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Wafflelauncher
Onslaught Inc
29
|
Posted - 2012.11.30 17:57:00 -
[1] - Quote
SERIOUSLY **** off claiming everything is overpowered. these are weapons. they are designed to kill. at the rate everybody is demanding everything is nerfed, by launch time we'll be throwing cuddly toys at each other and crying to devs when we trip over that ******* shoelace we didnt tie. then claim the ******* shoelaces are OP.
STOP BEING ******* ********.
STOP CLAIMING EVERYTHING IS ******* OVERPOWERED.
yes things need balanced.
no, everything that doesnt work the way you personally imagine it IS NOT AN EXCUSE TO ******* NERF EVERTYTHING.
every day its another thread demanding to nerf something else. go ******* play with your teddy bears. leave us our ******* guns while we're still allowed to ******* shoot them. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
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Posted - 2012.11.30 17:59:00 -
[2] - Quote
Anyone thought HP might just be too low instead of all weapons damage being too high? |
Cyn Bruin
Imperfects Negative-Feedback
651
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Posted - 2012.11.30 18:02:00 -
[3] - Quote
Wafflelauncher wrote:SERIOUSLY **** off claiming everything is overpowered. these are weapons. they are designed to kill. at the rate everybody is demanding everything is nerfed, by launch time we'll be throwing cuddly toys at each other and crying to devs when we trip over that ******* shoelace we didnt tie. then claim the ******* shoelaces are OP.
STOP BEING ******* ********.
STOP CLAIMING EVERYTHING IS ******* OVERPOWERED.
yes things need balanced.
no, everything that doesnt work the way you personally imagine it IS NOT AN EXCUSE TO ******* NERF EVERTYTHING.
every day its another thread demanding to nerf something else. go ******* play with your teddy bears. leave us our ******* guns while we're still allowed to ******* shoot them.
Wafflelaunchers are OP, in a good way.
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Wafflelauncher
Onslaught Inc
29
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Posted - 2012.11.30 18:04:00 -
[4] - Quote
increasing hp is just a global nerf to all weapons.
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GLOO GLOO
Algintal Core Gallente Federation
217
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Posted - 2012.11.30 18:07:00 -
[5] - Quote
The problem today is the matchmacking, that's it that's all !!! |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.30 18:08:00 -
[6] - Quote
Tony Calif wrote:Anyone thought HP might just be too low instead of all weapons damage being too high?
HP are alright.... As much as i hate one shot shooters, or 2 bullets one, Dust already has longer fights than usual FPS. Compared to DUST, MAG has light-speed infantry fights. What needs more HP are HAV. |
Sentient Archon
Red Star.
690
|
Posted - 2012.11.30 18:10:00 -
[7] - Quote
I just think the QQing and Trolling is OP. |
arimal lavaren
L.O.T.I.S. Legacy Rising
186
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Posted - 2012.11.30 18:13:00 -
[8] - Quote
I take it as a good sign if everything is over powered then nothing is a variety of these QQ threads just means things are getting close to were they need to be. |
Jak Teston
Osmon Surveillance Caldari State
99
|
Posted - 2012.11.30 18:26:00 -
[9] - Quote
I assume people are unhappy about many mechanics in this game because many aspects of the game are extremely situational.
If you hypothetically approached a standing enemy starting from 300 meters you could mark at every step of the way which weapons are good at this range, which are okay and which suck. Generally only one weapon will be good and very few weapons will be okay. That means the outcomes of fights are mostly determined by situation and less by personal effort. Dust is, compared to other shooters, a lot about situational awareness and positioning.
This explains why the common assault suit + assault rifle loadout is so popular - it provides propably the most versatility you can have in one loadout. However, it too is rather useless against snipers, shotguns and tanks in specific situations, which is why people complain about those situations. They dislike being unable to affect the outcome of an encounter, even if the encounters are very seldom.
One remedy to this would be to slightly nudge all weapons (and vehicles, btw.) towards a more similar performance in most situations. Of course the different weapons should still be obviously different, but they shouldn't be so useless that you can only engage in 1 out of 3 possible encounters you spot. |
Wafflelauncher
Onslaught Inc
29
|
Posted - 2012.11.30 18:28:00 -
[10] - Quote
Jak Teston wrote:I assume people are unhappy about many mechanics in this game because many aspects of the game are extremely situational.
If you hypothetically approached a standing enemy starting from 300 meters you could mark at every step of the way which weapons are good at this range, which are okay and which suck. Generally only one weapon will be good and very few weapons will be okay. That means the outcomes of fights are mostly determined by situation and less by personal effort. Dust is, compared to other shooters, a lot about situational awareness and positioning.
This explains why the common assault suit + assault rifle loadout is so popular - it provides propably the most versatility you can have in one loadout. However, it too is rather useless against snipers, shotguns and tanks in specific situations, which is why people complain about those situations. They dislike being unable to affect the outcome of an encounter, even if the encounters are very seldom.
One remedy to this would be to slightly nudge all weapons (and vehicles, btw.) towards a more similar performance in most situations. Of course the different weapons should still be obviously different, but they shouldn't be so useless that you can only engage in 1 out of 3 possible encounters you spot.
which is why you pick your loadout based on whats going on on the map, and if necesary change at a supply depot if there are any. if not, then pick something more appropriate to get your revenge with. |
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BMSTUBBYx
Doomheim
83
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Posted - 2012.11.30 18:35:00 -
[11] - Quote
Player count is under powered! With the low player count all weapons seem OP.
If anything we should be asking CCP to give us a higher player count. |
arimal lavaren
L.O.T.I.S. Legacy Rising
186
|
Posted - 2012.11.30 18:40:00 -
[12] - Quote
It's the tactics at play and the emphasis on positioning, awareness and forethought that keep the same 4-5 maps interesting to me. By no means do I think the weaponry range meta game should be done away with. It's one of the few facets of play that were well laid out in my book. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.30 18:41:00 -
[13] - Quote
Jak Teston wrote:I assume people are unhappy about many mechanics in this game because many aspects of the game are extremely situational.
If you hypothetically approached a standing enemy starting from 300 meters you could mark at every step of the way which weapons are good at this range, which are okay and which suck. Generally only one weapon will be good and very few weapons will be okay. That means the outcomes of fights are mostly determined by situation and less by personal effort. Dust is, compared to other shooters, a lot about situational awareness and positioning.
This explains why the common assault suit + assault rifle loadout is so popular - it provides propably the most versatility you can have in one loadout. However, it too is rather useless against snipers, shotguns and tanks in specific situations, which is why people complain about those situations. They dislike being unable to affect the outcome of an encounter, even if the encounters are very seldom.
One remedy to this would be to slightly nudge all weapons (and vehicles, btw.) towards a more similar performance in most situations. Of course the different weapons should still be obviously different, but they shouldn't be so useless that you can only engage in 1 out of 3 possible encounters you spot.
i think you're over-stating a bit. In every game we find this situation...
In dust, a skilled AR will shot done a sniper at 70m like in any other games. At 200m it wont. Logic. At 2-3m an AR guy will be OSed or TWOsed by shotgun like in many other games. Yet, AR dude can still win some fights. The only real flawded weapon imo is the SMG that doesnt even fullfill efficiently its niche role. Its spread is way too big, when its hip fire at short range should be extremely accurate and with very little recoil.
At the moment, the AR has this perk. Hip fire doesnt recoil at all and is very accurate even when spray and praying at close range.
Finally, having a game where situation are important doesnt mean it requires less skills. I'd even say it's the opposite as you actually need to use your brain more to avoid critical situation. Also, it reinforce the importance of mixed teams with a variety of roles and a good cohesion.
One more thing, your analysis of the AR being the most used weapon is good. And that's exactly the role it should fulfill : versatility.
I dont understand all those talks regarding infantry balance. I think the game is pretty much at a sweet spot regarding existing infantry weapons minus some minor specific tweaks :
AR recoil needs to come back big time SMG's cone and recoil needing to be lowered. Range enhanced. Laser rifle optimal range needing to be worked differently (see my thread) and heat-up needing to be fixed\a bit faster. HMGs range could be slightly lowered (slightly i insist) Sniper rifle need to be nerfed slightly in damage output, needs a real balistic mecanics (not insta-travel) as well AND the black shadow on enemy needs to go (that's just visually ridiculous) as it's an unecessary help for snipers. Pistols are deadly through HS and require skill. They're fine imo.
And there you go.
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semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2012.11.30 18:42:00 -
[14] - Quote
For people who dont read.........the problem was that the militia shotgun is 1 shotting proto suits with over 600 eHP. And I am not even talking about from the back to the head I am talking about you turn a corner some guy is looking at your chest they fire you die despite the fact that you have a suit with a ton of HP and they are using a free weapon. All over weapons actually seem about right to me. ARs are a good fit for a variety of situations but a master of none. Pistols are headshot fiends. Lasers are awesome long rang beasties. Snipers are good at superlong range (although hitscan is kinda lame for them or most of these weapons). Only minor tweaks are needed for weapon balancing but one of those tweaks needs to be the militia shotgun that OHKs proto assaults and 2HKs heavies with almost twice the eHP of the proto assaults. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.30 18:51:00 -
[15] - Quote
semperfi1999 wrote:For people who dont read.........the problem was that the militia shotgun is 1 shotting proto suits with over 600 eHP. And I am not even talking about from the back to the head I am talking about you turn a corner some guy is looking at your chest they fire you die despite the fact that you have a suit with a ton of HP and they are using a free weapon. All over weapons actually seem about right to me. ARs are a good fit for a variety of situations but a master of none. Pistols are headshot fiends. Lasers are awesome long rang beasties. Snipers are good at superlong range (although hitscan is kinda lame for them or most of these weapons). Only minor tweaks are needed for weapon balancing but one of those tweaks needs to be the militia shotgun that OHKs proto assaults and 2HKs heavies with almost twice the eHP of the proto assaults.
Again it doesnt OS proto suits by magic..... like i said (reading posts goes both ways.....) i use a more advanced version and i dont OS people unless specific condition are met. So a militia one wont either. I'd be curious to know if you actually run proto, or even used the SG yourself... And 2 HKing heavies... Seriously mate, i've been playing SG for a while and you're leaving in a dream. and again i use an ADVANCED SG.
Weird part being that i agree with you on the rest of your weapon analysis. But asking a nerf on militia shotgun is asking a nerf on all of them, or at least the standard one. No reason for SG to work differently than others in militia\standard stats difference. If i just had to say one thing, AR is master at mid range (30-40m) and should be. But it's also too strong at close range. Not in damage but in how it doesnt have any recoil compared to a SMG. Anyway, minor minor tweaks. |
Sentient Archon
Red Star.
690
|
Posted - 2012.11.30 18:57:00 -
[16] - Quote
Laurent Cazaderon wrote: The only real flawded weapon imo is the SMG that doesnt even fullfill efficiently its niche role. Its spread is way too big, when its hip fire at short range should be extremely accurate and with very little recoil. SMG's cone and recoil needing to be lowered. Range enhanced.
I like the idea of an SMG buff but in the right hands (cest moi ) it can be pretty beasty. I would however like to see less spread and more range though.
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.30 19:03:00 -
[17] - Quote
Sentient Archon wrote:Laurent Cazaderon wrote: The only real flawded weapon imo is the SMG that doesnt even fullfill efficiently its niche role. Its spread is way too big, when its hip fire at short range should be extremely accurate and with very little recoil. SMG's cone and recoil needing to be lowered. Range enhanced.
I like the idea of an SMG buff but in the right hands (cest moi ) it can be pretty beasty. I would however like to see less spread and more range though.
doesnt need to be a massive buff. But it needs something done. Btw, you french ? Si oui, rejoins sur le chat What The French Public, on pourra faire quelques games de temps en temps ^^ |
lordjanuz
Norwegian Dust514 Corporation
88
|
Posted - 2012.11.30 19:11:00 -
[18] - Quote
Wafflelauncher wrote:Jak Teston wrote:I assume people are unhappy about many mechanics in this game because many aspects of the game are extremely situational.
If you hypothetically approached a standing enemy starting from 300 meters you could mark at every step of the way which weapons are good at this range, which are okay and which suck. Generally only one weapon will be good and very few weapons will be okay. That means the outcomes of fights are mostly determined by situation and less by personal effort. Dust is, compared to other shooters, a lot about situational awareness and positioning.
This explains why the common assault suit + assault rifle loadout is so popular - it provides propably the most versatility you can have in one loadout. However, it too is rather useless against snipers, shotguns and tanks in specific situations, which is why people complain about those situations. They dislike being unable to affect the outcome of an encounter, even if the encounters are very seldom.
One remedy to this would be to slightly nudge all weapons (and vehicles, btw.) towards a more similar performance in most situations. Of course the different weapons should still be obviously different, but they shouldn't be so useless that you can only engage in 1 out of 3 possible encounters you spot. which is why you pick your loadout based on whats going on on the map, and if necesary change at a supply depot if there are any. if not, then pick something more appropriate to get your revenge with.
Best response so far, I myself always look at The map and then choose dropsuit, and when on ground you see what oposing team use and then adapt. Swarm,FG,etc......
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Nicol Bolas Planeswalker
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.11.30 19:16:00 -
[19] - Quote
Effective teamwork and chat are severely Under Powered. |
Sentient Archon
Red Star.
690
|
Posted - 2012.11.30 19:23:00 -
[20] - Quote
Laurent Cazaderon wrote:Btw, you french ?
Non mon ami. Je suis d'apprentissage francias. Merci beaucoup.
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.11.30 19:45:00 -
[21] - Quote
As a class the SMG is a light, short barreled weapon with an extremely high RoF.
Thus it will naturally have high dispersion and recoil. Low mass means they bounce all over and are difficult to keep on target. They are typically used more to "spray" and suppress an area than to lay a lot of rounds into a single target.
As such it's obvious they aren't well suited to high health combat. |
crazy space
ZionTCD Legacy Rising
879
|
Posted - 2012.11.30 19:59:00 -
[22] - Quote
EVERCYTHING IS OVARPOWARED |
Swufy
Internal Error. Negative-Feedback
70
|
Posted - 2012.11.30 20:20:00 -
[23] - Quote
Maybe it's not the weapons themselves that are overpowered, but the mechanics are underpowered. One of the major complaints that I hear (and experience myself as a sniper) is consistency or reactions.
At least once a map, I will shoot 3-4 rounds into the chest of an enemy and see no damage done at all. I only notice this because every sniper bullet counts. With SMG, ARs, etc. you may not notice that a few of your bullets aren't actually counting, but all of your opponents are, so you FEEL underpowered in comparison. We've been promised better mechanics in the next patch, so let's see how the weapons change just from the mechanics change alone.
Oh, and while it sux to get OS by a shotgun, it makes sense. Whining about it is like a heavy standing 2m from a tank and whining that they can't tank a railgun bullet to the chest. Be more careful around corners ~_^ |
ZeHealingHurts HurtingHeals
Seituoda Taskforce Command Caldari State
108
|
Posted - 2012.11.30 22:00:00 -
[24] - Quote
I'm sure that the OP has a point and that it's not just whining about people whining, but I read: HEY GUYS! ********************************* ************ ********* **** ******* and your little dog too! |
I-Shayz-I
ZionTCD Legacy Rising
172
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Posted - 2012.12.01 01:28:00 -
[25] - Quote
Assault Rifle spread/recoil/whatever you want to call it just needs to be increased. Everything else is fine the way it is.
I just don't like how assault rifles are super accurate even from long range. |
Finn Kempers
BetaMax.
222
|
Posted - 2012.12.01 01:41:00 -
[26] - Quote
Well I always said lamp posts needed nerfing but NOOOOOOO |
Bob Deorum
G I A N T
14
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Posted - 2012.12.01 02:19:00 -
[27] - Quote
Skihids wrote:As a class the SMG is a light, short barreled weapon with an extremely high RoF.
Thus it will naturally have high dispersion and recoil. Low mass means they bounce all over and are difficult to keep on target. They are typically used more to "spray" and suppress an area than to lay a lot of rounds into a single target.
As such it's obvious they aren't well suited to high health combat.
ya this makes since, I think the main purpose of the smg and of a sidearm for that matter is to have something to switch to if the person just needs a small push to death. Sidearms are by no means suppose to be main weapons. So when someone is about to die and you run out of ammo then switch to the smg and finish him while he stupidly tries to reload.
Now I do admit that switching weapons sucks in this build compared to others, alot slower, it still is much faster then reloading a rifle. half a second compared to 3 seconds. |
Wafflelauncher
Onslaught Inc
29
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Posted - 2012.12.01 03:07:00 -
[28] - Quote
ZeHealingHurts HurtingHeals wrote:I'm sure that the OP has a point and that it's not just whining about people whining, but I read: HEY GUYS! ********************************* ************ ********* **** ******* and your little dog too!
my point is that people should stop whinging about everything just cos someone kiled them. just cos someones good with a specific weapon and has a clue about what they're doing doesnt mean its OP, but fgts constantly saying ***** OP and it aint. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.12.01 03:27:00 -
[29] - Quote
BMSTUBBYx wrote:Player count is under powered! With the low player count all weapons seem OP.
If anything we should be asking CCP to give us a higher player count.
More people = more oppurtunities for uou to have a favorable situation! I think increasing player count would help a lot eith the general fun factor of the game, increasing teamwork ans making it more useful to specialize instead of be jack of all trades. |
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