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Thread Statistics | Show CCP posts - 13 post(s) |
jade gamester
Dead Man's Game RUST415
159
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Posted - 2015.03.04 11:11:00 -
[241] - Quote
Big miku wrote:jade gamester wrote:its one of those moments really... " omg all these heavies with hmgs" oh wait that's there oonly weapon unless they forge which they cant because ccp nerfed splash lmao He mentioned how the HMG, a Heavy Weapon, is encroaching on the Blaster Rifles, a light weapon, Turf as being a concern. So this my be a ploy to get Sentinels to switch to Blaster Rifles. I've seen though his plot, nope, combat rilfe all day. I mean why would you use a blaster when every uses armour mainly? so weird hahaha
exposedsquad
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
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Posted - 2015.03.04 11:18:00 -
[242] - Quote
Big miku wrote:jade gamester wrote:its one of those moments really... " omg all these heavies with hmgs" oh wait that's there oonly weapon unless they forge which they cant because ccp nerfed splash lmao He mentioned how the HMG, a Heavy Weapon, is encroaching on the Blaster Rifles, a light weapon, Turf as being a concern. So this my be a ploy to get Sentinels to switch to Blaster Rifles. I've seen though his plot, nope, combat rilfe all day.
Oh you big bad expert, you.
I run sentinel without a logi leash crutch constantly. It is not necessary.
Further, Sentinels were never defined as a CQC role. That was assumed because the HMG was CQC.
What the hell were you gonna do if a heavy laser comes out with 200m optimal?
It'll work on infantry too. Ya gonna beat the "heavies are for CQC only drum hard then too?
There has never been a developer statement that sentinels are CQC. The HMG on the other hand... but things can change and designs can be rebuilt to fit the balance needs of the game.
Not some random player vision of how they think it should be.
Heavies are only CQC so long as the weapons dictate such.
AV
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Big miku
Nation of Miku
477
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Posted - 2015.03.04 11:27:00 -
[243] - Quote
Breakin Stuff wrote:Oh you big bad expert, you.
I run sentinel without a logi leash crutch constantly. It is not necessary.
Further, Sentinels were never defined as a CQC role. That was assumed because the HMG was CQC.
What the hell were you gonna do if a heavy laser comes out with 200m optimal?
It'll work on infantry too. Ya gonna beat the "heavies are for CQC only drum hard then too?
There has never been a developer statement that sentinels are CQC. The HMG on the other hand... but things can change and designs can be rebuilt to fit the balance needs of the game.
Not some random player vision of how they think it should be.
Heavies are only CQC so long as the weapons dictate such.
There is no other heavy weapons, taking away their only weapon now, or forcing it into a "suppression" Role as in reducing its killing power to that of an Rifle will just mean a hot swap to Combat Rifles, again as in what happened at the start of Upraising.
Also, How you solo play your heavy in PUBs don't matter, a majority of Heavies when defending those clustered City points don't have "logi leashes" unless they are pushing or actively defending, they do however have support from those logis in the form of Hives, Scans, and spot heals.
"Not some random player vision of how they think it should be." Funny how this applies to you more so than me. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
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Posted - 2015.03.04 11:37:00 -
[244] - Quote
Big miku wrote:
There is no other heavy weapons, taking away their only weapon now, or forcing it into a "suppression" Role as in reducing its killing power to that of an Rifle will just mean a hot swap to Combat Rifles, again as in what happened at the start of Upraising.
Also, How you solo play your heavy in PUBs don't matter, a majority of Heavies when defending those clustered City points don't have "logi leashes" unless they are pushing or actively defending, they do however have support from those logis in the form of Hives, Scans, and spot heals.
"Not some random player vision of how they think it should be." Funny how this applies to you more so than me.
Not only have I played, but I have successfully FC'd in planetary conquest. More than once.
Quit trying to pass me off as an unenlightened pubstar.
Now that this is out of the way, the only benefit that the PC meta of heavies, heavies everywhere, is to point out that all other choices are poor in comparison. this is a flagrant indication that there is a problem. The meta is creeping into pubmatches as well.
Assaults have no place in PC. this is NOT "working as intended." Tanks have no real utility in PC except as a distraction. This is NOT "working as intended." ADS are simply flying uplink deployment platforms.
Really? Heavies are fine, when they are the ONLY active role in PC besides scouts, which are the only class of dropsuit suited to KILLING said heavies?
The HMG is not "fine." The HMG is not even "all right."
Trying to push that on me when I've been running HMGs since the ass end of Codex closed beta is not going to get you any traction. I have seen HMGs at overpowered and underpowered at both ends of the spectrum.
I believe that a range nerf is the WRONG thing.
However keeping the heavy machinegun as-is without change is bluntly A BAD THING. i really don't care if it inconveniences PC players who don't want to have to learn a new trick.
In fact all your post does is make me want to do is say "Hey Rattati, I changed my mind, nerf the ever-loving Sh*t out of my gun please. I want to see the FOTM people scream and cry more than I want it to remain useful."
Knock off the entitled attitude, it gets you no points with me, any more than vehicle drivers screaming that it's unfair that infantry can kill them gets traction with me.
Nerf my gun, please.
AV
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Big miku
Nation of Miku
477
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Posted - 2015.03.04 11:37:00 -
[245] - Quote
About that "HMG stepping on the Blasters Range game"
The HMG is listed at having 33m Opt and 55m Effective compared to the Blasters 50 Optimal and 78 effective.
Would it be possible to see the ranges that most HMG kills take place and the ammo expenditure to acquire those kills as well as the typical life Span and K:D of those heavy in PC?
Can we have more numbers. |
Big miku
Nation of Miku
477
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Posted - 2015.03.04 11:44:00 -
[246] - Quote
Breakin Stuff wrote:Words and ego
You're not a PUB star, clearly a Forum Star.
You say assaults and ADS have no place in PC but many people would tell you otherwise. ADS are a godsend for taking out people on those outside points and popping as well as dropping those high top uplinks. ADS can lock down a point solo and many times requires and answer.
And assaults are all over PC, you make it sound as if PC is just Heavy and Logis, the numbers clearly show Assaults, Minni ones, are prevalent in PC, and what do those have? Speed, a hard counter to the HMG.
Again who are you? Just some forum rat.
Although I do agree with tanks being mostly distractions or ADS Removal. |
Big miku
Nation of Miku
477
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Posted - 2015.03.04 11:47:00 -
[247] - Quote
No point in arguing with you, You've made it clear you want the Heavy to be "Area Denial without actual area denying weapons" and AV. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
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Posted - 2015.03.04 11:56:00 -
[248] - Quote
Big miku wrote:No point in arguing with you, You've made it clear you want the Heavy to be "Area Denial without actual area denying weapons" and AV. And bluntly you're pushing keeping the current meta which is broken, which the numbers clearly show are broken, and then claiming you are being reasonable.
When the numbers of HMG kills outnumber all comers by THAT WIDE a margin, then exactly in what reality is this indicating that HMGs are working in a well balanced fashion?
If there's a serious place for assaults, why are the assault kill numbers so very distant behind sentinels and scouts?
Do tell just how keeping sentinels in CQC is advantagious to the game in general, and not turning out to be detrimental.
So far your most compelling argument has been "Sentinels are supposed to be CQC." That's not evidence, it's an assertion.
AV
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3091
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Posted - 2015.03.04 12:06:00 -
[249] - Quote
CCP Rattati wrote: To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Well then I hope you buff the Python then. Swarms already 3-shot even the best fits, and they do -20% damageGǪ
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7487
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Posted - 2015.03.04 12:13:00 -
[250] - Quote
Vulpes Dolosus wrote:CCP Rattati wrote: To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Well then I hope you buff the Python then. Swarms already 3-shot even the best fits, and they do -20% damageGǪ I think the idea is to separate anti-air and antitank swarms from each other.
AV
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Sgt Kirk
Fatal Absolution Negative-Feedback
9733
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Posted - 2015.03.04 13:35:00 -
[251] - Quote
CCP Rattati wrote: To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Whoa, don't tell me you consider my post an outrage of anger.
That's standard sarcasm that's found literally everywhere and did no think you'd find something like that as an outrage.
it's lighthearted way of saying another anti armor AV weapon shouldn't be brought into this game until at least some other viable anti shield weaponry is brought in.
So sorry you took that as "offensive"
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Sgt Kirk
Fatal Absolution Negative-Feedback
9733
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Posted - 2015.03.04 13:42:00 -
[252] - Quote
Breakin Stuff wrote:Vulpes Dolosus wrote:CCP Rattati wrote: To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Well then I hope you buff the Python then. Swarms already 3-shot even the best fits, and they do -20% damageGǪ I think the idea is to separate anti-air and antitank swarms from each other. I'm really glad this is finally being taken into consideration.
I've said this since closed beta and it has always fell on deaf ears or the feedback was completely negative.
Also, I don't see why you'd need to buff swarms right off the bat, that's jumping the gun a bit. We don't even know how they will behave.
I proposed a moderate damage, long range, high speed missile with a longer lock up time. Not as powerful as basic swarms (now the anti tank swarms?)
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7494
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Posted - 2015.03.04 13:59:00 -
[253] - Quote
Sgt Kirk wrote: Also, I don't see why you'd need to buff swarms
Going to stop you right there.
No.
this thought is bad.
swarms need ZERO buffing.
it is not at any point being suggested.
AV
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Sgt Kirk
Fatal Absolution Negative-Feedback
9733
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Posted - 2015.03.04 15:00:00 -
[254] - Quote
Breakin Stuff wrote:Sgt Kirk wrote: Also, I don't see why you'd need to buff swarms
Going to stop you right there. No. this thought is bad. swarms need ZERO buffing. it is not at any point being suggested. Sorry I meant Pythons. If they make the current swarms anti tank and slower with the already mentioned idea for Anti air missiles is there a need to buff the python right off the bat?
That's reminiscent of old CCP tactics of vehicle balance of changing too many things at once and that never went over well.
As long as 4/5 (80%) of infantry AV weapons are Anti Armor based you're never going to achieve vehicle balance CCP
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7497
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Posted - 2015.03.04 15:08:00 -
[255] - Quote
Sgt Kirk wrote:Breakin Stuff wrote:Sgt Kirk wrote: Also, I don't see why you'd need to buff swarms
Going to stop you right there. No. this thought is bad. swarms need ZERO buffing. it is not at any point being suggested. Sorry I meant Pythons. If they make the current swarms anti tank and slower with the already mentioned idea for Anti air missiles is there a need to buff the python right off the bat? That's reminiscent of old CCP tactics of vehicle balance of changing too many things at once and that never went over well. Pretty much on the nose. he seems to have a plan. I just wish there was more shared. Certain statements in a vacuum can be uplifting or maddening.
Context is king.
AV
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ReGnYuM
State of Purgatory General Tso's Alliance
3517
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Posted - 2015.03.04 15:34:00 -
[256] - Quote
IMHO, I think the focus on the HMG rebalance needs to be its range. I think any PC player (or any seasoned vet) understands that if you run at a heavy full-frontal, you will lose. However, on numerous occasions I have have placed myself at reasonable distance and still I have been shredded down. The HMG's reach is just too much for the sockets we're playing in.
As for the Heavies role, I am pretty sure it has been established that they're PtD (Point Defence). |
Balistyc Farshot
The Exemplars RISE of LEGION
79
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Posted - 2015.03.04 16:08:00 -
[257] - Quote
ReGnYuM wrote:IMHO, I think the focus on the HMG rebalance needs to be its range. I think any PC player (or any seasoned vet) understands that if you run at a heavy full-frontal, you will lose. However, on numerous occasions I have have placed myself at reasonable distance and still I have been shredded down. The HMG's reach is just too much for the sockets we're playing in.
As for the Heavy's role, I am pretty sure it has been established that they're PD (Point Defense).
I totally agree. +1
The other thing people need to consider is why a heavy is used for defense fundamentally. They are built for defense or assault over a short distance due to their speed.
Think of this as American football. We have big linemen pushing each other back in forth. The play has to go around this mob or be thrown over it, but don't expect those big guys to chase down a running back in the open or catch a pass. Instead they stop plays through the obvious routes and close off areas.
So the reason for this is that they can't chase, run for cover, or quick assault on a point except as slow ponderous beasts. So they are built for defense where distance is not required.
CCP - If the HMG gets nerfed, what is the outcome you are really driving for? More balanced gun use in PCs? CCP - Do you want people to use less heavies for defense? That is impossible when PC is requiring specialty of role.
Is the goal to have a diverse set of HMGs used by heavies. If so, please clarify this with the masses because the numbers will not change, just the gun titles.
The assault and scout will have his outside points because heavies are aweful out there but the city will always be for heavies because it is CQC building to building combat. 30m max. I just want to know the long game we are going for with this. I can switch to a shotgun if that is where we are going.
Heavy with a massive bullet hose called Lola (Burst HMG).
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Aeon Amadi
Chimera Core
8911
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Posted - 2015.03.04 17:46:00 -
[258] - Quote
CCP Rattati wrote:Kain Spero wrote:CCP Rattati wrote:
To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Would this anti-shield swarm launcher fall under the same skills? Also would it for the game logic be classified as a laser weapon (+20, -20)? yes, not sure, or hybrid, laser profile is very un-lorey
Missiles in Eve Online are the only weapon system- other than Drones - that can hit every single damage type depending on which one you use.
Damage TypeName EM --------------Mjolnir Explosive -----Nova Kinetic ---------Scourge Thermal -------Inferno
Missile systems also usually come in long and short range models, so it's not out of the realm of disbelief that there'd be a short/long range option for each one of those damage types - although, given Dust 514's nature, could just have four: Long-range EM/Explosive, short-range EM/Explosive. Gives more of a 'rock/paper/scissors' feel anyway.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Aeon Amadi
Chimera Core
8911
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Posted - 2015.03.04 18:06:00 -
[259] - Quote
Breakin Stuff wrote:The fact that the HMG tears apart an entire racial weapon line In that entire racial weapon line's optimal range. With no recourse. This is an imbalance. Saying that only maps are a factor when the HMG rendering gallente CQC killers pointless there is a problem.
The gun performs universally well on all heavy suits. Light infantry weapons cannot say the same.
In CQC there are no drawbacks to deploying an HMG sentinel. It is always the optimal choice. This is TEXTBOOK imbalance.
This meta needs to be killed with fire.
Gallente CQC Killers been saying this since 1.7, no-one batted an eye until they started talking about nerfing HMG DPS/Range. Now look at the comments over the past two pages x3
Big miku wrote:The HMG is THE ONLY CHOICE, for every Sentinel that wants to do CQC, what they are meant for. You cannot nerf the HMGs CQC, nothing will ever stop it from being used up close, you nerf the Basic and people will just use the SKB, which even now is just as good as the others.
You reduce its range and damage too much and, like at the start of upraising, Heavies will just switch to Rifles, Combat Rifles to be exact.
I forgot, you want the Heavy "out of CQC" and forced into some arbitrary role. Agaan, what is going to stop Heavies from having logis glued to them a pushing points?
The balance has always been the Heavies lack of Speed, lack of passive scans, lack of slot variety, lack of equipment, and the need of Logistical support to be effective.
Okay, cool, I'll play this game one more time even though it has been -exactly a year later- that I'm having to bring up the same arguments and counter-arguments:
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.
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?
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)?
It has very little to do with the maps. Yes, city gameplay does play a big part in it, but there's other factors to consider. This game revolves around four different factors when fitting: Offense (DPS/Range), Defense (EHP/Regen), Speed, and EWAR (Profile/Precision). The Sentinel has the absolute best in Offense and Defense, it's speed can be negated by circumstantial map layouts and vehicle use. Meaning it's only persistent weakness is EWAR and that's why there's so many freaggin Scouts.
Scouts are the only logical counter to an HMG Sentinel because they can get into range using EWAR and use high-alpha damage weaponry (shotguns/remote explosives/nova knives) to completely forego Sentinel Defense. That meta has been like that since 1.7/1.8 and only until now is it ever going to stop because they're wanting to nerf Sentinel HMGs because they're the only thing you can use in CQC other than -extreme CQC-, where the Scouts take over.
If you can provide an option for Sentinel HMGs to be balanced -AS A CQC WEAPON- without infringing on other CQC options and forcing EWAR tanking + high alpha, extreme CQC weaponry to be the only viable counter, I'll listen, but until then it's just going to have to get brought down a peg. This has been a long time coming, you guys have had this meta for an entire year and a lot of us theorized this was going to happen before it did and it went on deaf ears. Let us have our turn to figure out how to un-kitten the situation.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Adipem Nothi
Nos Nothi
7233
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Posted - 2015.03.04 18:41:00 -
[260] - Quote
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 has been this year, it is no where near as pronounced and single-moded as the prior year of AR-514.
Shoot scout with yes.
- Ripley Riley
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Fox Gaden
Immortal Guides Learning Alliance
6067
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Posted - 2015.03.04 18:44:00 -
[261] - Quote
CCP Rattati wrote:HMG dps and range will be toned down, burst hmg will keep current range, assault hmg will be a longer range autocannon with anti-vehicle capability. Interesting...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
6067
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Posted - 2015.03.04 19:02:00 -
[262] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Your logic is sound and I agree with it. I do not agree with the method. It has been done four times before and was an unmitigated disaster each time. I would MUCH rather have the DPS sharply nerfed and the range pushed out. I'd like to see the dispersion reduced because wide dispersion helps in CQC. There was no more difficult time in CQC than when the HMG got buggered up and it had laser beam dispersion. The other frustration I have had is there's a lot of us proposing ways to nerf and change the weapon just so the range nerf could be avoided. Not the damage nerf. The HMG has entirely too much DPS. But the range is the absolute drop-dead "please do not do this" for the vast majority of us who want to work with you to keep the stupid gun functional but not OP. we would like alternative options please. the linked spreadsheet is one example. But this came off as rather like the ADS: like we are percieved as not trying to give active alternatives to the way only a few people claim is working as intended. why can't we have both, the lower dps, short range hmg and use the burst as the one you are describing, tighter, longer stream, and assault is what we have talked about? While this makes the HMG less versatile, the Assault HMG changes might allow more versatility for the HMG Sentinel to adapt to open maps and longer ranges. It just means they can't do it all with the same fit. I am willing to see how it plays out before I pass judgement.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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PLAYSTTION
Corrosive Synergy RISE of LEGION
609
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Posted - 2015.03.04 20:47:00 -
[263] - Quote
My fix for the min assault
remove one low slot.
Done.
Gassault Calogi and more. Respec Pending.
- Open Beta Vet - 38 mil sp -
- Director of Corrosive Synergy -
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
3091
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Posted - 2015.03.04 21:08:00 -
[264] - Quote
Breakin Stuff wrote:Vulpes Dolosus wrote:CCP Rattati wrote: To address anti-shield concerns, after we add HAV progression, we will add anti-shield swarm launchers, and homing av-flux grenades, probably reduce lock on range on normal swarm launchers and add an anti-air version, most likely a single long range swarm missile to hopefully improve the rendering of incoming threats to dropships.
Well then I hope you buff the Python then. Swarms already 3-shot even the best fits, and they do -20% damageGǪ I think the idea is to separate anti-air and antitank swarms from each other. Honestly I don't agree with the on several points, both for AV and vehicles.
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.
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).
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).
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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el OPERATOR
Capital Acquisitions LLC Bad Intention
896
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Posted - 2015.03.04 21:22:00 -
[265] - Quote
Adipem Nothi wrote:The-Errorist wrote:Adipem Nothi wrote:Zaria Min Deir wrote:Adipem Nothi wrote: 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? There are three parts to EWAR: infiltration, counter-infiltration and recon. Between HF Alpha and HF Charlie, there were two competitive EWAR Scouts: GA Scout - Infiltration CA Scout - Counter-Infiltration, Recon (long-range / low-precision) Between HF Charlie and Falloff, there were three competitive EWAR Scouts: GA Scout - Infiltration AM Scout - Counter-Infiltration (short-range / low-precision) CA Scout - Recon (long range / high-precision) Following Falloff, there remains one competitive EWAR Scout: GA Scout - Infiltration
Today, passive counter-infiltration and passive recon are both insufficiently potent to compete with GalLogi long-range / low-precision active scans. Since Falloff, the GalLogi has replaced 2 of 3 EWAR Scouts and has become the only source of competitive recon and competitive counter-infiltration. Whether or not this is good or bad is up for debate, but if our thinking is like John Psi's in that "Scouts should be out scouting" then our thinking is out-dated. Scouts are still good for sneaking, but they are no longer good for scouting. 1. You didn't answer his question; you haven't make it clear how having the concentric scanning circles with scan precision falloff, ruined EWAR and somehow suddenly made the GalLogi better in comparison. 2. If anything, having a close range scanning circle with higher precision and a higher than base range scanning circle with lower precision, improves EWAR scouts and makes EWAR in general better with more counterplay (assualts can dampen a litlle, logis can scan a bit, and you can now play with varying zones of precision). 3. Also nothing about the GalLogi or active scanners changed with that. 1. Hmmm. Sorry about that. Maybe specific numbers will help: Prior to Falloff, an EWAR-maxed 250HP CA Scout provided passive recon at a fixed 20dB out to 91 meters. Today, the same unit scans at 10dB out to 12m, 20dB out to 29m, 26dB out to 58m. Prior to Falloff, an EWAR-maxed 288HP AM Scout provided passive recon at a fixed 18dB out to 86 meters. Today, the same unit scans at 9dB out to 9m, 18dB out to 22m, 23dB out to 44m. * Assumes units are decloaked (85% less range if cloaked). To summarize, the "effective range" of passive scans has been more-or-less reduced by half. Meanwhile, a GalLogi with multiple 21dB, 200m, 90 degree scanners covers much more area at greater intensity (and his recon is shared team-wide, with directional arrows). A Field Commander who knows what he's doing will field a GalLogi for recon before he fields an AM or CA Scout.
2. High-intensity inner scan rings serve to provide early warning of incoming flank attack, and that's pretty much it. Beyond "I'm being attacked over here" inner scan rings are far too limited in range to provide meaningful recon / counter-infiltration functions; if you're 5-10 meters away from a unit, you are very likely exchanging bullets with that unit. In the absence of GalLogi perma-scan, you are absolutely correct about more EWAR interplay and counterplay among different unit types.
3. That is correct. GalLogi scans are as strong as ever, which is why they replaced the weakened Recon Scout. As of December, passive recon is out, GalLogi active scans are in, and the highest tiers competitive play are perma-scanned at 21dB. Pretty much exactly like an Ambush match against Nyain San.
21db scans are only 45-¦ angle and 100m range with I think a 10 second light up and a 30 second cooldown.
RECON was never a "passive" activity until OP scout profile/detection conditions made you suddenly think it is.
PASSIVE RECON was never RECON. Except to scouts that got high on their passives and movement speed to the point of hallucination.
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This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17461
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Posted - 2015.03.04 21:23:00 -
[266] - Quote
ReGnYuM wrote:IMHO, I think the focus on the HMG rebalance needs to be its range. I think any PC player (or any seasoned vet) understands that if you run at a heavy full-frontal, you will lose. However, on numerous occasions I have have placed myself at reasonable distance and still I have been shredded down. The HMG's reach is just too much for the sockets we're playing in.
As for the Heavies role, I am pretty sure it has been established that they're PtD (Point Defence).
I've heard that too. However point defence does not infer a close quarters focus. Would not it simply make more sense to defend the point and prevent anyone getting to it as opposed to shooing them off it once they are already in there.
A Machine-gun as compared to a rifle is an unwieldy thing. Typically have longer barrels, heavier magazines and rounds (of larger calibre) and difficult to control recoil which is why you might typically see them with bipod attachments or mounted on vehicles.
More importantly the rounds can be fired as far if not further than those of a standard rifle. Strikes me that a better defined role for a sentinel would be one in which they can leverage their superior RoF and range to keep enemies away from the point they are defending or supporting at long range faster moving allies attacking another another point but suffer in close quarters where faster suits can strafe passed them.
"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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el OPERATOR
Capital Acquisitions LLC Bad Intention
896
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Posted - 2015.03.04 21:33:00 -
[267] - Quote
Adipem Nothi wrote:The-Errorist wrote:Adipem Nothi wrote:Zaria Min Deir wrote:Adipem Nothi wrote: 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? There are three parts to EWAR: infiltration, counter-infiltration and recon. Between HF Alpha and HF Charlie, there were two competitive EWAR Scouts: GA Scout - Infiltration CA Scout - Counter-Infiltration, Recon (long-range / low-precision) Between HF Charlie and Falloff, there were three competitive EWAR Scouts: GA Scout - Infiltration AM Scout - Counter-Infiltration (short-range / low-precision) CA Scout - Recon (long range / high-precision) Following Falloff, there remains one competitive EWAR Scout: GA Scout - Infiltration
Today, passive counter-infiltration and passive recon are both insufficiently potent to compete with GalLogi long-range / low-precision active scans. Since Falloff, the GalLogi has replaced 2 of 3 EWAR Scouts and has become the only source of competitive recon and competitive counter-infiltration. Whether or not this is good or bad is up for debate, but if our thinking is like John Psi's in that "Scouts should be out scouting" then our thinking is out-dated. Scouts are still good for sneaking, but they are no longer good for scouting. 1. You didn't answer his question; you haven't make it clear how having the concentric scanning circles with scan precision falloff, ruined EWAR and somehow suddenly made the GalLogi better in comparison. 2. If anything, having a close range scanning circle with higher precision and a higher than base range scanning circle with lower precision, improves EWAR scouts and makes EWAR in general better with more counterplay (assualts can dampen a litlle, logis can scan a bit, and you can now play with varying zones of precision). 3. Also nothing about the GalLogi or active scanners changed with that. 1. Hmmm. Sorry about that. Maybe specific numbers will help: Prior to Falloff, an EWAR-maxed 250HP CA Scout provided passive recon at a fixed 20dB out to 91 meters. Today, the same unit scans at 10dB out to 12m, 20dB out to 29m, 26dB out to 58m. Prior to Falloff, an EWAR-maxed 288HP AM Scout provided passive recon at a fixed 18dB out to 86 meters. Today, the same unit scans at 9dB out to 9m, 18dB out to 22m, 23dB out to 44m. * Assumes units are decloaked (85% less range if cloaked). To summarize, the "effective range" of passive scans has been more-or-less reduced by half. Meanwhile, a GalLogi with multiple 21dB, 200m, 90 degree scanners covers much more area at greater intensity (and his recon is shared team-wide, with directional arrows). A Field Commander who knows what he's doing will field a GalLogi for recon before he fields an AM or CA Scout.
2. High-intensity inner scan rings serve to provide early warning of incoming flank attack, and that's pretty much it. Beyond "I'm being attacked over here" inner scan rings are far too limited in range to provide meaningful recon / counter-infiltration functions; if you're 5-10 meters away from a unit, you are very likely exchanging bullets with that unit. In the absence of GalLogi perma-scan, you are absolutely correct about more EWAR interplay and counterplay among different unit types.
3. That is correct. GalLogi scans are as strong as ever, which is why they replaced the weakened Recon Scout. As of December, passive recon is out, GalLogi active scans are in, and the highest tiers competitive play are perma-scanned at 21dB. Pretty much exactly like an Ambush match against Nyain San.
21 db scans are only 45-¦ angle capture and only 100m range. They also (iirc) only light for 10seconds but are 30 second cooldown.
"Passive Recon" was never RECON except to scouts who were high on their passives and their speed to the point of being delusional. RECON is never a "passive" activity. Support, yes. Passive, no.
EWAR, btw =/= RECON. It can be part of it, but you're doing yourself a major disservice by trying to redherring the question and presenting inaccurate figures instead.....
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Stefan Stahl
Seituoda Taskforce Command
1018
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Posted - 2015.03.04 21:48:00 -
[268] - Quote
By the way, some optional terminology changes on the HMG topic: - Burst HMG receives a range and dispersion buff, becomes standard HMG. (Short bursts, medium range - typically Minmatar) - Standard HMG gets a range reduction, becomes assault HMG. (Short range bullet hose - typically Gallente) - Assault HMG becomes autocannon, becomes breach HMG. (Low RoF, long range - typically Caldari)
Also, while we're discussion heavy weapons, may I plant the idea that we're missing a anti-infantry Forgegun variant? Such as the Tactical Forgegun - 80 m optimal range, 130 m effective range, 1.3 s charge up before skills, can't hold charge, 8 shots per clip, 500 damage per shot at proto, barely any splash damage. |
el OPERATOR
Capital Acquisitions LLC Bad Intention
896
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Posted - 2015.03.04 21:53:00 -
[269] - Quote
@ OP
Not suprised to see the HMG at the top, those who've expressed already that PC is essentially skirmish mode, so Point Defense and PD focused fits are pivotal to success are accurate.
Not suprised either that Scout and Scout tools are also high on the list, they've been very prominent in PCs for a long time, and ideally should be if for perhaps different reasons than they are actually.
I too would like to see more data than just kill charts for PC, though it is a skirm there's so much more going on in general that drawing complete accurate conclusions about any of this based just on a list like this is probably more troublesome than its worth.
@ Rattati- Thanks for releasing this, some info is better than no info provided the wild speculation can be kept in check.
Open-Beta Vet.
Drunk Night Tree Burner.
This is my Main and Original.
DUST514 is WARFARE, not WAR-FAIR.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7515
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Posted - 2015.03.04 21:53:00 -
[270] - Quote
Stefan Stahl wrote:By the way, some optional terminology changes on the HMG topic: - Burst HMG receives a range and dispersion buff, becomes standard HMG. (Short bursts, medium range - typically Minmatar) - Standard HMG gets a range reduction, becomes assault HMG. (Short range bullet hose - typically Gallente) - Assault HMG becomes autocannon, becomes breach HMG. (Low RoF, long range - typically Caldari)
Also, while we're discussion heavy weapons, may I plant the idea that we're missing a anti-infantry Forgegun variant? Such as the Tactical Forgegun - 80 m optimal range, 130 m effective range, 1.3 s charge up before skills, can't hold charge, 8 shots per clip, 500 damage per shot at proto, barely any splash damage.
I very deeply want to get the HAV thing done first before I brainstorm things like that
AV
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