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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8439
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Posted - 2015.05.07 21:08:00 -
[1] - Quote
Quote: Small buff to forge gun damage across the board. I've always felt that forge guns were the most balanced AV weapon of them all, but honestly they just don't hit hard enough right now. Introducing even stronger hulls will likely exacerbate this problem, and push even more people to swarm launchers. I feel that just going with a straight damage buff at first may be all that's needed, so starting there seems best.
I really do hope you're not pushing to make ADS take the same level of damage as an HAV given how hard it is to hit more than twice with anything except swarms.
But I'm of the opinion that Rate of Fire, not Alpha is the answer. Spike alpha too high and things just get idiotic.
Also, let's not get too enamored of CCP's cost multiplier pricing method.
If it's 4x as hard to kill as a sentinel suit, it should only cost 4x what a sentinel does.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8439
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Posted - 2015.05.07 21:21:00 -
[2] - Quote
DUST Fiend wrote: Breach FG would have to be carefully looked at when buffing base damage, but otherwise I think a bit more damage would be a good thing.
Please trust me when I say buffing Alpha is a BAD IDEA Gäó
The breach forge maxed out does just shy of 3000 damage a hit to armor. there's a REASON I advocate the way I do. I've actually done all of the AV gun impact math and it's not nice.
the only one that can stand a buff to alpha is the standard.
and the rate of fire is trash right now. it was nerfed 20% and had an undocumented 1-second refire delay tacked on whe the forges got nerfed.
what it boils down to is forges aren't really fun to use, and they're horrendously forgicving on their targets unless those targets do something cataclysmically stupid.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8439
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Posted - 2015.05.07 21:30:00 -
[3] - Quote
DUST Fiend wrote:Breakin Stuff wrote:DUST Fiend wrote: Breach FG would have to be carefully looked at when buffing base damage, but otherwise I think a bit more damage would be a good thing. Please trust me when I say buffing Alpha is a BAD IDEA Gäó The breach forge maxed out does just shy of 3000 damage a hit to armor. there's a REASON I advocate the way I do. I've actually done all of the AV gun impact math and it's not nice. But an RoF buff would make IAFG a nightmare to engage anywhere near its optimal because you can tag a DS at very long range already (granted that's very hard). Making all 4 rounds hit that much quicker would reduce your ability to evade quite significantly, and would generally equate to higher practical DPS for the forge, thus making them significantly more deadly. They're still far from a non factor, as good forgers are still one of the most threatening things, it's just that I actually have the chance to evade them unlike swarms. The only way I think I would be ok with a RoF boost would be if they went down to a 3 round magazine, or had a significantly longer reload. The reload doesn't seem like it would help the issue of not being able to evade or escape in time though. Also, the RoF buff is almost worthless on the other two FGs because the majority of people hold the charge a bit longer than needed anyways, so it would generally not be felt, where as a damage buff would definitely be felt. If Breach does so much damage, then perhaps it only needs a tiny damage buff, or perhaps it needs no buffs at all. I'm well aware how terrifying that thing is. I wasn't aware of a 20% nerf to RoF as I haven't forged in quite some time now, if that's true then perhaps reverting that at least 10% would be alright. 4 rounds hitting would be one more round than it currently takes, evening out the loss of time, but unless gangups happen the odds of getting a killshot are slim.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8439
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Posted - 2015.05.07 22:59:00 -
[4] - Quote
DUST Fiend wrote:Breakin Stuff wrote:4 rounds hitting would be one more round than it currently takes, evening out the loss of time, but unless gangups happen the odds of getting a killshot are slim. That's exactly the thing though, gangups very often DO happen. Not even necessarily as you're engaging, but usually as you're fleeing you still pick up a few AVers on your way out. Right now a good forger will almost always land his first shot, where as the second really depends on the skill of the pilot if he opts to immediately flee as he should, with subsequent shots being very difficult to land. A ROF buff changes that to almost guaranteed first two shots, with a good chance to land the third. That's a lot of damage that hits quickly, unlike swarms which while they'll follow you forever, do take some time to actually apply their damage, allowing reps to mitigate some of their extreme damage. This of course assumes the ship flees at top speed up and away from the FG, effectively removing him from the fight until he reps up and comes back around, which will usually be 15-30 seconds for most practical fits, longer for those that rely on hardeners. Also, an ROF buff is a direct buff to the FGs anti infantry capabilities, which really shouldn't be promoted, where as a direct damage buff changes literally nothing vs infantry. I'd say a better zoom and slightly faster projectile speed could help a lot, but that would also make them that much better at infantry sniping again. If only there was a way to make it so the FG had slight dispersion when aimed at infantry, and none when aimed at a vehicle.
that's because the breach and standard stabilize and go motionless when charged. I actually submitted a mechanical change to rattati to cause the charge to shut down after 5 seconds to discourage sitting and holding lightning forever (and forge sniping).
But the reticle shake on the IAFG can actually throw the shot off enough to miss at range because....
the gun fires while the reticle is still shaking. It's annoying as hell.
I also sent rattati a spreadsheet showing why the shield nerfs should be reverted. Believe it or not, I'm not considering things in a vacuum. I actually do consider dropships while I am looking to buff to deal with AV. none of my recommendations involve buffing swarms, because I'm not insane. Forge gun will still be a skillshot, but the chance to kill will be a bit more than 1/20 lands the third shot. If you have three forge guns shooting at a dropship simultaneously buffing the RoF isn't going to affect the outcome at all. but buffing the alpha could easily be the difference between three FGs requireed to instapop you and two instapopping you. Especially with the number of Pythons I've seen burning and barely having a sliver of health after taking two successive IAFG shots from me.
I'd like to see the HAV/AV situation stabilize so Rattati can go. "Ok AV is here, and we're not going to change it any time soon. This means I can do (insert thing here) to dropships so they aren't the idiot ball of vehicles."
trying to balance AV versus two very different vehicles after the fact is going to result in idiocy. That's how all of the balancing had been done in the past. I'm not advocating leaving dropships to hang, I am advocating systematic and reasoned fixes to this so we can move the hell along to other things that need dev attention.
Bluntly I'm rather tired of the AV/V yo-yo. and as long as we don't have at least ONE stable AV/V interaction it'll be impossible to balance AV vs. two competing doctrines.
And bluntly unless Rattati adopts one or more of my proposed heavy weapon bits, the forge gun will need SOMETHING going for it. Right now it's just flat-out outclassed.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8439
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Posted - 2015.05.07 23:14:00 -
[5] - Quote
DUST Fiend wrote:Breakin Stuff wrote: trying to balance AV versus two very different vehicles after the fact is going to result in idiocy. That's how all of the balancing had been done in the past. I'm not advocating leaving dropships to hang, I am advocating systematic and reasoned fixes to this so we can move the hell along to other things that need dev attention.
God **** I wish we had custom games, it would make it SO much easier to test things. If a RoF nerf did indeed happen, then perhaps we can just start by reverting that once ADV and PRO LAVs and DSs are introduced. Let that go for a week or two, see how it feels, and then go from there.
LAVs are a nonfactor. Period. end. stop. Get them out of your head. It's a damn jeep. It doesn't need to be eating heavy sustained fire from an antitank gun. One, maybe two shots then boom. dead. They made them as tough as tanks before and the result was idiocy. Let's not re-hash that crap.
Dropships? Different story. If it weren't for the fact that rattati has a very limited crew I have some ideas I stole from various people to make dropships more resilient, revolving around the idea that hits in the crew compartment areas are not as catastrophic as hits to an engine. But since we don't have the resources in place, I doubt rattati's going to make these new behaviors a priority.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8439
|
Posted - 2015.05.07 23:23:00 -
[6] - Quote
DUST Fiend wrote:Breakin Stuff wrote:DUST Fiend wrote:Breakin Stuff wrote: trying to balance AV versus two very different vehicles after the fact is going to result in idiocy. That's how all of the balancing had been done in the past. I'm not advocating leaving dropships to hang, I am advocating systematic and reasoned fixes to this so we can move the hell along to other things that need dev attention.
God **** I wish we had custom games, it would make it SO much easier to test things. If a RoF nerf did indeed happen, then perhaps we can just start by reverting that once ADV and PRO LAVs and DSs are introduced. Let that go for a week or two, see how it feels, and then go from there. LAVs are a nonfactor. Period. end. stop. Get them out of your head. It's a damn jeep. It doesn't need to be eating heavy sustained fire from an antitank gun. One, maybe two shots then boom. dead. They made them as tough as tanks before and the result was idiocy. Let's not re-hash that crap. Dropships? Different story. If it weren't for the fact that rattati has a very limited crew I have some ideas I stole from various people to make dropships more resilient, revolving around the idea that hits in the crew compartment areas are not as catastrophic as hits to an engine. But since we don't have the resources in place, I doubt rattati's going to make these new behaviors a priority. We can't look at new behaviors, period. We can only look at tweaking what's already there. LAVs absolutely should be a factor, if you're shelling out the cash to field a proto LAV you want it to be balanced vs AV. It shouldn't stand up to sustained fire no, but it too has to be balanced against AV, otherwise, what's the point? LAVs are already really freaking useful for AV players, Rail LAVs with AV in them are one of the things I fear the MOST as an ADS pilot. If a vehicle is in the game, it's a factor, no matter how small. Period.
LAVs never should have been made immune to small arms fire, and they should have been no more expensive than an advanced dropsuit. The fact that you cannot kill one without an antitank gun has done more to remove AV as a specialist role and made it mandatory than anything in DUST. I'm not saying rifles should do 100%, but immunity to a squad pouring bullets in was never a good balance choice.
Just like having to have a forge gun, swarm or plasma cannon on the field in case of LAV 100% of the time rather than as an escalation to deal with a Assault dropship or HAV is damaging to the overall meta.
an LAV ahould absolutely take a hit or two, with proper fittings. But past that? No. LAVs are actually the EASIEST vehicle to balance against AV because it's a simple math equation. You can hammer the stats to match the intent more easily.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8439
|
Posted - 2015.05.07 23:37:00 -
[7] - Quote
DUST Fiend wrote:Breakin Stuff wrote:LAVs never should have been made immune to small arms fire, and they should have been no more expensive than an advanced dropsuit. The fact that you cannot kill one without an antitank gun has done more to remove AV as a specialist role and made it mandatory than anything in DUST. I'm not saying rifles should do 100%, but immunity to a squad pouring bullets in was never a good balance choice.
Just like having to have a forge gun, swarm or plasma cannon on the field in case of LAV 100% of the time rather than as an escalation to deal with a Assault dropship or HAV is damaging to the overall meta.
an LAV ahould absolutely take a hit or two, with proper fittings. But past that? No. LAVs are actually the EASIEST vehicle to balance against AV because it's a simple math equation. You can hammer the stats to match the intent more easily. I'm down with letting them take some small arms fire if they reduce the cost drastically, but you have to remember that all occupants exposed, so that is certainly a factor. Unless you run a heavy, you're extremely exposed, and even if you do, a few well placed shots or a well placed grenade will clear you right out. That is certainly a factor to remember. Also keep in mind that the explosive damage from AV is often enough to kill the pilot while leaving the LAV intact. As for LAVs and needing AV, AV grenades do wonders and don't require a dedicated AV fit, as do REs, and any other vehicle. Unlike HAVs and DSs, LAVs are more of a supplementary role, and more often than not you won't see someone running to a supply depot to take out an LAV. They'll just leave it be and keep defending the point, since they can shoot out all occupants should the driver decide to stop anywhere nearby. I think the new LAV buffs should be plenty for them, but we have to see what happens if and when ADV / PRO LAVs get into the mix, which I personally think they absolutely should. If they do though, the new changes should only be applied to ADV LAVs, with PRO gaining a bit more fitting capacity on top of what they currently have.
I think LAVs should be keyed to fight riflemen, not sentinels, commandos with AV and AV weapons. And AV grenades are antitank weapons. that's the problem.
And to be blunt, I think the pricing values on most vehicles is insanely high to the point where it creates a false sense of need for more power. If ISK isn't a balancing factor why the bloody hell are we making these things (which are destructible and in the case of HAVs, likely to eat another nerf again) so damn horrendously costly if they aren't intended to be overwhelming?
I'm missing the logic here. I fail to see how a 750,000 ISK ADS adds to the game when I'm just going to two shot it anway by waiting till I see that engine exposed.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8448
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Posted - 2015.05.08 07:46:00 -
[8] - Quote
DUST Fiend wrote:Here it is What I feel this video most illustrates is how swarms don't track you from their point of origin, or else they would have collided with the wall LONG before I turned around. Instead, they continuously update behind you, allowing them to follow rather aggressive curves.
The follow-the-leader aspect is actually 99% of my problems with swarms. If they constantly re-oriented for most direct path to target they could be reliably spoofed and evaded via cover
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8448
|
Posted - 2015.05.08 07:53:00 -
[9] - Quote
Kallas Hallytyr wrote:This is good stuff guys. As always Breakin Stuff, you are probably the most level headed AVer in existence!
My input on this discussion: I'm not paying 750k for a PRO ADS, unless I'm getting ADV HAV levels of resilience...
There seems to be an amazing level of assumption that I want vehicle driving to be a miserable chore by a lot of people. I want to eliminate miserable chores from the game.
And I think that pricing should be based on utility, rather than the x4 multiplier per tier we have. I think if HAV/AV parity is reached so that it's an actual fight rather than an easy stomp in one direction or the other then we can drop the prices of HAVs to reflect that, and just tune the dropships gently until they actually fit the similar niche. Then retool their prices as well So that the cost isn't inordinately higher than the counter.
I actually don't hate vehicles. Confirming soraya is not my alt.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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