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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.01 23:41:00 -
[1] - Quote
The Problem: ScR and LR can't be balanced properly due to how a huge factor the Amarr Assault bonus gives. Balance of these weapons always keeps in mind the Amarr Assault bonus not the weapon itself thus leading the weapon to only be effective on one suit and terrible on any other.
Solution: Amarr Assault Bonus- 3% to Overheat and 2% to Cooldown LR/ScR Operation Bonus- 2% to Overheat and 3% to Cooldown
Power disparity between Laser Weaponry on Non-Amarr Dropsuits and Amarr Assaults is lessen, Amarr Assault still remains as top choice. Laser Weaponry can now be balanced on the weapon not the suit. Laser Weaponry is now viable on all suits not just 1(2?) out of 20.
~Adjustments After Solution~
Laser Rifle: - Increase Clip Size to 150 from 100 - Increase Range to 120m - Add AV Variant - LR Sound Increases with Firing Time - ADS Sensitivity equal to Sensitivity in Settings
Scrambler Rifle: - Increase Scope Zoom - Increase Hipfire Dispersion - Make Holding Charge cause Overheat - Make AScR Overheat and Reduce Damage Slightly
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.01 23:55:00 -
[2] - Quote
Regnier Feros wrote:Why not give the Am assault quicker cooldown + lower seize up? I still want overheat to be an actual punishment not something that can be easily shrugged off. By doing this I feel overheat management will be dismissed as you'll be back in action quickly.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.03 01:04:00 -
[3] - Quote
maeth-01 2501 wrote:Is that not the Point of it being an Amarr Bonus.... There gun works best on there suit..... Caldari have better reload on there guns.... so on and so forth
I can sorta see your point but I think your missing there's...... plus I like the fact my Viktor does not overheat The difference between the Amarr Assault and other suits is it's bonus has the biggest factor on the Weaponry. You can use the Rail Rifle on other suits and not feel like your missing out on much, why shouldn't the ScR/Laser be the same?
The Amarr Assault will still be king, just without a higher thrown. While I see what your getting at, quite honestly I'm tired of the nerfs coming to these weapons because everyone assume you have Proto Amarr Assault, Viziam and Triple Stacked Damage Mods. These weapons should be treated equally to any other of the main battle rifles.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.04 22:03:00 -
[4] - Quote
Bump
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.05 21:16:00 -
[5] - Quote
LOL KILLZ wrote:Forever ETC wrote:The Problem: ScR and LR can't be balanced properly due to how a huge factor the Amarr Assault bonus gives. Balance of these weapons always keeps in mind the Amarr Assault bonus not the weapon itself thus leading the weapon to only be effective on one suit and terrible on any other.
Solution: Amarr Assault Bonus- 3% to Overheat and 2% to Cooldown LR/ScR Operation Bonus- 2% to Overheat and 3% to Cooldown
Power disparity between Laser Weaponry on Non-Amarr Dropsuits and Amarr Assaults is lessen, Amarr Assault still remains as top choice. Laser Weaponry can now be balanced on the weapon not the suit. Laser Weaponry is now viable on all suits not just 1(2?) out of 20.
~Adjustments After Solution~
Laser Rifle: - Increase Clip Size to 150 from 100 - Increase Range to 120m - Add AV Variant - LR Sound Increases with Firing Time - ADS Sensitivity equal to Sensitivity in Settings
Scrambler Rifle: - Increase Scope Zoom - Increase Hipfire Dispersion - Make Holding Charge cause Overheat - Make AScR Overheat and Reduce Damage Slightly The AmAss bonus is the only thing making the LR still viable in combat. So no If you see the part where it says Laser Rifle I've included a list of possible adjustments. With these upcoming changes I have proposed it is basically just a buff to Laser Weaponry on other suits, Amarr Assault are going to stay rather the same.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.09 01:01:00 -
[6] - Quote
Bump Foxfour
Seems the proposed nerfs aren't really noticeable... Was really worried on the 4x kick.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.15 22:42:00 -
[7] - Quote
Bump Until Noticed
After further testing... Charge Shot is okayish, ScR needs better Scope Zoom to compensate for Kick which has made long range engagements difficult.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.16 13:56:00 -
[8] - Quote
shaman oga wrote:I was about to open a post on this. While the bonus is good on scr rifle, it doesn't fit very well on laser rifle imo.
Without bonus you have a shorter max damage window, but you also reach working temperature faster, consuming less charge (60 charges before overheat) In this way you can have almost 2 high damage windows within a single clip.
With the amarr bonus you have only one (80 charges before overheat), then you have to reload because with 20 charges you'll do nothing.
Am assault should have a bonus on LR clip to bring it to 140-150 or a bonus reducing overheat cooldown. You're bring an interesting point, I may consider keeping the proposed Amarr Assault Bonus and change the Operational Skill from the LR to say Seize Time(Cooldown is useless TBH)? That change should keep the LR on the Amarr Assault to overheat around the 70s I think. After the LR discussion a few weeks ago, I believe one of the main changes that was agreed upon was to increase the LR clipsize over 100, we should see that change sometime.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.19 21:22:00 -
[9] - Quote
VIZZZZIAM
AmarrFTW
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.25 20:39:00 -
[10] - Quote
Bump
Will be quitting the game, but I'll still be keeping this post up.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.26 08:41:00 -
[11] - Quote
deezy dabest wrote:Forever ETC wrote:The Problem: ScR and LR can't be balanced properly due to how a huge factor the Amarr Assault bonus gives. Balance of these weapons always keeps in mind the Amarr Assault bonus not the weapon itself thus leading the weapon to only be effective on one suit and terrible on any other.
Solution: Amarr Assault Bonus- 3% to Overheat and 2% to Cooldown LR/ScR Operation Bonus- 2% to Overheat and 3% to Cooldown
Power disparity between Laser Weaponry on Non-Amarr Dropsuits and Amarr Assaults is lessen, Amarr Assault still remains as top choice. Laser Weaponry can now be balanced on the weapon not the suit. Laser Weaponry is now viable on all suits not just 1(2?) out of 20.
~Adjustments After Solution~
Laser Rifle: - Increase Clip Size to 150 from 100 - Increase Range to 120m - Add AV Variant - LR Sound Increases with Firing Time - ADS Sensitivity equal to Sensitivity in Settings
Scrambler Rifle: - Increase Scope Zoom - Increase Hipfire Dispersion - Make Holding Charge cause Overheat - Make AScR Overheat and Reduce Damage Slightly What are your thoughts on the fact that laser weaponry is the only weaponry which is able to multiply its own damage and therefore receives an amazingly higher benefit from the warbarge, damage mods, and even proficiency? Is this an actual problem? How do we address that instead of balancing around players who have and don't have those things at a high level? Okay, it's a bit late but I'll try to answer. May not be what you're looking for...
The multiplier I believe should stay as is, it was makes these weapons unique and honestly wish more than two guns had these interesting features which have lead to investigations of what the potential damage is.
I don't believe it is such a huge deal, but here are a few sh*t fixes.
Change function of Warbarge direct damage bonus Reduce Laser Weaponry Efficiency to +15/-15 Change how Damage Mods behave between base damage and multiplier damage.
Quite honestly I don't know how to balance the power gap between user with starter and maxed skills into these weapons. There is simply too much that changes the potential damage which leads to this gap. Most weapons you just have a base damage that changes per levels but here you got two things to worry about, and one can reach some godly numbers.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.10.29 02:34:00 -
[12] - Quote
Bump Till Noticed
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.01 01:58:00 -
[13] - Quote
Spooky
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.03 00:07:00 -
[14] - Quote
That's funny... I didn't get any notifications for this.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.03 03:19:00 -
[15] - Quote
Mortedeamor wrote:Forever ETC wrote:The Problem: ScR and LR can't be balanced properly due to how a huge factor the Amarr Assault bonus gives. Balance of these weapons always keeps in mind the Amarr Assault bonus not the weapon itself thus leading the weapon to only be effective on one suit and terrible on any other.
Solution: Amarr Assault Bonus- 3% to Overheat and 2% to Cooldown LR/ScR Operation Bonus- 2% to Overheat and 3% to Cooldown
Power disparity between Laser Weaponry on Non-Amarr Dropsuits and Amarr Assaults is lessen, Amarr Assault still remains as top choice. Laser Weaponry can now be balanced on the weapon not the suit. Laser Weaponry is now viable on all suits not just 1(2?) out of 20.
~Adjustments After Solution~
Laser Rifle: - Increase Clip Size to 150 from 100 - Increase Range to 120m - Add AV Variant - LR Sound Increases with Firing Time - ADS Sensitivity equal to Sensitivity in Settings
Scrambler Rifle: - Increase Scope Zoom - Increase Hipfire Dispersion - Make Holding Charge cause Overheat - Make AScR Overheat and Reduce Damage Slightly i like your changes to amar assault and lr / scr skills i dislike your idea of buffing the lr directly so im undecided as whether to give u a like personally i dont want an av laser rifle i want a breach laser rifle and i want an av amar scrambler lance and infantry amar scrambler lance ....both heavy weapons None of those bonuses are guaranteed besides the Clip Size. Range doesn't really matter, the rest are for show.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.03 03:20:00 -
[16] - Quote
XxBlazikenxX wrote:Okay Forever, we need to collaborate on this, I'm currently working on Amarr Commando Balancing so I am going to pop this thread in here and see if we can work together. I honestly do not think we can not balance one without changing the other. Well we can but we should balance both at the same time. https://forums.dust514.com/default.aspx?g=posts&t=220063&find=unread Will have a look right quick.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.06 00:45:00 -
[17] - Quote
Bump
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.06 14:42:00 -
[18] - Quote
sizwe sizzle wrote:This guy wants ammar assault to be nerfed to the ground and better yet ccp us nerfing the scr so what would be the point to use ammar assault with the scr.either way I don't use ammar assault with scr I use it with kalakiota rr because people like this guy want the scr to be dead Did you even read anything in this thread? I have already answered this statement... I'll say it again, the Amarr Assault would technically stay the same, but other suits can now access Laser Weaponry.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.08 18:48:00 -
[19] - Quote
Mortedeamor wrote:Forever ETC wrote:sizwe sizzle wrote:This guy wants ammar assault to be nerfed to the ground and better yet ccp us nerfing the scr so what would be the point to use ammar assault with the scr.either way I don't use ammar assault with scr I use it with kalakiota rr because people like this guy want the scr to be dead Did you even read anything in this thread? I have already answered this statement... I'll say it again, the Amarr Assault would technically stay the same, but other suits can now access Laser Weaponry. amarr assault gets gets 3% heat reduction, 2% cooldown. But the operation 2% heat reduction, 3% cooldown my preferred fix ... Thank You! That is exactly what I'm pushing for. I don't play anymore, so if anything can get changed, I want that to at least get through.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.13 22:56:00 -
[20] - Quote
Bump
AmarrFTW
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.21 00:01:00 -
[21] - Quote
Bump
AmarrFTW
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.11.22 21:19:00 -
[22] - Quote
tritan abbattere wrote:Just a thought but why not give all weapons heat build up? if all suits had a benefit to all weapons that fit the races ideals that might be better. Just food for thought. That would just create another months work of balancing and adding the mechanics... From what I remember, Legion would add different effects to the weapons(heat, jamming etc) based on the planets environment.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.12.02 04:55:00 -
[23] - Quote
Raven-747 wrote:First of all Bump.
Now lets talk about the topic. Damn I love the changes to LR, the sound increases as more you fire it? Awesome! Hell I say give the beam spirals around it when close to overheating! Yes LR as AV is something cool and that way no reason to add new laser AV weapons. So +1 to all of the above.
Now the Scr and Ascr. I loved the bonuses on the gun's passives this will encourage its use on all the other suits but ofc it will remain superior on the amarr assault. This is absolutely fair since this is the case with other rifles as well. I'm against the Scr scope zoom as this will only give those qqers another reason to start spamming threads. My personal thoughts on overheating mechanic:
Firstly, FIX THE DAM OVERHEATING CCP.
I like the idea of the bar increasing when you hold the charge for too long. How about making it 3 secs? Like if you hold the charge for 3 secs or more the bar will start to rise. Also another 3 secs until you can charge without heating the gun.
I'm fine with the Ascr overheating, but at the cost of reducing the muzzle jump during scope fire.
Give Scr the place that it really deserves, because at this point it is highly inferior. Thanks for the support!
I agree with the time frame you presented for holding the charge. Now concerning the ScR scope it is quite in a poor state especially now with the added 4x kick. It is meant to be a mid to long range fighter but with such a high kick, poor zoom, and basic mechanics(spam to kil), something needs to be done to get it at range and out of the front lines. I would personally just make it a bit less(25%) to what the Darths has. For the AScR muzzle flash/jump, I believe it is all just visual, you are firing pretty accurate but you just are not seeing it... Yes, it is annoying and I believe should be toned down considerably to stop adjusting so much.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.12.14 05:32:00 -
[24] - Quote
Bump till noticed
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2015.12.15 05:28:00 -
[25] - Quote
Thaddeus Reynolds wrote:A fun quirk of the current heat system in DUST (As I've come to understand it through what experimentation I can do):
The heat/s metric appears to be the core metric; however, the heat IS ADDED PER SHOT. This implication is that increasing the RoF of a Laser Weapon decreases the Heat/shot.
So...if you incorporated a Rate of Fire bonus on the Amarr Assault, it would have a similar effect to decreasing the heat/s metric on the suits.
Just something I thought I'd bring up considering the RoF bonus on the Gallente Assault Currently.
Other than that...if I hadn't said it already, I do like the idea of the change proposed...but don't want it to be limited to the given metrics.
oh yeah...bump? Interesting, I have seen some of the work you and Aeon have tested with heat calculations and damage of the ScR. Cool to see their are other ways to basically receive the same result without actually touching the heat management. The only problem I see is the fact people will see it as another buff not a balance or understand how it would work. Thanks for the support and the research you have done to understand these weapons.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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Forever ETC
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
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Posted - 2016.01.24 17:50:00 -
[26] - Quote
Adipem Nothi wrote:Forever ETC wrote:The Problem: ScR and LR can't be balanced properly due to how a huge factor the Amarr Assault bonus gives. Balance of these weapons always keeps in mind the Amarr Assault bonus not the weapon itself thus leading the weapon to only be effective on one suit and terrible on any other.
Solution: Amarr Assault Bonus- 3% to Overheat and 2% to Cooldown LR/ScR Operation Bonus- 2% to Overheat and 3% to Cooldown
Power disparity between Laser Weaponry on Non-Amarr Dropsuits and Amarr Assaults is lessen, Amarr Assault still remains as top choice. Laser Weaponry can now be balanced on the weapon not the suit. Laser Weaponry is now viable on all suits not just 1(2?) out of 20.
~Adjustments After Solution~
Laser Rifle: - Increase Clip Size to 150 from 100 - Increase Range to 120m - Add AV Variant - LR Sound Increases with Firing Time - ADS Sensitivity equal to Sensitivity in Settings
Scrambler Rifle: - Increase Scope Zoom - Increase Hipfire Dispersion - Make Holding Charge cause Overheat - Make AScR Overheat and Reduce Damage Slightly Seems reasonable. +1 Any concerns about AM Commando + LR? In my experience, it already hits pretty hard toward the end of its clip.
Thanks for the support.
No concerns because this won't happen :) I don't think it will reach the levels of being Op but it will definitely become a bigger threat to infantry on the field. Usually it is the skilled LR users that make use of the last rounds of the weapon, if it does rise to be an issue.... We may need to reduce the base damage or the damage multiplier as there would be a new damage potential on all suits.
AmarrFTW
"The Hero got his feelings hurt for 9 hp... "
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