|
Author |
Thread Statistics | Show CCP posts - 14 post(s) |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.24 23:09:00 -
[1] - Quote
CCP Rattati wrote:Soraya Xel wrote:CCP Rattati wrote:please read the whole thing. Overall a massive buff for dedicated AV, both infantry and vehicle. I did read the whole thing. Can you spell out the part where Swarms were buffed? If the damage was buffed in a way I'm not realizing, can you explain how that's supposed to help when I have half the range of a forge gun, and can't really hit anything I want to fire at anyhow? CCP Rattati wrote:Forge Gun is supposed to be the absolute best AV weapon. Shouldn't swarms, which have no ability to damage infantry at all, be the absolute best AV weapon? Logically, my ability to punt infantry suits with the forge means it's superior to swarms in multiple ways. Does the forge have tracking? the forge is a heavy weapon with loads of drawbacks and therefore packs the highest punch. Does the Forge need tracking?
I ask because I'd always thought there was significant skill involved in Forge Sniping. Right up until I tried it myself. It was my experience that a Red Reticle corresponded with a hit in all but a few cases (namely, head glitching). In other words, forge projectile speed was sufficiently fast that a Red Reticle = Hit on vehicle within range. |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.24 23:22:00 -
[2] - Quote
Devadander wrote:Adipem Nothi wrote:CCP Rattati wrote: Does the forge have tracking? the forge is a heavy weapon with loads of drawbacks and therefore packs the highest punch.
Does the Forge need tracking? I ask because I'd always thought there was significant skill involved in Forge Sniping. Right up until I tried it myself. It was my experience that a Red Reticle corresponded with a hit in all but a few cases (namely, head glitching). In other words, forge projectile speed was sufficiently fast that a Red Reticle = Hit on vehicle within range. When people say forge sniping they mean against infantry. Precisely. Always thought to myself after getting Forge Sniped, "whoa! that dude's a good shot!". Turns out -- to my surprise -- that you don't have to lead your targets with a forge gun. Just hold the charge and release the trigger when the reticle turns red. Hitting infantry is much easier than I expected it'd be. Hitting vehicles is even easier than that.
Forge Guns not killing vehicles has very little to do with skill and more to do with with weapon's low RoF combined with vehicle reps and hardeners. The "soft spot" buff is perfect, IMO. Should make Forge Guns much more effective against HAVs. That said, claims to the effect that "Forging requires player skill, Swarming does not" are pure fantasy. |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.24 23:29:00 -
[3] - Quote
Cat Merc wrote:Forge skill requirements are overrated. Agreed. Forging is more about managing one's surroundings and ammo supply than precision aiming. I'd encourage anyone who thinks (like I once did) that Forge Gunners have to lead their targets to try the weapon out for themselves. The projectile is far faster than you'd expect it to be.
Edit: Note, that I'm describing sniping with the "standard' forge gun. The assault variant is more skill intensive when it comes to popping infantry as you have to time your shots; it cannot hold a charge. |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.24 23:35:00 -
[4] - Quote
Vicious Minotaur wrote: Of course, forge sniping is made a little easier with the standard version that allows you to hold your charge, but even having switched to that version myself, I still miss when I get a red reticule, I still have to lead targets moving horizontally, and I still miss when I engage in close quarters combat.
The standard forge is the only version I sniped infantry with. Found the Breach Forge to be terrible at everything. Found the Assault Forge to be better at dispatching vehicles but far more difficult to snipe infantry with. |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.25 13:56:00 -
[5] - Quote
Moochie Cricket wrote:Adipem Nothi wrote:Cat Merc wrote:Forge skill requirements are overrated. Agreed. Forging is more about managing one's surroundings and ammo supply than precision aiming. I'd encourage anyone who thinks (like I once did) that Forge Gunners have to lead their targets to try the weapon out for themselves. The projectile is far faster than you'd expect it to be. Edit: Note that I'm describing sniping with the "standard' forge gun. The assault variant is more skill intensive when it comes to popping infantry as you have to time your shots; it cannot hold a charge. Watch the video in my signature titled "Caldari" starting at the 2:28 mark and tell me again with a straight face that forge guns do not require any leading of the target. Yes, it did look like you lead the dropship. When I whipped out the forge gun for the first time, I expected to have to lead every target at range like you lead that fastmoving dropship as it zipped across the horizon. I expected the forge gun to be a "skillshot" weapon like the plasma cannon and quickly discovered that this wasn't the case. Where the plasma cannon absolutely and always requires leading a moving target at range, the forge gun does not. |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.25 15:46:00 -
[6] - Quote
Foxfour Feedback
Lots of good going on here. Will limit my feedback to concerns.
Swarms - I understand the need to address the Swarm Launcher's oppression of the DS, but in my best estimation, reducing swarm launcher range will create as much imbalance as it remedies. Getting within swarm range of hostile vehicles is already risky business. If you were to filter out Commandos from kill-spawn efficiency tables, I suspect you'd find ample data to support this long-held and routinely reaffirmed observation. Swarmers might have a "fire and forget" weapon but they also have to juggle a number of risk factors which forgers from afar (oft atop roofs and/or behind friendly lines) needn't concern themselves with. Should the range nerf go through, I do not expect Swarms will see much use in the weeks and months following Foxfour. High risk and negligible reward will be to blame. If the range reduction is an absolute must (again, a bad idea IMO), I'd propose also reducing lock-on time by half; this way, a swarmer will still be able to get one volley off at a charging LAV.
Scrambler Rifle - I've long opined that the ScR was OP and I agree that a nerf to spammability is in order. That said, I'm concerned that the combination of nerfs on the table might be too much. Increasing heat and slowing charge-held movement by 20% seems a solid solution. Adding an increase in kick to the mix may be over the top, though the effect of such small number is hard to gauge without proper field testing.
Bolt Pistol - It is my opinion that the Bolt Pistol's problems can be blamed squarely on too much hipfire aim assist. Would've personally proposed and preferred a nerf to non-ADS aim-assist adhesion and magnetism. The RoF nerf seems steep, but this is perhaps another case of "tough to call" without field testing. If spray-and-pray sidearms (i.e. SMGs, new ScPs, new MagSecs) kill more quickly and reliably than skillshot weapons, there will be little (if any) reason to run the skillshot weapons.
Shield Changes - I understand that this is a first step in a process toward the ultimate goal of balanced armor-v-shield interplay. I'd ask only that the Devs keep in mind that changes which make the game easier for those with high hitpoint reserves also make the game harder for those without. The effects of slowed TTK are not felt equally.
Assault Changes - Very much in favor of the proposed racial bonuses to GA and CA Assault; concerns are limited to implementation and values. Fingers crossed that the Caldari bonus only applies when aiming-down-sights; you might otherwise have a problem with longer range RR and ARR outperforming shorter range rifles at short range. On the topic of short range, I'd suspect RoF bonus of 10% would grant an AR-toting GA Assault an edge in CQC. An RoF bonus of 25% (or even 15%) strikes me as over-the-top.
FoxFour Predictions
Class Usage / Performance Trends http://i.imgur.com/YBtLizZ.png
Unaddressed Imbalance OP - Active Scans / GA Logi UP - EWAR-oriented Scouts
New Imbalance OP - Dual Tanked GA Assault OP - Damage Amp'd GA Assault OP - Dual Tanked CA Assault OP - Dropships UP - Swarms UP - Bolt Pistol UP - ScR |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.25 15:54:00 -
[7] - Quote
XxBlazikenxX wrote: Dropships will not be OP from ONE av weapon being nerfed
We'll see.
|
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.25 16:10:00 -
[8] - Quote
Tebu Gan wrote:Adipem Nothi wrote:XxBlazikenxX wrote: Dropships will not be OP from ONE av weapon being nerfed
We'll see. Interesting tidbit, in PC, forge guns are an ADS's worst nightmare. Swarms are simply supplemental. No doubt. Still I've found that mixed AV worked very well it came to crashing birds and tanks. Forge + Swarms made for a deadly combination. I don't think that swarms will see much use following FoxFour; will be interesting to see what (if anything) replaces them, both in pubs and PC. |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.25 16:39:00 -
[9] - Quote
Bremen van Equis wrote:Adipem Nothi wrote: Should the range nerf go through, I do not expect Swarms will see much use in the weeks and months following Foxfour. High risk and negligible reward will be to blame. High risk and negligible reward... area denial of a force multiplier is a negligible reward? Are you talking about WP for kills, or usefulness to the team? Maybe I'm wrong but aren't you guys wracking up +75's every time you get more than one volley off? High risk and negligible reward is what current ADS is all about, except maybe in the hands of the most adept pilots. Swarms on a basic Min commando (now Caldari after hotfix) seem to be low risk for lots of points. Are you trying to solo an ADS with swarms, or deny them access to clear a bunch of rooftop spawn points? Hi there. You must've confused me with Soraya; please re-read the very first line of my feedback on the topic.
I'm in agreement that swarms are at present too good against dropships. Unfortunately for Swarmers, there's more at play with Swarms than their oppression of dropships. Take Swarms vs HAVs, for example. Why even bother? To answer your question, Swarmers are not being paid +75WP per volley. Swarming is not at all a WP-intensive activity. It is, however, a very high-risk activity. Swarmers tend to die alot. They just do. If you don't care to take my word for it, try it sometime for yourself. Better yet, ask Rattati for Swarm Launcher kill/spawn efficiency numbers. |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.26 01:53:00 -
[10] - Quote
Booby Tuesdays wrote:I will never understand why a few of the popularity contest winners (CPM2) pushed for shield buffs to armor suits under the veil of "linearity". Things could still have been very linear with the armor and shield suits separated by more than just a second or two. Getting all the dropsuits on the same page in regards to not having numbers all over the place, sure. Buffing the recharge and delay of armor based suits? No entiendo. ^ |
|
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.26 01:58:00 -
[11] - Quote
KEROSIINI-TERO wrote: Have you tested the old packed locus nades? On paper, they are beast.
In practice, they often don't even wound.
^ |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.26 05:13:00 -
[12] - Quote
Just stumbled across some interesting, insightful and timely feedback on Swarm v Dropship interplay: https://www.youtube.com/watch?v=on7rbcJRQeI
|
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.26 15:33:00 -
[13] - Quote
CCP Rattati wrote:Adipem Nothi wrote:Bremen van Equis wrote:Adipem Nothi wrote: Should the range nerf go through, I do not expect Swarms will see much use in the weeks and months following Foxfour. High risk and negligible reward will be to blame. High risk and negligible reward... area denial of a force multiplier is a negligible reward? Are you talking about WP for kills, or usefulness to the team? Maybe I'm wrong but aren't you guys wracking up +75's every time you get more than one volley off? High risk and negligible reward is what current ADS is all about, except maybe in the hands of the most adept pilots. Swarms on a basic Min commando (now Caldari after hotfix) seem to be low risk for lots of points. Are you trying to solo an ADS with swarms, or deny them access to clear a bunch of rooftop spawn points? Hi there. You must've confused me with Soraya; please re-read the very first line of my feedback on the topic: I agree that swarms are too good against dropships. Unfortunately for Swarmers, there's more at play with Swarms than their oppression of dropships. Take Swarms vs HAVs, for example. Why even bother? To answer your question, Swarmers are not being paid +75WP per volley. Swarming is not at all a WP-intensive activity. It is, however, a very high-risk activity. Swarmers tend to die alot. They just do. If you don't care to take my word for it, try it sometime for yourself. Better yet, ask Rattati for Swarm Launcher kill/spawn efficiency numbers. which is why swarms are also included in the weak spot increase for HAVs I did not realize this.
When I looked at the 'HAV Weak Points' sheet the Google Doc, I saw Swarm Launcher listed under 'Old Weak Point Multipliers' and did not see it listed under 'New Weak Point Multipliers'. Figured it must've been grouped in with "explosive handheld weapons" but then recalled reading that you were changing the profile from "explosive handheld" to "missile handheld".
I was under the impression that the Swarms would not benefit from the new HAV Weakspot changes.
Thanks for the clarification. Revising my earlier positions on Swarms. |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.09.28 03:03:00 -
[14] - Quote
Soraya Xel wrote:CCP Rattati wrote:which is why swarms are also included in the weak spot increase for HAVs This is hilarious and a terrible point. :/ You can't aim swarms, so "weak spots" are irrelevant for them. You're buffing forges (which are already the only viable anti-dropship weapon, and the best at killing tanks) via this weak spot, and also thrice-over nerfing the swarms, which were already basically useless. Swarms aren't useless. They're useless against HAVs, but they're good at wrecking LAVs and decent at chasing away dropships. Possibly too good at the latter. |
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.10.08 23:33:00 -
[15] - Quote
Cloak Dog wrote:This hotfix...is so bad.
I've had to result to sniping. EVERY SINGLE GAME.
Yeah I suck but this is just ridiculous... Why don't you have an Assault suit, brah?
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
16
|
Posted - 2015.10.09 02:59:00 -
[16] - Quote
Cloak Dog wrote: Dude its already here. It sucks.
Disagreed. Some bad, but more good than bad.
Edit: Everything I've tested so far appears to have been implemented as proposed. Props, QA.
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.13 14:37:00 -
[17] - Quote
Sylwester Dziewiecki wrote:Minty Essence wrote:Scrambler Rifle has become almost unusable! Against armour medium suits (the majority of suits) I struggle to even kill basic suits with a prototype weapon + 3 damage mods before the gun overheats. It now seems that the rifle is a support weapon only, designed to strip the shields and let someone with a better weapon finish off the enemy (at least against armour tankers). The Scrambler Rifle did need a nerf, but a scalpel was needed, not a sledgehammer! :(
Also, grenade spam is getting ridiculous! Pretty sure a buff for them was in the wrong direction...
Edit: With the Scrambler Rifle, maybe a buff in heat dissipation/speed to reset after overheating would work well. If CCP want shots not to be spammed, a little time between each shot would then stop overheating if the heat level went down quickly.
Edit 2: After playing a few more matches, I can see that the ScR is completely useless other than against the odd shield tanker and/or light suit at long range. Can I get a remap so I can use CRs? You will not be happy with CR - all the time, you do not have range on that weapon, as soon you scrach someone shield he run away and die from someone else fire. It's like opposite weapon to SR as you described. Are the guns to blame or are HP pools?
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.16 17:58:00 -
[18] - Quote
XxBlazikenxX wrote:justinsane16 wrote:Why did Minmatar and Caldari Scouts not get the shield recharge time buff? Because CCP CPM2 hates scouts. FTFY
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.17 00:35:00 -
[19] - Quote
Breakin Stuff wrote:Adipem Nothi wrote:XxBlazikenxX wrote:justinsane16 wrote:Why did Minmatar and Caldari Scouts not get the shield recharge time buff? Because CCP CPM2 hates scouts. FTFY If I recall the caldari scout depleted got cut in half. I thought it was 6 seconds before? Don't remember base recharge delay. Hmmm (?). I was going by Rattati's sheet on page one of this thread. My understanding was that the only change to the CalScout was to damage threshold. That's the only change noted on his spreadsheet.
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.17 02:32:00 -
[20] - Quote
Thanks, Breakin. I stand corrected. Looks like CalScout Depleted Recharge Delay was improved by 1 second. Protofits still has the old values:
Pre-Foxfour CalScout 50 HP/s - Recharge Rate (no change w/foxfour) 3 seconds - Recharge Delay (no change w/foxfour) 4 seconds - Deplete Recharge Delay (1 second buff w/foxfour)
Dropsuit Usage Rates
|
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.21 19:51:00 -
[21] - Quote
Regnier Feros wrote:Varoth Drac wrote:Yes, it is possible to hide from active scans, but not all passives.
The lowest possible profile is 11, I believe (Gal scout, 4 comp damps, active proto cloak). This can be scanned by an assault or logi with 3 precision enhancers, a Gal scout with 2, or an Amarr scout with 1. What? My am scout with 2 Cpx Precs has 18 db ._. My logi/assault with 3 Cpx Precs has 24 db ._. I'm lost :(
Above AM Scout: 9dB short-range precision Above MedFrame: 12dB short-range precision
A GalScout running 4 complex damps has a profile of 13dB. The vast majority of GalScouts run 1 complex damp for a profile of 20dB (sufficient to beat 21dB active scans); these units can be active scanned by Focused Scanner; they are also passive scanned (which is shared squad-wide) while within SG or NK range of any Light or Medium Frame (no precision enhancers needed) as well as any Heavy Frame running 1 precision enhancer.
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.21 23:23:00 -
[22] - Quote
XxBlazikenxX wrote: With all skills maxed and 5 comp damapeners, I think it is around 9-10.
I'm not sure why you're hung up on this point, Blaze. Either way, here's the maths:
Absolute Lowest Profile: Scotsman's Scout gk.0 27dB - Max Skill, Base Profile (24dB proto cloaked) 20dB - Complex Damp (1) (18dB proto cloaked) 16dB - Complex Damp (2) (14dB proto cloaked) 13dB - Complex Damp (3) (12dB proto cloaked) 13dB - Complex Damp (4) (11dB proto cloaked) 12dB - Complex Damp (5) (11dB proto cloaked)
Fun Fact: According to protofits (which last I checked had up-to-date EWAR values), the 5th complex dampener reduces profile by 2.65%.
Dropsuit Usage Rates
|
|
|
|