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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:12:00 -
[31] - Quote
Sontie wrote: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.
It's .1 slower then an assault at the cost of the additional equipment slot. Again, im not trying to be critical of the Assault but "Dem's da numbers." |
Zekain Kade
BetaMax.
931
|
Posted - 2013.02.03 04:12:00 -
[32] - 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. It's called "hit scan" |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.02.03 04:15:00 -
[33] - Quote
Volgair wrote:Sontie wrote: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. It's .1 faster then the version with the additional slot and still slower then any Assault. Again, im not trying to be critical of the Assault but "Dem's da numbers."
the proto logi suit with complex kinetic catalyzers is the fastest dropsuit in the game. This is pretty typical for minmatar equipment. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
131
|
Posted - 2013.02.03 04:17:00 -
[34] - Quote
Volgair wrote:@ 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.
With the profile dampening skill, I wouldn't be surprised if a Shotgun scout could be very productive. And that's really what the scout is for, isn't it? If you're seen as a scout, you shouldn't really win the fight if the other guy has gear and a skill level roughly equal to yours--just like if a scout comes up behind you and gets that first shot, you're the one who loses.
Which is sort of the problem I have with Shotgun scouts in general. Either they duck, dodge, and weave through most of your shots, only to miss you 5 times and one-shot you with the sixth round (two rounds, by the way, can be fired in under a second) or I kill them and have almost full shields and armor. It's too polarized for my liking.
Quote: 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.
There are relatively simple ways around that. One is to make sure you're behind or near cover. Another is to learn the always-useful art of bobbing and weaving--the logi suit is relatively fast, so it isn't hard. Another one is to stay behind your squad so that, when the enemy sees you, he has to choose between ignoring the squad shooting at him to try and take down the logi , or going for the other squad members instead.
I wouldn't mind if they got a small buff, but the problem is if/when you see people choosing the logi suit over the Assault suit because you can do basically the same thing, but with more equipment slots. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:20:00 -
[35] - Quote
Sontie wrote: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.
I have seen "end game," and most of my experiences can be boiled down to what i am trying to say. Hell, even now the only reason that the Heavies are viable is because they are markedly more powerful at lower SP levels. A few months from now they will be as laughable as they were at the end of the last build.
EDIT; While this is true for the sake of quality and dynamic game play, i would ask that the worst case time table with accounted variables be extended from what it currently is at to almost double. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
131
|
Posted - 2013.02.03 04:24:00 -
[36] - Quote
Volgair wrote:
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.
Please make a video of you shooting people in the head 90% of the time with the AR while you're both moving, then make a video of how you only manage to hit people with two-thirds of your shots with an HMG. These two don't mesh, in my mind.
Just admit this is a "nerf AR" thread so we can all move on. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:24:00 -
[37] - Quote
Breakin Stuff wrote:Volgair wrote:Sontie wrote: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. It's .1 faster then the version with the additional slot and still slower then any Assault. Again, im not trying to be critical of the Assault but "Dem's da numbers." the proto logi suit with complex kinetic catalyzers is the fastest dropsuit in the game. This is pretty typical for minmatar equipment.
Sorry, i corrected the way i had it worded. The way it read it was wrong. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.02.03 04:26:00 -
[38] - Quote
we need the other racial basic suits in order for a solid comparison.
|
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:30:00 -
[39] - Quote
Quote:With the profile dampening skill, I wouldn't be surprised if a Shotgun scout could be very productive. And that's really what the scout is for, isn't it? If you're seen as a scout, you shouldn't really win the fight if the other guy has gear and a skill level roughly equal to yours--just like if a scout comes up behind you and gets that first shot, you're the one who loses.
I broke this down numerically in some one else's scout based thread. In the end (all 5) Both Assault and Scout have a smaller profile then can be seen by any current scan resolution (yes that's including scan precision LV 5). making the "but scouts are invisible on radar," argument a moot point. |
Brigitte Newt
Tritan-Industries Legacy Rising
25
|
Posted - 2013.02.03 04:36:00 -
[40] - Quote
Volgair wrote:Sontie wrote: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. I have seen "end game," and most of my experiences can be boiled down to what i am trying to say. Hell, even now the only reason that the Heavies are viable is because they are markedly more powerful at lower SP levels. A few months from now they will be as laughable as they were at the end of the last build.
Exactly what I think too, people usually don't think on what will be in a few months from now. |
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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:38:00 -
[41] - Quote
Breakin Stuff wrote:we need the other racial basic suits in order for a solid comparison.
Agreed, and according to this, they should be coming soon. I'm simply hoping to express my concerns for the game as it exists currently. I don't want to see a MAG situation happen to DUST especially since its tied to EVE. Which i don't think will happen, but by the time the DEV's get around to correcting the, what i view as an over site in terms of balance. Our community population might have suffered. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
131
|
Posted - 2013.02.03 04:40:00 -
[42] - Quote
Volgair wrote:Quote:With the profile dampening skill, I wouldn't be surprised if a Shotgun scout could be very productive. And that's really what the scout is for, isn't it? If you're seen as a scout, you shouldn't really win the fight if the other guy has gear and a skill level roughly equal to yours--just like if a scout comes up behind you and gets that first shot, you're the one who loses. I broke this down numerically in some one else's scout based thread. In the end (all 5) Both Assault and Scout have a smaller profile then can be seen by any current scan resolution (yes that's including scan precision LV 5). making the "but scouts are invisible on radar," argument a moot point.
Then, at best, they need a small buff to dropsuit profile. Making the scouts faster is only going to make the only counter someone has to them (seeing them first) all but meaningless. They tried giving scouts a lot of speed a few builds back and they were just impossible to hit. It made running a Shotgun scout (or really any close-range weapon) face-roll easy.
Either way, night all. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:44:00 -
[43] - Quote
Parson Atreides wrote:Volgair wrote:
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.
Please make a video of you shooting people in the head 90% of the time with the AR while you're both moving, then make a video of how you only manage to hit people with two-thirds of your shots with an HMG. These two don't mesh, in my mind. Just admit this is a "nerf AR" thread so we can all move on.
Again its not a "Nerf AR thread." Its an "Extend Universal Expected TTL to allow for more dynamic game play, thread."
Edit; For the record I never said i was 90% accurate all the time. In fact i hip fire and run game about 80% of the time because speed is paramount to prolonged survival. However in certain albeit frequent, occasions i can up scope and decimate before they know what hit them. Some times, like when there isn't room to run, it behooves me to do so face to face from which i usually can walk away.
The Reason i chose 1/10 was not from player caused loss, it was from unrecoverable loss averaged. meaning on target and still missed. this number is probably even lower then even 1/10 i went with it because people would attempt to dismiss or discredit the thread due to suspected bias toward the AR. Which is simply not the case. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.02.03 04:48:00 -
[44] - Quote
it's a stealth "buff heavy and scout proto suits" thread.
because endgame logis are absolutely potent when you specialize them. You can stack four shield extenders and four armor plates, or four reppers, or something equally silly on them.
but heavies are pretty much meat socks at the proto level. seen the end of the last closed beta build. proto logi, scout and assault all over the place in pubmatches.
never saw a single proto heavy. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:55:00 -
[45] - Quote
Parson Atreides wrote:Volgair wrote:Quote:With the profile dampening skill, I wouldn't be surprised if a Shotgun scout could be very productive. And that's really what the scout is for, isn't it? If you're seen as a scout, you shouldn't really win the fight if the other guy has gear and a skill level roughly equal to yours--just like if a scout comes up behind you and gets that first shot, you're the one who loses. I broke this down numerically in some one else's scout based thread. In the end (all 5) Both Assault and Scout have a smaller profile then can be seen by any current scan resolution (yes that's including scan precision LV 5). making the "but scouts are invisible on radar," argument a moot point. Then, at best, they need a small buff to dropsuit profile. Making the scouts faster is only going to make the only counter someone has to them (seeing them first) all but meaningless. They tried giving scouts a lot of speed a few builds back and they were just impossible to hit. It made running a Shotgun scout (or really any close-range weapon) face-roll easy. Either way, night all.
I was part of that build, i refused to use remote explosives out of principle. However I was one of the better SMG Scout. I chose to play as one because in terms of effectiveness heavy's were even more useless then, as they will be in a few months. (that is an exaggeration, they wont be that bad) The hit box was broken that fact i will admit, but that deficiency seems to be at least mostly solved.
Edit; Good Night. Edit 2; More speed is the answer to fix scouts. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 04:59:00 -
[46] - Quote
Breakin Stuff wrote:it's a stealth "buff heavy and scout proto suits" thread.
because endgame logis are absolutely potent when you specialize them. You can stack four shield extenders and four armor plates, or four reppers, or something equally silly on them.
but heavies are pretty much meat socks at the proto level. seen the end of the last closed beta build. proto logi, scout and assault all over the place in pubmatches.
never saw a single proto heavy.
I could have used them but never did even in corp matches, the minuscule advantage over standard or ADV makes them cost ineffective.
I loose my logi support all the time, and i have good Logi. Hence my issue, with the Logi as they exist.
EDIT; Again the issue I'm trying to address is with the worst case TTL across the board. it should be longer. Be that by reducing endgame damage potential or adding EHP i dont care witch. I would prefer the ladder option. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 05:49:00 -
[47] - Quote
Zangan Vuld wrote: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?
Sorry for the delay on this one, I'm trying to answer questions as they come and the other's were more detrimental to my point.
Six Kin SMG-----(28.875*1000)/60= 481.25DPS Ideal---->(481.25-(481.25*.25))= 360.9375DPS for Scenario
Militia AR---------(38.75*750)/60= 484.375DPS Ideal----->(484.375-(484.375*.1))= 435.9375DPS for Scenario
Duvolle----------- (42.625*750)/60= 532.8125DPS Ideal-->(532.8125-(5328125*.1))= 479.531DPS for Scenario
And yes when i said ALL 5 for EHP that was including the bonus 25% for Shield and Armor. Thanks for waiting.
Also the way i figured damage per round is ((base+(base*.1))+(base*.15)) which has both weapons and proficiency accounted for. I did this instead of (Base+(base*.1))=a (a+(a*15))=Damage per round because of the way weapon mods currently stack. I am almost certain none of this is accurate to the way CCP has their damage algorithm applied. consider this a close assumption. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 06:12:00 -
[48] - Quote
Ok, I've dedicated enough time to this thread for the night. I have no doubt you, my fellow bunnies will continue to post and I encourage you all to do so. See you in the morning. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.03 07:42:00 -
[49] - Quote
yep just got out of a match where the only tactic that mattered was rolling around in a giant mob with AR assaults with damage mods, anything else melted in seconds so any other tactic was useless. so my squad rolled an AR assault with damage mods, unfortunately the other team had more so it didn't matter.
In a fight with other set ups you can use MDs or grenades, use an LR/sniper to scatter the mob, you can flank the mob, or just out capture them so they die out and lose support. This is not the case with AR assaults they kill so fast all that matters is who pulls the trigger first, so all you have to do in a fight like that is run a mob and kill every thing, and you win. Its a fine strategy but a game breaking one.
Im not saying team work is op Im saying the mob is OP, teamwork requires a strategy other then Zerg rushing. And the reason the MOB is OP is because damage scales up so drastically, that support rolls, defensive modules, Tactics, and other "gimmicks" become liabilities not force multipliers. |
fred orpaul
Tritan-Industries Legacy Rising
212
|
Posted - 2013.02.03 07:48:00 -
[50] - Quote
If you think I exaggerate with out zooming I typically get three kills with one clip and do so at a speed that is only limited by reloading, or regening shields(the least common of the two)that means an entire team in less then a minute as long as I don't over extend myself. |
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Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2013.02.03 07:57:00 -
[51] - Quote
Volgair wrote: 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.
You make many good points and I enjoyed the data. I tend to agree with you and never supported the nerf to dropsuit hp. It could have used some adjustment but the idea of removing HP gains always seemed short sighted. And I have no problem with adding some HP to some different higher tier suits. But make scouts faster (in bold, no less) seems to be a really simplistic proposed solution and not really related to the evidence. WHat do you mean by "faster?" Sprint speed? Strafing speed or speed of lateral movement? Jumping speed? Turning speed? Or just faster in all possible ways that the character model can move?
Also, there is a glaring flaw in your argument. It assumes "best case scenario". And then draws a conclusion about the future of the game but "best case scenario" won't ever actually occur in the game itself.
And it only allows for tactical decision making in terms of micro balance (one v. one gunfights) and relegates any other strategies to the parlor.
Because players are human they will probably just want to use what is generally considered the "best" set up and will all gravitate toward whatever that is. If it is assault rifles people will still use them even if there are changes made so that in rigorously controlled data gathering type scenarious the assault rifle proves to be inadequate. Heck, even if you give players more and more options they could very well ignore them because people just kind of do things like that. ANd some people will use something that everyone else thinks is crappy, just because they happen to like how it looks...
And if almost everyone is running high damage assault rifle fittings and assault suits then the game becomes COD for those people anyways, no matter what the other choices are, if enough of them do it. Because it will be about who can turn the corner first and get the jump on their opponent or who can chill out and camp a swag hiding spot.
In pub matches.
I disagree that no amount of "meta game" will make a difference if by meta game you mean teamwork and communication between players.
In the end I think there is not too much to worry about. CCP has got your back. There's enough new stuff on the way that the game should remain interesting and fulfilling even if a glut of players go all assault all the time. And from what I have heard of EVE CCP always does a good job of balancing the pure numbers of balance with the murky balance of player choice. And will keep changing things around if the situation you predict would ever happen. Fear not, CCP will keep it fresh. And nerf it to oblivion. Then add flaylock pistols. Then nerf it to oblivion. Then add fighter aircraf. And nerf it to oblivion. Then add Gallente heavy suit...
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trollsroyce
Seraphim Initiative. CRONOS.
165
|
Posted - 2013.02.03 07:59:00 -
[52] - Quote
HMG's inherent potential and niche is the clip size. Realistically, unless anything drastic happens, dust will boil down to single "ideal" gun choice for a role, like CS did in its day: ak and m4 were pretty much the only used weapons along awp.
The ideal gun for heavies, frankly, is not HMG. Balac's ar is the most likely candidate for me. Comparison of heavies with hmg (which is built to suppress fire) and ar (which is built to quick kill) is, to me, a waste of time. Heavy ar vs. Assault ar is the more logical choice, if you want to get a feel of the end game as it's shaping up atm. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 08:06:00 -
[53] - Quote
Aighun wrote:Volgair wrote: 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.
You make many good points and I enjoyed the data. I tend to agree with you and never supported the nerf to dropsuit hp. It could have used some adjustment but the idea of removing HP gains always seemed short sighted. And I have no problem with adding some HP to some different higher tier suits. But make scouts faster (in bold, no less) seems to be a really simplistic proposed solution and not really related to the evidence. WHat do you mean by "faster?" Sprint speed? Strafing speed or speed of lateral movement? Jumping speed? Turning speed? Or just faster in all possible ways that the character model can move? Also, there is a glaring flaw in your argument. It assumes "best case scenario". And then draws a conclusion about the future of the game but "best case scenario" won't ever actually occur in the game itself. And it only allows for tactical decision making in terms of micro balance (one v. one gunfights) and relegates any other strategies to the parlor. Because players are human they will probably just want to use what is generally considered the "best" set up and will all gravitate toward whatever that is. If it is assault rifles people will still use them even if there are changes made so that in rigorously controlled data gathering type scenarious the assault rifle proves to be inadequate. Heck, even if you give players more and more options they could very well ignore them because people just kind of do things like that. ANd some people will use something that everyone else thinks is crappy, just because they happen to like how it looks... And if almost everyone is running high damage assault rifle fittings and assault suits then the game becomes COD for those people anyways, no matter what the other choices are, if enough of them do it. Because it will be about who can turn the corner first and get the jump on their opponent or who can chill out and camp a swag hiding spot. In pub matches. I disagree that no amount of "meta game" will make a difference if by meta game you mean teamwork and communication between players. In the end I think there is not too much to worry about. CCP has got your back. There's enough new stuff on the way that the game should remain interesting and fulfilling even if a glut of players go all assault all the time. And from what I have heard of EVE CCP always does a good job of balancing the pure numbers of balance with the murky balance of player choice. And will keep changing things around if the situation you predict would ever happen. Fear not, CCP will keep it fresh. And nerf it to oblivion. Then add flaylock pistols. Then nerf it to oblivion. Then add fighter aircraf. And nerf it to oblivion. Then add Gallente heavy suit...
i'll get back to this later for now let me address the scout part of it with a link that sums up my opinion. Now, i really am going to bed.
Edit; Meta game refers to things like Faction Warfare and Planetary Interaction. Games within games. If DUST as an FPS fails to be fun in that capacity the importance of said meta content will have a tarnished significance. |
Kovak Therim
ZionTCD Legacy Rising
158
|
Posted - 2013.02.03 08:11:00 -
[54] - Quote
I was just thinking about this. I am concerned that I am just wasting SP on heavy skills. A proto heavy which is crazy expensive has the same armor and shield as the type 2. That is just silly. I'm going to get torn apart against proto level weapons. "Just use the extra slots for complex shield and armor mods." Great idea, but the other guy will have complex damage mods on his weapons, negating my advantage. I thought it was just heavy suits (some past nerf) until I checked out of curiosity and saw that all suits are like that. It makes no sense. All the suits need a buff. A 10% increase to the base armor and shields per level is a good place to start. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2013.02.03 08:26:00 -
[55] - Quote
Kovak Therim wrote:I was just thinking about this. I am concerned that I am just wasting SP on heavy skills. A proto heavy which is crazy expensive has the same armor and shield as the type 2. That is just silly. I'm going to get torn apart against proto level weapons. "Just use the extra slots for complex shield and armor mods." Great idea, but the other guy will have complex damage mods on his weapons, negating my advantage. I thought it was just heavy suits (some past nerf) until I checked out of curiosity and saw that all suits are like that. It makes no sense. All the suits need a buff. A 10% increase to the base armor and shields per level is a good place to start.
It was an across the board nerf. Lack of HP is not really made up for with current modules.
|
FatalFlaw V1
ISK Faucet Industries
76
|
Posted - 2013.02.03 08:53:00 -
[56] - Quote
Icy Tiger wrote:Replication and earlier: Took around 1-2 clips to kill ADV+ suits. Those were the days when this game was something different than the rest.
It was far more fun to play at the time in my opinion. It was closer to quake than battlefield.
Some people complained that they didn't like a drawn out fight and wanted a game that rewarded "tactics" (camping) instead of hand-eye coordination.
Those complaints got speed nerfed and weapon damage tweaked.
Next people came in and started complaining that a guy in a prototype suit had too much health still, so next build they made every suit have the same base defensive stats, just different fitting.
Should have left it alone, it was a better game back then. |
Jackof All-Trades
Bojo's School of the Trades
78
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Posted - 2013.02.03 09:08:00 -
[57] - Quote
This honestly is a great thread, but get over to the Training Ground! |
iceyburnz
Crux Special Tasks Group Gallente Federation
283
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Posted - 2013.02.03 10:46:00 -
[58] - Quote
OP. You sir are a god. Go buy yourself a beer. |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.03 12:43:00 -
[59] - Quote
Great work OP,+1. This is valuable information.
My take on what you've done is that you have crunched the numbers(and the AR vs. HMG is an excellent choice as a test case, they minimize the number of assumptions you need to make to get solid numbers) and presented a valid limiting case. You state as much in your post: basically it's a pissing match at 15m. One thing i would suggest is to vary the calculation over your assumption. This does two things: it reveals how robust your results are in the face of your assumptions, and it also reveals any qualitative changes in the argument(e.g.: at what relative accuracies does the calculation say the opposite thing?). I'm thinking the best way to approach that is to set up the equations as functions of your assumed variables and do the calculus, looking for max/min and inflections.
How will that idealized situation be modified by battlefield reality? My guess is cover, tactics, teamwork will serve to stretch out the scale of your results, by a factor of at least 2 or 3. We have to discount noobs in this discussion, i'm sure that's obvious to everybody. It is very difficult to model what differences teamwork, tactics and relative mobility will make to this argument. And many modules(the scanner, for instance) are not in the game yet.
I'm thinking it's too early to have an informed opinion on what needs to be done to the suits or the weapons just yet. For myself, i'm holding off on proposing anything until we have proper corp/team/squad communication tools.
In terms of the specifics of your argument, my experience is that the heavy's biggest advantages are clip size followed closely by buffer tank. The assault's greatest advantage is mobility. I would want to hear from SoTa PoP on this, he has been a kick-ass AR/Heavy for at least 2 builds, iirc.
As an unrelated postscript, 'metagame' in New Eden does not refer to subgames or minigames and their interaction with the main game. It refers to taking the game into RL to accomplish in-game goals. As in any conflict, if one can demoralize the opposition before a single shot is fired victory is far more likely, and in fact you may get what you want without having to fight at all. It also indicates cleverly exploiting or subverting game mechanics for strategic or tactical advantage. My favorite example of this is 'Grid Fu', original research generated by Goon physicists(i kid you not). |
Zangan Vuld
Seituoda Taskforce Command Caldari State
1
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Posted - 2013.02.03 12:59:00 -
[60] - Quote
Volgair wrote:Zangan Vuld wrote: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? Sorry for the delay on this one, I'm trying to answer questions as they come and the other's were more detrimental to my point. Six Kin SMG-----(28.875*1000)/60= 481.25DPS Ideal---->(481.25-(481.25*.25))= 360.9375DPS for Scenario Militia AR---------(38.75*750)/60= 484.375DPS Ideal----->(484.375-(484.375*.1))= 435.9375DPS for Scenario Duvolle----------- (42.625*750)/60= 532.8125DPS Ideal-->(532.8125-(5328125*.1))= 479.531DPS for Scenario And yes when i said ALL 5 for EHP that was including the bonus 25% for Shield and Armor. Thanks for waiting. Also the way i figured damage per round is ((base+(base*.1))+(base*.15)) which has both weapons and proficiency accounted for. I did this instead of (Base+(base*.1))=a (a+(a*15))=Damage per round because of the way weapon mods currently stack. I am almost certain none of this is accurate to the way CCP has their damage algorithm applied. consider this a close assumption.
Thanks for the response. I'm not sure what I thought you meant by all 5 earlier, it seems so obvious now.
The way I figured the militia ARs DPS was without mods or skills, so just the RPM and base damage. That would put it at 348.75 DPS, (if the shooter is missing 1/10 bullets) which would add one second to your example heavy's TTL (putting it at 2.8 seconds) as opposed to a fully specced Duvolle. This is just a guess but if the Duvolle would win 2/3 do to mobility then it doesn't seem unreasonable that the militia AR could get you down 500 or so when the Duvolle would have killed you.
The above isn't really supposed to prove a point I just thought it might be relevant as far as your example is concerned. I would say that it implies either ARs hitting 9/10 bullets is generally uncommon or mobility is being slightly overrated at 15 meters, at least against an HMG. This is mostly based on how I've observed heavies recently, and I'll admit I didn't get a chance to play around with very much prototype equipment before the wipe.
I'm curious though, if a heavy that fit for as much life as possible was with one friendly assault that fit for damage do you think they could kill two assault suits fit for damage without either of them dying? An HMG still does alot of damage when it's been skilled up, doing 490 DPS if 33% of the bullets miss. I think the extra armor and shields would add just about 45% more TTL.
Sorry this is getting longer than I intended. I'd just like to note that I don't see anything wrong with your general statement but your example seems to indicate that ARs are the problem and I'm not convinced of that. (I realize the point isn't ARs specifically but EHP as a whole) |
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