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Thread Statistics | Show CCP posts - 32 post(s) |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17487
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Posted - 2015.03.05 23:04:00 -
[1] - Quote
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.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17494
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Posted - 2015.03.06 01:17:00 -
[2] - Quote
Alena Ventrallis wrote:CCP Rattati wrote: Armor hardener needs to be viable, if you are hardening your shields, you still have them. That is not a luxury of armor hardeners.
However, armor has more health without hardeners than shields do. Shield hardeners should provide more ehp simply because shields have far less health to work with.
Not really at all. Shield have several benefits in exchange for their comparatively lesser raw HP values, the most notable remains that shields passively regenerate at a fair bloody rate of 124 rep/sec without fitting any modules this regenerative power is the key stone of shield HAV.
And before you say "Errrr meh gerd PASSIVE ARMOUR REPAIRS are better" lets not forget that this costs a module to fit, and we all bloody well know armour should not be repping passively!
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17495
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Posted - 2015.03.06 01:45:00 -
[3] - Quote
duster 35000 wrote:Sir Dukey wrote:anaboop wrote:Why are large missiles so hated? they are one of the least used turrets and yet its getting nerfed
Slower shooting, slower rof, slower reloading, less max ammo and lower burst interval And to add to insult we miss out on a new module Which Blaster and Railgun can utilize.
I would rather keep havs as they are then to further cripple the large missile turrets.
Shame on u. That is exactly what I feel. Not to mention the 40% armor hardener. Yeah, us shield mercs are screwed.
Lol you guys are quibbling over minuscule eHP differences while two turrets and most AV still have a hard on for armour, shield still have triple digit regen values, you are all getting Regulators, and suffer no mobility penalties while having access to 5 slots on your main rack AND fitting modules.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17498
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Posted - 2015.03.06 02:28:00 -
[4] - Quote
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.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17501
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Posted - 2015.03.06 03:29:00 -
[5] - Quote
DeathwindRising 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. how did you come to that conclusion? any data would be based on broken armor tank fitting. youre giving armor tanks equal resists but better damage, and speed, thanks to the addition high slots and fitting. fast, hard hitting, tanks with armor reps that surpass passive shields reps. the only thing that was saving shield tanks were their shield hardeners, and only when stacked. i dont see how shield tanks will be competitive against the new armor tanks. and i dont want to wait another 3 years for you to gather data before deciding that youve buff armor tanking too much. you couldve fixed armor tanks simply by adjusting their fitting. but now your messing with modules no complained about. the problem: armor hardeners increase armor rep effectiveness. youll be reincarnating the tripple rep maddy. dual hardener, dual rep. thats 305 armor hp/s with ~75% damage reduction. thats almost double repper effectiveness. is no one concerned?
Do bear in mind that currently I'm able to put fits together that have comprable Shield eHP to Armour eHP however Shields retain triple digit passive repairs and a Heavy Shield Booster module [ now you and I know this is marginal at best since Shield Boosters don't always work] but you are quibbling over maybe 600-1000 eHP that you have covered can ask Rattati to look into in your Shield Booster.
Honestly looking at the fits I'm not really concerned at all, but we'll have to test the on paper stats.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17516
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Posted - 2015.03.08 22:33:00 -
[6] - Quote
Bayeth Mal wrote: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. Pleeeeease can it be a heavy beam laser? I've been wanting that for years now.
Beam laser would be contrived and lacking taste. Arc Cannon, Scrambler Lance or Bust!
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17523
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Posted - 2015.03.09 00:59:00 -
[7] - Quote
Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17525
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Posted - 2015.03.09 04:43:00 -
[8] - Quote
Bright Cloud wrote:True Adamance wrote:Sir Dukey wrote:
Don't forget, swarms are also the most skillless weapon in the game.
That's a very debatable point. It's not so much that the weapons as skill-less....that's a poor term indeed it is that the weapon is very hands off about the way it applies damage....though to some degree that is a very exploitable weakness of the weapon. It doesnt need a good player to just point the swarm launcher at the general direction of a vehicle, get a lock on and then fire the swarm volley. So yes it does not require skill cause once you done that the swarms will fly sright towards the targeted vehicle.
What it does require arguably is a player able to be in the right position to compensate for the dumb AI that Swarms have. AKA being in a position where the HAV pilot cannot exploit cover.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17540
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Posted - 2015.03.10 03:00:00 -
[9] - Quote
MINA Longstrike wrote:Multiple lasers are a little scarier tbh.
LASER LINE FOOOOOOOOOOOOOOOOOOORM UP!
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17566
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Posted - 2015.03.11 01:46:00 -
[10] - Quote
Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514
Can't really argue with you there.
We've still not heard about the skill tree being fixed and actually worth the time of day.
Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for].
Finally still no word on attempt to form racial vehicle parity.....
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17569
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Posted - 2015.03.11 02:33:00 -
[11] - Quote
CCP Rattati wrote:True Adamance wrote:Takahiro Kashuken wrote:I'm reading it as one big giant vehicle nerf frankly with more power to AV again.
AHMG will be the only HMG to go for, the ability to kill infantry and vehicles at the same time and it will be easy for infantry. The last time vehicles had a turret which could do this it got nerfed and accuracy replaced with luck.
The PLC, nice it got a buff but it will still perform the worst out of the AV weapons, even the new AHMG will do better while the SL is still king for the no skill players and it is still broken and needs to be removed and reworked or outright deleted.
The small blaster turret gets a small buff but requires me to use a secondary person to kill infantry, will it take 2 AV to kill the vehicle overall?
The large railgun, increase ammo and increase heat means i will still only be able to fire 4 shots and then overheat, so no change.
The large missile, less ammo, lower ROF and longer reload time while it still has next to 0 splash damage for a 6ft missile in which it is outclassed by a grenade/flaylock/mass driver/PLC and anything else with splash.
The large blaster, less ammo, smaller clip, lower ROF and more heat, nice nerfs
Overall the turrets are mostly nerfed again.
Shield regulators a new low slot module but if it is inferior to an armor module then armor is king, still no sign of nanofibres/torque modules/power diagnostic system modules or even the removal of active damage mods and back to the low slot passive versions which exist in EVE.
Active heat sink, an actual old module i remember and used.
Active dispersion module so that my blaster doesn't miss a LAV at 50m, still not a fan of the luck replaces accuracy gun model that we have.
LAV - Big nerf so they are basically coffins on wheels, a Cal sentinal has more shield hp than a LAV and if this new LAV rolls over i can see it blowing up, will be used for getting to a point quickly but if you plan on fitting it up and using it then it wont work because it will still be very weak.
HAV - Madrugar - 'We created one (the same) loadout of the new slot layout for each tier, using standard, advanced and prototype gear in each tier, all at max skills' - Cookie cutter fits, no variety in there at all, i'm hoping i have enough PG/CPU to mix it up but if not then everyone runs the same fit as they already do now. The only good thing is the improved armor hardener.
HAV - 'Prototype' - No they are not, If you compare a Basic Gallente Medium Frame to a Prototype Gallente Medium Frame you can see the difference is in PG/CPU amounts and slot layout which is improved between each tier. With vehicles and the HAV this is not the case, the slot layout is the same across all tiers which does not increase variety, it just means that from basic to prototype the modules will go from basic to prototype.
HAV - Training cost mulitplier x4 to x8 - What is the skill bonus? I do not want to skill 2.7mil for nothing like what happens in the majority of vehicle skills now.
Disclaimer:
The above post is respectful, contains no ranting, contains no personal attacks, contains no trolling, contains no racism, contains no discrimination, contains no profanity, contains no spamming. This post is an opinion and is related to DUST514 Can't really argue with you there. We've still not heard about the skill tree being fixed and actually worth the time of day. Nothing about Damage Control Modules and as you said Heat Sinks and Passive Damage Modules. Nor might I add a return to the Active Armour Repper [even going so far as to institute BLOODY Native armour reps that no vehicle pilot asked for]. Finally still no word on attempt to form racial vehicle parity..... What about the the 3 phases of bring back didn't you understand? We actually managed to add three modules, that were NOT a part of phase 1. To remind you. 1) Progression for HAVs and Balance tweaks 2) Additional Modules and Balance tweaks 3) Racial Hulls - this could not and can not happen until we know 1) and 2) have been successful. Very unhappy with the reaction to a lot of work on our and the community's behalf on vehicles. Coupled with the constant negativity, this is not an encouragement to keep working on 2) and 3), frankly. "One giant vehicle nerf with more power to AV", you have got to be kidding...
I do appreciate what you are attempting to do CCP Rattati despite how it appears and I do realise you have development constraints that prevent you from making what I would assume are some more drastic changes to the game.
I wholly understand and can accept that, and for the most part have dealt with all the "ill feelsies" that I used to have, and more importantly I do understand this is your show, your development, your ideal.
Now I consider myself to be one of those individuals who attempted to provide constructive feed back on the subjects of vehicle balance and was also in contact with guys like Pokey, Thaddeus, and Breaking who all submitted proposals to you as they were coming up with them bouncing around ideas and what not.
While I won't go so far as to say one great big vehicle nerf I still think that some of the options that are up for consideration and change are not addressing the core issues of the game and are a little off. I won't address them here since that would be derailing [hehe since when have I been afraid to derail] .
As for the stages of development..... well you have me there I just suppose after almost two years that significant change would have come to pass and to some degree I am not as patient with the process especially when after months of threads was never engaged on the subject of racial vehicles and simple "No go buddy boy" would have sufficed.
Again I oft feel like the manner in which I post coveys a passion for the subject as anger or negativity which is not the intent.
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17570
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Posted - 2015.03.11 03:26:00 -
[12] - Quote
True Adamance wrote: Firstly I apologise it was an unkind and poorly thought out knee jerk reaction born of a long practised negativity. I do genuinely appreciate what you and your guys are doing, especially tackling vehicles, and engaging us on the subject. And though I do appreciate it I do have a few concerns that I'll voice else where. The latter comment was as previously mentioned passion for a specific kind of gameplay masquerading as something it was not.
I don't mean to sound ungrateful even though I suppose is very much so do.....not so easy to detach as I previously told myself it was and I certainly don't mean to be discouraging.
The changes are a good start, I do hope you build on them and we can see some real change.
Figured the post had already been seen after the edit.
"Hell he's even agreed with me in the past but insisted I'm still wrong. It's totes adorbs." Pokey Dravon on Spkr4thDead
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