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Thread Statistics | Show CCP posts - 32 post(s) |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7523
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Posted - 2015.03.05 09:04:00 -
[1] - Quote
Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7524
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Posted - 2015.03.05 10:41:00 -
[2] - Quote
CCP Rattati wrote:Breakin Stuff wrote:Two critiques:
Assault HMG: let's just bite the bullet and make it 100% AV. take away the aim down sight and aim assist so it can be balanced to fight vehicles without becoming an infantry devouring god-monster. As I have said elsewhere I have a proposal for autocannon firing mechanics and stats if you are interested.
Plasma cannon: there is no problem the PLC has that can't be fixed by sharply reducing the reload and charge speeds. That alone will cure most ills.
Details in my sig. reload will affect infantry effectiveness where as more damage won't, as it already OHK almost everyone My counterpoint is the assault forge gun isn't considered OP versus infantry. The only real difference between the two is how fast you can get the shots off. The assault forge lunks rounds a lot faster overall. The PLC is only faster for one shot.
PLC is also harder to hit with.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7525
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Posted - 2015.03.05 12:38:00 -
[3] - Quote
Stefan Stahl wrote:Stefan Stahl wrote:5. The hardener changes will bring the Myron closer to the Grimsnes in performance. This is a good change. Are you sure about making armor hardeners have equal damage resistance as shield hardeners? The original intent was for shield hardeners to be short duration and long cooldown delay but high effect and armor hardeners to be longer duration and shorter cooldown with less effect. Now you're making them have the same effect but different durations and cooldowns. Why take a 40% shield hardener for 30 seconds over a 40% armor hardener for 45 seconds when the armor hardener has the shorter cooldown too? That will very likely make the armor hardener more useful than the shield hardener. I would've gone with making armor hardeners have 30% resistance bonus as a first step. 30%-40% is going to be the necessary range. Better to get it over with NOW. Because AV weapons were going to need tweaking anyway. If we bite the bullet NOW we can adjust and do the necessary work in two steps rather than four.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7525
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Posted - 2015.03.05 13:39:00 -
[4] - Quote
Stefan Stahl wrote:Breakin Stuff wrote:30%-40% is going to be the necessary range. Better to get it over with NOW. Because AV weapons were going to need tweaking anyway. If we bite the bullet NOW we can adjust and do the necessary work in two steps rather than four. If the two hardeners have similar fitting requirements and similar resistance bonuses, are we going to give them similar durations and cooldowns or is that just going to be an artifact of nobody caring enough? I don't mind buffing the armor hardener. The relationship between strength of effect and duration/cooldown is what I'm going on about. I am fully aware. I've been ripping pokey's head open and scooping out random bits for HAV data.
There's going to need to be an AV rebalance. Rattati's numbers will very likely back up my statement within two weeks.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
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Posted - 2015.03.05 15:14:00 -
[5] - Quote
Cat Merc wrote:CCP Rattati wrote:Avallo Kantor wrote:One concern with the ASCR, which I currently use. (Clearly making me an idiot since the weapon is apparently far crappier than I realized)
With an Amarr Assault at level 5, this gun does not overheat. I can fire a full clip without overheat, not that I would want to as the accuracy becomes worse than shooting blind.
With this large buff (which I am thankful for) I feel it might make the ASCR with an Amarr Assault too powerful. Basically it's drawback is moot, and you give it a free advantage at no downside. At 200 kills in PC, I am not to worried. Let's monitor PC kills data and see if it even shows up in a month. Oh it will, and it will overshadow all the other Assault variants. I promise you this, there is no question here. You should remember what you said a long time ago, the players are good at predicting the effect of changes Good luck getting everyone to swap from amsent/galsent/insertscouthere so they can be fully exploited.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
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Posted - 2015.03.05 15:23:00 -
[6] - Quote
Harpyja wrote:Yes!! Large missile launcher clip size is unchanged! Also, how should I interpret its reload time? Is it 6 seconds total or is it 6 seconds plus however long it takes to reload 12 missiles individually (which would be another 6 seconds if it's two per second)? Reload times are "per magazine"
The rate of fire is getting nerfed, not the ammo count.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7526
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Posted - 2015.03.05 15:24:00 -
[7] - Quote
Alena Ventrallis wrote:Another point I want to make: your thread to Normalize AV profiles could quickly go very, very wrong in conjunction with a buff to the Madrugar, especially in conjunction with a module to reduce dispersion buildup. I would strongly recommend adding these changes one at a time, to ensure that we don't have another 1.7 situation on our hands, where vehicles were buffed and AV nerfed all at the same time. It may turn out that the Maddie buff puts it ahead of the Gunnlogi, in which case the prevalence of armor AV will be a blessing. That thread is already being addressed *in detail* and shockingly non hostile fashion. By multiple people. It's amazing.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7527
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Posted - 2015.03.05 15:50:00 -
[8] - Quote
Oh look. I have a module that will let me jump over a four inch ledge. I would be annoyed if that didn't come with the ability to skullpunch a scout with the bruce lee death fist.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7534
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Posted - 2015.03.05 18:11:00 -
[9] - Quote
Darth-Carbonite GIO wrote:In the "Simple Changes" section, could we add the reduction of the terrible vehicle hardener glow? I feel that this issue goes hand-in-hand with the success of the new gunner tanks, and it wouldn't be right to gimp their viability right out of the gate.
Other than that, YAY FOR THE ASCR!!!
honestly when I'm gunning for someone in a turret I don't have hardener glare problems. Maybe it's a display setting issue?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7538
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Posted - 2015.03.05 20:25:00 -
[10] - Quote
el OPERATOR wrote:If the AV damage normalization thing is going to happen at the same time as this patch I strongly recommend rethinking the PLC damage buff you have listed. The PLC doing flat damage to vehicle shields or armor really is all that it needs. That, and that the user actually learn how to use the damn thing. STARTER fits being equipped with it is probably not the best idea either (dat learning curve) but whatever, we'll see how the Newbs do.
btw, been running PLC as AV since the MurderTaxi514/ MassDriverQQNerf days, and am a regular user of it in all modes pub, FW and PC. My dragonfly/plc isn't a troll fit, it's a primary fit .
As it stands once the PLC change hits the galmando will get 830 DPS vs shields at level 5. Assaults will cap at 682 vs. shields.
Swarms, because they're so touchy will sit at (on paper, because some people swear the fire times are wonky and I hesitate to dismiss them) 1505 DPS armor, 873 shields
Forge guns will be capping at 658 DPS vs. armor, 468 DPS vs. shields.
Galmando PLC might be viable for tackling gunnlogis after the hotfix. it's on the edge.
Assault suit PLC will not be viable vs. HAVs because of range, speed of the tanks and difficulty hitting.
Swarms will just find the process a bit more difficult, both on the assault and minmando. But still well within tolerances.
Forge gun is going to have a minimum TTK of about 20 seconds versus a madrugar assuming all shots hit and nothing goes wrong.
this all assumes proto vs. proto. Lesser hulls versus proto are probably going to have more of a rough time of it.
Have fun.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7538
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Posted - 2015.03.05 20:34:00 -
[11] - Quote
el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote:If the AV damage normalization thing is going to happen at the same time as this patch I strongly recommend rethinking the PLC damage buff you have listed. The PLC doing flat damage to vehicle shields or armor really is all that it needs. That, and that the user actually learn how to use the damn thing. STARTER fits being equipped with it is probably not the best idea either (dat learning curve) but whatever, we'll see how the Newbs do.
btw, been running PLC as AV since the MurderTaxi514/ MassDriverQQNerf days, and am a regular user of it in all modes pub, FW and PC. My dragonfly/plc isn't a troll fit, it's a primary fit . As it stands once the PLC change hits the galmando will get 830 DPS vs shields at level 5. Assaults will cap at 682 vs. shields. Swarms, because they're so touchy will sit at (on paper, because some people swear the fire times are wonky and I hesitate to dismiss them) 1505 DPS armor, 873 shields Forge guns will be capping at 658 DPS vs. armor, 468 DPS vs. shields. Galmando PLC might be viable for tackling gunnlogis after the hotfix. it's on the edge. Assault suit PLC will not be viable vs. HAVs because of range, speed of the tanks and difficulty hitting. Swarms will just find the process a bit more difficult, both on the assault and minmando. But still well within tolerances. Forge gun is going to have a minimum TTK of about 20 seconds versus a madrugar assuming all shots hit and nothing goes wrong. this all assumes proto vs. proto. Lesser hulls versus proto are probably going to have more of a rough time of it. Have fun. Assault PLC frames vs Mandos tho have the benefit of movement speed and lower profile so while they're doing less damage round for round they're in a much better place to chase a tanker back to the redline. Scouts (when they can fit it) are even better at it. actually assaults with three damage mods have a higher alpha than a galmando can reach. It's that 25% reload speed galmandos get which pushes them up, because reload speed is the gate through which all plasma cannon love passes.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7539
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Posted - 2015.03.05 21:09:00 -
[12] - Quote
more or less I'm hoping the profiles aren't removed.
If they do that, then we can likely kiss racial heavy weapons (even using recycled art assets) goodbye.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7539
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Posted - 2015.03.05 21:36:00 -
[13] - Quote
Ok just crunched the numbers for the proposed Assault HMG.
First impression? Scary as sh*t. Vs. infantry at about 40m assuming the numbers listed in the echo spreadsheet are max effective.
For Av? the weapon's likely to have an extremely hard time killing even LAVs. This is more observation. I want to test it in live fire because my assessment could be gloriously wrong.
The short range is going to make sure they can easily escape before taking critical damage. Combined with the overheat time of just over 5 seconds it's going to have a lot of difficulty applying the damage fast enough to seriously threaten anything but ground grunts. combine that with the 25% reduction to vehicles?
If the dispersion isn't tightened it's highly likely to perform as it did before only with better hit detection due to lower RoF. So it's literally up in the air.
It'll spook a dropship, unless they're idiots it will never destroy one.
This thing won't even make an HAV pause.
All in all it looks like a good start. It's probably going to need a lot of tweaking to get it where you want it Rattati.
against INFANTRY, the math changes drastically
Against armor infantry the weapon will do 918 DPS assuming all hits. so not really as ineffective as we might like. I did the numbers with max skill and triple mod for Av and infantry.
the ONLY way I can see this thing working without breaking something vs. infantry is to disable the aim assist and tighten the dispersion a LOT so it's very difficult to apply the full DPS in CQC.
I like it. But my prediction is that we're going to need to keep our fingers on this pulse. It's very similar to my proposed autocannon, but by that token it shares a lot of the "we need to keep a sharp eye" potential problems. To mitigate I HIGHLY recommend:
Disabling Aim Assist. Disabling the zoom function Make it a projectile strike weapon for hit detection, do NOT use hitscan.
any of the three above things can and likely will make either version, this one or mine, overpowering vs. infantry.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7539
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Posted - 2015.03.05 21:39:00 -
[14] - Quote
My heart bleeds for you
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7539
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Posted - 2015.03.05 22:04:00 -
[15] - Quote
Pre-release assessment: Heavy Machinegun
looking at them, we're either going to see 5m loss in optimal and effective both, or a simple ten meter loss in optimal.
This is going to make the Sentinels cluster even tighter into the CQC maps and roam a lot less. Given the nature of the maps they're going to cluster up in, even with the 11% base DPS nerf I'm going to say this isn't going to do the job of dislodging the heavy meta. it might put a chip in it, especially with the buff to the Asscram. we might see more amarr assaults.
but overall the hack points on most maps allow sentinels to force combat inside 20m, so even if the range nerf takes it to 20m optimal, there's unlikely to be much of a change.
My guess is the majority of the PC crowd are going to IMMEDIATELY switch to the assault HMG due to better alpha and likely better hit detection due to the lower rate of fire on top of the additional reach.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7540
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Posted - 2015.03.05 22:37:00 -
[16] - Quote
Stefan Stahl wrote:Breakin Stuff wrote:Pre-release assessment: Heavy Machinegun [...] This is going to make the Sentinels cluster even tighter into the CQC maps and roam a lot less. Given the nature of the maps they're going to cluster up in, even with the 11% base DPS nerf I'm going to say this isn't going to do the job of dislodging the heavy meta. I concur. Earlier I said you can't get Sentinels out of CQC by reducing range and I still believe it's valid. Really bottom level game design question: When a HMG Sentinel and an AR Assault duke it out in a typical outpost at 0-30 m range, who should win at which probability? If the HMG Sentinel is supposed to win ~90% of the time, we don't have a problem. If the HMG Sentinel is only supposed to win less than 60% of the time, why have an HMG Sentinel? I'm not proposing a solution, I'm asking the question. Once we know how that situation is supposed to play out we can change the game to be like that. This is why I want heavies out of CQC.
The primary resistance isn't because it's a bad idea. it's because people like winning 90% of the time.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7543
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Posted - 2015.03.05 23:17:00 -
[17] - Quote
shaman oga wrote:Silly question: With ROF nerf wouldn't it be better to rename assault HMG in Breach HMG? details on naming can be hashed out later. Fix guns, then nitpick.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7543
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Posted - 2015.03.05 23:37:00 -
[18] - Quote
Bright Cloud wrote:Could i get a explaination why max AV grenades carried goes from 2 to 3 and LAV's are getting nerfbatted to crap at the same time? I mean common the saga was allready a rolling deathtrap but with the AV grenade buff on top of it its going to be a nightmare driving a LAV. If you allready add more PG+CPU to them then add aswell more module slots.
And yes i do like to drive around with a gunner and a decent fit on the car which can cost up to 140k ISK. And you should know that less HP on the saga= better jihad LAV cause it blows up much quicker when bumping a tank. if you're spec'd deep into LAVs and the mods then it'll make it easier to put a heavy shield extender and/or other powerful defensive modules into the LAV.
With the current fitting limitations it's possible to stick a 120mm STD plate on a methana. With the fitting buff I might even be able to put in a heavy repper. the idea is if you're not willing to skill into them, they are, and should be, deathtraps.
But if you're willing to do the work and burn the ISK, you should be able to make them good.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7545
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Posted - 2015.03.05 23:54:00 -
[19] - Quote
Foundation Seldon wrote:Breakin Stuff wrote:Bright Cloud wrote:Could i get a explaination why max AV grenades carried goes from 2 to 3 and LAV's are getting nerfbatted to crap at the same time? I mean common the saga was allready a rolling deathtrap but with the AV grenade buff on top of it its going to be a nightmare driving a LAV. If you allready add more PG+CPU to them then add aswell more module slots.
And yes i do like to drive around with a gunner and a decent fit on the car which can cost up to 140k ISK. And you should know that less HP on the saga= better jihad LAV cause it blows up much quicker when bumping a tank. if you're spec'd deep into LAVs and the mods then it'll make it easier to put a heavy shield extender and/or other powerful defensive modules into the LAV. With the current fitting limitations it's possible to stick a 120mm STD plate on a methana. With the fitting buff I might even be able to put in a heavy repper. the idea is if you're not willing to skill into them, they are, and should be, deathtraps. But if you're willing to do the work and burn the ISK, you should be able to make them good. The point is that, even with the fitting buff, they'll be no where near as strong as they are now. You didn't NEED to fit a plate on the Methana in its current state of the game due to its base HP pool and on top of that you could stick a hardener on to further increase your effectiveness. Now you need a 120mm plate to ALMOST make up for the difference in the base main HP pool and lose the hardener if you want any sort of repair. Without a further buff to their slot layout, it's an objective nerf to the LAV as a vehicle class in the game. because an untanked LAV eating two prototype AV hits made it too easy to troll around a heavy murder taxi or JLAV and be able to eat 2-3 railgun shots while delivering an RE lance to the victim.
Light vehicles should not be casually taking hits in a manner similar to a tank.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7546
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Posted - 2015.03.06 00:09:00 -
[20] - Quote
Foundation Seldon wrote: But that's a different argument entirely, my point was that the change to the fitting doesn't make up for the huge hit they took from their HP pools. I agree that unfitted LAVs were too effective but if the LAVs in and of themselves were not a problem (and I seriously doubt they were from an overall effect on the battlefield point of view) then I don't see the reasoning behind punishing the few who actually DID fit out their LAVs as a side effect of the problem with BPO LAV spam and Driveby Heavies. An extra slot would keep the actual dedicated LAV drivers happy, increase fitting diversity among them, and punish those who only want to use them as driveby tools and cheap beefy transport.
if fitted LAVs are dying too easily then start making posts about it. Make them surviuvable as you can, and if they're still getting casually annihilated then ask for another slot. this is, unfortunately, something that has to be tested in-game, kinda like the HAV changes.
I can say HAVs are going to be a nightmare to kill all I want, but until we get into them and try to DO it, it's crystal balling. Crystal balling with the advantage of knowing what's up, sure, but still crystal balling
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7548
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Posted - 2015.03.06 00:22:00 -
[21] - Quote
Foundation Seldon wrote:Breakin Stuff wrote:Foundation Seldon wrote: But that's a different argument entirely, my point was that the change to the fitting doesn't make up for the huge hit they took from their HP pools. I agree that unfitted LAVs were too effective but if the LAVs in and of themselves were not a problem (and I seriously doubt they were from an overall effect on the battlefield point of view) then I don't see the reasoning behind punishing the few who actually DID fit out their LAVs as a side effect of the problem with BPO LAV spam and Driveby Heavies. An extra slot would keep the actual dedicated LAV drivers happy, increase fitting diversity among them, and punish those who only want to use them as driveby tools and cheap beefy transport.
if fitted LAVs are dying too easily then start making posts about it. Make them surviuvable as you can, and if they're still getting casually annihilated then ask for another slot. this is, unfortunately, something that has to be tested in-game, kinda like the HAV changes. I can say HAVs are going to be a nightmare to kill all I want, but until we get into them and try to DO it, it's crystal balling. Crystal balling with the advantage of knowing what's up, sure, but still crystal balling My posts are based on my experience as an LAV driver, they will OBJECTIVELY be easier to kill due to the changes I mentioned. You don't cut their individual health pools by half, keep the slot layout the same, only buff their fitting to the point that they can only BARELY get to the numbers of their primary non-hardened health pools pre-Echo, and then buff AV grenades and not come to that conclusion. I don't believe it needs a crystal ball to say that running a fitted LAV post-Echo is going to be markedly more difficult. But hey, at least my new Methana can use a Complex Scanner with an Advanced Railgun now, right? We'll see how it plays out. hell, I'm actually at the point where once I start finishing up a couple weapons and dropsuits I'm going to spec into DHAVs and LAVs. So I'll be theorycrafting right there with you.
Besides, driving over scouts is hella fun.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 06:47:00 -
[22] - Quote
anaboop wrote:@rat , im still awaiting reasoning or explaination on the missiles changes. Missiles were the reason madrugars are the rarest thing on the field. So their DPS was cut in half. Missiles can do 3700 DPS easily.
That's not balanced against anything.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 08:48:00 -
[23] - Quote
Imp, area denial for a sentinel should be, for example:
Orbital artillery map.
Sentinels post at the common entry areas like ramps and the loading bay and killing anyone approaching the installation. The whole idea is "keep them out in the first place." This is the actual definition of point defense. Once the bad guys are "in the wire" it's no longer point defense, it's close quarter battle.
CQC is what happens when point defense fails.
The other use for a long range heavy is following behind a squad laying down fire, forcing enemies to get to cover and killing anyone who isn't particularly aware of the need for cover while his squad gets in close and starts chopping up the enemies the heavy softened up.
Plus stating heavies belong in CQC is unintentionally saying "the forge gun works wrong."
Here's the issue: The sentinel is the go-to suit for CQC. It's been deemed overpowered in CQC and as a result is being phased out. Right now heavies are remarkably bad at killing vehicles compared to swarms and the ONLY thing keeping the PLC from making the forge gun into the most inferior option is how hard it is to hit a damn barn past 20m.
So once the HMG heavy is phased out, if forge guns are not adjusted, Sentinels are going to be... the most impressive target in play. That's not a role.
Sentinels were built and billed as a suppression platform (which it has never succeeded at) and the go-to suit for AV. The latter role seems to be getting phased out as well.
I'm not just saying I want heavies out of CQC because I like talking out of my ass. I want heavies to have a viable role once they have been phased out of CQC.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 10:39:00 -
[24] - Quote
duster 35000 wrote:Another thing I noticed.
Assault hmg does full damage to vehicles instead of 75%, very good.
The ammo nerf is...a bit much...ah well. Ammo nerfs are not necessarily a bad thing depending on how and why. My autocan idea has 65 rounds.
I will take a poke and see if I can figure out the logic.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 11:02:00 -
[25] - Quote
Ok I looked. The damage per clip is about where it needs to be for fighting armor vehicles. because if you can go from first trigger pull to 900 DPS and run that for a 425 round magazine at that damage level, you trivialize HAVs. There needs to be either an overheat in there or a reload period of 4-5 seconds to break the DPS chain so the tank doesn't get completely torched without recourse.
The only things that catch my eye as problematic are going to be:
Overheat: gun heats too fast at 19.8 to threaten more than an LAV.
Range: in AV this is suicide range. Doesn't take a lot for a vehicle to escape.
Reload: HMG reload times are ridiculously easy to get away or kill the wielder during.
There's another side to addressing these, however.
That would be infantry. If the range is pushed outward, and the heat reduced I would tighten the dispersion to make it harder to apply DPS in close.
The other thing I would do is treat the assault HMG the way armor-piercing explosive rounds work. Great for busting up hard armor. But regular humans (even body armored humans) are too "soft" to trigger the detonations for full damage values.
I would take Rattati's original idea of less-than 100% AV and make the gun top out around 750-800 DPS against light and medium dropsuits after skills and mods. Thus allowing the assault HMGs to compete with rifles without utterly dominating the crap out of them.
However, heavies are hard targets so no reduction.
Yes I know I've argued against this in the past for the forge gun. But there's a sharp difference between getting hit by an AP bullet and getting hit by a 6 inch kinetic sabot slug.
The AP bullets do less overall damage to soft targets. This is a known fact of life on any sort of firearm. The kinetic sabot cuts you in half and you're dead from hydrostatic shock before it ragdolls you anyway.
Also again I am iffy On AA or zoom on heavy weapons used for AV. Mostly because of the interaction with infantry.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7560
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Posted - 2015.03.06 11:07:00 -
[26] - Quote
duster 35000 wrote:Breakin Stuff wrote:duster 35000 wrote:Another thing I noticed.
Assault hmg does full damage to vehicles instead of 75%, very good.
The ammo nerf is...a bit much...ah well. Ammo nerfs are not necessarily a bad thing depending on how and why. My autocan idea has 65 rounds. I will take a poke and see if I can figure out the logic. Ammo, not clip size. spare ammo. Ah ok. There's enough basic ammo for about 4-5 magazines.
That's comparable to the capacity of forge guns and swarms. Figure 6 shots to kill an armor HAV and you can potentially fight four of them if you are perfect (that's at level 4 ammo expansion for forge). I believe the ammo feature for the assault HMG should follow a similar pattern. It's not going to take as many bullets to kill a dropsuit even if rattati accepts my suggestions.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7564
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Posted - 2015.03.06 13:15:00 -
[27] - Quote
Way to take everything out of context griev. Reading comprehension. Get some. Look at what I actually SAY rather than what you think I intend.
The tank/DPS/Healer mmotif doesn't work in DUST. The game doesn't work that way. If the ONLY thing you can do is take more damage that's not a role. It'd be a role if you could force everyone to focus on you and survive the onslaught well.
Ability to take a pounding should ENABLE a role, not BE the role. Just like being a fast little pain in the ass should enable a minscout role, not BE the role. Unfortunately that's what we got. You should be able to utilize a suit effectively for thingyou're not optimized for by default idif you are willing to make fitting sacrifices.
The way the minscout is set up it should be a shoe in for opportunist assassin and saboteur. Believe me I understand. It's gotten a little too easy to spot and kill minjas before they kill you. I've been resorting to using an ACR with damps (no cloak) to get behind people and blaze them with the ACR.
Trying to get closer is damn near suicide. But those NKs diced that commando pretty good.
Please do not assume I am considering ANYTHING in a vacuum. I actively have no sympathy for anyone who fails to properly tank an LAV they deserve to die in their suicide sleds. Dropships I'm waiting till their next (hopefully last for a while) balance smoothing pass To chime in on ideas to increase their survivability.
Sentinels don't have to hit harder than other AV. They don't need to be "better" in CQC. I would honestly be happier if the sentinel suit, whether in a defensive role or an attack support role was rock-steady, consistent and overall effective. Should someone be situationally better? Absolutely, if a PLC isn't better at ripping balls off in close why have the PLC?
Do I really give a sh*t that commandos might potentially dish out pain faster? No. But the idea that it shouldn't function better than any suit in any situation in any role is a bad one. The idea that "it's not bonused that way means you shouldn't use it that way" is resisted like it's here to enslave people but people try to force-feed it to heavies.
People want heavies in CQC. Yet they scream it's OP in CQC. And even if we delete the HMG entirely we wind up with heavies running ACR and AR with their logi leashes being almost as OP in CQC.
Why do we want to keep them in CQC again?
Finally area denisl is not limited to RE traps. Area denial is any tactic used to DENY ENTRY into an area. This can be done with traps, ambushes, mines or overwhelming firepower.
Right now sentinrls are awesome at CQC. Too awesome. They suck ass at area denial and speccing swarms is just the better option than the forge. Whare do we go from here?
I have a few ideas on where to go. But I'm not hearing a lot of alternatives from the crowd that aren't "heavies are fine" or "YAAAAY NERF THEM INTO THE GROUND."
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Posted - 2015.03.06 16:13:00 -
[28] - Quote
Greiv Rabbah wrote:things
I may be mildly annoyed with people trying to twist my intent right now. If that's not the intent, I apologize. I'm getting entirely too used to counterpoints being based on my words being used completely out of context.
Believe it or not almost none of my assertions about people's attitude are intended to be anything other than general.
If someone is being a douche it applies to them. If you are engaging in point/counterpoint and bringing something it does not.
I'm not calling you an idiot for disagreeing. I have a different perspective. You think area denial is better handle one way. That's fine. But why are we not allowing for other things?
You stated that removing the turn speed penalty was a bad move. If the sentinel was effective at long range and intended to get it's skull ripped off by anyone getting In close? Seems like balance to me.
However giving a sentinel a weapon that only works at point blank with a turn rate that allows anyone to circle around and kill you means sentinels are there to get farmed for warpoints. This is what happened before.
Rather than making sents ranged, the turn speed was removed and I facepalmed because what we have today was inevitable given the CCP nerf/buff cycle.
While the turn speed penalty was in effect, heavies utilized rifles to overcome the limitation. Because you can turn slow as hell all you want. At 60-80m it doesn't matter how fast the scout or assault can move you can kill them via hit point attrition.
That's why I say sentinel suits are better for open area. The raw HP allows you to win attrition combat while allowing weapons that don't require a scout suit to take shots at you.
Now this next point, which I also do not directly attribute to you, was that the devs removed the turn speed because popular opinion deemed that it was unfair for sentinels to be able to kill people at any significant range.
My problem is not any one person's ideas on a nerf. In fact even though I firmly disagree that it is the solution, is well thought out and grounded in the functional reality of the game.
My worry is that the people who want certain combinations of nerfs gaining traction. It's like what happened with the Minscout recently. One PARTICULAR nerf wasn't the killer. It was the combination.
And it wasn't JUST the sentinels. The assaults and logis were up in arms too because they were getting pasted by either HMGs or Shotty/NK from both directions.
Just because scouts were obnoxious did not mean that heavies weren't. That was about when I changed my tune about the HMG. I realized it would shift right back to Sentinel514 the instant scouts were nerfed.
Don't mistake me attacking your assertions with me attacking YOU. Just because I (wildly) disagree with you does NOT mean I automatically assume you are an idiot or 100%wrong.
My problem is the assertion that sentinels are supposed to be CQC. I don't remember or care if it is YOUR assertion. The fact that if we simply delete the HMG nothing will change because we'll immediately swap to rifles is real. It won't change the attrition war hellgrind meta in CQC vs. Fatties at all.
I firmly believe that if we want fatties to be balanced we need to make the optimal activity something other than turtling up in tight spaces with a logi indulging in a weird bromance.
I dunno how else to say it. The precedent is there, the logic is there, it's happened before.
But the rallying cry of the masses is "heavies are CQC. End. Stop."
Why is that? It only makes sense if they're trying to convince the devs that this nerf, then this one... then that...
Individually the nerfs are innocuous. Together they make the heavies into easy warpoint batteries. Counters that are dependent on the enemy to be a moron aren't counters. It wasn't with tanks, nor was it with scouts, nor now with HMGS. It'll never be a counter.
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Posted - 2015.03.06 17:10:00 -
[29] - Quote
The logistics gap isn't the problem. It clouds the problem. No one complains about a logi attached to a galassault's hip. Nor do people complain about logis attached to sentinels in the open.
So is the logi making the sentinel unfair?
Or is the sentinel being able to force combat in terrain where he can minimize any chance of a flank making the logi more potent?
Sentinels are entirely too good at attrition warfare to be a good thing in CQC. In the open, assaults can freely maneuver into a superior position Which allows a skilled assault to kill the geavy regardless of weapon. In CQC the assault gets funnelled directly into close quarters with a weapon-resistant heavy with twice to three times his EHP. That's a losing prospect even if the fatty is using a sidearm.
In the open the logi can help. But you don't need to drop an RE down the heavy's pants to get to him.
The less advantageous CQC is for sentinels, the faster the fatty/logi synergy breaks down to manageable levels.
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Posted - 2015.03.06 17:10:00 -
[30] - Quote
since I double posted I will try to make the tone of my posts less dickish, since that's neither my intended tone nor why I'm participating in the conversation.
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Posted - 2015.03.06 18:12:00 -
[31] - Quote
Greiv Rabbah wrote:duster 35000 wrote:Gunlogis don't use nitro, maddy's do. ah I see. So that's why as soon as they see a scout with a PLC and flux grenades their shield hardeners kick on and they bolt out of there so fast I thought I was having uprising 1.7 flashbacks... Gunnlogis use the hell out of nitro bc if they didn't I'd slap 3 remotes on, flux, PLC and then push the button and they'd turn into fireworks. You can speak for how you play, but you can't speak for how everyone plays Imagine what happens if flux AV nades become a thing
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Posted - 2015.03.06 18:29:00 -
[32] - Quote
Greiv Rabbah wrote: Then basic flux nades will be nerfed? Likely to the point of being equipment breakers only. I fear the day, as flux grenades are one of only a couple hybrid ant-infantry+av weapons available
Doubt basics will. they can't kill you since the old glitch was fixed.
Side note, while experimenting I'm understanding why people consider sentinels with rifles douchey. never done it before.
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Posted - 2015.03.06 18:45:00 -
[33] - Quote
I have a hard time buying the "shield tanks are always inferior" party line when most of my successful engagements are in shield tanked suits. Scrambers are bad, but not world-ending.
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Posted - 2015.03.06 19:11:00 -
[34] - Quote
Honestly griev I'd love to see mass affect suits. Inertia as well.
But allow me to amend a half concept I have.
I feel heavy weapons rigged to dominate the long game and provide fire support should be clunky , and unwieldy in close. So if we take a ranged Hmg that has a 70-100 optimal then a scout or assault should absolutely have a clear advantage if they get within 20m.
By yhe same token breach and CQC weapons can't be clunky. Which brings me to the burst HMG. If you get a llittle too excited? It kills you. If you have excellent self control it's devastating. But it isn't the "insert logi, hold down trigger."
Because of how heavies work and how they do attrition combat if the long rang weapons got hammered in close and the cqc weapons weren't just casually easy to farm kills then we wouldn't have to worry.
Heavies would be a rock solid support platform that has flexibility if you change loadouts. It shouldn't be as flexible as a lighter frame or commando. I.E. you set up for a specific job. If sents worked more like that choices and tactics would matter.
It's why sure, were Rattati to adopt say my scram lance, even at level 5 if you hold the trigger down to the end of the magazine you're going to eat 720 damage because yhe gun won't seize, it'll try to kill you. On the ansent the DPS isn't as obnoxious. But the amsent would take 355 damage. Less to armor.
I loke heavy weapons to have good power. But they need exploitable drawbacks.
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Posted - 2015.03.06 19:13:00 -
[35] - Quote
Raffael-Puma Austria wrote:Greiv Rabbah wrote:Raffael-Puma Austria wrote:The Assault Heavy Machine Gun has the same scatter as the Boundless Heavy Machine Gun and also hurt even less, so it uses nobody! The Boundless is all right, dear fixes the spill Assault=0 then takes it more players! It needs not more damage only the scatter is the problem from the range! Please Rattati write me what you think!!! I think I'd like to understand what you're saying, but I can't really make out what this statement was supposed to be. are you saying the only thing wrong with the assault hmg is dispersion at longer ranges and that with that fixed a damage buff wont be necessary? Sorry for my difficulty comprehending, please clarify this for me if you are able. Sorry, i used google translator a little, but this i write without translator: I want to say that i have big problems with my hmg, the shoots fly anywere, but not in the center from the circle (small point) the sprinkle/dispersion/scatter (didn't know the right word #english not good) by the assault hmg is unnecessary, because when you take it in short range (10m) you don't make more damage, because in near field with normal hmg you hit the enemy with "every" shoot and so the normal will winns against the assoult havy! Do you understand me now?
Are you saying that the assault HMG dispersion is too big making it poor at fighting?
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Posted - 2015.03.06 19:24:00 -
[36] - Quote
Heh. Pretty sure you are the guy that got me with the blaster.
Most of the problem is trying to hit a target while moving. They go completely to hell inless stationary. And most turret gunners I kill or make flee.
different experiences.
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Posted - 2015.03.06 21:17:00 -
[37] - Quote
we've been trying to get the dispersion lowered for a while now.
The Dev of Doom is rebuilding it now.
from the looks of it, it will be awesome.
and hilarious.
but mostly awesome
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Posted - 2015.03.06 21:20:00 -
[38] - Quote
if we're getting a new FOTM, is it cheating if I'm already skilled into it solidly?
Just asking, for research purposes of course.
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Posted - 2015.03.06 22:50:00 -
[39] - Quote
Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons.
If heavy turn speed is lowered I GUARANTEE you will see a mass return of heavy light weapons.
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Posted - 2015.03.06 23:11:00 -
[40] - Quote
Greiv Rabbah wrote:Raffael-Puma Austria wrote:Breakin Stbuff wrote:are you saying that the assault HMG dispersion is too big making it poor at fighting? Yes, the dispersion from the assault hmg should be 0% , this is not OP, because you will also lose against other havys in cqc. But the assault hmg isn't suppose to win against other hmgs at cqc. Its supposed to be more effective at long range but loses at cqc compared with the normal hmg Also, CCP Rattati, can we please get you to weigh in a little for this guy, he went through quite a bit of effort to get his point made in English even though its obviously not his native language Cody Sietz wrote:The HMG wouldn't need a NERF if you lowered heavy turn speed you know.
I see the return of Sentinels with light weapons. This is pretty much some of what breaking and I were talking about. There used to be a turn speed penalty and nobody liked it bc speed tanking minjas with knives were unstoppable at .5m despite that Wait for it, I love saying this... Okay: if you're in a game where everybody else has a gun, and the guy who killed you got within .5m without one, he beat you with skill, nothing op about it. Edit: fear the NERFVALANCHE! the turn speed thing was removed in closed beta before minjas existed.
There was some early hinkiness with the racial scouts, but yeah, by and large if a minja gets into knifing distance then either he's doing damn good, or you're a dumbass.
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Posted - 2015.03.07 03:01:00 -
[41] - Quote
Raffael-Puma Austria wrote:Why assault hmg gets a 120 clip? It had to be 425! And range from normal hmg of 40,2 meters is to short, it has to be 60m! And the damage has to be by baundless 20.5!!!! Rattati you will lose very much players! I go to reallife, because only YOU destroy the game since Hotfix Alfa to much! All tank changes are also unnecessary! You're going to be able to blow holes in vehicles.
Honestly the old assault HMG did not work. So it's being changed. One of the reasons is we need a minmatar AV gun.
TThe assault was a good weapon to test. It will do less DPS but it looks like an excellent weapon choice for the minsent or calsent. It will also chew infantry fairly well. So what I see looks very good.
What we get needs to be tested thoroughly by shooting people.
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Posted - 2015.03.07 14:42:00 -
[42] - Quote
KEROSIINI-TERO wrote:John Psi wrote:KEROSIINI-TERO wrote: Now it will be possible to play dust with zero intent on skilling up AV.
The intention should not be born out of despair. Despair argument can be used on fighting other infantry as well. Remember protostomp threads? realistically does anyone think people will spec OUT of AV?
My bet is no
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Posted - 2015.03.07 14:57:00 -
[43] - Quote
Hey Rattati just so I'm not misunderstanding the numbers. Is the range listing in the hotfix 60ish meters for optimal or for effective on the assault?
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Posted - 2015.03.08 02:08:00 -
[44] - Quote
KA24DERT wrote:Tell me again why melee fits, who are usually faster than most drop suit fits, need a speed advantage against people who have CAUGHT THEM trying to melee? It's not the melee fit that's getting the advantage.
It's so I can hit you again for another 150 HP once I whack you for getting too close instead of you backpedaling out of reach.
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Posted - 2015.03.08 23:00:00 -
[45] - Quote
CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. I've crunched the numbers already. The only thing keeping the AHMG from being more effective is shorter range than the PLC and extremely rapid overheat. It can't outperform any other AV unless ripping on a parked LAV.
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Posted - 2015.03.10 04:08:00 -
[46] - Quote
CCP Rattati wrote:Kaeru Nayiri wrote:Arkena Wyrnspire wrote:CCP Rattati wrote:Arkena Wyrnspire wrote:That's... a very high AV DPS on the AHMG.
That's going to outDPS all other AV weapons, actually. Is that intentional? Of all the AV weapons, the AHMG is the one that can be best used against infantry in addition to its AV role. I don't think so, can you demonstrate with numbers please :), to err is to be human so anything is possible. Galmando PLC with Echo buff Minmando Swarm Top AHMG sentinel all at max skills. Righto, I haven't actually run the numbers yet and that was off the top of my head, so let's go. Will disregard proficiency for all weapons because it only applies to certain damage types. Let's look at raw damage. Summary at the bottom. Galmando with Allotek does 1870 damage per shot (glorious). Reload time with Galmando is 3.5*.75 = 2.25. Charge time with maxed skill is 0.45s. Therefore max fire rate without lag and with perfect timing is one shot per 2.7 seconds. 1870/2.7 = 692 DPS Minmando with Wiyrkomis does 1373 damage per volley. Lock on time is 1.05s with max skills. I'm not entirely sure how to calculate swarm DPS, honestly. I know there's a forced delay between lock ons and the SDE suggests that's 1 second, but I might be reading the wrong thing. Let's go with the 1 second number for now. 1373 damage per 2.05 seconds means 669 DPS. Top AHMG sentinel: The best case scenario for an AHMG is on the Galsent because it can fit 2x damage mods. 2x HDMs gives about a 9% damage increase. The proto AHMG does 616 DPS under the current proposal. 616*1.09 = 671 DPS Let's add the forge gun to this list. Your normal proto forge gun hits for 1440 damage every 3 seconds. With the same circumstances as the AHMG, this leads to 523 DPS. An IAFG will do substantially more at 726 DPS. Summary:So under optimal circumstances: PLCs do 692 DPS. Swarms do 669 DPS (?) AHMGs do 671 DPS FGs do 523 DPS IAFGs do 726 DPS Hm. They're all very close, really. AHMG does very similar damage to swarms and marginally less than the Galmando PLC. Bearing in mind that the Galmando does wonderful, wonderful things to the placon I will point out that a double damage modded non-commando allotek placon without the bonus does 481 DPS. The placon is comparatively only viable on the Galmando, then. Anyhow, looks like I was wrong about it outDPSing -all- other AV weapons. However, it's very similar in terms of DPS to all the others! IAFGs are the only ones that noticeably outDPS it, at 50 DPS more, and that's a difference of less than 10%. My concern is that it can very viably compete with all other AV options on raw DPS (and indeed, if those other AV options aren't in optimal circumstances it will noticeably outDPS a good few of them) while being much easier to use than the other options and also being by far the most effective against infantry. No other AV weapon offers anywhere near as much anti-infantry capability as the AHMG, but the AHMG is right up there with the best of the AV options at the same time. It offers, quite literally, the best of both worlds. EDIT: I am also concerned that the Galmando is practically required to have viable placon DPS. I know the bonuses fit the commando type, but they just do so much good for the placon that you pretty much need to have them to use the placon viably. @Arkena, @Rattati Very important inevitable outcome here that I must point out, the Assault HMG must work uphill against the shield regen of vehicles that will NOT BE BROKEN by the minimum damage that it applies. You may think the DPS looks similar on paper until you realize all those weapons break the minimum shield regen damage requirement EXCEPT for the AHMG. Meaning it has anywhere between 120 to 200 HP/s taken off it's DPS numbers unless you are already into armor. exactly, someone needs to break shield recharge for them, or flux the vehicle.
why is this a thing? I mean if you're going to make it an AV weapon making it so it cannot beat the shield recharge is counter-intuitive.
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Posted - 2015.03.10 04:36:00 -
[47] - Quote
DRT 99 wrote:i dont think the AHMG not breaking shield regen is a big deal. Most heavies already carry fluxes, and av oriented AHMG heavies will carry the newly buffed AV grenades.
we going to require swarms to use flux/AV nades to break regen too?
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Posted - 2015.03.10 06:33:00 -
[48] - Quote
tac AR isn't even capable of doing 5 damage to a vehicle. that percentage you see when you target something isn't there for show.
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