamina gain, and ~166% the stamina gain of the Amarr assault. With the advantage in speed that the minmitar assault has, it gives that one suit a massive advantage in mobility over the other assaults.
I made a thread about this a while back but nobody seemed to think it was overpowered, but I think its probably why the min assault is so well used. You get mobility better than all but the minmitar scout with slighty under your run of the mill assault's health.
I'd suggest making the stamina gain 30/s like the Amarr assault and see if that helps before taking any more drastic measures.
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Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
479
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Posted - 2015.03.05 16:02:00 -
[304] - Quote
Archduke Ferd1nand wrote:I, for one, am incredibly surprised that there isn't a single Gal Assault/ TAR up there Also Gal Scout...? You sure this wasn't from last patch? Scouts are irrelevant for slaying in PC now. Only reason to use one is for links and RE's on the same fit.
Gal/Cal scouts are still very good in PC with shotguns and remotes. I don't know what game you're playing, but it aint Dust 514. |
Adipem Nothi
Nos Nothi
7294
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Posted - 2015.03.05 16:13:00 -
[305] - Quote
Vesta Opalus wrote:Archduke Ferd1nand wrote:Also Gal Scout...? You sure this wasn't from last patch? Scouts are irrelevant for slaying in PC now. Only reason to use one is for links and RE's on the same fit. Gal/Cal scouts are still very good in PC with shotguns and remotes. I don't know what game you're playing, but it aint Dust 514.
If your enemy is fielding GalLogi scans (which is the new meta), GA/CA Scouts are still your best options at getting under those scans and getting close to the blob. Assaults make for superior slayers, but they can't beat 21 dB permascan without gimping themselves.
If your enemy is not fielding GalLogi scans, then Archduke's assessment is closer to correct, though the MN Scout's hacks are another great reason to use a Scout suit in PC.
Shoot scout with yes.
- Ripley Riley
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Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
479
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Posted - 2015.03.05 16:17:00 -
[306] - Quote
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. |
Alena Ventrallis
Intara Direct Action Caldari State
2585
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Posted - 2015.03.05 16:24:00 -
[307] - Quote
Adipem Nothi wrote:Alena Ventrallis wrote:... If it really was that OP, would it not have a larger presence in PC? Not necessarily. The ScR is notoriously bad against heavily armored sentinels, and PC today is all about heavily armored sentinels. Meta is likely more at play here than the weapon itself. The one unit type the ScR cannot melt in an instant just so happens to be the dominant unit type in competitive play. And this is one of its balancing points; it sucks against armor. I proposed a solution that would nerf its shield killing while not hurting its armor killing awhile back but it never got traction. But I hold by the fact that the ScR isn't in the top ten when it comes to kills in PC, and the fact that the shotgun, a weapon with ~1/20 the optimal (Shotgun: 4m vs ScR: 75m) and barely more DPS ( Viziam ScR: 715, CreoDron Shotgun: 754) is head and shoulders above the ScR in presence, and the shotgun also has an armor weakness. The ScR is powerful no doubt, but that power comes at a high price, a price people obviously aren't willing to pay by a very large margin.
I would also pooint out that over 90% of all ScR kills come from a single suit. The ScR has about 400 kills on a couple of scouts, and other than that no presence on any other suit, save Amarr Assault.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Himiko Kuronaga
Fatal Absolution Negative-Feedback
5189
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Posted - 2015.03.05 16:25:00 -
[308] - Quote
Mexxx Dust-Slayer wrote: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.
Also notice the lag meta.
Semi-autos lose DPS in poor frame rate environments. PC isn't exactly stellar in this regard.
Usually banned for being too awesome.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7530
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Posted - 2015.03.05 16:30:00 -
[309] - 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
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Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
479
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Posted - 2015.03.05 16:39:00 -
[310] - Quote
Alena Ventrallis wrote:Adipem Nothi wrote:Alena Ventrallis wrote:... If it really was that OP, would it not have a larger presence in PC? Not necessarily. The ScR is notoriously bad against heavily armored sentinels, and PC today is all about heavily armored sentinels. Meta is likely more at play here than the weapon itself. The one unit type the ScR cannot melt in an instant just so happens to be the dominant unit type in competitive play. And this is one of its balancing points; it sucks against armor. I proposed a solution that would nerf its shield killing while not hurting its armor killing awhile back but it never got traction. But I hold by the fact that the ScR isn't in the top ten when it comes to kills in PC, and the fact that the shotgun, a weapon with ~1/20 the optimal (Shotgun: 4m vs ScR: 75m) and barely more DPS ( Viziam ScR: 715, CreoDron Shotgun: 754) is head and shoulders above the ScR in presence, and the shotgun also has an armor weakness. The ScR is powerful no doubt, but that power comes at a high price, a price people obviously aren't willing to pay by a very large margin. I would also pooint out that over 90% of all ScR kills come from a single suit. The ScR has about 400 kills on a couple of scouts, and other than that no presence on any other suit, save Amarr Assault.
I keep trying to get this point across too: its way too good against shields to be balanced and not good enough against armor to be useful in PC. Nobody wants to touch their precious scrambler rifle to fix it, but until both of these issues are fixed its going to be a ****** weapon, both in terms of prohibiting real shield tanking and being not good enough in competitive environments.
Its overpowered and underpowered at the same time but whenever I suggest fixing it people cry like babies. And the problem is even worse for the ASCR since you cant front load massive damage bursts by clicking fast enough. |
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Alena Ventrallis
Intara Direct Action Caldari State
2587
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Posted - 2015.03.05 16:39:00 -
[311] - Quote
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.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
479
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Posted - 2015.03.05 16:40:00 -
[312] - Quote
Breakin Stuff wrote: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.
Probably the blaster still wont be used in dropships, their range is too crappy (or did it get buffed? Im too lazy to look).
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Alena Ventrallis
Intara Direct Action Caldari State
2587
|
Posted - 2015.03.05 16:45:00 -
[313] - Quote
Vesta Opalus wrote:Alena Ventrallis wrote:Adipem Nothi wrote:Alena Ventrallis wrote:... If it really was that OP, would it not have a larger presence in PC? Not necessarily. The ScR is notoriously bad against heavily armored sentinels, and PC today is all about heavily armored sentinels. Meta is likely more at play here than the weapon itself. The one unit type the ScR cannot melt in an instant just so happens to be the dominant unit type in competitive play. And this is one of its balancing points; it sucks against armor. I proposed a solution that would nerf its shield killing while not hurting its armor killing awhile back but it never got traction. But I hold by the fact that the ScR isn't in the top ten when it comes to kills in PC, and the fact that the shotgun, a weapon with ~1/20 the optimal (Shotgun: 4m vs ScR: 75m) and barely more DPS ( Viziam ScR: 715, CreoDron Shotgun: 754) is head and shoulders above the ScR in presence, and the shotgun also has an armor weakness. The ScR is powerful no doubt, but that power comes at a high price, a price people obviously aren't willing to pay by a very large margin. I would also pooint out that over 90% of all ScR kills come from a single suit. The ScR has about 400 kills on a couple of scouts, and other than that no presence on any other suit, save Amarr Assault. I keep trying to get this point across too: its way too good against shields to be balanced and not good enough against armor to be useful in PC. Nobody wants to touch their precious scrambler rifle to fix it, but until both of these issues are fixed its going to be a ****** weapon, both in terms of prohibiting real shield tanking and being not good enough in competitive environments. Its overpowered and underpowered at the same time but whenever I suggest fixing it people cry like babies. And the problem is even worse for the ASCR since you cant front load massive damage bursts by clicking fast enough. I proposed a solution to its shield devastation that never gained traction.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
479
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Posted - 2015.03.05 16:52:00 -
[314] - Quote
Alena Ventrallis wrote:Vesta Opalus wrote:Alena Ventrallis wrote:Adipem Nothi wrote:Alena Ventrallis wrote:... If it really was that OP, would it not have a larger presence in PC? Not necessarily. The ScR is notoriously bad against heavily armored sentinels, and PC today is all about heavily armored sentinels. Meta is likely more at play here than the weapon itself. The one unit type the ScR cannot melt in an instant just so happens to be the dominant unit type in competitive play. And this is one of its balancing points; it sucks against armor. I proposed a solution that would nerf its shield killing while not hurting its armor killing awhile back but it never got traction. But I hold by the fact that the ScR isn't in the top ten when it comes to kills in PC, and the fact that the shotgun, a weapon with ~1/20 the optimal (Shotgun: 4m vs ScR: 75m) and barely more DPS ( Viziam ScR: 715, CreoDron Shotgun: 754) is head and shoulders above the ScR in presence, and the shotgun also has an armor weakness. The ScR is powerful no doubt, but that power comes at a high price, a price people obviously aren't willing to pay by a very large margin. I would also pooint out that over 90% of all ScR kills come from a single suit. The ScR has about 400 kills on a couple of scouts, and other than that no presence on any other suit, save Amarr Assault. I keep trying to get this point across too: its way too good against shields to be balanced and not good enough against armor to be useful in PC. Nobody wants to touch their precious scrambler rifle to fix it, but until both of these issues are fixed its going to be a ****** weapon, both in terms of prohibiting real shield tanking and being not good enough in competitive environments. Its overpowered and underpowered at the same time but whenever I suggest fixing it people cry like babies. And the problem is even worse for the ASCR since you cant front load massive damage bursts by clicking fast enough. I proposed a solution to its shield devastation that never gained traction.
Yeah I think thats a good start on fixing the problem, though I think armor damage for the scrambler might actually need to go up some before it gets there. Any change in the right direction is welcome though. The ASCR in particular needs help with this, but it looks like instead of a profile change Rattatti is giving it a straight damage boost (which makes it more effective against already ****** over shield suits, oh boy!) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7531
|
Posted - 2015.03.05 16:53:00 -
[315] - 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
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Adipem Nothi
Nos Nothi
7297
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Posted - 2015.03.05 16:54:00 -
[316] - Quote
Interesting. But why create a separate damage profile for the ScR? Why not apply this proposed profile to all laser weaponry?
(simply curious ... not trying to poke holes in your proposition)
Shoot scout with yes.
- Ripley Riley
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Alena Ventrallis
Intara Direct Action Caldari State
2590
|
Posted - 2015.03.05 17:00:00 -
[317] - Quote
Adipem Nothi wrote:Interesting. But why create a separate damage profile for the ScR? Why not apply this proposed profile to all laser weaponry? (simply curious ... not trying to poke holes in your proposition) For similar reasons to the CR not having -20/+20 like the MD. I feel like +15/-15 is opposite the CR -15/+15, and the LR +20/-20 is opposite the MD -20/+20. Lore-wise, Eve ships have different ammo types that trade range for more damage. The short range laser ammo in Eve does this by upping thermal damage along with em damage, meaning the ScR is loaded with short range crystals that deal some thermal damage (thus +15/-15) while the LR is loaded with a long range crystal (thus +20/-20) And in the end, the range profile in my eyes did more good than harm.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Alena Ventrallis
Intara Direct Action Caldari State
2590
|
Posted - 2015.03.05 17:01:00 -
[318] - Quote
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.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Vesta Opalus
T.H.I.R.D R.O.C.K RISE of LEGION
479
|
Posted - 2015.03.05 17:02:00 -
[319] - Quote
Adipem Nothi wrote:Interesting. But why create a separate damage profile for the ScR? Why not apply this proposed profile to all laser weaponry? (simply curious ... not trying to poke holes in your proposition)
Because we want the weapon to be balanced, which it is not right now. Damage profile change is a quick step in the right direction and might fix both issues with the gun (shields are completely worthless at any EHP value against a scrambler and large amounts of armor tank make the scrambler almost unusable) at the same time. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
|
Posted - 2015.03.05 17:12:00 -
[320] - 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
|
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Aeon Amadi
Chimera Core
8921
|
Posted - 2015.03.05 17:13:00 -
[321] - Quote
As far as damage profiles, I really wish we borrowed more from Eve and had the whole EM/Thermal/Kinetic/Explosive damage layout that we could individually tweak to what we're fighting against specifically instead of just being stuck with it.
Can you imagine how awesome it would be to run armor and have all your resistances geared against Explosive to handle up on Mass Drivers/Grenades, but having a Thermal hole that Blaster weapons (like the AR) could punch through easier..? Would be so much more fun in my opinion.
But, alas, it's just Armor vs Shield with five different weapon types.
..... Although, in retrospect, if we had modules to increase our resistance to certain weapons in the same slots as buffer... That'd be cool....
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Balistyc Farshot
The Exemplars RISE of LEGION
80
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Posted - 2015.03.05 17:21:00 -
[322] - Quote
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?
Heavy with a massive bullet hose called Lola (Burst HMG).
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Alena Ventrallis
Intara Direct Action Caldari State
2590
|
Posted - 2015.03.05 17:27:00 -
[323] - Quote
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.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
|
Aeon Amadi
Chimera Core
8921
|
Posted - 2015.03.05 17:27:00 -
[324] - Quote
Balistyc Farshot wrote:I have a great idea to nerf the HMG!
Everyone keeps focusing on range. That is one factor in all weapons. Why don't we take the ammo in the hopper down. Then we will see heavies perform closer to the PLC (I threw up a little thinking about heavies with PLCs.)
Heavies will then still be dangerous and use HMGs, but they will be down, reloading more. Using the burst like I do, the heat is the factor that has a huge impact, but bullets are also needed. This will take the time the guns are spraying a crowd down. Don't expect them to disappear from PCs, just expect more percision and team work to keep the HMGs up on the battlefield then.
As a heavy, I yell out, reloading a lot, then step back. Sometimes my logis and I have had to fight with sidearms because the scouts wouldn't let us reload. It makes for more nail biting conflicts. Instead of the back and forth of nerfing ranges and dps. The HMG needs to continue to out DPS the other weapons at CQC. If you make variants that is great, but reduce the ammo on the boundless because it doesn't have a downside or skill requirement. Make clip management the downside.
What do people think?
I think we've kittened around long enough with heat/reload/ammo to know that at this point it is the sheer killing potential that is the problem. Heat/Reload/Ammo doesn't matter when everyone in front of you is already dead.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Dust User
KILL-EM-QUICK RISE of LEGION
1738
|
Posted - 2015.03.05 17:27:00 -
[325] - Quote
Nerfing heavies will not fix the main problem that causes heavy spam in the first place which is map design. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
|
Posted - 2015.03.05 17:27:00 -
[326] - 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
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7533
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Posted - 2015.03.05 17:31:00 -
[327] - 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
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Kaeru Nayiri
Ready to Play
546
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Posted - 2015.03.05 20:04:00 -
[328] - Quote
Big miku wrote:Adipem Nothi wrote:My Flaylock wants some homing missiles, por favor. Now that would cause an out roar, but in a way Titanfall pulled it off perfectly with the Smart Pistol MK5, doubt CCP could do it.
He's commenting on the fact that the description of the flaylock SAYS IT CAN HOME IN ON TARGETS, and agreeing with Break'n Stuff about how descriptions on the items in this game "live in another world".
Know what cannot be known.
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Benjamin Ciscko
Negative-Feedback
3645
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Posted - 2015.03.05 20:16:00 -
[329] - Quote
Random1628 wrote:CCP Rattati wrote:Also, Large Basic Frames are being used in PC, that is a conundrum to me...
Well I don't know the exact reason for the use of the Amarr and Caldari Heavy Frames, I do know the reasons for using the Minmatar and Gallente and that being speed. Now I use the Minmatar Heavy Frame because of the increased base movement speed with sprint speed of 7.71 with two Kin Cats and the Burst HMG and I'd like to think that I got most of those kills but I don't know for sure and the probably the reason some one/people use the Gallente is for the 7.85 sprint speed but I don't know anyone that uses it. I don't get the caldari but Minmatar is definitely useable with the sprint and strafe over the actual sentinel not sure about gallente but the Amarr is understandable because you have a 2/3 slot layout so if you want to double as a forger but don't want an entirely new suit you can save some sp and get the frame.
Fatal Absolution Director
http://imgur.com/VwYJUI3
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Balistyc Farshot
The Exemplars RISE of LEGION
81
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Posted - 2015.03.05 20:22:00 -
[330] - Quote
Aeon Amadi wrote:Balistyc Farshot wrote:I have a great idea to nerf the HMG!
I think we've kittened around long enough with heat/reload/ammo to know that at this point it is the sheer killing potential that is the problem. Heat/Reload/Ammo doesn't matter when everyone in front of you is already dead.
Aeon - We have played around with the DPS of the HMG as well. Nerfing dmg is not going to fix the problem until you get on the razor's edge of balanced. The issue is if the HMG gets a lower TTK than any other gun at CQC, then heavies will change to that gun and it will be the next to be nerfed.
You need to change an aspect of the HMG to make it less of a continual death weapon. Heavies are anchored death machines, so make them commit to fewer kills without reducing the TTK. Shotguns currently drop a full armor sentinel in 3 shots. 1.5 seconds per shot. The proto HMG needs to be able to deal more than 2k hp (Most EHP of any suit) in 4.5 seconds. There is the line using math.
If you don't then the shotgun will be the next OP weapon to be awaiting its nerf and the vicious cycle.
The gun not being on permanent ready is the leveling agent we need to reduce. The other option I had was add in spin up time, like the forge gun, but that feels like it would be too painful and extreme to the HMG.
15 dmg per bullet, 400 bullets roughly per hmg clip, roughing it out a little. 6,000 dmg per hopper. I will say the average suit has 1,000 ehp. That is 6 suits dying to him before he reloads.
15*400=6,000 - droping DPS reduces the TTK which will change the gun entirely 15*200=3,000 - same TTK, but now team efforts will dig out heavy groups much easier.
Simply get them to waste their ammo and use cover. The current dispersion makes range difficult, now it is scary to shoot at target outside of optimal range because reload is 3 seconds of weapons down. Balances out the HMG. Heavy on heavy battles will require a reload typically now too, which will be very interesting. This will cause less outrage and they can slowly turn this dial back.
Breakin Stuff wrote:Balistyc Farshot wrote:I have a great idea to nerf the HMG!
What do people think? this would require a much faster loading time to be viable. Which would negate a lot of the intent.
What? I am saying make heavies count their bullets because during reloads they are vulnerable. Hell, extend the reload time with this and really make them commit to musket style defense. See where I am going? First line, then second. The heavies with skill will feel some impact but still be able to hold a point.
Heavy with a massive bullet hose called Lola (Burst HMG).
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