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Thread Statistics | Show CCP posts - 32 post(s) |
Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
145
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Posted - 2015.03.05 10:23:00 -
[1] - Quote
CCP Rattati wrote:Francois Sanchez wrote:I forgot to ask if the removal/reduction of the ridiculous scan range penalty of the cloak was still on the table? Scout bonus encourages you to fit a cloak while you're better when running around without it, there is something not right here. Ask any good scouts, they use it only to climb ladders and sometimes to cross wide open areas or to hack an installation (only if it's in the open, otherwise it's better to hack uncloaked). We do not want risk-free gameplay, neither picking your targets while invisible for a shot in the back, nor hacking with perfect awareness of your surroundings, while invisible. I like that. I also like the idea of not being penalized for equipping it but not using it. Can that be fixed?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
146
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Posted - 2015.03.05 10:46:00 -
[2] - Quote
CCP Rattati wrote:Dear players, We are removing all vehicles from the OMS gamemode. Ambush and OMS will from now on be infantry only, a traditional Team Death Match mode. Now I may have slightly misquoted you here rattata, but thus is what you said right? Instead of giving the OMS game modeits queue back, you're kicking pilots out of a second gamemode by eliminating player owned OMS from the OMS game mode? So its just an ambush now then.
An entire game mode that had a strong following among pilots and av instead of being reinstated is being delivered the finishing blow? And still we can't purchase or call in turrets or other installations. Dark days, my friends. And I see tanks yet expanded but no word on logi vehicles or scout lavs. I'd stop crying about mtacs for a little if I could have my Callisto back. Just for a little. I'll push for mtacs until there is no more EVE if I have to. We were promised mtacs in 2013
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
146
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Posted - 2015.03.05 10:49:00 -
[3] - Quote
Baal Omniscient wrote:Thanks for yet another passive buff to nk's and shotties, that's just what this game really needed. Last I checked, balance trumped realism. But I guess balance dropped a rung recently. Thanks for the backpedaling changes -_- Baal how could you?! Besides, sentinels have been stealth kill proof for awhile. We need this, let us have it.
CCP rattati while were talking about realism, why does the guy who layers on 3 sets of armor turn as quick as thevgiy who has no armor and does have biotic upgrades?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
155
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Posted - 2015.03.06 03:12:00 -
[4] - Quote
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.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
155
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Posted - 2015.03.06 03:17:00 -
[5] - Quote
Breakin Stuff 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 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. Harder to hit with is relative... PLC is a blaster. An av shotgun, if you will. The fireball doesn't need to be able to sail accurately across the field bc unlike a forge gun, its close range av and should be so. I'd like to see Spike Ikari weigh in regarding PLCs. Guy friggin loves his fireball cannon
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
155
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Posted - 2015.03.06 06:56:00 -
[6] - Quote
Pagl1u M wrote:CCP Rattati wrote: Deployables Simple, we have increased the carried amount of all deployable equipment by 3, since bandwidth has reduced individual spam of equipment, allowing simpler redistribution, sort of a chain of uplinks or hives from the start of the battle. We have, however, also a need to reduce the efficiency of drop uplinks, and are reducing the spawns per uplink by 50%. We have also reduced bandwidth of Proximity Explosives from 2 to 1.
Wait, wait, wait, wait! Wait a second! You're telling me, everyone is asking to nerf REs and you are buffing them??? Are you kidding me? I'll comment later about the other things that are really great, but this... Is really BS! Not everyone is asking for RE nerfs. A lot of people are agreeing with me that after as many nerfs as REs and other explosives have gotten, CCP start fixing the other explosives. Remotes are only beingbabused because theyre tye last explosive weapon left. Nobody hears you crying when you die to a trap. They just laugh.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
156
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Posted - 2015.03.06 11:39:00 -
[7] - Quote
ROMULUS H3X wrote:I got a few words.... Mid-Air Fist-Fighting. I am so Happy. You are all screwed Crouching 'Tiger' Scout, hidden 'Dragon' Scout
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
156
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Posted - 2015.03.06 12:15:00 -
[8] - Quote
Breakin Stuff wrote:Imp, area denial for a sentinel should be, for example:... Can I stop ya there for a sec? Area denial is that thing a minlogi does where you're trying to get through a doorway but they have remotes set. And have practiced aiming the mass driver for short-mid range anti infantry area denial purposes(this and light av are what mass driver is made for) Sentinels are for point defense and heavy av, basically. Sentinels, as the name would indicate, are basically analogous to Knights in other RPGs. Massive armor rating, minimal dexterity, long delay between attack turns, low movement speed. Can they take down a horse? Of course of course. Can they take down an elephant? With some work and a big enough weapon sure, but should need some help from party. Can they take town a big bird? If it flies at the base they're defending, you better believe it! A sentinel is intended to fortify a castle. Yes theyre the one going toe-to-toe when you fight the big bad critters, but that's because otherwise the mage, ranger, rogue, and berserker get targeted and they cant survive a hit.
"Here's the issue: The sentinel is the go-to suit for CQC." That is an issue. Like a guy wearing 3 sets of armor layered over each other turning as fast as a guy in a leather jumpsuit. That's an issue. But sentinels cried for it and made it happen somehow. Im gonna ignore your statement where you dont mention how forge guns decimate dropships and swarms are fairly ineffective against any pilot with more than half a brain.
"...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." This is not a bad thing. Basically an av shotgun. Working almost as intended.
"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." Yes it is. Its called minja. Minja is the target practice role BECAUSE we were king of cqc. Why? Because our role description was TO BE king of cqc. If sentinel 514 is coming to an end... Thank god.
"Sentinels were built and billed as a suppression platform (which it has never succeeded at)" Nope. The assault is a suppression fighter. They're the ranger, sentinel is the knight. When the assault takes a couple hits they get behind cover. Or better, they get behind the knight. A sentinel should knock down anything it sees that approaches what/where its defending. An assault has the range to be a suppression unit. A commando can't armor up as heavy but can attack much quicker and hits harder with their favored weapon. This whole "classes" thing CCP went with is one of the last RPG remnants in dust, and it largely is working as intended
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
156
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Posted - 2015.03.06 12:24:00 -
[9] - Quote
Most Sneakiest wrote:CLONE ALPHA 001 wrote:two small thing i really really really really REALLY wanna see fixed. 1. when an amarr logi dies all it links lose their bonus 2 vehicle requests denied when calling them in while inside of some sockets please fix Almost 1/4 of the map with the large hangar in the middle (not sure of the name...not sure if anyone knows the name) blocks all vehicle requests due to "location unacceptable" .
1. Working as intended. Fix incoming when your sentinel learns to protect their logi. Just bc a mage specializes in something that isn't healing, doesn't mean they don't need protecting. In fact, an amarr logistics bonus makes their links impressive enough that its a veritable call to arms. If the amarr logi is protected, reinforcements WILL be coming. SOON! 2. Yes. Wtf with this?! (Stands on the road away from cover) "I'll just call my quafe methana in bc my callisto doesnt exist anymore..." "Location inaccessible" "dafuq?!" "Location inaccessible" "location inaccessible" "team quota reached"
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
158
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Posted - 2015.03.06 13:57:00 -
[10] - Quote
Breakin Stuff wrote: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. ... 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. Reading comprehension? Really. You get some. I don't really want to hear that from someone who always injects their own opinions about what they think I'm trying to say into what I'm actually saying.
I feel that mass drivers are (as intended) more effective area denial than REs. If you spent a little less time convincing yourself I'm a troll, you might realize I have a brain. Most of your post was decent and I'm glad to see it, but I can't let "The tank/DPS/Healer mmotif doesn't work in DUST." slide when one of the things that works best in this game (given intelligent players with teamwork capability) is the rpg style class system.
I never said heavies should only be able to take damage, i actually said anything they spot they should be able to knock down. Sure minja should be able to knock one down if not spotted and similarly leveled, but believe it or not im not here to beat that dead horse today. I am here to try to provide constructive feedback and i can do it without insulting others Or making assumptions about what i think they think I think they were trying to say. Lighten up bruh. Ever since the day I saw ppl trolling you in devhangout about av and threw in my two bits (after saying I have no issues with you and think you've got a good head on you) you've been up my ass pretty consistently.
I don't think bsentinels should be nerfed into the ground. I think amarr need light av, mass driver needs to become light av again(were about to take a good step in that direction) and I think we need 3 more heavy av and 3 more heavy anti foot soldier weapons. I don't want any class to be as useless as the minja and amscout have been for the past while. I also feel that sentinels are a little too much ATM, but not anything that can't be fixed. CCP just doesn't need to make all their buff/nerf decisions on what the op fit of the year is. Its how you wind up with sentinel 514 in the first place
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
158
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Posted - 2015.03.06 14:07:00 -
[11] - Quote
Lorhak Gannarsein wrote:Out of curiosity, Rattati - why are both of the new vehicle utility modules in high slots? Great, I get access to fitting modules, hooray, I can still fit nothing more than usual because of the catastrophically high costs of the modules. I get a new tank module! great! Now I have nothing else to fit in those slots. Why is it necessary to give all utility to the Madrugar, as well as making it near as durable as the Gunnlogi? EDIT: I just realised that you're also in the process of (effectively) nerfing the effectiveness of AV against armour - it seems what's happening here is that the Gunnlogi's eHP is being (effectively) cut, on top of the Large Missile nerf - with the Large Blaster seeing so many repeated buffs, I'm really starting to struggle seeing a place for Gunnlogis. I mean, hell - I can't even escape from a blaster Madrugar thanks to him being faster than me and also having space for nitrous without interrupting tank. Breakin Stuff wrote: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. haha yeah missiles are the reason Maddies don't show up, but it's swarm missiles, not large missiles. Large missiles are even rarer than Madrugars. Godin wrote: Because It being a better CQ weapon than blasters is silly.
So I don't know if you've ever tried using blasters against a Madrugar, but it's way more effective than using missiles on a Gunnlogi. Or using missiles against infantry. Or missiles against anything except a Madrugar who doesn't know you're there.
The gunnlogi pilots cry a little hard, but all av is armor av except PLC and flux grenades, and as soon as a PLC or a scout running with a grenade is spotted, gunnlogis nitro out of there so fast you'd think an rdv picked them up. Agree about the large missile turret. And why is it the only turret that isn't available mlt?
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
158
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Posted - 2015.03.06 15:33:00 -
[12] - Quote
Imp Smash wrote:True Adamance wrote:Imp Smash wrote:
Incorrect. Because area denial roles require mobility. Heavies don't have that. The idea of a heavy being outside but being dangerous at range doesn't work because the heavy can't move around the battle field and change their area of denial. All they do is become open area campers and can't really commit to the battle very often as, when said battle moves or changes, that heavy won't catch up to the next fight till it is already over. Heavies will earn virtually no WP. Basically, they will be the closer range, slower moving version of a redline sniper.
That's the reason why people who play a lot of Sent don't want to do this. Mobility is the single most important factor in long range battles -- and since Sents don't have it they won't be able to do it.
Heavies out of CQC is a ludicrous idea. Change map design so that more points are open with no cover. That would right there solve your problem with no changes needed.
Breakin is right about one thing though -- this won't kick heavies out of CQC at all. It might reduce the number of them though.
No they simply don't. I don't need to move for my Laser Rifle to clear entire sections of the map. I get into position I can stay there as long as I need to. In other games once I get my Tiger H1 into position (its a heavy tank with a big gun) very little but well placed high calibre shots can dislodge me. You simply do not need to move to fulfil an area denial role, you simply need to get into position within the area and BAM you have a sweet spot of wreaking havoc. You can defend an open area. Seeing as map design puts the VAST amount of points in areas with plenty of cover --- no -- you won't be contributing as much to objective game modes as much with a laser. I run a laser as well. And yes, there are some points on some maps where a laser (or a heavy with a laser like autocannon) could be helpful. But very little in relation to objectives. Add to that the heavy extra large hitbox (and head hitbox) giving a heavy less ability to take cover and you have a sitting duck to RRs, Scramblers, Lasers, snipers, and forgeguns. Simply because any suit can post up anywhere and shoot at that heavy, duck behind whatever rock or hill is in the area, and pop back out due to their mobility. Cloaked scouts will be having a field day. Heavies can't move so -- LAVS. Or HAVs. Roadkills for hilarity. Basically when doing area denial you need to control range. And to control range you need mobility. The thing heavies are the worst at. Let's imagine tactics. Ok. hack point in this building. Large open plains all around. Lets put a couple of Sents on the roof with their laser like HMGs. That will be plenty good defense. Except Laser. Ok lets assume the HMG outranges the laser. Sniper or cloaky shotgun. Sentinels will literally be unable to defend anything simply because before anyone hits them they will die. I mean, I like tactics, and counter tactics to Sents is a great thing. Unless there is no counter to that counter in which case no more heavies outside of forge sniping. Oh wait -- you are an Amarr Assault just like me. You forget that 1. AmAss have more speed. 2.A shitton of HP for an assault 3. Smaller Hitbox and 4.A TON of stamina to use to help move around the battlefield. Basically all of the stuff required to be effective at ranged combat. Lets try to force heavies out into the open so that the MinSent and Am Sent become the only SemiViable heavies and laugh at the GalSent and CalSent. All this is assuming the HMG stays the only 1 of 2 heavy weapons. We might get more heavy weapons. Should they all be outside only too? And the fact that ranged area denial suits need nano hives but heavies can't carry them. Way too many holes in this argument. And all of the above ONLY breaks the HMG. It STILL doesn't kick heavies out of CQC. All we will see is the overwhelming majority of heavies picking up light weapons. Only bringing out the HMG a small percentage of the time to shoot off of a roof when reds are rushing it (which the Assault HMG SHOULD be doing anyway!) On an unrelated note. Leadfoot10 wrote:All of them look good to me, with one exception....
myofib jumping + explosives myofib jumping + shotgun myofib jumping + knives
...in combination with reduced backpeddle speed, is going to make for some serious QQ, I suspect.
Looking forward to the update....Lead Scouts will be making a comeback You make a number of points that warrant discussion, but I'd like to point out that in cqc, the hmg is practically king(as of last time I played sentinel. Its a cone of death. Pulling the hmg from cqc to short-mid is fine if flamethrower. Also, sentinels still nk-stab harder than anyone, you can't take them out of cqc. Why would you want to? Sentinels are defenders. They need to be able to defend their party at close range too. The only thing that should really be killing a sentinel at cqc range consistently is either flanking squaddies or a well hidden scout creeping up for a stealth kill.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
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Posted - 2015.03.06 17:06:00 -
[13] - Quote
Breakin Stuff wrote: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. OK I'll brb. This long ass post requires a laptop to reply. This space reserved.
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
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Posted - 2015.03.06 18:09:00 -
[14] - Quote
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
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
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162
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Posted - 2015.03.06 18:19:00 -
[15] - Quote
Breakin Stuff wrote: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 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
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
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Posted - 2015.03.06 19:12:00 -
[16] - 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? yes i do, thank you. hold down the trigger for longer. the more time you press the trigger, the scatter will disappear and your shots at farther distance will hit the center dot. it will scatter again if you let go the trigger the normal is better short range. the assault is good farther if you press the trigger button for a second or two before it fires at the small point in the center
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
M.T.A.C Assault Operations Command Lokun Listamenn
163
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Posted - 2015.03.06 21:17:00 -
[17] - Quote
Breakin Stuff wrote: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. Oh yeah. I've been meaning to mention, I read your av spreadsheet awhile back and noticed you stole the overheat mechanism from my old flamethrower concept lol. When I think about it, I'm still not sure about a hmg losing out to assaults with rifles, bc that's definitely a range game, but I think a commando should certainly eat up a sentinel with long range weapons. Prolly assault too I guess, I'd want to play around with it a bit and see how things balance out, but I definitely agree that heavy weapons should have devastating power, but devastating consequences for misusing them. As well, long range weapons should be clunky at short range. On my calmando alt, I can sit back a bit with a rail rifle and ping on people all day long, rack up kills, and have no fear of being more than mildly hurt unless a sniper, a gal scout with a sshorty, or a cal assault with another rr shows up. Once my dps is cancelled out by an opponents range, im a sitting duck
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
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164
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Posted - 2015.03.06 22:50:00 -
[18] - Quote
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.
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Greiv Rabbah
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Posted - 2015.03.06 23:01:00 -
[19] - 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%
IMO the profiles should be defined differently. Can we see something like:
LaserGåÆEM ExplosiveGåÆExplosive RailGåÆKinetic PlasmaGåÆThermal ProjectileGåÆ80% Kinetic, 20% explosive
It isn't perfect, but its a fair start to lay the foundation for separating ammo and guns. In the meantime, swarm rockets could be changed to kinetic(now called rail) damage profile and the animation have some lightning instead of an explosion when it hits. This would slightly alter its usefulness as conpared to now by making it a hybrid weapon(a graviton rocket, as swarms should be if theyre caldari with no option to load a different type of rocket) I would like to stress however that EM rockets, thermal rockets, and explosive rockets should exist, but they should be amarr, gally, and min rockets that can be loaded into a swarm launcher. Until then I feel for lore and calmando reasons it needs to be kinetic
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Greiv Rabbah
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Posted - 2015.03.06 23:07:00 -
[20] - Quote
Saxonmish called, he wants his Vayu back.
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Greiv Rabbah
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Posted - 2015.03.06 23:43:00 -
[21] - Quote
CCP Rattati wrote:Heavy Attack Vehicles Our primary task was threefold; 1) make the GÇÿMadrugarGÇÖ viable, 2) add progression to HAVs to reward skill point investment, and 3) not break the game while doing it. We are not exaggerating when we say that this initiative has been the longest and most discussed topic in years. That said, we are really happy with the process, especially with our first time of using a community developed web tool to theorycraft and test the designs before implementation. Overall, we think we have accomplished 1) and 2), and we will see about 3) once the changes are live. It will take some time to see about 3). It would take less if OMS was given its queue back, to rewards pilots and av for not quitting after 1.7 happened. It will take much longer since pilots are being punished by forcing them out of a second game mode (that makes half the types of game modes, 2/4) It may take much much much longer, as marginalizing pilots to the point of only allowing them to play half the game will likely cause many of them to quit. And this is sad because they don't want to quit. They've been waiting on their vehicles to be reintroduced. How are you going to get them to believe their vehicles are being reintroduced when you're forcing pilots out of 2 game modes per year. At the rate we're going, by next fan fest there will be no more vehicles in dust. Is that the message you're wanting to send to the only class in the game that doesn't even have a drop suit? That next year they'll most likely be kicked out of the game altogether? Beware the nerfvalanche rattati, its pretty much never a good idea to take out things devs have worked hard to put in
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Greiv Rabbah
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Posted - 2015.03.06 23:48:00 -
[22] - Quote
Breakin Stuff wrote:Greiv Rabbah wrote: 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. Heavies overall still had a reduced turn speed compared to scouts up until uprising 1.5, and it was loverly
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Greiv Rabbah
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Posted - 2015.03.07 00:04:00 -
[23] - Quote
IAmDuncanIdaho II wrote:Breakin Stuff wrote:Greiv Rabbah wrote: 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. Can't speak for closed beta as I wasn't around but the turn speed for heavy frames was removed in 1.4 (Aug 2013) because of scouts dancing around them. Me Minja included. https://forums.dust514.com/default.aspx?g=posts&m=1210968#post1210968CCP Logibro wrote: Movement
* Fixed a bug that was making dropsuit strafe speeds too fast * Increased the strafe speeds for all dropsuits from their values in Uprising 1.1 (net result is slower speeds than Uprising 1.3) * Removed rotation modifier on heavy frames - all frames can now rotate at the same speed
Damn i woulda swore it was 1.4 Good on ya bro
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Greiv Rabbah
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Posted - 2015.03.07 00:19:00 -
[24] - Quote
Imp Smash wrote:Ok. 5 pages to catch up on. I don't know how you guys spend so much time on the forums :/ To be completed in edits... Area Denial: Anytime anyone says anything "should be" a certain way -- Breakin Stuff wrote:Imp, area denial for a sentinel should be, It is very hard to take anything seriously. Not because they are necessarily wrong or that there isn't some reasonable rationale in there -- but that the source of their arguments is how they 'want' it. Requests are for when you want something a certain way. Arguments for change at the expense of others opinions should, as a general rule, avoid that. Now that that is out of the way: that is one way area denial for sentinels could work yes. In fact, I was under the impression that this was how the assault HMG was supposed to work. But, as I have mentioned before in many other threads (and have not had anyone actually able to argue against it) that will only be an option in very limited situations. Situations that are not common on most matches - because remember, heavies can't move easily. They can't run around the battlefield chasing down an area to start denying at a reasonable reactive speed. So they often will (as they do now) stay put. Worse yet, there is no profit for the heavy. Low to non existent WP (and therefore ISK/SP) in the majority of situations as people will just avoid them, flank them and farm them. Quite simply -- it makes the HMG heavy the least flexible suit in the game with the lowest WP generation. (Which it actually already is.) Barring certain very specific instances, no one will use the HMG. As I have said 1000 times, so much so that you and most everyone else has started parroting me, we will have light weapon wielding heavies. In CQC. The concept of a slow suit with a large hitbox means heavies will stay in CQC. This also pigeon holes all the other potential heavy weapons to be released into the same kind of outdoors area denial weapons. We will have a tons of heavies in Ambush, and few to none in Skirm (or FW, or PC.) But this still all is a separate to the fact that this is how some people want heavies to be. A few vocal minority player's opinions. As if that should trump what CCP decides the Sentinel's role to be.
You directly addressed what threw me off before about breakin's statement(when I was half asleep) but here you are saying don't say it should be his way bc it should be your way. That's not right either. This game is varied by design. The way it should actually should be is that there should be anti infantry heavy weapons at a variety of ranges, and yes the hmg is in too close if we starts talking flamethrowers, which should take the range slot of the current hmg and push the hmg out to more like the assault hmg range. The scramlance or heavy pulse or helghast bolt or that little sh*t Pokeys smexy focused beam or whatever you wanna call it should be longer than that. Can we all agree there?
Edit: we dont talk about light heavies because you said it. We talk about it because it used to be a real thing and we recall it. Breakin even did it today to troll the pubs or some such other reason. And point defense/squad meat shield largely is the sentinel role. As per any dictionary: sentinel- guard whose job is to stand and keep watch.
Also, some of us volunteer opinions, theorycraft, and discuss everything to death around these patches because we treat it like volunteer work. My field is game programming and I want to see this game be the best it can so I can afford to give up some of my time. I just hope y'all forgive me being half asleep for parts of it im pretty beat by the time I get home
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Greiv Rabbah
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Posted - 2015.03.07 02:44:00 -
[25] - Quote
Imp Smash wrote: the same rant... Plus: This also pigeon holes all the other potential heavy weapons to be released into the same kind of outdoors area denial weapons. We would have a tons of heavies in Ambush, and few to none in Skirm (or FW, or PC.) No one has addressed the idea that map design predicates the current Heavy heavy combat doctrine. (at least not in opposition to my assertion. plenty of people agree with it.) No one has disagreed that different socket design and more open area hack points would limit heavy spam significantly. But this still all is a separate to the fact that this is how some people (especially you) want heavies to be. One of a few vocal minority player's opinions. As if that should trump what CCP decides the Sentinel's role to be. Some of us think they should be point defense as opposed to area denial. Funny thing, the heavy as well as the only heavy AP weaponry is designed around that philosophy. So I'll stick with CCP on this one as opposed to arrogantly assuming I know better and/or have my opinion trump the game's designers... Hotfix Echo HMG Changes:I was not sure if the HMG applied its damage too far out. In fact, i felt it didn't and argued against it. That's because I never fired my HMG at anyone outside of 15 meters. For that I used a side arm. But on my assault suit I started seeing heavies gun me down from 30+ out. Even then it was only 10ths of a second slower than it was when I stumbled on one close. Then I changed my tune and realized, yes HMGs have too much range for that much DPS. I am still starting to rethink dispersion patterns because of it. So happy about the range nerf for now. There was also a damage nerf (more than 10%) on HMGs as well (except for the Assault HMG.) I think premature, but ok, let's try it out. Greiv Rabbah wrote:You make a number of points that warrant discussion, but I'd like to point out that in cqc, the hmg is practically king(as of last time I played sentinel. Its a cone of death. Pulling the hmg from cqc to short-mid is fine if flamethrower. Also, sentinels still nk-stab harder than anyone, you can't take them out of cqc. Why would you want to? Sentinels are defenders. They need to be able to defend their party at close range too. The only thing that should really be killing a sentinel at cqc range consistently is either flanking squaddies or a well hidden scout creeping up for a stealth kill.
The HMG is essentially a flame thrower yes. The Sentinel is 'currently' the king of CQC yes. There is nothing wrong with that by itself. The problem is, heavies can stay in CQC and be relevant to the objective in Skirm, Dom, FW, and PC at ALMOST EVERY HACK POINT. There is CQC everywhere. HMG heavies have 2 large weaknesses: slow and short ranged. Meaning: can't control range -- every other suit gets to decide the range -- and can't shoot outside of its range. Since there is CQC by the points everywhere maps currently mean that heavies can eliminate their single 2 biggest weaknesses. Heavies are super easy to kill outside of CQC. Just move away from them and pin them behind whatever cover they have while they get flanked, or, if they have no cover, kill them as they can't shoot you. If there was open ground access to most points, or if more points were completely out in the open then sentinels would not be defending them. This issue with heavies being the kings of CQC would be changed significantly with different map design.
I'm not talking about "essentially a flame thrower" I'm talking about how bad it is that right now a light blaster outdistances a heavy firearm for no reason other than that there is no heavy blaster. I propose a flamethrower. I'm saying if we want heavies to be viable at different ranges(and we do) then we need to expand their weapon choices without needing to downgrade their weapon class. Weaker but faster weapons are all good for players that can't carry weapons that big, but players that can need options. And no, sentinels don't stay mostly in one place because they're limited on weapons, in fact they have the broadest range of weapons available to them and that's perfect. Any weapon you like but no magic(equipment). Its good. However, its bad that the weapons to make them flexible arent there. Back on topic, the reason sentinels stay in one place and guard it is because that is exactly what a sentinel is. If you don'tbelieve me get a dictionary yourself.
The argument that we need different maps to make ssentinels viable at crying ranges is absurd. If you couldnt cover the letter from a distance, then how can snipers train on any letter objective in the entire game? Its because every letter on every map can be covered from a distance.
Im not trying to be rude when i say this, but you gotta stop complaining so much and use your brain. Tactics are important to consider because they make or break the game. Far too many people do tye heavy QQ because they cant or wont adapt and find creative solutions. Sents can use every weapon in the game but arent flexible enough? Bad that sentinels in your experience fulfill their role and do little else? No I don't think so but I feel they need heavy weapons. Start with a flamethrower and some laser and build from there until we have 4 heavy weapons for personnel and 4 for av
Edit: yes a heavy is king of cqc, and that is a problem. A sneaky ninja will get torn up by an invincible sentinel at close range and thats an issue that breaks the minjas role as a melee focused assassin
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Greiv Rabbah
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Posted - 2015.03.07 08:23:00 -
[26] - Quote
CCP Rattati wrote:LOOKMOM NOHANDS wrote:CCP Rattati wrote:KEROSIINI-TERO wrote:Most very good!
But few are not:
Removal of vehicles from ambush OMS: because lessens the option and variety. There was no problem about people not playing OMSs and leaving. Now it will be possible to play dust with zero intent on skilling up AV. I call this 'dumbening the game'. Not that vehicular slaughter did not exist, no. But it certainly was not prevalent.
Increasing deployable equipment carried amount by THREE Oh no. That WILL increase nade spam. I promise, I will multiply my Core nade spam amount! That would require a nade nerf of sorts (nade resupply rate should be increased a lot)
Small turrets I still guess the change won't be enough to make them usable. Sorry. At least no for ADS use (5x range for ADS blasters would do that)
New vehicle modules: Unless the fitting costs are minimal, I suspect they will remain gimmicks. This has been true to several 'funny' Eve modules in the past, and especially true in case of Dust. It was never worth sacrificing much PG/CPU for turret rotation or cooldown bonus, let alone a module slot!
But hey, as I said, most are good or even great! L MSL turrets really needed that nerf. Backpedaling has been also long awaited. I am even considering a squad free ambush mode. Grenades are not deployable equipment, this applies to nanohives, proximity explosives and drop uplinks. On the other topics, we will see. I believe his point is that an assault suit will be able to fill itself up on grenades over and over again. Lets say an assault only resupplies two grenades before running off. The new increase gives 5 nanohives that can be deployed at various times. This means that with only a small pause and assault carrying a hive is now essentially carrying a total of 12 grenades. Just imagine a scout on high ground with 2 sets of nanohives. He now essentially has 22+ grenades to drop. The same principle applies to REs. I for one do not feel good about seeing all equipment go up by 3 because of this. I think the carried equipment count is just fine where it is. I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
More REs will help to combat the problem with lag causing them not to stick until after a tank has driven away, and also make tank hunting a little more viable. Given the new tanks and modules I think this could turn out great. Thank you for ignoring the nade panic. People don't seem to realize that nades already eat hives thanks to previous nerfs and are pretty underpowered. I think if players decide to do the hive+nades combo they'll see how weak and predictable grenades are overall and it will be a fad toy that disappears from ppls fits after a couple weeks to make room for other equipment. Unless some logi/scout wants to carry a couple hives and some core locus grenades and see how quick they go broke. Fine by me.
I really hope you will reconsider about oms. The only issue infantry had with it was being forced to play it while they were trying to avoid vehicles, and that's because av QQ was popular. I feel that if one class can cry and get an entire other class removed from a game mode, why not allow it in other cases? Since all I'm supposed to do on skirmish (according to everyone) is hack, why not remove assaults from skirmish? They cause scouts hell with all that shooting from clear across a field while I'm trying to hack.
Maybe you can see from my statement how its a little absurd to remove vehicles/pilots from ambush. Perhaps having prefitted vehicles already on the ambush maps at various points would alleviate the infantry woes without straight up excluding a class from a mode. But infantry wouldn't even care about oms except that CCP started calling it ambush oms and merged it with the ambush queue; why? Letting foot soldiers pick ambush and pilots/av pick oms iisn't bad at all and deals with concerns on both sides. Oms could even be made better by allowing players to oms player owned turrets as well as vehicles. The turrets themselves are in the market, how hard would it be to sell a small/large turret base with a couple customization slots? I'd like to see this. I think everyone else too. But I think acknowledging oms as a separate mode from ambush would be muchbetter than removing it
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Greiv Rabbah
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Posted - 2015.03.07 08:26:00 -
[27] - Quote
Kuruld Sengar wrote:Fizzer XCIV wrote: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. Myo has no stacking penalty, so min assault and cal assault should jump higher because of the extra high slots? Calscout should be able to jump higher bc slots. I think that post was in error, the numbers should disagree i would imagine
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Greiv Rabbah
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Posted - 2015.03.07 17:25:00 -
[28] - Quote
Breakin Stuff wrote: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 Many pilots I know that didn't quit specced out of vehicles after the vehicles were removed from the game. Making the pilot role more excluded will almost certainly cause some despeccing or biomassing
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Greiv Rabbah
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Posted - 2015.03.07 18:11:00 -
[29] - Quote
Harpyja wrote:Kain Spero wrote:CCP Rattati wrote: I think it's going to be great, you will be able to reposition rapidly. Grenade spam is a not a big issue in our game right now, and nanohives were not being used much except by dedicated logis. If scouts are going to use one slot to be able to throw a few grenades, then good for him.
With the issue pointed out about RE and Grendade resupply I'm somewhat concerned as well. I think it'll be something to closely monitor, but I really think that the game would be better of if grenades and REs only resupplied at a depot . On a side note, a positive side effect of making grenades and REs only resuppliable at supply depots is that blue dots will no longer deplete my nanohives within seconds of deploying them wait, your reasoning for further nerfing them is because previous nerfs had unwanted consequences for you? PLEASE GOD NO. yall wanted explosives nerfed, resupply nerf was one of the many nerfs yall got for em. the answer is to stop the nerfvalanche not worsen it remotes and grenades are so expensive to resupply that theres nothing wrong with sacrificing the other equip slot to do it. i'm gonna start spamming, and keep spamming forever if this absurdity doesnt make a u-turn pretty quick. yall think you hate explosives? when i start running a core flaylock boundless mass driver core locus boundless remoteX2 fit yall are gonna really hate explosives. i'm seriously this close to building that fit and running it forever just to make a point
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Greiv Rabbah
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Posted - 2015.03.07 19:09:00 -
[30] - Quote
let me begin with a thread on the discussion you wanted about backpedal https://forums.dust514.com/default.aspx?g=posts&t=195190&find=unread and finish with the thread you requested on heavy rebalancing. all our discussion so far on heavies can be brought over here if Frame would do so and kindly not kill me for blowing up this thread so bad https://forums.dust514.com/default.aspx?g=posts&m=2662581#post2662581
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Greiv Rabbah
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Posted - 2015.03.07 19:13:00 -
[31] - Quote
Zaria Min Deir wrote:KEROSIINI-TERO wrote:
TLDR; Increasing hives carry amounts will partially undo both nade nerfs (nade carry amount and nanohive resupply cost increase)
This is so painfully obvious, and more than a little worrying. Nadespamming isn't a huge problem currently, but it certainly exists, and the main limiting factor on it is... the number of hives available. Now. Will this change tip the balance too much? No idea. On the other hand. I carry hives on many of my fits, to resupply ammo for myself and squadmates. Particularly important if I am running an MD fit, or have had to use my flux nades to clear equipment clusters (often enough). Having a blueberry nade/REspammer walk by and suck the hive dry before I get a full MD magazine out of it... is distressing, and bam, that's on average 1/3 of my resupply (worse case, my entire squad's resupply) gone in an instant. I have stopped bothering to carry triage hives for the most part, as they get spent so fast (alloteks, in particular, get sucked dry by nade users) or destroyed so easily, they rarely feel worth it to waste a slot on. Now, if I have more spare ones, using them seems less wasteful. Triage hives in particular really need this buff. I am not all for avocating removing nade resupply from hives altogether... but maybe it needs limiting in some other way other than just increasing the nanite cost (as that would lead to the same issue of nadespammers using up everyone's hives, and no ammo for anyone else)... Would something like a hard limit of nades resupplied per hive be worth looking into?
nade spamming isnt an issue AT ALL right now. nades being used is hardly a thing, and theyre an actual weapon. killing people with them isnt an exploit, its something you need to level into doing and explosives arent worth wasting the SP on right now
I have an issue to bring to light here: when people dont kill very often with the assault scrambler rifle very often, its broken and needs a buff... but when people dont kill very often with grenades because its a waste of PG/CPU and ISK to carry them, it takes a dev to convince people the "grenade spam" isnt bad enough to require a nerf?!?! seriously!?!?! something is veeerrryyy wrong here. Beware the #nerfvalanche. Tomorrow it could be you that gets killed by it
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Greiv Rabbah
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Posted - 2015.03.07 19:32:00 -
[32] - Quote
voidfaction wrote:KEROSIINI-TERO wrote:An idea: For OMS, remove the pimped up (modified) tank fits. Allow only prefitted HAVs! Like the loadouts of dropsuits. They are not op for sure!
One problem might be that there are no isk versions AFAIK. Removed all vehicles is so so much better though. One of the biggest reason I did not play Ambush, Now if they could only put the smart into smart deploy and meta lockout so it not a proto stomp it just might be fun. Ambush is not OMS. That was a post launch thing that many of us hoped was temporary, but instead ppl complained about vehicles so vehicles got removed. then ppl complained about vehicles in ambush so ambush had vehicles removed(when instead they should have prefitted vehicles you can find, hack, and pilot; only pilot suits though) then ppl complained about still not having a vehicle free mode (because the queues were still merged, so you couldnt opt into or out of OMS) so now pilots are being kicked out of a second game mode, still no dropsuits, still no vehicles (the ones we have are basic variants kept in as placeholders)
heres an idea: since weapons are imbalanced, letgs remove all weapons except AR, swarms, shotgun, smg, sniper rifle, and scrambler pistol until the weapons are balanced, then put them back. lets remove all suits except AmSent, MinLogi, GalScout, and Calssault until dropsuits are balanced. meanwhile lets remove all modules except shield extenders and armor plates, and all equipment except nanite injectors to deal with spamming of anything. and lets remove all game modes except ambush
oh... nobody likes that idea? its exactly the same as what was done/is being done to vehicles. Beware the nerfvalanche. Beware. It will kill this game. not today, not tomorrow, but bit by bit... player by biomassing player, the nerfvalanche will be what truly kills dust. and the screaming masses crying "NERF!" are the cause.
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Greiv Rabbah
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Posted - 2015.03.07 19:51:00 -
[33] - Quote
Zaria Min Deir wrote: No one called using nades an exploit? Other weapons have been nerfed before, if they got too powerful, then buffed again, then nerfed again... grenades aren't special. And, no, nades aren't nearly at their most powerful at this moment, but they are far from useless.
But if you haven't recently run into someone sitting on hives and tossing nades like a champ... well, I'm happy for you. Not a huge issue, like I already said, not the current fotm, but that doesn't mean it doesn't happen, and doesn't mean making it easier won't tempt more people into doing it again, and doing it more. This is the potential issue we are trying to bring up, not saying that nades currently are some huge problem.
no, nobody calls nades an exploit, but if you use them, its called spamming them. why? if someone dies to a grenade, it should be nerfed, why? its not whether theyre currently a HUGE problem, its the idea that using grenades IS a problem that i'm taking issue with. its a weapon. it costs SP to level up. and as long as people are resorting to throwing remotes, grenade spam isnt a real thing because clearly grenades arent a real thing. grenade spam DOESNT happen because it CANT happen. at most you can have 2 grenades, and they chew up nanohives to resupply. grenade usage is so severely gimped that standing on top of 2 nanohives it still isnt possible to be "spamming" them and out of the 2 you start with and what you get from those 2 hives, youll be lucky to kill 2 people. yes, making grenades easier to carry may make grenades a little more tempting. which may make them somewhere close to being a viable weapon. one that you still cant use without carrying around hives to resupply yourself constantly. name one non-explosive weapon that is broken thusly. there arent any. demolitions is so bad that people throw remotes instead of grenades and you dont understand that grenades are less than not a problem, their ineffectiveness due to repeated nerfs to explosives IS a problem. do yall not understand what i mean when i say "nerfvalanche" i'm not being cutesy, i'm trying to warn yall that all the tiny nerfs build up to massive game breaking issues
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Greiv Rabbah
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Posted - 2015.03.09 16:26:00 -
[34] - Quote
CCP Rattati 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. Good, thanks, I had done the same but the work was at the office. Now, only the swarm, the highest dps AV weapon, is the only weapon with no AI capability, as it should. The other ones do both have solid OHK AI capabilities, so the AHMG isn't alone there. However, it does have heat so should be balanced by that. Other than that, I am happy to welcome the Minmatar AV weapon to the game and now we are only missing a heavy laser of some sort. teacher teacher i have a question! I took a day off bc stress and QQ were making me crazy and as you asked to keep things civil on here, it was a must. but here goes:
- how is a gallente heavy weapon not missing there?
- should calculated dps for balancing purposes be just burst dps? tank fights are long engagements and reload time figures into dps then, while lav fights and ads fights are by necessity short term encounters, i.e if they dont go down quick they get away. instead is it not more appropriate to factor in dps/clip, sustained dps(factoring reload speed), exhaustive total damage(before needing resupply) and things such as unmodified vs skills+dmg mods, std vs proto etc in order to balance the weapons more effectively?
- is there anything wrong with the PLC handling better in the hands of a heavy (commando) than a medium?
- is there anything wrong with a heavy AV/anti infantry hybrid weapon having comparable DPS with light AV?
- is it okay for light AV to outdps heavy AV? is this true even when not used by a commando?
how does the minmatar AV weapon (mass driver/breach mass driver) figure in with these numbers? since the breach is becoming AV focused, how does it fare? question applies to both variants, as the mass dirver is hybrid AP/AV by definition and it hurts my soul when lore is broken for convenient reasons.
- if a light av weapon is outdpsing a heavy AV weapon, do the numbers need tweaking on the forge gun and the swarm launcher?
i had all this and a couple other questions neatly laid out, but i apparently unplugged my computer in my sleep so please bear with me. For balancing purposes, would it be helpful if we had a graph comparing how the AV weapons fare compared to each other with the proposed changes? if so, do i have time to make one before anything crazy happens like this thread getting locked/ hotfix echo being deployed? also, CCP Rattati, i still have the same questions i PM'ed you on twitter, when you have a moment, though i know you're busy
Sebiestor scout, MTAC pilot, Merc w/ a face
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Greiv Rabbah
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Posted - 2015.03.09 17:36:00 -
[35] - Quote
Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( I agree. the only sensible way to do anti-shield swarmies is to make the launcher just that- a launcher. by adding rockets to the marketplace, you not only give a reason for the calmato to use swarms (scourge rockets) you also would add shield based AV (Infermo rockets and Mjolnir rockets) all without disenfranchising minnowmandos that have leveled into swarms because you said so (Nova rockets). this requires some actual work, but the profound impact that buying ammo for our weapons would have on gameplay (not to mention the increased ease of balancing on account of improving the options for combat) is well worth it. of course, with ammo types, varying advantages and drawbacks are necessary, but theres a game that gives a great source of reference for this. its called EVE Online.
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Greiv Rabbah
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Posted - 2015.03.09 20:41:00 -
[36] - Quote
duster 35000 wrote:Greiv Rabbah wrote:Golden Day wrote:CCP rattati don't you dare rip a hole in lore just to give us Anti-shield swarms >:( I agree. the only sensible way to do anti-shield swarmies is to make the launcher just that- a launcher. by adding rockets to the marketplace, you not only give a reason for the calmato to use swarms (scourge rockets) you also would add shield based AV (Infermo rockets and Mjolnir rockets) all without disenfranchising minnowmandos that have leveled into swarms because you said so (Nova rockets). this requires some actual work, but the profound impact that buying ammo for our weapons would have on gameplay (not to mention the increased ease of balancing on account of improving the options for combat) is well worth it. of course, with ammo types, varying advantages and drawbacks are necessary, but theres a game that gives a great source of reference for this. its called EVE Online. Everyone would use ammo that does better in CQC. funny... you know that rail rifle usage tends to indicate the opposite? and do you have any idea what "advantages" or "drawbacks" means? have you ever played eve? do you have any idea how the ammo works? sometimes people use ammo thats lighter to carry for the increased tracking speed, sometimes its ammo thats better for penetrating armor heavy hulls but fairly ineffective at combating shielded enemies, sometimes ammo that sacrifices some damage for an increase in range, etc. your uninformed opinion isnt constructive and especially when speaking of missiles... no. not everybody would use close range missiles because they blow up quicker and dropships already zip away from swarms like theres nothing to it. please stick to only talking about what you know
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Greiv Rabbah
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Posted - 2015.03.09 20:55:00 -
[37] - Quote
Sir Dukey wrote:CCP Rattati wrote:MINA Longstrike wrote:CCP Rattati wrote:Exactly. Some pilots just keep hammering this topic in an effort to win some forum points. Nobody is listening to this particular rhetoric at CCP. It's not rhetoric if it's true Rattati, it's called arguing the point. Many of us find swarms so frustrating because they are mathematically guaranteed to hit. Its 'consistency' has often been a very frustrating point of balance, I remember 1.6 gameplay where I was shot down by swarm fire from the other side of the map by someone who went 'oh noes there's a dropship out time to grab a swarm and aggressively hold r1 at this thing that offends me while standing on a nanohive for forever!' The balance pendulum has swung many times on the swarm where it's gone from overpowered (pre 1.7) to useless (1.7 triple rep maddies) to powerful (hey it could kill tanks again!) to useless (dropships need only hit an afterburner to zoom away!) to powerful again (get too close to a swarm launcher and you are dead - user skill is irrelevant). Maybe it's time to re-think the weapon from the ground up as it's clear that its current form is fundamentally flawed from a balance standpoint. I'd love to see a swarm launcher that can be boiled down to a wordsoup of 'plasma cannon + av grenade lockon'. Who is more likely to die, the swarmer or the ADS? ADS. If the ADS even tries to take out the swarmer, the swarmer will shoot- keep knocking it's aim around and the 350k isk ADS only has what 3-4 shots worth of tank against a 28k isk swarm launcher. ok... is the pilot solo or carrying gunners/gunners+personnel? a swarmer vs a solo pilot, i'd say at current point the proto swarm SHOULD win, and thats what the pilot gets for soloing against proto when they have slots for 4 more guns(2 turrets, 2 infantry) a swarmer vs a 3 man ship? if the pilot doesnt hit him with the 1-3 missiles required to decimate a swarmer, his 2 gunners should be able to. if that doesnt work, 1 gunner can jump ship and provide the necessary distraction to take out the swarmer. if the pilot+2 cant manage any of this, they all deserve to die. a full ship doesnt need to care about a protoswarming damage-kitted minmando, bc theyll reveal their position and the 2 personnel will drop out and eliminate him, while all 3 turrets can continue focusing on other targets. 4-5 swarmers at once? ok, for a full ship this may be as tough as it ought to be, because you're paired against weaponry designed to wreck you and evenly matched in numbers. the likely outcome is about a 33/33/33 chance of swarms/ship/both dying. assuming swarms cant be easily outrun, which... LOL here we are a couple years into a teamwork focused game where tactics, character level, and skill all should come together to provide a unique battle experience and still people cry that they dont get to **** hard enough just because of their class... maybe you dont understand ANYTHING about how this game works, because if you do, your words dont show it
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Greiv Rabbah
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Posted - 2015.03.09 21:03:00 -
[38] - Quote
Tesfa Alem wrote:@ CCP Rattati and Swarm Rhetoric
The mechinics of how swarms work is the issue. With a certain range Swarms are mathermatically garunteed a hit, and beyond a certain range Dropships mathematically are garunteed escape.
Before the hotifx Delta changes, the mathematics were heavily stacked in the dropships favor. Hit Afterburner, and you escape beyond a point where swarms in flight would never catch up. Toggleing a switch required very little pilot skill then. No matter what a swarmer did, the math was stacked against him/her.
Currently the situation is inverse. Hitting afterburner will not let you escape from swarms in flight, just from swarm lock on range. Now the math is heavily stacked against the pilot. Swarms in flight will always catch up with a Dropship. Hitting a switch doesnt work anymore (which is fine) but niether does any combat manuevers a pilot may pull off.
tldr: before it took little skill to dodge swarms no matter how good the swarmer, or how much work the swarmer put into his/her tactics, today it takes little skill to land a hit with swarms no matter how good the pilot.
The question is how do we bring skills of both parties into play? This is much more important than nerfing.
How can we get swamers to be more involved in shooting down thier ariel foes without over-exposing them to infantry any longer than necessary? Then please explain the interesting phenomenon i experience where a dropship swoops in, starts wreaking havoc, and then hits afterburner as soon as i fire a swarm and STILL flies straight up into the sky, perfectly evading all my missiles until they run out of fuel?
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Greiv Rabbah
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Posted - 2015.03.09 21:07:00 -
[39] - Quote
Aero Yassavi wrote:Curious how the new blue pills well affect ewar. Scouts are going to be likely to use these, and they take up a high slot otherwise used to enhance scan precision, meaning it will be easier for medium suits to avoid the passive scans, meaning we may see less armor stacked tank in medium suits. they wont affect minjas at least because the last little bit of ewar minjas had died when logis became walking radars (beyond the walking radars gallogis already were) since intel is no longer an option, at least i'll finally be able to evade that one shot that always hits me in the leg and kills me (since it only takes one shot to kill me and once in midair, i'm committed to the jump) i used to be sneaky, but then i took a scrambler pulse to the knee.
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Greiv Rabbah
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Posted - 2015.03.10 03:42:00 -
[40] - Quote
Balistyc Farshot wrote:Greiv Rabbah wrote:stuff about ads vs swarm in response to a specific question rattati asked bc i hadnt gotten caught up yet so didnt realize he had asked ppl not to talk about that afterwards Ok, some of us have real questions about the patch. Please flame about ADS versus swarmers on your own posts, there are many. There is nothing about an ADS in the patch at all. I have serious questions about uplinks going into holes for people to spawn now that we can jump, how the heat build up for the SCR is going to be toggled and how the heat versus dispersion will impact the burst HMG. Also I want to know if they have improved ladder detection at all because if I can jump some jumping starts to ladders could be beneficial. People also asked about the LAV sensor mods being skill based because the range doesn't increase precision, so scouts will still be invisible. My last question is about if the advanced cloak device is coming down in CPU/PG, why leave the proto where it is at? The current hinderance to it makes it a commitment for suits, so I was curious about the logic.
speaking of flaming, calm down. sorry i hadnt caught up yet and was responding to something earlier. i generally assume that responding to rattati in his threads is not off-topic. my mistake. wasnt flaming. @CCP Rattati, go ahead and delete my off topic posts. I'm sorry about that, it was unintended.
i'm excited to think about uplink options now that i'll be able to flying leap
I also want to know something about the heat build-up for scrambler rifle that someone pointed out and i tested, finding thus: It seems lately as though if i press the trigger fast enough i can get more shots before the heat build up catches up. the seize occurs either way, but the extra 5-8 shots impacts dps a bit, is this Working As IntendedGäó?
about the burst HMG, doesnt the dispersion drill down during the burst? is the duration of the burst being shortened? if so i missed that and will be wondering the same thing.
as a minja, i can promise you ladder detection is pretty awesome. i would never climb a ladder if i had to start from the ground. its begging to die. i'm curious could movement speed affect ladder climbing speed?
i'd save vehicle radar questions for when/if scout lavs come back, but since toying with radar is coming before that lovely day, i noticed that radar range is being increased? i'll side with you on that its pretty clunky with how sensors are, there should be progression to range or precision or both. i think ideally would be to have two types of radar related modules, one active with range or precision progression and one passive with the other. for instance, radar modules that have increasing range and passive sensor boosters that increase precision of the scans. those are off the top of my head though, i'd need to look at the eve item database for a more educated and constructive suggestion.
regarding cloaks i'm pretty sure its just that cloaks have always had a somewhat rotten prograssion for fitting, although using a cloak is pretty limiting even on a proto suit. thats harder to justify considering that i believe cloaks also had profile increased awhile back, and even harder to justify with the broken equip mechanic. i have no problem with drawing my weapon slowly coming out of cloak, but if i dont cloak at all, i shouldnt take forever to pull a weapon. the mechanic, as it is, and the animation as well, are both pretty kludge-y. not asking for the animation to be tinkered with, but can the issue with non-cloaked scouts being unable to draw a weapon until well after theyve been killed be fixed? or is making scouts literally defenseless free kill target practice Working As IntendedGäó? hopefully i gave some good answers for you, and the rest is above my ability to know at this time so i hope i havent offended you more by trying to be helpful or constructive here
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Greiv Rabbah
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Posted - 2015.03.10 14:37:00 -
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Regis Blackbird wrote:XxBlazikenxX wrote:CCP Rattati wrote:Breakin Stuff wrote:DRT 99 wrote:i dont think the AHMG not breaking shield regen is no 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? this can't be a surprise? the AHM is doing 50 ish dmg, and the shield regen threshold is 102. Are you suggesting we bring it down to 50? Like the LAV threshold? Haven't fully thought that through, but maybe it's ok. The AMG has the highest AI capability, and therefore has the lowest AV capability. Maybe the ROF of the AHMG can be brought further down, increasing the hit damage. Let's see how this pans out. I think the AHMG should be slow firing and you should probably rename it to the "Breach" Heavy Machine gun however if you do bring down the ROF. Exactly my though as well ^ I would prefer a slow ROF monster which is hitting like a freight train. In fact, I wouldn't mind making it soo different it becomes a "new gun" (Auto-Cannon) instead of a variant of the HMG, with its own progression and skill tree. It can still share the model with the HMG, and will be only distinguishable by its sound. (Just a thought...)
I think this is best. I was under the impression the matari heavy AV Rattati had propose would be a new weapon, rather than an hmg variant. I think ccp should have some slightly different models at their disposal they could use for this, from back when guns were supposed to be customizable around a base frame
Sebiestor scout, MTAC pilot, Merc w/ a face
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