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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.05 08:53:00 -
[1] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Avallo Kantor wrote: Agreed with Pokey, players learning this game already will have to become familiar with damage profiles and having exceptions to the rule will hurt overall learning as the players will have to learn the rules (for infantry) and exceptions (vs vehicles)
My main concern there is that the overall complexity will increase, not decrease, due to players already having to learn the rules, and then having to learn additional exception rules. Ex: Current Learning Load: Weapon Profiles vs Shields and Armor Proposed Learning Load: Weapon Profiles vs Shields and Armor, Except for Weapons X, Y, Z.
That said, without the weapon line up to justify it, the imbalance of Shield vs Armor tanks will always be unbalanced while there exist a large disparity between means to fight 'vs shields' against 'vs armor'. So for the current meta game balance, I think this approach would be more beneficial, but long term (assuming new weapons to balance numbers out long term) the damage profiles should remain.
Indeed. I mean if the concern is player understanding, I don't think dumbing it down is the right way to go. I mean we saw this with CCP Z's plan for character progression in Legion where he basically stripped out much of the freedom we have in the skill system for a dumber more linear system like every other game has, simply because "Its too hard to understand". That was met with massive backlash because it stripped away a lot of what made the New Eden experience interesting. I think this falls under a similar context in that if the issue is that damage profiles are difficult for new players to understand, I don't feel the best choice is to simply get rid of them, but rather make them easier to understand through proper documentation and explanation. I understand this takes additional resources to do, but at the same time a change that gets the desired effect, is not always the best choice if a better choice also accomplishes the same goal. And like Avallo pointed out, adding exceptions to rules actually increases the learning curve, rather than decreasing it. Additionally as for the benefit of faster balance iterations, I believe that in most cases you should assume neutral damage when it comes to calculating overall DPS. Damage profile (obviously with some minor adjustments) works itself out in the end. Some weapons will simply work better against certain targets than others....that's how all weapons in this game work, infantry and AV alike. I don't think that it's unreasonable to ask someone to bring the right tool to get the job done either. I mean if I have a Laser Rifle and come up against a heavily armored unit...I'm going to get my ass kicked because I didn't have the right tool for the job. I don't see why AV needs to be different. I understand what you're trying to accomplish and I think it's a noble cause...but I think you're going about it the wrong way. So you would want to swap to a shield swarm and back to an armor swarm as AV infantry? Actually rattati if you're willing I have stat proposals for an amarr light AV weapon to use with either the scrambler rifle or the laser rifle asset.
I have a proposal for an autocannon as well using the assault HMG Asset.
A scrambler lance for a golden forge gun asset
And a plasma mortar for use with the shotgun asset.
While I hardly expect you to use my numbers exactly I believe the mechanics and design philosophy should do well.
Filling out the roles is, in my honest opinion, the best option.
If you find the design ideas acceptable I can take a shot at a minmatar light AV.
On the normalization of profiles, my sole issue with that is that the meta is already stagnant. I would actually prefer to have a hard time killing a gunnlogi with a forge gun if it means I can kill it better with lasers/plasma.
I understand where you are coming from. But my issue is that the AV/V meta has stagnated.
So my spreadsheet has been updated with proposals for all of the AV options. They are balanced with the current weapon profiles in mind. They are balanced with your current gunnlogi/madrugar/marduk/etc. Specifically so that the HAV driver will have time to retaliate or escape at his discretion if the AV gunner does not have him dead to rights.
Tge forge and PLC are included in proposals. Swarms are not because I can't figure out what to change without buggering them up.
In my opinion the profiles are what separate the weapons and make a VAST difference.
If you simply took a 500 DPS AV weapon and you balance them at 500 you can have wild variations of firing mechanics. But they are effectively the same weapon.
Tack on a laser or projectile profile and you suddenly have a unique weapon that fills a solid role.
If you have to change the profiles please introduce new guns anyway. The AV meta is srstagnant because there is no variety.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7523
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Posted - 2015.03.05 09:36:00 -
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Wait a minute.
Am I fundamentally missing a modifier here?
All of my numbers on the forge gun for example assume a base 100% damage to all vehicles, which is further modified by the railgun profile, skills and damage mods. Is there another modifier in there which I am unaware of?
Or are you speaking of eliminating the rail profile?
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Goonfeet Special Planetary Emergency Response Group
7524
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Posted - 2015.03.05 10:49:00 -
[3] - Quote
Iria Gren wrote:at the risk of repeating others there is a simple fix to the "new player learning curve" with the proposed changes, put ALL useful information in the weapon profile including damage type, damage profile, av property's, optimum range, fall off curve, and absolute range. then weapons are not mysteries like "your kidding the shotgun is hybrid blaster and the forge gun is a rail!" or "wow the assault rife is useless at 55 meters" simple and useful for all players
I have to agree here. I realize that there is already a case of information overload going on here but things like the damage profiles are simply not listed or explained anywhere except on the forums.
There's a lot of weapon statistics that aren't shown which are critical to understanding what's going on.
Example: a lot of forge gunners were unaware there was a full second refire delay which pauses your shots. That isn't listed antwhere but the code. And that one second added in uprising combined with the rate of fire nerfs to forge guns really kicked the butt of heavy AV. It's one of the reasons swarms are more common use.
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Goonfeet Special Planetary Emergency Response Group
7525
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Posted - 2015.03.05 12:31:00 -
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LudiKure ninda wrote:This is bad,..right now Swarms are raping my python,cant stand more than 3 volley, from normal one,..I dont wanna even say what wirkomy swarms on minmando can do to my python... ![Sad](https://forums.dust514.com/Images/Emoticons/ccp_sad.png) And it seems that they hawe too long lock on range,and they follow you forewer.. ![Ugh](https://forums.dust514.com/Images/Emoticons/ccp_ugh.png) And 4 shield tank,.without hardner wirkomy swarms on minmando are gonna kill it almost as fast as armor tank.. I really hope that something is gonna be fixed with minmando and swarms,.chause that thing is superoverkill... And now youre gonna add shield swarms,.. oh my god ![Roll](https://forums.dust514.com/Images/Emoticons/ccp_roll.png) the minmando bonus would no longer apply to swarms. This is not a buff to the minmando.
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Goonfeet Special Planetary Emergency Response Group
7525
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Posted - 2015.03.05 12:34:00 -
[5] - Quote
Page 3 and all the posts. Are lacking in vitriol.
Can we do this more often? It's kinda neat.
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Goonfeet Special Planetary Emergency Response Group
7525
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Posted - 2015.03.05 12:43:00 -
[6] - Quote
LudiKure ninda wrote:Breakin Stuff wrote:LudiKure ninda wrote:This is bad,..right now Swarms are raping my python,cant stand more than 3 volley, from normal one,..I dont wanna even say what wirkomy swarms on minmando can do to my python... ![Sad](https://forums.dust514.com/Images/Emoticons/ccp_sad.png) And it seems that they hawe too long lock on range,and they follow you forewer.. ![Ugh](https://forums.dust514.com/Images/Emoticons/ccp_ugh.png) And 4 shield tank,.without hardner wirkomy swarms on minmando are gonna kill it almost as fast as armor tank.. I really hope that something is gonna be fixed with minmando and swarms,.chause that thing is superoverkill... And now youre gonna add shield swarms,.. oh my god ![Roll](https://forums.dust514.com/Images/Emoticons/ccp_roll.png) the minmando bonus would no longer apply to swarms. This is not a buff to the minmando. I hope so,.. Minmando gets an explosive buff. If the new swarms crack shields it means the ammando with it'cataclysmic ONE damage mod or the gallente commando with it's superamazing ONE damage mod.
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Goonfeet Special Planetary Emergency Response Group
7525
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Posted - 2015.03.05 14:48:00 -
[7] - Quote
Fox I'd rather recycle art assets and force feed racial parity. It's far more fun as an option.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.05 15:47:00 -
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Bright Cloud wrote:What the ****?! Ratatti are you serious? Add a swarm launcher variant that rips shields apart like a hot knfie goes trough butter? We do not want to improve swarm launcher performance. Instead you should take a look at the plasma cannon which is a true shield AV weapon. So my counter proposal would be to buff the plasma cannon in those aspects:
-Change the reload time from 3.5 secs down to 2 secs -increase projectile speed by 50% -less falloff on the projectile to make ranged hits easier
There thats how to properly make the thing viable outiside of CQC. Reduced reload time is basically a DPS increase (cause you need to reload each shot) and the other two make it more viable at range. You might aswell want to give flux grenades a sticky function. No homing just when you hit a vehicle with it they stick to it, it would aswell enhance the CQC AV performance from the gallente. Get up close, throw 2 flux that stick on a gunnlogi and when they set off fire your PLC. A swarm yhat melts shields is going to have a ***** of a time killing an incubus.
AV
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Goonfeet Special Planetary Emergency Response Group
7533
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Posted - 2015.03.05 17:21:00 -
[9] - Quote
Bright Cloud wrote:Breakin Stuff wrote:Bright Cloud wrote:What the ****?! Ratatti are you serious? Add a swarm launcher variant that rips shields apart like a hot knfie goes trough butter? We do not want to improve swarm launcher performance. Instead you should take a look at the plasma cannon which is a true shield AV weapon. So my counter proposal would be to buff the plasma cannon in those aspects:
-Change the reload time from 3.5 secs down to 2 secs -increase projectile speed by 50% -less falloff on the projectile to make ranged hits easier
There thats how to properly make the thing viable outiside of CQC. Reduced reload time is basically a DPS increase (cause you need to reload each shot) and the other two make it more viable at range. You might aswell want to give flux grenades a sticky function. No homing just when you hit a vehicle with it they stick to it, it would aswell enhance the CQC AV performance from the gallente. Get up close, throw 2 flux that stick on a gunnlogi and when they set off fire your PLC. A swarm yhat melts shields is going to have a ***** of a time killing an incubus. You do realise that the proposed swarm launcher in question will only be a variant. So every 1 with a half working brain will have two fits. 1. that melts shields 2. that melts armor Or you go ultimate scrub warrior, sit on a rooftop with a commando and have 2 swarm launchers. So he can shot at any vehicle that comes in range with the matching weapon. How are you going to react if Rattati introduces a heavy AV laser weapon? That will incinerate python shields. Same thing. Shield vehicles need weapons that will crack them open as much as armor vehicles do.
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Goonfeet Special Planetary Emergency Response Group
7533
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Posted - 2015.03.05 17:37:00 -
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Himiko Kuronaga wrote:Personal opinion is to allow all weapons to do 100% damage to vehicles. AV weapons simply do more.
Then allow vehicles to actively tank more.
But thats just kind of my Halo mentality. I like everyone being able to focus fire on a vehicle whether they are AV or not to do damage and help bring it down. That helps the new user experience greatly, and doesn't **** off the tankers if you give them some appropriate module love.
that would make tanks entirely too easy to kill, for an ISK cost that is exorbitant in a game with REALLY poor match rewards.
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Goonfeet Special Planetary Emergency Response Group
7533
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Posted - 2015.03.05 17:45:00 -
[11] - Quote
Another argument for pushing heavy weapon parity would be the ability to trade the splash resistance for a heavy weapon bonus (that applies to all of them), and a racial weapon bonus (which applies to the matching racial heavy weapon)
Honestly the HP is high enough that fatties don't need resists to rifles.
and unless fragmented weapons are UNGODLY powerful or the anti infantry module is game-breaking the splash resistance isn't going to be needed to fend off the vehicle turrets.
Let me be blunt, the resists don't help enough on the calsent and the minsent to be worth it, and they are TOO effective on the amsent and galsent.
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Goonfeet Special Planetary Emergency Response Group
7533
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Posted - 2015.03.05 18:08:00 -
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Raffael-Puma Austria wrote:Breakin Stuff wrote:Another argument for pushing heavy weapon parity would be the ability to trade the splash resistance for a heavy weapon bonus (that applies to all of them), and a racial weapon bonus (which applies to the matching racial heavy weapon)
Honestly the HP is high enough that fatties don't need resists to rifles.
and unless fragmented weapons are UNGODLY powerful or the anti infantry module is game-breaking the splash resistance isn't going to be needed to fend off the vehicle turrets.
Let me be blunt, the resists don't help enough on the calsent and the minsent to be worth it, and they are TOO effective on the amsent and galsent. What's your problem? The hitbox is to high! The amarr havy needs 20% and the gallente needs 35% risistence at all weppons! (Knives and explosives risistence should be 90-99%!!!! Thanks for the laugh. That cheered up my day.
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Goonfeet Special Planetary Emergency Response Group
7534
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Posted - 2015.03.05 18:40:00 -
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HOLY PERFECTION wrote:Ha, i thing swarms are OP in general and imagine a commando with shield and armor swarms. GOOD GOD KILL US ALL WHY DONT YOU. easy to imagine.
the armor swarms are the ones we have today.
plus to be anti-shield they'd have to be gallente or amarr, which do about 6% less DPS than the minmando anyway. 1% less than any assault
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.05 20:12:00 -
[14] - Quote
Ghost Kaisar wrote:Sgt Kirk wrote:CCP Rattati wrote:
So you would want to swap to a shield swarm and back to an armor swarm as AV infantry?
Example: A corp mate of mine, who is very good and very intelligent in this game didn't know that the weakspot of the dropship is the thrusters on the side until very recently. A lot of Casual DUST players don't even know that vehicles have a weakspot. For those wondering, that was me ![Oops](https://forums.dust514.com/Images/Emoticons/ccp_oops.png) I couldn't figure out where the tank weakspot was till about three months ago. I don't really ever see the BACK of a tank running in a fatsuit
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.05 20:43:00 -
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Sir Dukey wrote:
Listen dude, weapons that have to 20+/20- bonus towards shield absolutely destroy them to bits. This is already a thing in infantry. My 640 shield Cal Assaults shields get vaporized by a standard ScR in under a second. Not to mention, weapons like that have a 138% bonus with proficiency level 5.
Forget swarms, thinking about Heavy weapons, a Laser Forgegun with proficiency 5 will have 138% efficiency vs a Normal FG that will have 126.5% efficiency. Definitely not fair for shield infantry or Tanks.
That's actually why on my proposed scrambler lance weapon, holding the trigger through the overheat will do about 720 damage to a calsent's shields. And it'd still require a reload to finish the job.
It's intended for the amsent, which would only have one damage mod capability
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.05 20:55:00 -
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Sgt Kirk wrote:Are you guys under the assumption that the shield variants would have the same base damage as the normal variant?
No that's obviously terrible. The correct thing to do which I thought was obvious is to adjust damage accordingly to the damage profile.
No one wants a laser breach forgegun doing base 2000+ damage then shield bonuses on top of that.
That's like making the a laser plasma cannon variant with the same base damage but with laser profile, clearly a terrible idea for a light AV weapon that fires like a laser.
Essentially what's happening is a new weapon with the same shell.
New base damage, mechanics (hopefully), new profiles.
variation on firing mechanics plus the profiles are critical for making weapons "feel" unique in DUST. Even if all of them have identical DPS, the firing mechanics combined with the different profiles means that none of the weapons will behave identically in all situations. that's an amazing thing.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.05 22:01:00 -
[17] - Quote
wrong thread. need to remember to sh*tpost in the appropriate threads.
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Goonfeet Special Planetary Emergency Response Group
7565
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Posted - 2015.03.06 17:19:00 -
[18] - Quote
Do what you gotta do Rattati. I just believe that the idea will cause more headaches in the long run.
Like the question of balancing shield and armor vehicles. If the type of AV hitting you doesn't matter then the only difference is armor has more hit points, shields have a higher base regen.
I'm relearning to enjoy crunching numbers, but I wouldn't want to be the guy tackling that issue.
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Goonfeet Special Planetary Emergency Response Group
7588
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Posted - 2015.03.07 14:45:00 -
[19] - Quote
I think rather than making it PC versus console or MMO versus FPS the people who stay with DUST long term are the ones who enjoy the idea that you have to THINK to succeed
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.10 06:53:00 -
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the problem is armor tanks have more HP which will stack the odds natively in favor of armor hands down. there's too many considerations for this to be a good idea.
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Posted - 2015.03.11 05:18:00 -
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Archduke Ferd1nand wrote:Just make the Laser Rifle have a 100% efficacy on vehicles, and the Br MD/FP have 100% efficacy on vehicles as well, and I think well be good. Jesus no.
Laser rifle BAD.
Someone get me a newspaper to roll up.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.11 06:18:00 -
[22] - Quote
It's the increasing damage. If you hold a laser rifle with the escalating damage it gets high enough to disintegrate a heavy if you time it right, and that's if you heat the beam.
Now combine that with the OTHER five or so seconds of escalation and you can dump more damage per clip than a breach forge Potentially.
It's why when I cobbled up the scrambler lance bad idea it does a steady damage and doesn't share the escalation. It's a lot easier to hold a pinpoint laser on a tank than it is to hold it on a smaller dropsuit so the odds of applying 100% of that escalation approaches certainty. Especially from a rooftop perch where turrets cannot elevate and hit.
It's why I say that laser rifles are a bad idea as AV weapons.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.11 17:22:00 -
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MINA Longstrike wrote:CCP Rattati wrote:Breakin Stuff wrote:It's the increasing damage. If you hold a laser rifle with the escalating damage it gets high enough to disintegrate a heavy if you time it right, and that's if you heat the beam. Now combine that with the OTHER five or so seconds of escalation and you can dump more damage per clip than a breach forge Potentially. It's why when I cobbled up the scrambler lance bad idea it does a steady damage and doesn't share the escalation. It's a lot easier to hold a pinpoint laser on a tank than it is to hold it on a smaller dropsuit so the odds of applying 100% of that escalation approaches certainty. Especially from a rooftop perch where turrets cannot elevate and hit. It's why I say that laser rifles are a bad idea as AV weapons. damage is just an efficiency to be balanced. The aiming, sure but drawing a bead on something, while exposing yourself to enemy infantry at the same time, while maximizing damage by being far from the vehicle seems to outweigh a lot of the pros I don't think people are saying they don't want a laser heavy weapon, I think they're saying they don't want a laser rifle copy-paste weapon. I'd love something like the fusion rifle for a heavy laser This
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.11 17:28:00 -
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My problem is absolutely not with something smilar to tge laser rifle. I simply believe balancing the actual laser rifle we have now would be more of a pain in the ass than it's worth.
Example: if I were to suggest it I would make the damage around 50 ish and put it at 1200 RPM. So steady, fast shield damage
I wouldn't use the escalating damage but I Would make it so that instead of seizing on overheat it keeps firing. But have it do 150 damage per second to the firer.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.12 08:17:00 -
[25] - Quote
I have a few suggestions for guns using existing art assets if interested.
one light laser
three heavy weapons
as far as I know, no new oddball behaviors to program.
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Posted - 2015.03.12 23:59:00 -
[26] - Quote
My question, Rattati, is have you bumped Into an issue on the client where this is the only viable workaround?
If this is a design idea dictated by necessity that will change the equation entirely.
One thing I would hope you consider is that by all indications I have seen, and the numbers I and pokey have crunched you have the gallente and caldari HAVs solidly balanced to cope with AV rigged for proper damage typing.
You have everything in place for AV parity.
All we need is a couple weapons to make the things even, and I and most other heavies I talk to are wiling to be patient and suffer the gunnlogi being harder to crack if it means minmatar and amarr vehicles will be in play.
Phase 3 of your vehicle fix is worth the wait because once your changes are done we can tune the AV to do the job at the pace you want the system to run on.
There's no rush to the end goal here. You seem to want to do this right, so let's do it that way. I may be a jackass but the progress you're making is actually getting me interested. A few others as well.
So please, if this has anything to do with second guesses?
Stop it. Your HAVs are going to be an improvement and I think we can do better Than hacking out bits.
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Goonfeet Special Planetary Emergency Response Group
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Posted - 2015.03.26 22:07:00 -
[27] - Quote
Lady MDK wrote:Why would you make the flaylock an av sidearm? Doesnt this introduce mire disparity because only 1 race would then have an av sidearm? considering the minmatar don't have an AV ANYTHING currently (and the flaylock is more of a joke as AV anyway, even at 100% efficacy) it's hardly going to create racial inequality.
flaylock, bolt pistol, ion, none of the sidearms have the killing power, even in a squad, to match the vehicle cracking power of a single dedicated AV gun.
none of them can break shield regen without help.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7723
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Posted - 2015.03.27 07:42:00 -
[28] - Quote
True Adamance wrote:Breakin Stuff wrote:Lady MDK wrote:Why would you make the flaylock an av sidearm? Doesnt this introduce mire disparity because only 1 race would then have an av sidearm? considering the minmatar don't have an AV ANYTHING currently (and the flaylock is more of a joke as AV anyway, even at 100% efficacy) it's hardly going to create racial inequality. flaylock, bolt pistol, ion, none of the sidearms have the killing power, even in a squad, to match the vehicle cracking power of a single dedicated AV gun. none of them can break shield regen without help. DON'T YOU DARE EVER TALK BACK TO AN AMARRIAN ABOUT LACK OF CONTENT! Ahh I knew I could count on you True. I just won a bet and 5 mil ISK.
Did I ever tell you about my idea for an amarr light AV weapon?
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7757
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Posted - 2015.03.30 09:52:00 -
[29] - Quote
Spkr4theDead wrote:Lady MDK wrote:Mass driver should be made viable AV in my opinion. No You would have to make mass drivers 140% damage to vehicles for it to have a prayer of killing an HAV who sits still.
If you mass fire them.
Utterly ineffective vs. Dropships.
LAVs would be the only vehicles threatened in any meaningful way.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7763
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Posted - 2015.03.30 17:11:00 -
[30] - Quote
Spkr4theDead wrote:Breakin Stuff wrote:Spkr4theDead wrote:Lady MDK wrote:Mass driver should be made viable AV in my opinion. No You would have to make mass drivers 140% damage to vehicles for it to have a prayer of killing an HAV who sits still. If you mass fire them. Utterly ineffective vs. Dropships. LAVs would be the only vehicles threatened in any meaningful way. Infantry weapons already have a larger explosive splash radius than a missile that's the size of a person. Infantry doesn't need any more insane bonus damage against vehicles. That wasn't an endorsement of the idea, that was me saying it'd be pointless. Do you ever actually read anything anyone says?
Because 120 damage per second splash is so very threatening, I know. Maybe you should stay inside if the splash of the mass driver is that scary.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7939
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Posted - 2015.04.10 01:04:00 -
[31] - Quote
Sarus Rambo wrote:Thaddeus Reynolds wrote: Normalization of AV Damage Profiles is still something I do not support...unless we're gonna normalize damage types across the board. Id be in favor of just reducing the advantages and disadvantages of different types. For example: EM based weapons: +5% damage to shields, -5% damage to armor Thermal: +2.5% damage to shields, -2.5%damage to armor Kinetic: -2.5% damage to shields, +2.5%damage to armor Explosive: -5% damage to shields, +5% damage to armor Something that still gives the game flavor, still leverages all the setup to make this work, but doesn't really have a big impact on the gun game/AV as much as it does now. You might argue this is small enough not to be worth it, but with multiple AV on a single target, each 5% would stack up pretty quick, making it worth the extra effort in certain circumstances, but would also make skill and teamwork the primary thing necessary, not the "correct" weapon.
actually this would force almost as much homogenous design as eliminating the profiles.
I as an AV nerd prefer the "right tool for the job" approach. making it so the AV weapons only differ in firing mechanics would pretty much require a serious buff to baseline damage to be able to fight vehicles on any sane term, because breaking the strong tank, which usually has between 4 and 6 times the HP or EHP of the weak tank (madrugar with 5600 armor HP and a single hardener has a raw EHP of 7840 vs 1200 shields before you start counting heavy reps) the profiles become ridiculously important in the breaking of the tank.
it also means we can have weapons that don't perform perfectly in all situations.
If the forge gun performed the same to all things every time then the Madrugar will always be the proper tank of choice.
Why?
Because it has more EHP than a gunnlogi because it regens constantly. This fits the armor motif of higher EHP, but after the nerfe to fitting, the gunnlogi doesn't have much to speak for it if all AV is equal suddenly.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7969
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Posted - 2015.04.10 21:36:00 -
[32] - Quote
Sarus Rambo wrote: I would say this is a problem with a tank in general and you should lower the amount of EHP disparity instead of buff AV damage.
were it up to me, I'd do both.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7991
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Posted - 2015.04.11 10:01:00 -
[33] - Quote
I-Shayz-I wrote:Please make the Mass Driver 100%
At least the breach variant.
Breach has to be one of the least used weapons in the game, and 75% is not nearly enough Submitted an AV variant to rattati. It needed a lot of love and work to be viable for the job.
Even with the changes I suggested it's going to be more LAV killer and deterrant to other targets. It CAN kill an HAV. it's just not likely at all.
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