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Bendtner92
Imperfects Negative-Feedback
389
|
Posted - 2013.03.07 12:01:00 -
[31] - Quote
2100 Angels wrote: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. 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. |
2100 Angels
The Southern Legion
16
|
Posted - 2013.03.07 13:35:00 -
[32] - 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. |
Bendtner92
Imperfects Negative-Feedback
389
|
Posted - 2013.03.07 13:49:00 -
[33] - Quote
2100 Angels wrote: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.... 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.
And yes that damage is with maxed damage skills, which everyone using the Thale's will have since they need Proficiency 3 to even use it (though, they might not have the last two Proficiency levels, but that's still only 6%), and everyone has Weaponry 5. Plus everyone will be using 2-3 damage mods (3 in most cases).
If the Thale's has the correct damage now, then every other Sniper Rifle need a serious buff (including the other Officer Sniper Rifle), but they most certainly shouldn't because it would make every one of them OP.
The current damage output of the Thale's would be the same as having an Officer Railgun Turret being able to 2-shot any Sagaris or Surya regardless of their fitting, which would be hilarious, and something that would make the tank drivers very mad. |
2100 Angels
The Southern Legion
16
|
Posted - 2013.03.07 14:03:00 -
[34] - 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 |
trollsroyce
Seraphim Initiative. CRONOS.
189
|
Posted - 2013.03.07 14:21:00 -
[35] - Quote
240 damage Thale with a 6/7 shot clip is where I'd have it.
The reasoning is simple: you will not lose as many Thales as you lose Balacs, when playing to the role. The rifle wants dropping power, but I'd have it on multiple targets via clip size rather than via OHKO. Headshots need to be a differentiator.
Another untouched subject is the scope. If Thale got a nerf, I would think twice about using it over a rifle that shows twice the area through scope. Thale, if nerfed, should also get a scope buff to proto visibility. Using a Thale now requires either a mouse sensitivity trigger or zooming in and out with constant sway. It is a massive penalty; proto sniper is much faster at target aquisition. |
Heimdallr69
Imperfects Negative-Feedback
140
|
Posted - 2013.03.07 15:04:00 -
[36] - Quote
Jathniel wrote:As it stands now. I have a strongly held viewpoint that ARs need to be nerfed. I find it ridiculous that the Officer ARs get 72 and 90 round clips.
Clip size as big as an SMG?
I've never used the Thale's, but it's a beast weapon, and the requirements for it's use match it's performance... You're not going to have noobs running around with Thale's. As it should be.
In this recent corp match against STB, I was running a Genesis Sniper Rifle, with triple damage mods, and it still took 3 rounds to down one of their assaults. With my setup, on average i need 3 rounds to down a HEAVY. Not an assault. 1 round for noobs and scouts. 2 rounds for assaults and logis.
The Thale's is the ONLY sniper rifle with guaranteed stopping power vs. everyone. How rare it is, ensures that it cannot be spammed and abused (i've never EVER gotten one). It's probably the only real treat that sniper's get. I would not like to see a damage nerf on it.
What I CAN agree to is damage reduction in OTHER snipers in favor of larger clip size, and much enhanced RoF. (The details of which would have to be hashed out.) You can hide behind the redline and get a lot of kills with no deaths using a thales..AR has to be in the actual battlefield yet you want those nerfed? I disagree with you |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
221
|
Posted - 2013.03.07 15:33:00 -
[37] - Quote
2100 Angels wrote: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. This. The best sniper rifle in the game essentially negates the best shields/armour, turning your proto fits into militia fits. Whats the problem? |
trollsroyce
Seraphim Initiative. CRONOS.
189
|
Posted - 2013.03.07 15:56:00 -
[38] - Quote
Negating shields buy you 6-10 seconds of a single guy covering or fighting at increased risk. This is at objectives.
Killing an enemy passing the worthless field you cover gives him a fast trip to a meaningful uplink. He should thank you and suicide travel next time.
Killing an enemy where it matters (I.e. Killing people as anything else than a sniper) wins the game at objectives.
This is the real endgame issue with snipers. If you want to win when corps figure out the game, you use snipers as a really niche role.
There are 2 fixes to this right off my head. 1) Removal of drop uplinks. Feels idiotic and redundant, but would fix the core sniper issue. 2) Make one randomized objective console that can spawn without any cover. Hacking it would be the privilege of the team with sniper control. This would fix the game a lot and make snipers a much more useful asset. Depending on RNG with objective roll or by planned planet setup you need to adjust the local vs global power of your team. |
Jathniel
G I A N T
61
|
Posted - 2013.03.07 19:59:00 -
[39] - Quote
Iskandar Zul Karnain wrote:2100 Angels wrote: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. This. The best sniper rifle in the game essentially negates the best shields/armour, turning your proto fits into militia fits. Whats the problem?
As things are CURRENTLY, this is what I do with a proto-sniper (Ishukone), with *triple* damage mods: 1-shot low-end. 2-shot mid-range. 3-shot high end. 4-shot heavies. Fix damage mods, and you WILL be adding an extra shot to each of those categories. I don't know what Martian math the OP is using.
My Thale's converts this into: 1-shot low-end. 1-shot mid-range. 2-shot high end. 2-shot heavies.
Effectively converting everyone into a militia-fit, but not insta-killing spec'd up players. Just as you said. JUST LIKE IT SHOULD. Fix damage mods, and the Thale's will be doing damage like the first set of numbers, which imho, reduces how useful it is, but still makes it handy. The OP is proposing reducing the Thale's base damage, which combined WITH the damage mod fix, is just going to make all manner of nerf. |
Jathniel
G I A N T
61
|
Posted - 2013.03.07 20:03:00 -
[40] - Quote
Heimdallr69 wrote:Jathniel wrote:As it stands now. I have a strongly held viewpoint that ARs need to be nerfed. I find it ridiculous that the Officer ARs get 72 and 90 round clips.
Clip size as big as an SMG?
I've never used the Thale's, but it's a beast weapon, and the requirements for it's use match it's performance... You're not going to have noobs running around with Thale's. As it should be.
In this recent corp match against STB, I was running a Genesis Sniper Rifle, with triple damage mods, and it still took 3 rounds to down one of their assaults. With my setup, on average i need 3 rounds to down a HEAVY. Not an assault. 1 round for noobs and scouts. 2 rounds for assaults and logis.
The Thale's is the ONLY sniper rifle with guaranteed stopping power vs. everyone. How rare it is, ensures that it cannot be spammed and abused (i've never EVER gotten one). It's probably the only real treat that sniper's get. I would not like to see a damage nerf on it.
What I CAN agree to is damage reduction in OTHER snipers in favor of larger clip size, and much enhanced RoF. (The details of which would have to be hashed out.) You can hide behind the redline and get a lot of kills with no deaths using a thales..AR has to be in the actual battlefield yet you want those nerfed? I disagree with you
Well, my stance back then was: "why does AR essentially, totally displace the SMG?" then simple sense hit me, "because the SMG is a side arm." and that clip size is only on the Officer's ARs.
ARs are fine, imho. Old post. Viewpoints change.
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Jathniel
G I A N T
64
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Posted - 2013.03.07 20:40:00 -
[41] - Quote
Bendtner92 wrote:Two troll posts in a row, you just won't stop? I'm not trolling you. I'm disagreeing with you. You don't want me to troll you. That would be unkind, and counter-productive, since that would simply lead to getting banned.
Bendtner92 wrote:If there's 100 people in a corp and all have 20 Thale's that's 2000 in total. Give those to the few snipers in your corp and they'll have several hundred each. If you say that's not a lot GTFO.
Also just because one guy has more Thale's than you does not mean there's an issue with rarity. Maybe you've just been unlucky and been getting other stuff or whatever. Still a limited resource, that will be depleted if used arbitrarily. Point is invalid, the moment you ignore the fact that myself and countless others almost never get them.
Bendtner92 wrote:I never said the other Officer weapons weren't better than the Prototypes. Stop reading what you want and read what I write. The other Officer weapons are only slightly better than the Prototypes, and aren't an easy win button like the Thale's. Except for maybe the Forge Gun since it's able to dish out 13-14k damage in less than ten seconds due to both lower charge time and a bigger clip. You got issues if you think everything that hits hard from afar automatically translates into "an easy win button", and this casts a shadow of incredibility on your entire OP.
Bendtner92 wrote:A Thale's is not supposed to be able to 1-shot nearly every non-heavy. That's what you want it to be like, but if you can't see past your own nose STFU. Having it being able to do that is seriously gamebreaking in high-end matches. Especially considering the almost half CPU and PG requirements of the Prototype, which means the sniper is also able to fit a lot of other stuff as well. I disagree with you. 100% and whole-heartedly. The Thale's as it is now, is *the* most powerful sniper rifle. Yes, it will 1-shot everyone who is NOT spec'd up, AS IT SHOULD. I find it game-balancing because it is the ONLY sniper rifle, that performs as it does. I DISAGREE with you, and the entire point raised in your OP, AND I will continue to disagree with you. And if you can't get over, or handle disagreement, then YOU are the one that can't see past your own nose, and YOU are the one that needs to STFU.
I'm not yielding on this, and there is nothing to negotiate when it comes to the Thale's base damage performance, IMHO, it's the best sniper rifle in the game, and it's damage is the strong point. The damage output of a single weapon, does not break a game.
If you find it "game breaking", and you literally CANNOT play because a single sniper rifle, that you will RARELY ever come across anyway, has a bunch of damage... then the point you are making is not for the sake of game-balance...
It's called whining.
As for the complaints of red line sniping, I'm not going to even start on that, it's totally off-topic, and equates to more whining. |
Patoman Radiant
ZionTCD Legacy Rising
55
|
Posted - 2013.03.07 21:39:00 -
[42] - Quote
Jathniel wrote:As it stands now. I have a strongly held viewpoint that ARs need to be nerfed. I find it ridiculous that the Officer ARs get 72 and 90 round clips.
Clip size as big as an SMG?
I've never used the Thale's, but it's a beast weapon, and the requirements for it's use match it's performance... You're not going to have noobs running around with Thale's. As it should be.
In this recent corp match against STB, I was running a Genesis Sniper Rifle, with triple damage mods, and it still took 3 rounds to down one of their assaults. With my setup, on average i need 3 rounds to down a HEAVY. Not an assault. 1 round for noobs and scouts. 2 rounds for assaults and logis.
The Thale's is the ONLY sniper rifle with guaranteed stopping power vs. everyone. How rare it is, ensures that it cannot be spammed and abused (i've never EVER gotten one). It's probably the only real treat that sniper's get. I would not like to see a damage nerf on it.
What I CAN agree to is damage reduction in OTHER snipers in favor of larger clip size, and much enhanced RoF. (The details of which would have to be hashed out.)
You do realize how rare the officer weapons are right?
If you lose that gun in a suit that could be blown up by any stray powerful shot, nade, rail gun, heavy blaster, you lose at least a million if not more.
Officer weapons may not be as rare here than in eve ( have never looted a officer just faction), but still they are not that common, and cannot be purchased or made. |
Jathniel
G I A N T
64
|
Posted - 2013.03.07 21:59:00 -
[43] - Quote
Patoman Radiant wrote:Jathniel wrote:As it stands now. I have a strongly held viewpoint that ARs need to be nerfed. I find it ridiculous that the Officer ARs get 72 and 90 round clips.
Clip size as big as an SMG?
I've never used the Thale's, but it's a beast weapon, and the requirements for it's use match it's performance... You're not going to have noobs running around with Thale's. As it should be.
In this recent corp match against STB, I was running a Genesis Sniper Rifle, with triple damage mods, and it still took 3 rounds to down one of their assaults. With my setup, on average i need 3 rounds to down a HEAVY. Not an assault. 1 round for noobs and scouts. 2 rounds for assaults and logis.
The Thale's is the ONLY sniper rifle with guaranteed stopping power vs. everyone. How rare it is, ensures that it cannot be spammed and abused (i've never EVER gotten one). It's probably the only real treat that sniper's get. I would not like to see a damage nerf on it.
What I CAN agree to is damage reduction in OTHER snipers in favor of larger clip size, and much enhanced RoF. (The details of which would have to be hashed out.) You do realize how rare the officer weapons are right? If you lose that gun in a suit that could be blown up by any stray powerful shot, nade, rail gun, heavy blaster, you lose at least a million if not more. Officer weapons may not be as rare here than in eve ( have never looted a officer just faction), but still they are not that common, and cannot be purchased or made.
Oh yes, yes i do. Please read the rest of the thread. Please do. Check the date on that post. |
Bendtner92
Imperfects Negative-Feedback
400
|
Posted - 2013.03.07 23:31:00 -
[44] - Quote
I'll quote Trollsroyce, the guy that's probably spent the most time with the Thale's this build, because that's also what I want the Thale's to be fixed to (because it's broken right now).
trollsroyce wrote:240 damage Thale with a 6/7 shot clip is where I'd have it. 240 damage would be a little under 400 damage with Weaponry 5, Proficiency 5 and some damage mods which would be a perfect value in my opinion. |
Jathniel
G I A N T
66
|
Posted - 2013.03.08 01:54:00 -
[45] - Quote
Bendtner92 wrote:I'll quote Trollsroyce, the guy that's probably spent the most time with the Thale's this build, because that's also what I want the Thale's to be fixed to (because it's broken right now). trollsroyce wrote:240 damage Thale with a 6/7 shot clip is where I'd have it. 240 damage would be a little under 400 damage with Weaponry 5, Proficiency 5 and some damage mods which would be a perfect value in my opinion.
This value is about where I am with the Ishukone (roughly 325 damage)... on a triple damage mod build, because imho, anything short of this damage for snipers is insufficient. This much damage is already fairly insufficient against higher-end/proto players, and that's with our "broken" damage mods. (3-shots on the toughest assaults. Assaults!)
...and you want an Officer sniper's rifle to perform this way? Essentially, rendering the Thale's another useless sniper rifle? Something, by it's very design, that is the ultimate sniper rifle, and is MEANT to neutralize the absolute toughest players?
The Thale's prevents everyone from doing anything with impunity, and with a good fitting, will bite most of the HP out of the toughest assaults and heavies. As it should.
It should rip away the shields and majority armor of proto assaults and heavies alike, make them run for cover, and tell their squad mates, "look, im surpressed. i can't run back out there until im repped and i get my shields back. That fking Thale's took everything out of me." and if you aren't a spec'd proto, tough luck when someone lines a Thale's scope on you.
Tough proto-heavy on the field, catching everyone's rounds with his teeth? No one else can stop? Don't worry, the Thale's can.
Hotshot proto-assault with a ton of shields running around owning everyone with his Duvolle? No one else can stop? Don't worry, the Thale's can.
Anyone else not proto? Too bad.
The Thale's makes dedicated snipers the undisputed champs of LRC. As it stands, these same proto-heavies or proto-assaults can grab a sniper rifle and counter-snipe (without specing into snipers) without much fear, because they aren't too worried about the current damage of other sniper rifles. They trust that their shields/armor will protect them long enough to pull off the counter-snipe (you would need a 2nd shot to kill them, even if you shoot them in the head because they have so much damned HP), which is fine. But put them up against the Thale's in its current state, and they would think twice, about deliberately exposing themselves in all fronts, even counter-sniping.
@any CCP dev reading: Don't touch the base damage on the Thale's, please. Don't touch it. Leave it right where it is. It keeps dedicated snipers ahead of others that don't think sniping is worthwhile. When you guys fix the damage mods, sniper rifles are going to be at a distinct disadvantage. People accuse snipers of pandering to their KDRs, but take a look at the leaderboards and see the reality of sniping. Majority don't do all that great anyway. Leaderboards are dominated by assaults, and dotted by a few heavies. The Thale's is the one sniper rifle that you KNOW if you risk deploying, it's going to come through for you on whatever you shoot at. |
Rachoi
HavoK Core
26
|
Posted - 2013.03.08 02:05:00 -
[46] - Quote
@Jathaniel
i agree that the Thale should stay the ultimate, nigh unbeatable Sniper, as should all the officer toys, since they are [supposedly] the strongeest, hardest to get guns in the game at the moment, but that could always change. meaning varying levels of officer weaponry to collect.
yes, a Thale should be able to take out a Proto Assault VK.1 with maybe two shots, at least. and a headshot? please, that should make their heads explode in a beautiful shower of blood. just as Wolfman's Pistol should be able to take down a heavy with only a few well placed shots. or a Balac AR should be able to rip through a squad of unprepared souls.
we are talking BEST of THE BEST guns here, i will admit some of the ones aside from snipers need a slight boost, if they are going to be the ultimate edge. and there is always a way to take someone down, just find it.... just like you should find that Thale sniper sitting way off in tthe distance |
Jathniel
G I A N T
66
|
Posted - 2013.03.08 02:27:00 -
[47] - Quote
Rachoi wrote:@Jathaniel
i agree that the Thale should stay the ultimate, nigh unbeatable Sniper, as should all the officer toys, since they are [supposedly] the strongeest, hardest to get guns in the game at the moment, but that could always change. meaning varying levels of officer weaponry to collect.
yes, a Thale should be able to take out a Proto Assault VK.1 with maybe two shots, at least. and a headshot? please, that should make their heads explode in a beautiful shower of blood. just as Wolfman's Pistol should be able to take down a heavy with only a few well placed shots. or a Balac AR should be able to rip through a squad of unprepared souls.
we are talking BEST of THE BEST guns here, i will admit some of the ones aside from snipers need a slight boost, if they are going to be the ultimate edge. and there is always a way to take someone down, just find it.... just like you should find that Thale sniper sitting way off in tthe distance
This is more reasonable.
A boost to other officer weapons would be far more acceptable and reasonable. Especially, if some people do not see a difference in performance between their OFC weapon, and whatever their usual fit is.
But asking for a nerf, is happening way too damned much lately. |
Rachoi
HavoK Core
27
|
Posted - 2013.03.08 02:35:00 -
[48] - Quote
very true, no one is looking at the premise of this game, and that is risk/reward by knowing how to maximize the minimum.
and when you learn that... things like the Thale, or Balac toys seem... boring i would think
but i think the other OFC ones do need a boost, and hell, eventually there might be OFC suits too, so nerfing what is good now only hurts the future for us.
think of what can be improved and tweaked, not just flat out nerfed |
Sloth9230
Reaper Galactic
338
|
Posted - 2013.03.08 03:03:00 -
[49] - Quote
You want to nerf officer weapons? Have them blow up if you run out of ammo |
Jathniel
G I A N T
68
|
Posted - 2013.03.08 03:23:00 -
[50] - Quote
Rachoi wrote:very true, no one is looking at the premise of this game, and that is risk/reward by knowing how to maximize the minimum.
and when you learn that... things like the Thale, or Balac toys seem... boring i would think
but i think the other OFC ones do need a boost, and hell, eventually there might be OFC suits too, so nerfing what is good now only hurts the future for us.
think of what can be improved and tweaked, not just flat out nerfed
This is why I say a hit to the Thale's base damage is a no-go. Especially one almost 100 points strong. That's a nerf, not a tweak.
All current damages considered. It's the only SR, with correct fitting, that can 1-shot a proto-player through headshot.
There have to be trade-offs. A serious hit to base damage, must mean a serious increase to something else, like headshot damage. Like %250 instead of %195. The weapon's potency against the strongest characters must not be lost. Dropping the base damage below 300 points will hurt this significantly. |
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Sleepy Zan
Internal Error. Negative-Feedback
2069
|
Posted - 2013.03.08 03:32:00 -
[51] - Quote
Touch the Thale and I'll cut you! |
Jathniel
G I A N T
68
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Posted - 2013.03.08 03:59:00 -
[52] - Quote
Sleepy Zan wrote:Touch the Thale and I'll cut you!
...into itty, bitty pieces like that guy from Metal Gear Rising....
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Bendtner92
Imperfects Negative-Feedback
404
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Posted - 2013.03.08 09:17:00 -
[53] - Quote
People are overrating the effect the fix to damage mods will have. It's much less than what people think.
With 2 complex damage mods you'll get a 19.6% bonus instead of the current 21% bonus. With 3 complex damage mods you'll get a 26.6% bonus instead of the current 33% bonus. Only on the fourth damage mod the stacking penalty hits extremely hard.
If the Thale's is doing 240 base damage, the difference with Weaponry 5 and Proficiency 5 is 403 damage with 3 broken damage mods against 384 damage with 3 fixed damage mods.
Or in other words, very minimal.
With 240 base damage, and max damage around 400 the Thale's will be in a good position. Get that headshot game up against those Proto heavies.
Also you're forgetting that alongside the damage bonus you get compared to the Proto Sniper Rifle, you're also getting almost half the CPU / PG requirements, plus 1 or 2 extra shots in the clip if Trollsroyce's suggestion is being implemented. |
Django Quik
R.I.f.t
234
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Posted - 2013.03.08 11:42:00 -
[54] - Quote
After reading all the posts so far, I actually think the Thales are alright as they are - although the idea of lowering the damage but giving it a buff to headshot damage sounds good, especially since anyone who's sniped enough to get proficiency should be headshotting almost exclusively anyway.
What does need to be changed though is how many are given as salvage. Because they are a weapon that is used at massive long range and the inherent basis that snipers die less than any other player type, a player with thales will typically not lose them anywhere near as easily as a player with an officer AR, HMG, SMG, MD, pistol or really anything else. Because of this, the number given in each salvage drop should be lowered to at most 5 from the current 10, maybe even just 2 or 3.
That said, the current salvage system is a very arbitrary and temporary mechanic and will soon enough be getting a major overhaul (I believe). If (as I think it should be) the salvage table is populated with the claimed weapons/suits/vehicles from dead enemy mercs, the whole rarity mechanics should work wonderfully and thales will become rare to an extreme. |
swannee
KILL-EM-QUICK RISE of LEGION
1
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Posted - 2013.03.11 18:43:00 -
[55] - Quote
If you are constantly getting Sniped and 1- shot, then just call in your free LAV to move across the open field. Dont blame the sniper or the rifle because you watch an ally die from one shot and then think you are safe to run to the same spot. Most good players will not die that often from a Thales, as they know where most enemy snipers will be sitting and can easily avoid them. I sat in a pub match with a Thales rifle, and killed 15 red dots in the same spot, at the beginning of the match. I think the biggest nerf to snipping will come when the matchmaking will be fixed, and skilled players are pitted against each other.
I guess my point is, if i sit in one spot and get 40+ kills with a thales, is that the rifles fault or the random red dots that keep running into the open? |
Jathniel
G I A N T
78
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Posted - 2013.03.11 20:49:00 -
[56] - Quote
swannee wrote:If you are constantly getting Sniped and 1- shot, then just call in your free LAV to move across the open field. Dont blame the sniper or the rifle because you watch an ally die from one shot and then think you are safe to run to the same spot. Most good players will not die that often from a Thales, as they know where most enemy snipers will be sitting and can easily avoid them. I sat in a pub match with a Thales rifle, and killed 15 red dots in the same spot, at the beginning of the match. I think the biggest nerf to snipping will come when the matchmaking will be fixed, and skilled players are pitted against each other.
I guess my point is, if i sit in one spot and get 40+ kills with a thales, is that the rifles fault or the random red dots that keep running into the open?
Oh Jesus yes...
This, so much this... |
semperfi1999
Internal Error. Negative-Feedback
339
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Posted - 2013.03.11 22:48:00 -
[57] - Quote
Sleepy Zan wrote:Touch the Thale and I'll cut you!
LOL sleepy.
I have saved up 40 thales for you. What will you give me for them? |
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