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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 01:29:00 -
[1] - Quote
I will start by saying that this is best case, assuming max skills for EHP and Damage. AR scoped 15m 1/10 missed. SMG Scoped 15m 1/4 missed. HMG Doom mode 15m 1/3 missed.
Heavy Base Shield/Armor (EHP LV 5) M- 100/488 (735) 1- 100/650 (937.5) 2- 320/422 (927.5) A-100/650 (937.5) B- 320/422 (927.5) vk.0-100/650 (937.5) vk.1- 320/422 (927.5)
Assault Base Shield/Armor (EHP LV 5) M-125/175 (375) 1-125/175 (375) 2- 225/105 (422.5) A-125/175 (375) B- 225/105 (422.5) vk.0-125/175 (375) vk.1- 225/105 (422.5)
Logi Base (EHP LV 5) M- 125/150 (343.75) 1- 125/150 (343.75) 2- 125/150 (343.75) A- 125/150 (343.75) B- 125/150 (343.75) vk.0- 125/150 (343.75) vk.1- 125/150 (343.75)
Scout Base (EHP LV 5) M- 100/90 (237.5) 1- 100/90 (237.5) 2- 70/135 (256.25) A- 100/90 (237.5) B- 70/135 (256.25) vk.0- 100/90 (237.5) vk.1- 70/135 (256.25)
----------M/1/2/A/B/vk.0/vk.1 Heavy-----M/1/2/A/B/vk.0/vk.1 Assault----M/1/2/A/B/vk.0/vk.1 Logi----M/1/2/A/B/vk.0/vk.1 Scout
AR (Duvolle 34.1dmg @ 750rpm Base)(42.625dmg/round All 5)(532.8125DPS All 5)(2557.5DPMag in 4.8 seconds All 5) ----> DPS missing 1/10 (Average unrecoverable loss) 484.93125DPS for 4.8 seconds, All 5.
-Heavy----1.52/ 1.933/ 1.913/ 1.933/ 1.913/ 1.933/ 1.913 -Assault-----------------------------0.773/ 0.773/ 0.871/ 0.773/ 0.871/ 0.773/ 0.871 -Logi------------------------------------------------------------------0.709/ 0.709/ 0.709/ 0.709/ 0.709/ 0.709/ 0.709 -Scout-------------------------------------------------------------------------------------------------0.489/ 0.489/ 0.528/ 0.489/ 0.528/ 0.489/ 0.528
SMG (Six Kin 23.1dmg @ 1000RPM)(28.875dmg/round All 5)(481.25DPS All 5)(2310DPMag in 4.8 seconds All 5) ---->DPS missing 1/4 (That's optimistic and truthfully best case) 360.9375DPS for 4.8 seconds, All 5.
-Heavy----2.036/ 2.597/ 2.569/ 2.597/ 2.569/ 2.597/ 2.569 -Assault-----------------------------1.038/ 1.038/ 1.170/ 1.038/ 1.170/ 1.038/ 1.170 -Logi------------------------------------------------------------------0.953/ 0.953/ 0.953/ 0.953/ 0.953/ 0.953/ 0.953/ -Scout-------------------------------------------------------------------------------------------------0.658/ 0.658/ 0.709/ 0.658/ 0.709/ 0.658/ 0.709
HMG (Boundless 17.6dmg @ 2000RPM)(22dmg/round All 5)(733.33DPS All 5)(9350DPMag in 12.75 seconds All 5) ----> DPS missing 1/3 (That's optimistic and truthfully best case) 491.33DPS for 12.75 Seconds, All 5.
-Heavy----1.495/ 1.908/ 1.887/ 1.908/ 1.887/ 1.908/ 1.887 -Assault-----------------------------0.763/ 0.763/ 0.859/ 0.763/ 0.859/ 0.763/ 0.859 -Logi------------------------------------------------------------------0.699/ 0.699/ 0.699/ 0.699/ 0.699/ 0.699/ 0.699 -Scout-------------------------------------------------------------------------------------------------0.483/ 0.483/ 0.521/ 0.483/ 0.521/ 0.483/ 0.521
Now on to why i did this. First I wanted a table with which to make reference to current damage of weapons. Second I wanted to point out how grossly inadequate endgame EHP is compared to endgame damage potential.
With that out of the way I can make a "ideal scenario" for a Proto AR assault Vs similarly fit Proto HMG Heavy. This will allow me to give a comparative efficiency rate, (isk/Time to Live(TTL)) for both weapon platforms.
Heavy VK.1 (246,800) Weapon-Boundless HMG/ none (118,040) High- AUR Complex Heavy Damage Mod X2, Complex Shield Extender (7920, 80) Low- Enhanced Armor Rep, Enhanced Shield Regulator (10,880) Gr- AV (1,920) Eq- N/A
Dam(DPS/DPS missing 1/3 @ 15m)- 25.696( 856.533/ 573.877) S/A(EHP)- 482/527.5(1009.5) Price isk/ AUR- 385560 / 80 (We'll just call this 420,000 for the sake of simplicity) TTL- 1.8025 seconds isk/TTL- 233009.7isk per second
Assault VK.1 (91,200) Weapon- Duvolle/ none (53,840) High- Complex Light Damage Mod X2, Complex Shield Extender X2 ( 18,520) Low- Complex CPU Extention, Complex Shield Regulator, Basic Armor Rep ( 36,560) Gr- AV (1,920) Eq- None (0)
Dam(DPS/DPS missing 1/10 @ 15m)- 49.781( 622.2625/ 560.03625) S/A(EHP)- 446.25/131.25(577.5) Price isk/ AUR- 202,040 / 0 TTL- 1.0063 seconds isk/TTL- 200775.1 isk per second
Are these numbers relevant? Partially, in both instances the winner is relegated simply to who shot first. If that's the case its cheaper to simply use Assaults. The Heavy is just a more expensive liability. The Assault will win 2/3 engagements because of an unaccounted factor, mobility. Mobility combined with a tighter bullet grouping and higher potential for head shots solidifies the aforementioned "expensive liability" claim.
The scout is useless because it moves to slow to be considered an advantage over its inferior tank and fitting potential. The Logi will be put out of work because Heavies wont be relevant, and lets face it the assault does a better job at the logi roll with 2 less pieces of equipment...
What does this all mean? This game is on a collision course to being a COD clone just a short few months down the road. AR Assault will be the only logical choice. Every other tactical decision on the battle field will boil down to parlor tricks. (excluding HAV's) If this is allowed to continue. What can be done to fix this?
-Extend the EHP by a factor of 1.8, greatly increase the values of shield and armor modules, or reduce the damage potential by .4. -Fix the stacking penalty for damage mods. -This mentioned this briefly before, but MAKE SCOUTS FASTER. -Increase Logistics EHP to bridge the gap between Assault and Heavy. They cant act as an effective force multiplier if they are a liability. -Add Roll bonus's to Dropsuit's.
I'm not going to say that this is the only way. I am going to say that if something isn't done soon to radically change this games balance no amount of meta game is going to compensate. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 01:29:00 -
[2] - Quote
Reserved |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 01:29:00 -
[3] - Quote
Reserved |
Jaww Cloud
Tritan-Industries Legacy Rising
26
|
Posted - 2013.02.03 01:37:00 -
[4] - Quote
Good post. |
2-Ton Twenty-One
Imperfects Negative-Feedback
235
|
Posted - 2013.02.03 02:04:00 -
[5] - Quote
+1 |
Barnabas Wrex
Tritan-Industries Legacy Rising
148
|
Posted - 2013.02.03 02:26:00 -
[6] - Quote
This robot has escaped the Tritan-Industries laboratory! Catch him! |
Snaps Tremor
Tritan-Industries Legacy Rising
41
|
Posted - 2013.02.03 02:44:00 -
[7] - Quote
Science! |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
131
|
Posted - 2013.02.03 02:45:00 -
[8] - Quote
Maybe I'm not reading this right, which is a very real possibility, but the first part of the post seems to indicate that AR users are hitting with 90% accuracy at 15meters? Is that right? That may be the case against heavies for someone with good accuracy, but good luck getting anywhere near 90% accuracy against a scout suit or even a decent assault straffer. This smells strongly of a "nerf AR" thread and tries to use misleading and misguided calculations to back it up.
Also, you're completely ignoring LR, Mass drivers, shotguns, etc etc which can have major impacts on how the other weapons and suits are balanced. Practice doesn't always follow theory. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 02:46:00 -
[9] - Quote
I thank you guys for the bumps, but some objective opinion related to subject matter would be appreciated more. |
Saj T
IT'S NO USE
20
|
Posted - 2013.02.03 02:53:00 -
[10] - Quote
I'm sorry but what was the point again?
A heavy has way more EHP than an Assault suit and both can deal identical damage. The immediate downsides of the heavy suit are cost as well as slower speed and the lack of the utility slot.
Also, heavy suits have a role in that they offer weapons exclusive to it.
- So what was the point again? that HMG's suck, or did I miss anything? |
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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 03:02:00 -
[11] - Quote
Parson Atreides wrote:Maybe I'm not reading this right, which is a very real possibility, but the first part of the post seems to indicate that AR users are hitting with 90% accuracy at 15meters? Is that right? That may be the case against heavies, but good luck getting anywhere near 90% accuracy against a scout suit or even a decent assault straffer. This smells strongly of a "nerf AR" thread and tries to use misleading and misguided calculations to back it up.
Also, you're completely ignoring LR, Mass drivers, shotguns, etc etc which can have major impacts on how the other weapons and suits are balanced. Practice doesn't always follow theory.
I chose the weapons that were commonly used and easy to compare, to elaborate a point. the LAR is hard because it's EM based damage does more to shields, which wouldn't be a problem if CCP would tell us our resistances. The MD is hard because its both a burst and an approximate fire weapon. The SG is hard because its a burst fire weapon.
The calculations i am using figures for an ideal situation with unrecoverable loss given as an average. (Think 2 guys standing still at 15m. if there was movement involved i would have used hip fire for the AR, SMG and HMG. Then changed the averages appropriately based on a little measurement over the course of a gaming session.)
Lastly, I am not saying "Nerf AR" i like the weapon, and use it often. However I am saying, "Increase our effective hit points relative to current high end damage output, or we will have SPACE COD 514. Where there is only one logical choice and everything else is novelty..." |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
131
|
Posted - 2013.02.03 03:02:00 -
[12] - Quote
Saj T wrote:I'm sorry but what was the point again?
A heavy has way more EHP than an Assault suit and both can deal identical damage. The immediate downsides of the heavy suit are cost as well as slower speed and the lack of the utility slot.
Also, heavy suits have a role in that they offer weapons exclusive to it.
- So what was the point again? that HMG's suck, or did I miss anything?
Seems a bit fishy that "best case" scenario for an HMG is only hitting 66% of their shots, yet somehow AR users are hitting at 90% while both targets are strafing.
Also, I don't entirely understand how Assault suits are more efficient. They may cost less, but Heavies die less, at least in theory (which is what this post is all about). So it should even out anyway.
Plus, he asks for buffs to scout speed, yet doesn't factor in Shotgun damage--arguably the best scout weapon--into the table. |
Zangan Vuld
Seituoda Taskforce Command Caldari State
1
|
Posted - 2013.02.03 03:04:00 -
[13] - Quote
Assuming I did the calculations correct a basic militia AR with no mods or skills would only do 12.9 DPS less than the sixkin. This is all done by your method, missing 1/10 bullets ect. So I'm wondering if this is the case how will endgame be significantly different than it is now? A fully specced Duvolle will only shave off roughly .25 seconds. You're not including any armor mods are you? Even one of those should easily add .2 seconds on to survivability. Also by looking at the numbers you included the bonuses from shield control and field mechanic already correct?
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
131
|
Posted - 2013.02.03 03:05:00 -
[14] - Quote
Volgair wrote:Parson Atreides wrote:Maybe I'm not reading this right, which is a very real possibility, but the first part of the post seems to indicate that AR users are hitting with 90% accuracy at 15meters? Is that right? That may be the case against heavies, but good luck getting anywhere near 90% accuracy against a scout suit or even a decent assault straffer. This smells strongly of a "nerf AR" thread and tries to use misleading and misguided calculations to back it up.
Also, you're completely ignoring LR, Mass drivers, shotguns, etc etc which can have major impacts on how the other weapons and suits are balanced. Practice doesn't always follow theory. I chose the weapons that were commonly used and easy to compare, to elaborate a point. the LAR is hard because it's EM based damage does more to shields, which wouldn't be a problem if CCP would tell us our resistances. The MD is hard because its both a burst and an approximate fire weapon. The SG is hard because its a burst fire weapon. The calculations i am using figures for an ideal situation with unrecoverable loss given as an average. (Think 2 guys standing still at 15m. if there was movement involved i would have used hip fire for the AR, SMG and HMG.) I am not saying "Nerf AR" i like the weapon, and use it often. However I am saying, "Increase our effective hit points relative to current high end damage output, or we will have SPACE COD 514. Where there is only one logical choice and everything else is novelty..."
This is too theoretical and, frankly, inaccurate. If CCP gave accuracy numbers for each character, which I wish they did, you'd find 90% is way too high for AR (even if you could somehow manage to make all your encounters 15m). |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 03:11:00 -
[15] - Quote
Parson Atreides wrote:Volgair wrote:Parson Atreides wrote:Maybe I'm not reading this right, which is a very real possibility, but the first part of the post seems to indicate that AR users are hitting with 90% accuracy at 15meters? Is that right? That may be the case against heavies, but good luck getting anywhere near 90% accuracy against a scout suit or even a decent assault straffer. This smells strongly of a "nerf AR" thread and tries to use misleading and misguided calculations to back it up.
Also, you're completely ignoring LR, Mass drivers, shotguns, etc etc which can have major impacts on how the other weapons and suits are balanced. Practice doesn't always follow theory. I chose the weapons that were commonly used and easy to compare, to elaborate a point. the LAR is hard because it's EM based damage does more to shields, which wouldn't be a problem if CCP would tell us our resistances. The MD is hard because its both a burst and an approximate fire weapon. The SG is hard because its a burst fire weapon. The calculations i am using figures for an ideal situation with unrecoverable loss given as an average. (Think 2 guys standing still at 15m. if there was movement involved i would have used hip fire for the AR, SMG and HMG.) I am not saying "Nerf AR" i like the weapon, and use it often. However I am saying, "Increase our effective hit points relative to current high end damage output, or we will have SPACE COD 514. Where there is only one logical choice and everything else is novelty..." This is too theoretical and, frankly, inaccurate. If CCP gave accuracy numbers for each character, which I wish they did, you'd find 90% is way too high for AR (even if you could somehow manage to make all your encounters 15m).
I based that on my alt using 2 complex damage mods and a type 2 Assault suit. As it so happened there were plenty of new berries standing about to scope and burn, TTL was about 1.1-1.5 seconds (while strafing) in each case to support my claims. |
Sete Clifton
PSU GHOST SYNDICATE
67
|
Posted - 2013.02.03 03:17:00 -
[16] - Quote
First, I would like to say good job on taking the time to go through all this.
However, like others have mentioned, 90% is way too high. In some games (like CoD), they actually track your individual weapon accuracy. I'd say the average for ARs is somewhere around 20-40%. I'm willing to bet that Dust is actually lower than that considering aiming is slightly more difficult/clunky in Dust compared to CoD. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.03 03:17:00 -
[17] - Quote
I'm honestly (no offense or sarcasm or trolling at all) asking for a TL;DR.
Which is better? What needs changing? |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 03:25:00 -
[18] - Quote
Saj T wrote:I'm sorry but what was the point again?
A heavy has way more EHP than an Assault suit and both can deal identical damage. The immediate downsides of the heavy suit are cost as well as slower speed and the lack of the utility slot.
Also, heavy suits have a role in that they offer weapons exclusive to it.
- So what was the point again? that HMG's suck, or did I miss anything?
The HMG and AR are fine as they are, as is the Assault and Heavy (Scout and Logi need specific attention, see above.) base EHP is too low across the board. I wont say this game should feel like we are firing foam darts. however if something isn't changed the first to fire will win 98% of the time, making this game far less enjoyable then it should be requiring less skill and situation awareness then it should.
If nothing gets changed once folks get into the 10-20mil SP range I will be proven unfortunately correct. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
131
|
Posted - 2013.02.03 03:31:00 -
[19] - Quote
Volgair wrote:Parson Atreides wrote:Volgair wrote:Parson Atreides wrote:Maybe I'm not reading this right, which is a very real possibility, but the first part of the post seems to indicate that AR users are hitting with 90% accuracy at 15meters? Is that right? That may be the case against heavies, but good luck getting anywhere near 90% accuracy against a scout suit or even a decent assault straffer. This smells strongly of a "nerf AR" thread and tries to use misleading and misguided calculations to back it up.
Also, you're completely ignoring LR, Mass drivers, shotguns, etc etc which can have major impacts on how the other weapons and suits are balanced. Practice doesn't always follow theory. I chose the weapons that were commonly used and easy to compare, to elaborate a point. the LAR is hard because it's EM based damage does more to shields, which wouldn't be a problem if CCP would tell us our resistances. The MD is hard because its both a burst and an approximate fire weapon. The SG is hard because its a burst fire weapon. The calculations i am using figures for an ideal situation with unrecoverable loss given as an average. (Think 2 guys standing still at 15m. if there was movement involved i would have used hip fire for the AR, SMG and HMG.) I am not saying "Nerf AR" i like the weapon, and use it often. However I am saying, "Increase our effective hit points relative to current high end damage output, or we will have SPACE COD 514. Where there is only one logical choice and everything else is novelty..." This is too theoretical and, frankly, inaccurate. If CCP gave accuracy numbers for each character, which I wish they did, you'd find 90% is way too high for AR (even if you could somehow manage to make all your encounters 15m). I based that on my alt using 2 complex damage mods and a type 2 Assault suit. As it so happened there were plenty of new berries standing about to scope and burn, TTL was about 1.1-1.5 seconds (while strafing) in each case to support my claims.
First off, you should then take into consideration the fact that an HMG can hit multiple targets with one burst of fire.
Secondly, If everyone is just standing still then the HMG should be hitting a lot higher than 66% of its shots.
Thirdly, it would take less than 1.1-1.5 seconds if someone was standing in full view of an HMG of the same calibre (with 2 damage mods) as your AR with the same relative damage mods.
Plus, I think clip size of both the AR and HMG may have something to do with this.
Like I said: all too theoretical.
Quote:The HMG and AR are fine as they are, as is the Assault and Heavy (Scout and Logi need specific attention, see above.) base EHP is too low across the board. I wont say this game should feel like we are firing foam darts. however if something isn't changed the first to fire will win 98% of the time, making this game far less enjoyable then it should be requiring less skill and situation awareness then it should.
If nothing gets changed once folks get into the 10-20mil SP range I will be proven unfortunately correct.
You can't ask for buffs to a suit while ignoring probably its best weapon synergy. A good scout with a shotgun is both incredibly hard to hit and incredibly dangerous. It may not be easy to calculate, but that doesn't make the combo any less viable and deadly.
Also, the Logi is a support role (and suit). It's not really meant as a standalone and thus shouldn't be expected to go toe-to-toe (with regards to damage output or survivability) with an Assault, Heavy, or Scout suit specifically designed to kill people and/or take damage. |
Icy Tiger
Universal Allies Inc.
1026
|
Posted - 2013.02.03 03:33:00 -
[20] - Quote
Replication and earlier: Took around 1-2 clips to kill ADV+ suits. |
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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 03:38:00 -
[21] - Quote
Sete Clifton wrote:First, I would like to say good job on taking the time to go through all this.
However, like others have mentioned, 90% is way too high. In some games (like CoD), they actually track your individual weapon accuracy. I'd say the average for ARs is somewhere around 20-40%. I'm willing to bet that Dust is actually lower than that considering aiming is slightly more difficult/clunky in Dust compared to CoD.
Dust uses Absolute firing (as opposed to relative that has to factor projectile velocity and bullet drop and weapon inertia (except for the Mass Driver and to a lesser extent Forge Gun)) so if you are, or are not on target at the time when the round is supposed to be que'd for fire it will hit or it wont based on an algorithm that CCP has failed to disclose. (not saying they should)
What does that mean? Up scope the AR puts out almost a laser line of bullets. Crouched and in doom mode the HMG and SMG can do almost the same but not quite as accurately based on the algorithm. If on target when the round is fired it will hit, or wont hit the tracer rounds are pretty much for show to aid in the ambiance of the game. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
131
|
Posted - 2013.02.03 03:44:00 -
[22] - Quote
Volgair wrote:Sete Clifton wrote:First, I would like to say good job on taking the time to go through all this.
However, like others have mentioned, 90% is way too high. In some games (like CoD), they actually track your individual weapon accuracy. I'd say the average for ARs is somewhere around 20-40%. I'm willing to bet that Dust is actually lower than that considering aiming is slightly more difficult/clunky in Dust compared to CoD. Dust uses Absolute firing (as opposed to relative that has to factor projectile velocity and bullet drop and weapon inertia (except for the Mass Driver and to a lesser extent Forge Gun)) so if you are, or are not on target at the time when the round is supposed to be que'd for fire it will hit or it wont based on an algorithm that CCP has failed to disclose. (not saying they should) What does that mean? Up scope the AR puts out almost a laser line of bullets. Crouched and in doom mode the HMG and SMG can do almost the same but not quite as accurately based on the algorithm. If on target when the round is fired it will hit, or wont hit the tracer rounds are pretty much for show to aid in the ambiance of the game.
That still doesn't account for actually aiming at moving targets while you're moving, etc. The benefit of the HMG and downside of AR in a real-world (I use the term to refer to a Dust battle in practice) are, ironically, the inverse upsides and downsides you mentioned in theory. The AR is more accurate, and HMG less so, but that also means you have to be more precise when aiming your AR at a moving target, which is exactly why 90% is too high for any real-world scenario. The HMG, on the other hand, has that sort of cylinder of fire that allows you to be a decent bit off but still do moderate damage. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.02.03 03:47:00 -
[23] - Quote
the reason the issue is stacked in favor of the AR is the fact that both weapons accuracy are inverse.
ARs start with almost 100% accuracy and then open up, hence the 90% accuracy in the time it takes to kill a heavy.
The heavy starts with a massive cylinder of fire that tightens, so most of the shots miss the assault then tighten up, hence the 60% accuracy over the time it takes to kill an assault.
the reason the AR wins 2/3 times is higher alpha damage. over sustained fire the HMG has advantage so the longer the fight goes the less chance the assault has of winning. But my EK-38 pumps out a kill spray faster than an MH-82 tightens to killing focus.
also not factored is the fact that heavies slow down moving when charging a forge gun or firing an HMG.
It's kinda like the blasters Vs. railguns thing.
Rails get higher alpha but if the blasters get close and spend a few seconds firing first a rail tank is toast. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.03 03:50:00 -
[24] - Quote
To be honest we have no idea what ccp is really planning with the new suit progression. |
Sontie
VENGEANCE FOR HIRE
95
|
Posted - 2013.02.03 03:52:00 -
[25] - Quote
In warfare, the ability to deal damage has always outpaced the ability to defend against it. It's a law of nature, or else all the predators would have died out long ago.
Your talking about endgame stats here. Well, lets look at them in the hands of endgame players. Because every weapon can kill every suit with minimal differences in TTL, then in the hands of pros, it becomes, not a COD frag fest, but a highly precise tactical game of maneuvering, cover, numbers, flanking, and the all important X factors.
That is something I really like about this game. Everything is OP. In the hands of a real killer, anything will tear you to shreds if your not on your game.
I feel sorry for the scrubs though. Maybe they could use more EHP. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.02.03 03:54:00 -
[26] - Quote
it wouldn't take a huge HP boost at worst. Maybe 20% even would be too high.
But what heavies need is active repair modules that operate similarly to HAV armor repair units that have a cooldown. scouts need more speed. past that another option would be to give heavies one more low slot. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:01:00 -
[27] - Quote
@ Parson Atreides
This is 100% opinion based on this game with me at the helm, and admittedly i am better then most, But... Here goes. HMG Heavy > SG Scout 85% of the time AR Assault > SG Scout 80% of the time HMG Heavy > SG Assault 65% of the time AR Assault > SG Assault 65% of the time
Scouts are broken, they are too thin. If they cant get the jump (and yes the SG requires surprise in both instances.) the assault is far more forgiving, and the scout doesn't have the speed anymore to close the gap or disengage a to seek cover most of the time. This carries over to EVERY weapon be it Swarm Launcher or Scrampler Pistol. Not saying they cant be used to great effect, just that they would be better served to just use an Assault Suit.
Logi don't have a sidearm option, less health and move slower then Assaults. I never consider a logi in a 1v1 scenario. They succeed vicariously from their team mates. As they exist, they are focus fired first to easily eliminate the additional DPS, HPS or utility from the field. They need more stay power to effectively act as a force multiplier for the guys they are acting to preserve, aid and maintain.
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Sontie
VENGEANCE FOR HIRE
95
|
Posted - 2013.02.03 04:09:00 -
[28] - Quote
Your completely ignoring the speed of the 2nd type Logisuit.
And yes, scout is broken. A scout can sneak up on a heavy, hit him square in the back, and the heavy will have time to turn and mow him down before he gets a third hit off.
I want about .3-.5 more base speed on scouts. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:09:00 -
[29] - Quote
Parson Atreides wrote:Volgair wrote:Sete Clifton wrote:First, I would like to say good job on taking the time to go through all this.
However, like others have mentioned, 90% is way too high. In some games (like CoD), they actually track your individual weapon accuracy. I'd say the average for ARs is somewhere around 20-40%. I'm willing to bet that Dust is actually lower than that considering aiming is slightly more difficult/clunky in Dust compared to CoD. Dust uses Absolute firing (as opposed to relative that has to factor projectile velocity and bullet drop and weapon inertia (except for the Mass Driver and to a lesser extent Forge Gun)) so if you are, or are not on target at the time when the round is supposed to be que'd for fire it will hit or it wont based on an algorithm that CCP has failed to disclose. (not saying they should) What does that mean? Up scope the AR puts out almost a laser line of bullets. Crouched and in doom mode the HMG and SMG can do almost the same but not quite as accurately based on the algorithm. If on target when the round is fired it will hit, or wont hit the tracer rounds are pretty much for show to aid in the ambiance of the game. That still doesn't account for actually aiming at moving targets while you're moving, etc. The benefit of the HMG and downside of AR in a real-world (I use the term to refer to a Dust battle in practice) are, ironically, the inverse upsides and downsides you mentioned in theory. The AR is more accurate, and HMG less so, but that also means you have to be more precise when aiming your AR at a moving target, which is exactly why 90% is too high for any real-world scenario. The HMG, on the other hand, has that sort of cylinder of fire that allows you to be a decent bit off but still do moderate damage.
Its not that hard, strafing and up scope i can keep a bead on some one's dome piece with relative ease. (sure I dont do it 100% of the time but i do it often enough to feel the need to make a thread about it.) Plus my Assault and Heavy has been killed enough times by one person under 2 seconds to know that these numbers are not by any means a stretch. Deny it all you want, it doesn't make it any less true.
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Breakin Stuff
Immobile Infantry
680
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Posted - 2013.02.03 04:09:00 -
[30] - Quote
I play logi secondary.
i'm just as lethal with a sever logi suit with mass driver as most people are with HMGs. but I also set up shots for maximum pain.
the problem is that most people run right at their opponents.
If I'm running at you it means I'm being a lemming and the real threat's flanking you (or I think it's flanking you) |
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