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Thread Statistics | Show CCP posts - 32 post(s) |
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2487
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Posted - 2015.03.05 07:04:00 -
[1] - Quote
AScRs look batshit insane... The standard one does more DPS than a Duvolle. I can get the logic of the heat being a decent warrant for more damage, but maybe you should bump it to 36-37 instead of all the way to 38? I feel you'll be pulling the HMG out of the ARs niche and just pushing the AScR into it instead with such a massive buff...
I mean, I'll use it. I'll feel a little dirty, but I'll use it.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2488
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Posted - 2015.03.05 07:17:00 -
[2] - Quote
And you are definitely going to need to cut the magazine size and carried ammo of the AHMG, by a substantial amount, if you didn't already think of that. It would be OP against -everything- if you don't. Just a reminder. I suggest 100 rounds.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2490
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Posted - 2015.03.05 07:35:00 -
[3] - Quote
KAGEHOSHI Horned Wolf 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. Perhaps heat buildup should also be increased so that it does overheat on Amarr assault to balance the DPS buff. Perhaps the overheat should happen at around 65 rounds. I don't really know what Avallo is talking about... The gun does overheat if you lay into the trigger even for Amassault V. At the 70th round, IIRC.
I don't think it will be a problem on Amassault. Mostly because it will kill everything when used on any suit before it overheats. So not Amassault in particular, but just a problem overall.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2493
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Posted - 2015.03.05 09:00:00 -
[4] - Quote
Alright, I just got back from running a few matches running nothing but AScRs. o.O
I've changed my mind. A 15% buff seems a lot more reasonable after you get absolutely slaughtered by Calassaults when you use one. And they just slaughter you less than everything else does. Everything slaughters you.
I must have forgotten exactly how bad they are. God, they're terrible.
So f*** it. Go ahead with the 15% buff. So what if it ends up being a little OP? It would at least be a nice change of pace to have AScRs be the FotM for a little while. I actually don't think they will even be very OP, if at all, after using them though.
I still think their biggest problem is that they are barely usable outside of hipfiring, and that a different buff would be better, but a 15% damage buff would at least make them usable for the one thing they are good at. Hipfiring.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2496
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Posted - 2015.03.05 20:39:00 -
[5] - Quote
Breakin Stuff wrote: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. Yeah, Galmandos are the best PLC suits, no doubt. They get what is equivalent to a ~30% buff to PLC DPS.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2497
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Posted - 2015.03.05 23:13:00 -
[6] - Quote
True Adamance wrote:Breakin Stuff wrote: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. Making sentinels the open ground powerhouses would threaten that because they'd be exposed to the stuff that'll tear them to ribbons. in close it's just shotguns, REs, NK and other fatties with maybe occasionally being shot in the face with a PLC. in the open it's HAVs, ADS, charge sniper, tac sniper, forge guns, rail rifles, ACR, LAVs with decent turrets, also fast movers with the traditional assassination methods because you have to fall back to cover to regen/resupply sooner or later. For shield sents you have the additional threat of scrams, and the laser rifle. in close the HMG more or less outclasses everything. in the open, even if you outrange them with an HMG they still have a fighting chance to kill you. I've not yet come to understand why Sentinels don't wish to actually be juggernauts with large calibre weapons that can lock down infantry and vehicles from a range while being able to put down suppressive fire on tough to crack emplacements. Think mid way between Alex's HMG and a Mass Driver. Slower firing, much more powerful auto-cannon rounds, get in position and you are like a Mini Turret but up close you are subject to faster moving dropsuits like scouts and assaults.
"because people like winning 90% of the time"
They don't care whether their role fits into the game well...
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2499
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Posted - 2015.03.06 02:57:00 -
[7] - Quote
duster 35000 wrote:CCP Rattati wrote:Doc DDD wrote:Mostly excited for the patch as it has potential..
Have same concerns as a few others.
Scrambler buff... Ok so no one in thier right mind runs shield fits as Armor>Shields... so lets buff the anti shield gun that no one is using since no one runs shields...
Instead of 3 people running shields on the server there will be around 1... the problem is using the scrambler sucks against armor and EVERYONE IS RUNNING ARMOR... balance shields first then look at the scrambler rifle.
Yo Rattati armor hardeners needed some love but going from 50% worse than shield hardeners to 50% better is swaying the pendulum pretty far in the direction of armor tanks. Infantry is already dominated by armor.. we want tanks doing the same thing?
That duration is going to make running Incubus and armor HAVS the only option... 30% makes far more sense given how long they last. Shield tanks have like 900 armor that spells death to any weapon while armor tanks have like 1200 shields that is used as a buffer...
while the regulators are a good start, without shield boosters being viable there are going to be A LOT of armor tanks.
Myofibrils + RE spam is going to get old fast Dropsuit Shield and Armor tanking are currently at pretty good parity. No...it's not. it would have been fine pre armor rep buff, all that was needed is maybe put plasma and laser DR 5-6% per shield regulator...no one uses shields in competitive matches, and I don't use them much in pubs because the moment someone uses a ScR or AR I'm forced to go armor, or I die in 1 second flat.
Do you know what the most used item in PC matches is? HMGs. So go away with your "only armor is viable in competitive matches" bs...
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2499
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Posted - 2015.03.06 05:36:00 -
[8] - Quote
duster 35000 wrote:Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it. What shield problem? There is none. Ratatti just said that shields and armor have reached parity.
My anecdotal experience in game aligns with his statement.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2499
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Posted - 2015.03.06 06:00:00 -
[9] - Quote
duster 35000 wrote:Fizzer XCIV wrote:duster 35000 wrote:Bright Cloud wrote:To be honest we need a reptool variant that regens shields. That would make shield suits much more viable cause the current meta in pubs is like this for competent squads:
-4Xarmor tanked suits (assaults/sentinels) -1 repping logi (reptool, needle, hives and maybe links) -1 scanner logi (3 active scanners and a nanohive)
That basically sums it up. A armor tanked squad will die much less and the logis will generate insane high amounts of WP to get OB's. A full shield tanked squad will never be aible to compete with that. Also anti shield weapons are much more brutal against caldari/minmatarr suits then anti armor weapons are against amarr/gallente. I seriously recommend to implement a reptool that only heals shields and give the Caldari Logi a bonus for that (basically a mirrored minnie logi). Or just fix the actual shield problem instead of relying on teamates to fix it. What shield problem? There is none. Ratatti just said that shields and armor have reached parity. My anecdotal experience in game aligns with his statement. The fact that shields get destroyed so fast you can't regenerate it? cal assault regen fit, VS AR or ScR. The ScR is TOO effective vs shields, minmatar assaults have a chance though. oh and they should have buffed shield regen/delay when they buffed armor reps. reduce recharge delay on all min/cal suits by 1 second, medium and heavy frames only. Shields don't need a super buff...just some small changes. In the months that this topic has been beat to death, I've yet to see any concrete evidence that shields are worse than armor overall. In many cases, I almost want to say shields are better overall.
For every "super OP" armor fit that the "shields suck" guys make on Protofits, somebody comes along and makes a shield fit that would perform just as well, if not better, on the field. I've never seen a well built shield suit that doesn't look just as good as a well build armor suit.
In fact, the only real advantage I think armor has over shields anymore since the standard plate strafe nerf, is armor repairers. If armor didn't have repair tools, I'd actually say shields would be outright better.
HP values for both HP types are, on average, about the same within the same suit classes. Nobody runs basic plates anymore, just Ferroscales.
No argument has sheen solid enough to convince me so far, and neither will anything you can come up with. And Ratatti just outright telling us that they are at parity has done nothing but cement my opinion even further.
Shields are in no way worse than armor overall. Period.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2499
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Posted - 2015.03.06 06:10:00 -
[10] - Quote
duster 35000 wrote: Ever since the armor rep buff, I have barely touched shields. ScR and AR make it unbearable.
Shields were fine before the buff. They need a slight regen buff, like I said above.
And armor needs the strafe penalty reeuced slightly, I don't use regular armor plates on my AM assault.
That's just it, though. If both need slight buffs if your opinion, how is one objectively better than the other?
If armor is allegedly better than shields, and you give both slight buffs, wouldn't that not change a thing in the overall armor/shield paradigm?
If this is the case, aren't they actually equal? Or at least close enough to equal and different enough from one another to be considered practically equal?
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2503
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Posted - 2015.03.06 23:40:00 -
[11] - Quote
Funkmaster Whale wrote: IMO the profiles should be:
Laser = +10% / -10% Explosive = -10% / +10% Rail = -5% / +5% Plasma = +5% / -5% Projectile = +7.5% / -7.5%
Better...
Lazor = +20/-20 Scrambler = +15/-15 Blaster = +10/-10
Rail = -10/+10 Projectile = -15/+15 Explosive = -20/+20
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2507
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Posted - 2015.03.07 04:24:00 -
[12] - Quote
Cat Merc wrote:Rattati, will a double myo stim Gal Assault be able to jump on a supply depot?
No. I doubt it.
Triple Myo Minscouts will be able to just get on the shipping crates we see a lot, which is also the highest anyone will be able to jump.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2520
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Posted - 2015.03.07 17:13:00 -
[13] - Quote
Baal Omniscient wrote:I also see explosive weapons becoming useless since you will be able to easily jump over the blast of all but maybe the assault MD. Just pointing it out.
Edit: this includes missile turrets.
That can already by done though because of the horizontal blast zones we have, so it probably won't change much for explosives, really.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2544
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Posted - 2015.03.10 02:33:00 -
[14] - Quote
MINA Longstrike wrote:XxBlazikenxX wrote:CommanderBolt wrote: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 Only speaking on the PLC comment, I am very happy to see that you understand the Plamsa Cannon. As someone that thoroughly loves the cannon <3 I can agree with this. Don't get me wrong, I would love a charge / reload speed increase for the base weapon..... but that might be a tad op. Only a tad though because "who uses the PLC" amirite? I love it when I get my entire squad to use a PLC. The funniest situation was where we were at a DOM, and a tank rolled up to the point, all of our squad mates were relatively close, I told them to all fire on the tank at once, and I got the funniest hatemail I've received in a while. Quite honestly, having done & had it been done to me plc volleys are *terrifying*. One plc isn't so bad, 3-4 is a thing out of nightmares.
Multiple PLCs are possibly the most effective suppression tactic in the game tbh. People are too afraid to get out of cover because they know a mere touch will melt them.
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2557
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Posted - 2015.03.11 02:56:00 -
[15] - Quote
Personally, vehicles look like they'll manage. But maybe now Swarms could use a small nerf since we will have other viable AV options.
I still think swarms should have relatively low DPS compared to other AV options, even if they can only be used on Vehicles. The Skill:Power is still super messed up for them, and the Plasma Cannon will still be underrepresented.
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