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2100 Angels
The Southern Legion
16
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Posted - 2013.03.07 09:37:00 -
[1] - Quote
Bendtner92 wrote:
(Prototype) Ishukone Sniper Rifle - 209 damage, 93 CPU, 14 PG. (Officer) Thale's TAR-07 Sniper Rifle - 323 damage, 51 CPU, 7 PG. (Officer, Tournament) Balac's N-17 Sniper Rifle - 228 damage, 51 CPU, 7 PG.
I don't have the Officer Scramber Pistol (if there is one), so I don't have the numbers on that one.
The first thing that springs to mind is the fact that the Thale's Sniper Rifle has 114 more damage than the Prototype Sniper Rifle, whereas all the other Officer weapons only get slightly more damage (or in the case with the Forge Gun, less charge-up time and bigger clip size) and a couple of weapons get a couple of extra small bonuses over the Prototype weapons.
Either the Thale's needs to have it's damage brought way down to about 230-240 damage or all the other Officer weapons need to get a lot better than they currently are to better match the Thale's Sniper Rifle. This way it better matches the other Officer weapons, and matches especially the other Officer Sniper Rifle better.
Firstly, I personally don't think there needs to be any adjustment to the Thales, though, having said that I may be biased somewhat being a sniper. I think that there are obviously devastating effects currently due to the fact that most people are running standard and advanced suits, which will not be the case 6 months down the line, so any adjustment I think is a bit premature.
Secondly, given the above point, I agree that there is a HUGE disparity between the prototype and the officer, and barely anything between standard and prototype. I think that the the way this needs to be fixed is changes to the other rifles. The prototype sniper needs a buff, the militia sniper needs a nerf, and the advanced is at about a median level. I think this would solve many issues around the redline sniping and improve the importance of a specialised sniper. |
2100 Angels
The Southern Legion
16
|
Posted - 2013.03.07 11:06:00 -
[2] - Quote
Bendtner92 wrote: Yeah we agree on the huge difference between the Prototype and Officer Sniper Rifle (Thale's, not Balac's). The reason for the small difference from the Militia/Standard to Prototype is the damage flattening that happened a while back. There's basically a 5% damage increase between the tiers of all the weapons (so not just the Sniper Rifles). Therefore this won't change with just the Sniper Rifles, so the difference between the Standard and Prototype stays the same.
Therefore the Thale's needs to be brought down to balance it.
Ahh.. well I'm not quite sure that there should be a sliding scale for all weapons, but that aside I don't think you can accurately determine whether the Thales is OP unless you're testing it on vk.1 suits, for the sake of comparing oranges and oranges. 2-3 shots on a vk.1 assault would render it balanced... if other officer weapons are not behaving in a similar efficiency to their level as in previous levels maybe its time to consider a buff for the other officer weapons.
In my experience with the thales, it 1 shots basically all standard suits with the exception of the heavy which is a 2 shot, and depending on the fit of an advanced suit will generally 2 shot with an occasional 1 shot. I've not tried it extensively against the proto suits as not many people wear them frequently but that is the standard they should be judged to. |
2100 Angels
The Southern Legion
16
|
Posted - 2013.03.07 13:35:00 -
[3] - Quote
Bendtner92 wrote: Django Quik said it nicely in the post just above.
You don't even need to "test" it as you can easily see it just from numbers. No matter how you put it the Thale's will at maximum be 2-shotting ANY non-heavy regardless of fitting and actually also be 2-shotting most heavies as it is right now.
You can actually 2-shot any non-heavy without using 2-3 damage mods as well. 1 is plenty for that job. Using more than 1 is just to 1-shot more people which is lame by itself, and then of course also to make sure you can 2-shot heavies.
If you call 2-shotting a vk.1 assault suit with health mods in all the slots balanced I don't know what to say. For information I can say that with a full health mod fit plus level 5 in the skills that give you 25% more shields and armor, a vk.1 assault will have just above 1k HP. And he gets 2-shotted...
For that exact reason the Thale's needs to be brought down, and not a buff to all the other Officer weapons.
lets put this in context for a second, this is the highest tier weapon currently attainable... 2-3 shotting the upper echelon of players with defensive skills is what it should be able to do. With absolutely MAXED damage skills and 2 complex damage mods, the Thales does either ~468 or ~495 damage... depending on how the damage stacking is calculated. I'm leaning to the 468 damage being the most likely (the sum of the damage bonuses as a multiplier as opposed to each damage bonus stacking on one another). Without knowing what the exact EHP of a fully tanked vk1 suit is, it appears that this suits the scenario you envisioned....
Bendtner92 wrote:That would in my opinion be fairly balanced. It would in that case be able to 1-shot a lot of low-end suits, 2-shot many high-end suits with few health mods, 3-shot high-end suits with many health mods and 3 to 4-shot any heavy. |
2100 Angels
The Southern Legion
16
|
Posted - 2013.03.07 14:03:00 -
[4] - Quote
Bendtner92 wrote: I'm pretty sure it's the other way around. If you have Weaponry 5 and Proficiency 5 the damage is 323 * 1.1 * 1.15 and not 323 * 1.25.
I suppose we won't know unless CCP release their methodology.. I don't disagree with your assessment of the required outcomes, I just think that we're pretty close to it now. Even with the ~495 damage, it is still 3 shots to take a maxed out def vk1 suit (without knowing actual limitations and assuming >1k hp)
EDIT: with Proficiency 3, the 495 drops to ~466 |
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