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Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.20 13:03:00 -
[1] - Quote
First of all, I believe we still don't have Officer Laser Rifles, Mass Drivers, Swarm Launchers, Shotguns, Nova Knives or any Turrets. I'm not sure if we have Officer Scramber Pistols at this point. All of these should be added I guess (and will be at one point I'm sure). Also no Officer Grenades, but I'm not sure if we need to have that.
The other issue is that the Officer weapons we currently do have aren't really that balanced to each other.
(Prototype) Duvolle Assault Rifle - 34.1 damage, 60 clip size. (Officer) Balac's GAR-21 Assault Rifle - 35.8 damage, 72 clip size. (Officer) Krin's SIN-11 Assault Rifle - 34.1 damage, 90 clip size.
(Prototype) Six Kin Submachine Gun - 23.1 damage. (Officer) Cala's MK-33 Submachine Gun - 26.2 damage. (Officer, Tournament) Balac's MRN-30 Submachine Gun - 24.1 damage.
(Prototype) Boundless Heavy Machine Gun - 17.6 damage, 10.5 heat build-up per second. (Officer) Gastun's MIN-7 Heavy Machine Gun - 19.2 damage, 9.1 heat build-up per second.
(Prototype) Kaalakiota Forge Gun - 3.5 charge-up time, 4 clip size. (Officer) Gastun's BRN-50 Forge Gun - 2.1 charge-up time, 6 clip size.
(Prototype) Ishukone Sniper Rifle - 209 damage. (Officer) Thale's TAR-07 Sniper Rifle - 323 damage. (Officer, Tournament) Balac's N-17 Sniper Rifle - 228 damage.
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.
The other minor issue I see is that the Cala's Submachine Gun is actually a lot better than the other Officer Submachine Gun (Balac's), so again, either the Cala's need to be brought slightly down, or the Balac's slightly up. I'm thinking the Balac's need to be brought slightly up since it's not really that much better than the Prototype currrently. |
Vermaak Doe
SVER True Blood Unclaimed.
388
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Posted - 2013.02.20 13:07:00 -
[2] - Quote
What about making the thale charge and only lowering it to around 300? |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.20 13:11:00 -
[3] - Quote
Vermaak Doe wrote:What about making the thale charge and only lowering it to around 300? Good suggestion.
The problem I see with that is that we don't have a Prototype Charge Sniper (we only have a Standard). Well, it's not really a problem, but we need Advanced and Prototype variants first I guess.
Another problem is that all the other Officer weapons are based upon the regular version of the weapons, and not the sidevariants. If the Thale's should be a Charge Sniper people will ask to get a Tactical AR Officer weapon and so on. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.21 16:42:00 -
[4] - Quote
No other comments on this?
It's not really balanced right now. |
Jathniel
G I A N T
39
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Posted - 2013.02.21 20:10:00 -
[5] - Quote
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.) |
Bojo The Mighty
Bojo's School of the Trades
435
|
Posted - 2013.02.21 20:38:00 -
[6] - Quote
Lower the rate of Salvage Weapons...
In the future, they'll be most commonly found in Null Sec because of the ridiculous amount of damage and perks they present. So as long as they're banned from everywhere but use in Nullsec, I feel like it's a balance. As long as it remains a rare salvage, and we need to lower the amount from 10x per find to somewhere like 4.
Because in the future everyone will be trying to auction off officer weapons, the rate of finds needs to be lowered to 4 per find. So especially in a player market, they'll still be rare and if you manage to find a seller, the price will be steep.
So... Keep em on Nullsec Lower Rate of Find Keep It Salvage (Can't be manufactured)
So this would only affect us now by a lower rate of receiving officer weapons. |
Val'herik Dorn
CrimeWave Syndicate
264
|
Posted - 2013.02.21 20:44:00 -
[7] - Quote
They are rare now becaue we have no market.
How much would you pay for ine of those weapons? Because come the market they will be nowhere as rare as they are now...
The rate of officer drops in dust is probably orders of magnitude higher than in dust oncenthe market goes live and we can sell them... they will be more available than everyone is thinking.
Its gonna be scary knowing that pepple can buy them in bulk and murder death kill at the rate they'll be able to aquire them. |
Bojo The Mighty
Bojo's School of the Trades
435
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Posted - 2013.02.21 20:50:00 -
[8] - Quote
Val'herik Dorn wrote:They are rare now becaue we have no market.
How much would you pay for ine of those weapons? Because come the market they will be nowhere as rare as they are now...
The rate of officer drops in dust is probably orders of magnitude higher than in dust oncenthe market goes live and we can sell them... they will be more available than everyone is thinking.
Its gonna be scary knowing that pepple can buy them in bulk and murder death kill at the rate they'll be able to aquire them. Well they can't be manufactured, so that still makes them rare. The first few days of market will have a flood of Officer Weapons, trading for the ones they want. But after a week or two it'll settle down and then become the occasional trade for the weapons you want.
But they can't be manufactured, so they'll still be a rare and hot commodity. If we could manufacture officer weapons, we'd tank the New Eden economy and fast. |
Jathniel
G I A N T
39
|
Posted - 2013.02.21 20:51:00 -
[9] - Quote
Hm. Good point on availability after the market opens.
How about item specific drop rates instead of a global drop rate reduction?
Easier to get all but the very best Officer weapons.
This way, the weapon maintains potency, but we don't see abuse. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2013.02.21 21:35:00 -
[10] - Quote
Balac owns more than it appears on your stats due to it's increased RPM rate, it's like a SMG with slightly reduced RPM... but on steroids in terms of damage, range and accuracy (still remember shooting it for the first time before the last wipe.. WOW! ). |
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Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.24 09:44:00 -
[11] - Quote
CCP should really look at this. The Thale's should not do 114 more damage than the Prototype Sniper Rifle when all the other Officer weapons are only slightly better than their Prototype counterparts. |
Sinboto Simmons
SVER True Blood Unclaimed.
140
|
Posted - 2013.02.24 10:24:00 -
[12] - Quote
Bendtner92 wrote:CCP should really look at this. The Thale's should not do 114 more damage than the Prototype Sniper Rifle when all the other Officer weapons are only slightly better than their Prototype counterparts.
actually those extra 1-4 points in damage are devastating when the guy you are aiming at gets hit around 5-10 times a second, that's why many use geks despite only technically doing slightly more damage then it's standard counterparts the rof is immense and that extra damage gets stacked very quickly.
going off of that the thale's (as a sniper)is still a single fire precision weapon and doesn't quite have that stacking ability (not saying you can't shoot someone twice it just takes longer to get a second shot off) that is most likely why the damage is so high.
feel free to correct me on anything you feel I was wrong on this is just my opinion and i'm not against having a conversation on it. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.24 11:00:00 -
[13] - Quote
Sinboto Simmons wrote:Bendtner92 wrote:CCP should really look at this. The Thale's should not do 114 more damage than the Prototype Sniper Rifle when all the other Officer weapons are only slightly better than their Prototype counterparts. actually those extra 1-4 points in damage are devastating when the guy you are aiming at gets hit around 5-10 times a second, that's why many use geks despite only technically doing slightly more damage then it's standard counterparts the rof is immense and that extra damage gets stacked very quickly. going off of that the thale's (as a sniper)is still a single fire precision weapon and doesn't quite have that stacking ability (not saying you can't shoot someone twice it just takes longer to get a second shot off) that is most likely why the damage is so high. feel free to correct me on anything you feel I was wrong on this is just my opinion and i'm not against having a conversation on it. The difference between all the Officer weapons (except the Thale's) and their Prototype counterparts is minimal. Take the HMG for example. On a 500 HP target you only get a 2-3 bullet difference when using the Officer weapon instead of the Prototype. The same with the others.
The Thale's on the other hand is so much better than the Prototype. It's able to put out about 500 damage per shot if using damage mods (stacking penalty or not), which means it'll be able to 1-shot a lot of non-heavies, and 2-shot some heavies. The Prototype Sniper is only able to put out about 300 damage.
When saying the Thale's has high damage because it's hard to shoot someone twice (which it isn't btw), then the same would be applied to all the other Snipers, but it isn't because they would then be OP. |
Sinboto Simmons
SVER True Blood Unclaimed.
140
|
Posted - 2013.02.24 15:40:00 -
[14] - Quote
Bendtner92 wrote:Sinboto Simmons wrote:Bendtner92 wrote:CCP should really look at this. The Thale's should not do 114 more damage than the Prototype Sniper Rifle when all the other Officer weapons are only slightly better than their Prototype counterparts. actually those extra 1-4 points in damage are devastating when the guy you are aiming at gets hit around 5-10 times a second, that's why many use geks despite only technically doing slightly more damage then it's standard counterparts the rof is immense and that extra damage gets stacked very quickly. going off of that the thale's (as a sniper)is still a single fire precision weapon and doesn't quite have that stacking ability (not saying you can't shoot someone twice it just takes longer to get a second shot off) that is most likely why the damage is so high. feel free to correct me on anything you feel I was wrong on this is just my opinion and i'm not against having a conversation on it. The difference between all the Officer weapons (except the Thale's) and their Prototype counterparts is minimal. Take the HMG for example. On a 500 HP target you only get a 2-3 bullet difference when using the Officer weapon instead of the Prototype. The same with the others. The Thale's on the other hand is so much better than the Prototype. It's able to put out about 500 damage per shot if using damage mods (stacking penalty or not), which means it'll be able to 1-shot a lot of non-heavies, and 2-shot some heavies. The Prototype Sniper is only able to put out about 300 damage. When saying the Thale's has high damage because it's hard to shoot someone twice (which it isn't btw), then the same would be applied to all the other Snipers, but it isn't because they would then be OP.
as I said the few points in damage the other officer weapons have goes a long way along with their other benefits your example on the officer hmg is one of these as the rof on a hmg (and other weapons such as the smg and AR) is very high and the damage is multiplied very quickly.
the officer's weapons are all about making a presence on the battlefield and the damage they do gives a feeling of 'what the hell is that' when used against you another weapon that has a sizable increase is the officer's forge gun and let me tell you after having been hit by one when I had my reps and hardeners on it still did a 'oh balls' amount of damage.
the thales is not impossible to survive a shot from the thale's but it is for most a one shot weapon as they are using A:damage mods and little protection or B:don't have the skills,and by extension the mods, to survive a shot from the weapon.
also I'm not saying that it is hard to shoot someone twice with the thale's just that there is a stopping time between shots as it is a 'normal' sniper and not a tactical (could you imagine an officer's version of the tactical would have like 250 damage at the base*shudders*) so that may be why the damage is so high ,mind you the damage seems to have taken a bit of a buff for some reason (or perhaps was that way before and I didn't notice) and a slight decrease may be in order perhaps 300-310 but nothing crippling as it still needs that 'oh balls' factor on the battlefield. |
Bendtner92
Imperfects Negative-Feedback
369
|
Posted - 2013.02.24 15:52:00 -
[15] - Quote
Sinboto Simmons wrote:as I said the few points in damage the other officer weapons have goes a long way along with their other benefits your example on the officer hmg is one of these as the rof on a hmg (and other weapons such as the smg and AR) is very high and the damage is multiplied very quickly.
the officer's weapons are all about making a presence on the battlefield and the damage they do gives a feeling of 'what the hell is that' when used against you another weapon that has a sizable increase is the officer's forge gun and let me tell you after having been hit by one when I had my reps and hardeners on it still did a 'oh balls' amount of damage.
the thales is not impossible to survive a shot from the thale's but it is for most a one shot weapon as they are using A:damage mods and little protection or B:don't have the skills,and by extension the mods, to survive a shot from the weapon.
also I'm not saying that it is hard to shoot someone twice with the thale's just that there is a stopping time between shots as it is a 'normal' sniper and not a tactical (could you imagine an officer's version of the tactical would have like 250 damage at the base*shudders*) so that may be why the damage is so high ,mind you the damage seems to have taken a bit of a buff for some reason (or perhaps was that way before and I didn't notice) and a slight decrease may be in order perhaps 300-310 but nothing crippling as it still needs that 'oh balls' factor on the battlefield. The Officer Forge Gun does the same damage as the Prototype Forge Gun, and less damage than the Prototype Assault Forge Gun. It does, however, have a bigger clip and lower charge time.
Again, why don't the other regular Sniper Rifles do more damage then? Simply because they would be OP, so there's absolutely no reason as to why the Thale's should be doing 114 more damage than the Prototype Sniper Rifle. It just seems like they forgot the Thale's when they flattened the damage of all the weapons, because the other Officer Sniper Rifle, the Balac's, has the correct damage (19 more than the Prototype).
The Thale's needs to be lowered to 230-240 damage. |
Bendtner92
Imperfects Negative-Feedback
389
|
Posted - 2013.03.06 11:53:00 -
[16] - Quote
The Officer weapons need to be looked at.
The Thale's Sniper need lower damage or all the other Officer weapons need higher damage / something else to make them better. |
Jack Boost
Zarena Family
200
|
Posted - 2013.03.06 12:42:00 -
[17] - Quote
About SMG: Point of officer weapon here is not much more dmg (but it is huge anyway) but CPU/PG usage.
Back to all officers weapons, not only dmg is important. So anyway they are balanced/designed in more ways then you point.
For thale I ask always for OB - solved, no more free k/d boost. .
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Bendtner92
Imperfects Negative-Feedback
389
|
Posted - 2013.03.06 13:02:00 -
[18] - Quote
Jack Boost wrote:About SMG: Point of officer weapon here is not much more dmg (but it is huge anyway) but CPU/PG usage. Back to all officers weapons, not only dmg is important. So anyway they are balanced/designed in more ways then you point. For thale I ask always for OB - solved, no more free k/d boost. . You're right. I completely overlooked that some of the weapons have different CPU/PG values (and one AR has a higher RPM). That is now corrected.
However, that just made the Thale's Sniper even more unbalanced since it uses much less CPU and PG than the Prototype Sniper, on top of the 114 more damage it already does.
The Thale's Sniper needs to have it's damage brought down to the 230-240 range. There's simply no way around that. I also feel it needs to use slightly more CPU and PG, but that's not as important as the damage issue.
Honestly I think they just forgot to change it since they gave the Officer Sniper from the Tournament the correct damage value (228, 19 more than the Prototype).
Edit: And before anyone else comes in and says it's not unbalanced please look at the numbers once again:
(Prototype) Ishukone Sniper Rifle - 209 damage, 93 CPU, 14 PG. (Officer) Thale's TAR-07 Sniper Rifle - 323 damage, 51 CPU, 7 PG. |
Stile451
Red Star.
76
|
Posted - 2013.03.06 17:15:00 -
[19] - Quote
Using the ARs as the baseline for damage I have found this:
Duvolle: 25575 Damage per minute Balac: 30680 Damage per minute Difference: 5105 Damage per minute Percent increase from Duvolle to Balac: 20%
Duvolle: 2046 Damage per clip Krin: 3069 Damage per clip Difference: 1023 Damage per clip Percent increase from Duvolle to Krin: 50%
Ishukone: 209 Damage per shot Thales: 323 Damage per shot Difference: 114 Damage per shot Percent Increase from Ishukone to Thale: 55%
As it is the Thale is slightly above the damage percentage of the Krin assault rifle. If the Thale was brought in line with the 20% increase of the Balac it would do 250 Damage per shot but would need to be given another round(total of six instead of 5).
TL;DR The Thale is in line with the damage increase of the Krin but isn't to the Balac. To put it in line with the Balac the Thale would need to be 250 damage per shot. |
Bendtner92
Imperfects Negative-Feedback
389
|
Posted - 2013.03.06 17:31:00 -
[20] - Quote
Stile451 wrote:Using the ARs as the baseline for damage I have found this:
Duvolle: 25575 Damage per minute Balac: 30680 Damage per minute Difference: 5105 Damage per minute Percent increase from Duvolle to Balac: 20%
Duvolle: 2046 Damage per clip Krin: 3069 Damage per clip Difference: 1023 Damage per clip Percent increase from Duvolle to Krin: 50%
Ishukone: 209 Damage per shot Thales: 323 Damage per shot Difference: 114 Damage per shot Percent Increase from Ishukone to Thale: 55%
As it is the Thale is slightly above the damage percentage of the Krin assault rifle. If the Thale was brought in line with the 20% increase of the Balac it would do 250 Damage per shot but would need to be given another round(total of six instead of 5).
TL;DR The Thale is in line with the damage increase of the Krin but isn't to the Balac. To put it in line with the Balac the Thale would need to be 250 damage per shot. You just forgot the CPU / PG requirements of the Sniper Rifles...
Also the fact that with 3 damage mods, Weaponry 5 and Sniper Rifle Proficiency 5, which every sniper will have, the Thale's will be doing well over 500 damage and the Ishukone less than 350 damage...
As I said, I believe they just forgot to adjust the damage of the Thale's when they flattened the damage of all the weapons since they clearly gave the Balac's Sniper the correct damage value (and I believe they made that weapon after the flattening). |
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trollsroyce
Seraphim Initiative. CRONOS.
187
|
Posted - 2013.03.06 18:39:00 -
[21] - Quote
Vermaak Doe wrote:What about making the thale charge and only lowering it to around 300?
Nope. Charge snipers are horrible wrist killers, and officer sniper really needs to be able of rapid succession shots. Lowering damage is a better choose imo. |
Jathniel
G I A N T
58
|
Posted - 2013.03.06 22:55:00 -
[22] - Quote
Bendtner92 wrote:Sinboto Simmons wrote:as I said the few points in damage the other officer weapons have goes a long way along with their other benefits your example on the officer hmg is one of these as the rof on a hmg (and other weapons such as the smg and AR) is very high and the damage is multiplied very quickly.
the officer's weapons are all about making a presence on the battlefield and the damage they do gives a feeling of 'what the hell is that' when used against you another weapon that has a sizable increase is the officer's forge gun and let me tell you after having been hit by one when I had my reps and hardeners on it still did a 'oh balls' amount of damage.
the thales is not impossible to survive a shot from the thale's but it is for most a one shot weapon as they are using A:damage mods and little protection or B:don't have the skills,and by extension the mods, to survive a shot from the weapon.
also I'm not saying that it is hard to shoot someone twice with the thale's just that there is a stopping time between shots as it is a 'normal' sniper and not a tactical (could you imagine an officer's version of the tactical would have like 250 damage at the base*shudders*) so that may be why the damage is so high ,mind you the damage seems to have taken a bit of a buff for some reason (or perhaps was that way before and I didn't notice) and a slight decrease may be in order perhaps 300-310 but nothing crippling as it still needs that 'oh balls' factor on the battlefield. The Officer Forge Gun does the same damage as the Prototype Forge Gun, and less damage than the Prototype Assault Forge Gun. It does, however, have a bigger clip and lower charge time. Again, why don't the other regular Sniper Rifles do more damage then? Simply because they would be OP, so there's absolutely no reason as to why the Thale's should be doing 114 more damage than the Prototype Sniper Rifle. It just seems like they forgot the Thale's when they flattened the damage of all the weapons, because the other Officer Sniper Rifle, the Balac's, has the correct damage (19 more than the Prototype). The Thale's needs to be lowered to 230-240 damage.
No. I strongly disagree. The Thale's is the only sniper rifle that does what it does, and it's good at it. There is no fear factor if the damage is lowered that much. I got my first and ONLY pack of Thale's EVER, just last night, and I've played a LOT of Dust. 3 straight builds, and I got my first set of Thale's last night. No. Thale's are RARE. The performance is flawless. I'm going to hate when the damage mods are "fixed", because running quad-damage mods with a Thale's is an extremely HARD-EARNED 1-shot kill on most enemies. You'll still need 2 or 3 shots to kill a heavy.
Sniper's work hard to earn their Thale's. When they get it, it MUST be capable of 1-shot ****. Comparing the Forge Gun with the Thale's is not possible. We're talking a weapon that kills armor and infantry alike vs. a weapon that is anti-infantry only.
Even when the market opens up, they will eventually become rare again. The supply of Thale's will NOT meet the demand.
Don't tell me, I have to work hard to spec up to use the best sniper rifle in the game, which is already hard enough to come by, just to tell me, "surprise! it's not much stronger than the other rifle you were using."
It's purpose IS to make you shudder. It IS supposed to be OP. When you see one killing you in a match, you're not supposed to have a chance to get to cover. The sniper using it, is not supposed to be a sniper where you can say, "well i'll just flank him. stupid sniper. if i get hit, ill just take cover and rep." No. Just no.
It's fine to do that with any other SR, but not Thale's. No. |
Bendtner92
Imperfects Negative-Feedback
389
|
Posted - 2013.03.06 23:15:00 -
[23] - Quote
Jathniel wrote: No. I strongly disagree. The Thale's is the only sniper rifle that does what it does, and it's good at it. There is no fear factor if the damage is lowered that much. I got my first and ONLY pack of Thale's EVER, just last night, and I've played a LOT of Dust. 3 straight builds, and I got my first set of Thale's last night. No. Thale's are RARE. The performance is flawless. I'm going to hate when the damage mods are "fixed", because running quad-damage mods with a Thale's is an extremely HARD-EARNED 1-shot kill on most enemies. You'll still need 2 or 3 shots to kill a heavy.
Sniper's work hard to earn their Thale's. When they get it, it MUST be capable of 1-shot ****. Comparing the Forge Gun with the Thale's is not possible. We're talking a weapon that kills armor and infantry alike vs. a weapon that is anti-infantry only.
Even when the market opens up, they will eventually become rare again. The supply of Thale's will NOT meet the demand.
Don't tell me, I have to work hard to spec up to use the best sniper rifle in the game, which is already hard enough to come by, just to tell me, "surprise! it's not much stronger than the other rifle you were using."
It's purpose IS to make you shudder. It IS supposed to be OP. When you see one killing you in a match, you're not supposed to have a chance to get to cover. The sniper using it, is not supposed to be a sniper where you can say, "well i'll just flank him. stupid sniper. if i get hit, ill just take cover and rep." No. Just no.
It's fine to do that with any other SR, but not Thale's. No.
Long post incoming because I just can't resist to respond to this bs trolling.
I love it when you call a quadruble damage mod fit a "hard earned 1-shot kill" for several reasons. You're dealing WELL over 500 damage with that fit, instakilling nearly any non-heavy and 2-shotting pretty much any heavy. That's hilarius in itself, but when you consider that sniping is the easiest thing in the game it just makes it even funnier.
"Snipers work hard to earn the Thale's" lol no. Snipers is sitting in the redline sniping and getting Thale's by doing that. If anything, anyone else is working hard to get their Officer weapons, but when they get their's are they completely OP as the Thale's is? No.
"The Thale's is soooo rare". No it's not, I know of many people who has not ten, not twenty, but thirty+ of these. When you allow trading and the snipers are able to get even more Thale's from corpmates, they'll have an almost endless supply of them. Also considering that in general snipers should be dying less than other people, so therefore also less lost weapons.
"Don't tell me, I have to work hard to spec up to use the best sniper rifle in the game, which is already hard enough to come by, just to tell me, surprise! it's not much stronger than the other rifle you were using." Guess what, that's exactly the case with all the other Officer weapons, so why should it be any different with the Thale's?
"It's supposed to be OP". Haha, this is so funny. No, it's not supposed to be OP. |
Jathniel
G I A N T
58
|
Posted - 2013.03.06 23:55:00 -
[24] - Quote
(Hm. You seemed reasonable enough to deal with a contrary viewpoint before.) Getting 10, 20, 30 thales translates into getting a pack of thale's 1, 2, or 3 times.
Considering how long people have played the game, that is NOT a lot. For me that translates into, "I got a Thale's ONCE after a period of several months." For those other's you mentioned, that means they got it 2 or 3 times in a period of several months. If one individual is getting 30 Thale's per week... then you have issues with rarity.
No one, is getting any officer weapon at that rate. As I said, supply will not keep up with demand when the player trading opens up, with these current rates.
I have 20 Krin's ARs. is that a lot? no. That means, in all my time playing, I've technically, only got them twice.
Have you used a Balac's AR? Have you seen how quickly they chew up heavies? If you're not seeing a difference between the weapon you usually use, and the performance of your officer's weapon, then you're either doing something really really right, or doing something really really wrong.
A Thale's is OP, for the purpose that it serves. It's a sniper's weapon. Sniping is "easy", as you so blatantly insinuate. A Thale's used from the red line, or anywhere else for that matter, that connects with a target, is supposed to take you down. No matter who YOU are, because of what IT IS.
You threw down all these numbers on damage, and comparisons, just to make an arbitrary point that "it needs to match the other officer weapons better, just like the other officer SR." I'm not bsing you, or trolling you, I'm now telling you that point is nonsensical and frivolous. (The point you made was quite similar to saying a tall politician should be cut at the shin's just because it would be appropriate that he doesn't stand taller than his other average-heighted counterparts. Nonsense, right?)
Your point was made, without any regard to the specific roles of those particular officer weapons. Won't make much sense, for the officer forge gun to have much more damage than the prototype counterparts. Why? Look at how much HP, the forge can already strip from vehicles. All factors considered, a forge already 1-shots LAVs, does roughly the same to DS, and CAN take out a tank in 2 or 3 shots minimum.
Sniper rifles by comparison, WITHOUT damage mods, need 2-3 shots on MLT infantry, and as that infantry specs up... 4 shots, 5 shots, 6 shots... to take down ONE guy. When the damage mods are "fixed", that's going to be happening again. The Thale's will be the only weapon where that doesn't apply, as much.
So your point was also made in short-sightedness. |
Bendtner92
Imperfects Negative-Feedback
389
|
Posted - 2013.03.07 08:43:00 -
[25] - Quote
Two troll posts in a row, you just won't stop?
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.
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.
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.
See a few posts back where Trollsroyce, probably the guy that has spent the most time with a Thale's this build, agrees that it needs lower damage. Stop wanting to have an OP Sniper Rifle and actually look at the gamebalance.
Also stop lying. You DO NOT need anymore than max 2 shots to take down people in Militia gear. You DO NOT need 6 shots to take down a guy, even a heavy. Even without damage mods, which is a terrible assumption because what sniper doesn't use damage mods?
Saying a lot will change when damage mods are fixed is in my opinion also wrong. The stacking penalty on the second damage mod is very minimal. Only on the third and fourth will there be a noticeable difference.
I'm not responding to any more of your troll posts. If you can't see the Thale's is a problem GTFO. |
2100 Angels
The Southern Legion
16
|
Posted - 2013.03.07 09:37:00 -
[26] - 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. |
Bendtner92
Imperfects Negative-Feedback
389
|
Posted - 2013.03.07 09:50:00 -
[27] - Quote
2100 Angels wrote: 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.
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. |
Noc Tempre
Imperfects Negative-Feedback
1209
|
Posted - 2013.03.07 10:42:00 -
[28] - Quote
Better question, where is my tournament exclusive assault rifle? We were given Balac's but those are standard pub gear. |
2100 Angels
The Southern Legion
16
|
Posted - 2013.03.07 11:06:00 -
[29] - 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. |
Django Quik
R.I.f.t
233
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Posted - 2013.03.07 11:44:00 -
[30] - Quote
vk. 1 suits have the same base HP as their standard counterparts. If you put 3 complex shield extenders on, you end up slightly over the 600hp mark (for assaults anyway) , which would mean you'd just survive a shot from the thale if you're at full shield and armor.
The thale is ridiculous. I was in a game a while back where an enemy deployed with a thale and OHKd 4 people dropping from our MCC in the first 10 seconds of the battle. |
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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
|
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
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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
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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
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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
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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
|
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
|
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
|
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
|
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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