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Thread Statistics | Show CCP posts - 14 post(s) |
Shamarskii Simon
The Hundred Acre Hood
391
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Posted - 2015.10.03 21:07:00 -
[1] - Quote
Magsec OP.
Trust me. Making the proto magsec dish out current officer stats is insane. I use this thing religiously as my sidearm, only sidearm I'm skilled into. I've been ghosting on the forums until i saw this.
Please, do not buff the magsec. It's already a powerful sidearm once skill is invested. I know one person isn't much to say what will be balanced but this is too much at once. Either charge time or damage, not both.. And I suggest a lower increase to the damage aswell
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Shamarskii Simon
The Hundred Acre Hood
391
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Posted - 2015.10.04 02:06:00 -
[2] - Quote
I said buff one or the other, not both charge and damage.
Also along with the kick skill from calAssault, it's a 3x buff basically.
I know tons of people who use the magsec effectively. A proto magsec, at prof 5 it's nearly equivalent to an SL-4 (base damage) in your pocket, while having higher rof than the ARR.
I just feel like it's too much at once for the thing. Like sure it could be trash to you, but doing so much at once is a little rash imho
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Shamarskii Simon
The Hundred Acre Hood
392
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Posted - 2015.10.04 02:10:00 -
[3] - Quote
Devadander wrote:Shamarskii Simon wrote:I said buff one or the other, not both charge and damage.
Also along with the kick skill from calAssault, it's a 3x buff basically.
I know tons of people who use the magsec effectively. A proto magsec, at prof 5 it's nearly equivalent to an SL-4 (base damage) in your pocket, while having higher rof than the ARR.
I just feel like it's too much at once for the thing. Like sure it could be trash to you, but doing so much at once is a little rash imho Fairly certain kick reduction is rifles only.
Fairly thankful for the clarification!
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Shamarskii Simon
The Hundred Acre Hood
397
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Posted - 2015.10.04 17:06:00 -
[4] - Quote
Zan Azikuchi wrote:Shamarskii Simon wrote:I said buff one or the other, not both charge and damage.
Also along with the kick skill from calAssault, it's a 3x buff basically.
I know tons of people who use the magsec effectively. A proto magsec, at prof 5 it's nearly equivalent to an SL-4 (base damage) in your pocket, while having higher rof than the ARR.
I just feel like it's too much at once for the thing. Like sure it could be trash to you, but doing so much at once is a little rash imho Not nearly as much as an SL-4 a standard model ARR with a few damage mod's, sure, but NO where near the SL-4, perhaps at proto level, but even then it requires at least a damage mod or 2 to get that level of damage, even with profile damage, cause you have to remember, you're going to be shooting further than 40meter's with this gun, meaning to get efficient kills, you need to be stacking a number of damage mod's to even remotely kill at 60 meter's, simply because it's damage is practically the same as the AR and the fact that it has a much slower rate of fire than the AR, (which is why said rifle will always beat the magsec going head to head). I understand your concern's, but I don't feel like it's going to be a bad thing in the long run, since many other gun's, every rifle especially, can kill most targets in a matter of second's anyway.
It surpasses the SL-4 w/o damage mods on armor. (this is not including prof on the ARR)
Alright, let's use the kaal vs SL-4 (since i remember the values from the top of my head)
Kaal: 34.1 damage. SL-4: 40 damage.
Kaal at prof 5: 34.1*1.25 = 42.625 damage. SL-4 at prof 0, damage profile included: 40*1.1 = 44 damage.
However, i said at base damage (40). The difference is 2.625 damage. Nevertheless, the magsec has a faster RoF than the ARR. This is why i say the pro magsec surpasses the adv ARR.
Now, i don't remember the RoF off the top of my head (cannot calculate dps then) but for a sidearm it hits with results comparable to the SL-4. Only lacking in range (approx 30 meters less)
Knowing the pro magsec will do officer level damage (37.4) let's do it again.
Kaal vs SL-4 Kaal damage: 37.4 SL-4 damage: 40
Kaal damage at prof 5: 37.4*1.25 = 46.75 SL-4 damage comparable to Kaal damage (prof 2) 40 * 1.16 = 46.4 damage.
The kaal at prof 5 will now surpass an Ishu w/o prof.
Along with faster RoF, i believe it will become OP.
I see where you are coming from though, nevertheless.
Edit: damage falloff begins around 44 meters, after about 55 damage attenuation is too high (56% efficiency against shield). (imo, people could say otherwise about it's effective range)
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
401
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Posted - 2015.10.05 10:55:00 -
[5] - Quote
I'm saying for a sidearm it's very effective already. I'm not exactly saying "magsec > ARR" there's just nothing else to compare it to. I'm well aware this is a sidearm I'm comparing to a light weapon. So the obvious thing of range being worse -- is pretty apparent.
You do have a point though, paper doesn't equal reality... But going off CCP overdoing things sometimes, i feel doing both charge time and a significant damage increase is too much at once.
I feel like it's one or the other, then if it doesn't work out add both.
In the end, i guess we can only wait and see. Once it's in, we'll discuss again? :D
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
402
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Posted - 2015.10.05 22:30:00 -
[6] - Quote
What about sleek locus grenades?
.... I use em :$
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
423
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Posted - 2015.10.12 19:12:00 -
[7] - Quote
It's rare to have a dropship fit correctly due to the level of SP one must invest to create a correct fit.
Now, forget about something with constant rep, n step over to the python.
Let's see how the python holds up on paper. I'm genuinely intrigued
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
424
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Posted - 2015.10.12 23:09:00 -
[8] - Quote
Kallas Hallytyr wrote:Shamarskii Simon wrote:Let's see how the python holds up on paper. I'm genuinely intrigued Give me a Python fit and I'll run the above [Edit: I may have been running the above situations with ADV numbers: I'm away from DUST so I'm going from memory - hence the derp on damage mods...]
Typical python 2555
A hardener, enhanced extend, AB Or a shield boost, hardener, enhanced extended
Full pro, so 40 sec delay shield boost, 45 sec AB, 45 sec hardener (enhanced nevertheless... Comp is heavy to fit)
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
426
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Posted - 2015.10.13 00:47:00 -
[9] - Quote
Thanks!
But that's a heavy assumption... Precisely when and where the swarmer was... To use a python it takes real skill then
To me the best time to boost is right after the third volley hits.. The reload time will give a couple 224 more to sHP.. (Which you have recognized also)
Nevertheless, it's rough to use due to module execution... Which the average pilot has failed to master. Heck sometimes in the heat of battle i might flick off my hardener by accident when I try to get shield boost.
Now if capacitor was a thing............................... Hm?
Meh, i should stay on topic.
It shows a lot though, the python is in as long as it has a way to restart its recharge... Without shield boost but with hardeners it's a 5 volley (approx 12.32s) game
Forever ADS. Best role.
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Shamarskii Simon
The Hundred Acre Hood
426
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Posted - 2015.10.13 01:00:00 -
[10] - Quote
Echo 1991 wrote:I never said it was shooting an incubus, I know that swarms are stupid strong against them and as I've said ADS need a buff cos they are paper thin. A grimsnes or myron is nowhere near as squishy cos they have more fitting room.
So, as I was saying, it would take 4 clips for a standard swarm to kill a grimsnes.
Depends on the fit... A skilled pilot w/ a max rep (393.75) aHP/s grims can survive quite a long time...
Either never stop moving near top speed or.... Stop moving completely forward. Now... That survival is based on when s/he "glitches" the swarms above the ship to make it spiral above, effectively increasing the amount of time one can rep.
Now... If they do it between volleys it's suicide... It'll be a +2k alpha strike firstly. secondly s/he has to commit to this one maneuver...
If executed correctly, it can increase life by 1 or 2 (rare chance) volleys.
Forever ADS. Best role.
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