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Ydubbs81 RND
Ahrendee Mercenaries
1100
|
Posted - 2013.04.29 00:39:00 -
[1] - Quote
I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well |
Icy Tiger
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
1278
|
Posted - 2013.04.29 00:42:00 -
[2] - Quote
Everyone may love the sharpshooter skill, but it's such a basic necessity of the game mechanics that you can't make a skill out of it.
It's pretty much a waste of SP to have a game mechanic be locked in.
So it's OP, and has been removed. Thankfully in my opinion.
Passive damage is also similar, and trust me this will make it better. |
Mad Mav
Brotherhood ofthe Commissioned General Tso's Alliance
78
|
Posted - 2013.04.29 00:50:00 -
[3] - Quote
Haven't really noticed a difference, though I usually don't engage in long range shootouts. |
Lavirac JR
DUST University Ivy League
131
|
Posted - 2013.04.29 00:54:00 -
[4] - Quote
Everything is getting equally reduced basically, this means HP and defense are getting a buff... |
Nguruthos IX
Hellstorm Inc League of Infamy
239
|
Posted - 2013.04.29 00:57:00 -
[5] - Quote
qq |
Mavado V Noriega
SyNergy Gaming EoN.
2944
|
Posted - 2013.04.29 00:58:00 -
[6] - Quote
Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well
HMG and Shotgun 2 guns that should fit a certain role and range are made kinda stupid thanks to sharpshooter
almost all "SHOTGUN IS OP" and "HMG IS OP" thread is based on ppl gettin raped by guns that hit hard outside their intended range.
And to make things fair u cant just remove a range bonus skill from those 2 and keep it for ARs so it has to be taken out across the board |
Parson Atreides
Ahrendee Mercenaries
232
|
Posted - 2013.04.29 00:59:00 -
[7] - Quote
Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff...
Tanks didn't use either of those skills.
That also means they weren't necessary skills, they were just really good for infantry. Are they taking out the skill that gives 2% turret damage too? |
Icy Tiger
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
1281
|
Posted - 2013.04.29 01:06:00 -
[8] - Quote
Parson Atreides wrote:Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff... Tanks didn't use either of those skills. That also means they weren't necessary skills, they were just really good for infantry. Are they taking out the skill that gives 2% turret damage too?
Vehicles skills are completely redone, only the people who've played it know how the changes are done. |
WyrmHero1945
Greatness Achieved Through Training EoN.
156
|
Posted - 2013.04.29 01:07:00 -
[9] - Quote
Me |
Cody Sietz
The Tritan Industries RISE of LEGION
92
|
Posted - 2013.04.29 01:09:00 -
[10] - Quote
Kind of sucks that they took it out but I agree that it had to be done. |
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Lavirac JR
DUST University Ivy League
131
|
Posted - 2013.04.29 01:09:00 -
[11] - Quote
Parson Atreides wrote:Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff... Tanks didn't use either of those skills. That also means they weren't necessary skills, they were just really good for infantry. Are they taking out the skill that gives 2% turret damage too?
I'm drunk, so I can't answer that question... I will commit seppuku now... |
Baal Roo
Subdreddit Test Alliance Please Ignore
1270
|
Posted - 2013.04.29 01:10:00 -
[12] - Quote
I think it was pretty obvious to anyone actually paying attention that sharpshooter was completely broken, we just didn't expect CCP to actually do anything about it.
Removing it is, by far, the best improvement they could have made for balance/gun game. I seriously applaud CCP for having the balls to remove it in order to improve the game, even though they surely knew that many of the people using SS as a crutch would be upset. |
Icy Tiger
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
1281
|
Posted - 2013.04.29 01:12:00 -
[13] - Quote
Baal Roo wrote:I think it was pretty obvious to anyone actually paying attention that sharpshooter was completely broken, we just didn't expect CCP to actually do anything about it.
Removing it is, by far, the best improvement they could have made for balance/gun game. I seriously applaud CCP for having the balls to remove it in order to improve the game, even though they surely knew that many of the people using SS as a crutch would be upset. Nailed it. Sharpshooter on an AR completely took over the other roles of guns, and made the Laser ridiculously OP. It contributed to the snipers up there, and also made the HMG somewhat OP. |
hooc roht
Chatelain Rapid Response Gallente Federation
41
|
Posted - 2013.04.29 01:13:00 -
[14] - Quote
Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff...
No. It is a lasers and snipers can now get right on top of you without fear of being shot buff.
Not equal at all. |
Jotun Hiem
The Tritan Industries RISE of LEGION
546
|
Posted - 2013.04.29 01:13:00 -
[15] - Quote
I feel for the Forge Gun users that had to rely on SS to hit targets at respectable distances, but I do agree that SS needed to be taken out.
A 40% (when fully upgraded) increase in range is... Well, it's stupid. |
Marston VC
SVER True Blood Unclaimed.
169
|
Posted - 2013.04.29 01:15:00 -
[16] - Quote
Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well
Yeah you'd think that at first, but if you think about it, its one of those skills that you "MUST HAVE" in order to compete with people. That and the weaponry skill were nerfed because of how there too important to not have. I mean... how is someone with sharpshooter 1 supposed to compete with somebody that has sharpshooter 5 at medium range?? you cant, and so its best that the skill is just removed/nerfed. Though I hope they don't over nerf this game.... it'd be really stupid if everyone takes a ha |
Schalac 17
D3LTA FORC3 Orion Empire
29
|
Posted - 2013.04.29 01:15:00 -
[17] - Quote
The nova knives are going to be the hardest hit by this nerf. They lost 3-5 inches off of their blades, that is the difference between penetrating a heavies armor or not. |
Jotun Hiem
The Tritan Industries RISE of LEGION
546
|
Posted - 2013.04.29 01:15:00 -
[18] - Quote
hooc roht wrote:Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff... No. It is a lasers and snipers can now get right on top of you without fear of being shot buff. Not equal at all. Most of those montages you see where people are locking down entire maps with the LR are possible because of the SS skill.
I've run the standard LR, it's not the end-all weapon people like to paint it as unless it's got that extra range.
And snipers have always had ludicrous range. Nothing's changed in that respect. |
Higgs flagrantfool
3dge of D4rkness SoulWing Alliance
44
|
Posted - 2013.04.29 01:19:00 -
[19] - Quote
I would be ok with sharpshooter being remove, if the max possible range sharpshooter currently offers is retained and a skill that has the effect of reducing bullet dispersion was subsequently added. If the current max possible range is not retained and instead we end up getting stuck with ranges similar to the current range the sharpshooter skill offers when unskilled, well... That would just be effin stupid. It would be like gutting the core of the shooter expirence. I don't see how it could even be possible to consider reducing the current possible ranges, for what purpose? To punish the people who have great personal skill at ranged combat? For what reason? IMO this would be similar to taking away nanite injecters from the logi class, or reducing the ammo carry compacity for HMGs by two thirds, or making it so that scouts... Aw, well scouts are already effed up pretty bad, we'll skip that one.
Anyway, this is unthinkable to me (noone could be that stupid) and since I have not heard any confirmed sources saying that the new ranges for Uprising will be equivalent to the current unskilled sharpshooter range, I will have have to reserve judgement until I obtain more information. |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
142
|
Posted - 2013.04.29 01:20:00 -
[20] - Quote
Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well
The SS and passive Dmg skill inherently created imbalances from an FPS viewpoint because ppl could be functionally using the same weapon but getting entirely different results. Not say i agree since thats part of the MMO.
Problem is while the guns balanced well in terms of stats when you added in the passives it really threw weapons out of balance between the clases at the higher end.
What i mean more precisely while a STD AR was well balanced against a STD HMG in terms of range, dmg etc once you started adding in SS and DMG that balance started move closer to the HMG in terms of range.
This is probably most evident with Shotguns where SS and DMG when combined with shotty operatation skill which tightend the shot spread made the gun more cannon then shotgun and its range made it as deadly if not more so than mid-range weapons in a high DPS piece of weaponry.
Now problem with this is SS while beneficial and needed on AR given its low starting range applied to weapons it should not have and it threw off balancing. The smart play is to normalize AR range so that its optimal is around the effective range they would have with SS level 3-5, i thnk proficiency level range are too high. That should be the proper and optimal range for an AR.
This tuning needs to be done with HMG which would probably best around SS level 2-3, Sidearms its hard to say but certainly SMG should not match or exceed AR range it should be about 2/3 of the optimal range and pistol slightly very slightly less.
I cant give rough numbers because its hard to say.
Obviously optimals should look like
Pistol less SMG/Shotty less HMG less less AR equal Scrambler rifle nearly equal LR(it should be just out of range but not unreachable with a good scope) less SR that should be the rough balance
Tac and Burst AR variant should have the same range as the Auto AR just its accuracy is assited by a scope which you will notee from the tourney is now an ACOG and not camera so the zoom fidelity is less. |
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crazy space 1
ZionTCD Unclaimed.
1016
|
Posted - 2013.04.29 01:25:00 -
[21] - Quote
BETA
Why did you never listen!!!??!?!?!??!??!?!?!
They arne't listening to you, they are using us to test while they produce the game. They have been listening to us, but balance changes are not going to happen until the game is more fleshed out. Everything is up for change. Nothing is being nerfed or buffed. Dropsuits started at x2 skill, then went x16, then x8 and now are x6. No one had to ask about that they are building the game and letting us play it while it's unfinished. |
crazy space 1
ZionTCD Unclaimed.
1016
|
Posted - 2013.04.29 01:27:00 -
[22] - Quote
Icy Tiger wrote:Parson Atreides wrote:Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff... Tanks didn't use either of those skills. That also means they weren't necessary skills, they were just really good for infantry. Are they taking out the skill that gives 2% turret damage too? Vehicles skills are completely redone, only the people who've played it know how the changes are done. How can the NDA be up even after fanfest are you joking me? THE PATCH IS 7 DAYS AWAY SPILL THE BEANS YOU JERKS |
Jotun Hiem
The Tritan Industries RISE of LEGION
546
|
Posted - 2013.04.29 01:27:00 -
[23] - Quote
Keyser Soze VerbalKint wrote:What i mean more precisely while a STD AR was well balanced against a STD HMG in terms of range, dmg etc once you started adding in SS and DMG that balance started move closer to the HMG in terms of range. You have that backwards. Since the AR has a longer starting range by default, it receives a larger benefit from the SS skill, which means the SS skill actually works against the HMG in that situation.
Let's also not forget that at anything beyond the shorter half of medium range the HMG is about as accurate as a potato gun (and only a little more lethal). Any AR user with decent aim and situational awareness should be able to mow down an HMG user of equal skill, and if they couldn't kill the HMG user, then their smaller suit's extra maneuverability should allow them to make an escape in most situations. |
WyrmHero1945
Greatness Achieved Through Training EoN.
156
|
Posted - 2013.04.29 01:28:00 -
[24] - Quote
I will rule the roofs now. |
Indy Strizer
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
70
|
Posted - 2013.04.29 01:29:00 -
[25] - Quote
Me. |
Kalante Schiffer
Hellstorm Inc League of Infamy
206
|
Posted - 2013.04.29 01:29:00 -
[26] - Quote
i guess ccp was scared about us beasts who use SS to its full potential and basically just owned the field. but when i saw that picture of line harvest skirmish and you cant even shot from C to the cru now that was a BS nerf. |
crazy space 1
ZionTCD Unclaimed.
1016
|
Posted - 2013.04.29 01:30:00 -
[27] - Quote
Icy Tiger wrote:Baal Roo wrote:I think it was pretty obvious to anyone actually paying attention that sharpshooter was completely broken, we just didn't expect CCP to actually do anything about it.
Removing it is, by far, the best improvement they could have made for balance/gun game. I seriously applaud CCP for having the balls to remove it in order to improve the game, even though they surely knew that many of the people using SS as a crutch would be upset. Nailed it. Sharpshooter on an AR completely took over the other roles of guns, and made the Laser ridiculously OP. It contributed to the snipers up there, and also made the HMG somewhat OP.
oh lol day 1 everyone said "ugh the laser is terible it needs a buff" and then without any changed it went to "omg laser OP!!!"
Damage mods and making lasers hit at 90m was to blame. I'm guessing this is part of why CCP had such a long beta testing phase. The way we use guns is not the way they expect us to. The range boost made some weapons OP, now it's gone, yay. There will still be suits with a range bonus, and in the future there will be a module that increases weapon range.
But it will be balanced becuase you'll need to fit it to our suit. |
crazy space 1
ZionTCD Unclaimed.
1016
|
Posted - 2013.04.29 01:32:00 -
[28] - Quote
Kalante Schiffer wrote:i guess ccp was scared about us beasts who use SS to its full potential and basically just owned the field. but when i saw that picture of line harvest skirmish and you cant even shot from C to the cru now that was a BS nerf. It's not a nerf, wow. See now they can change the range of each gun without worring about how the range bonus might effect it.
This is a good thing. If a gun's range is too short now they can buff it without that only helping new players and overpowering high level sp players.
It's better and as we move towards release get ready for how different this BETA is going to become. Don't get attached to anything like this is a released ame. Even on may 14th, it won't be finished. The core is still half finished.
The mechanics for zero-G gravity aren't even in the game yet for crying out loud! And soon we will build our guns anyway we want. IT's hy the SMG, mass driver, minmatar sniper, and all minmatar hand weapons have the pistol in the middle |
Kalante Schiffer
Hellstorm Inc League of Infamy
206
|
Posted - 2013.04.29 01:34:00 -
[29] - Quote
crazy space 1 wrote:Kalante Schiffer wrote:i guess ccp was scared about us beasts who use SS to its full potential and basically just owned the field. but when i saw that picture of line harvest skirmish and you cant even shot from C to the cru now that was a BS nerf. It's not a nerf, wow. See now they can change the range of each gun without worring about how the range bonus might effect it. This is a good thing. If a gun's range is too short now they can buff it without that only helping new players and overpowering high level sp players. It's better and as we move towards release get ready for how different this BETA is going to become. Don't get attached to anything like this is a released ame. Even on may 14th, it won't be finished. The core is still half finished. The mechanics for zero-G gravity aren't even in the game yet for crying out loud! And soon we will build our guns anyway we want. IT's hy the SMG, mass driver, minmatar sniper, and all minmatar hand weapons have the pistol in the middle yup gotta cater to the new players, its fine and all but its just a lazy way to fix the game they should of had done that these past months |
Indy Strizer
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
70
|
Posted - 2013.04.29 01:46:00 -
[30] - Quote
I wouldn't be surprised if they overhauled the game so that you had no damage mods the same way they have taken away sharp shooter which might be a good thing because these things make it feel like the FPS elements of the game matter less than the RPG elements because they're determined by things like stats and fittings rather than your gun itself and it's... attachments...
CCP has already said they intend to bring in attachments and weapon customization...
What I think may happen is they might somehow let you increase your range with an attachment on your gun, not to mention damage mods as well.
Also... Don't forget the Gauss Rifle, it's a rail gun AR which will probably have more range anyways, so it will be a spiritual sucessor to your long range AR, just actually more balanced. |
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Jakob Evhin
Dead Six Initiative Lokun Listamenn
9
|
Posted - 2013.04.29 01:59:00 -
[31] - Quote
Mavado V Noriega wrote:Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well HMG and Shotgun 2 guns that should fit a certain role and range are made kinda stupid thanks to sharpshooter
I think this is pretty good right here. Heavies shooting across the no mans land on Manus Peak instead of pushing across the map has made for extremely boring matches.
|
DUST Fiend
OSG Planetary Operations Covert Intervention
2707
|
Posted - 2013.04.29 02:00:00 -
[32] - Quote
I think it'll be a lot better without it, and it doesn't really make sense to increase the weapons max range. Maybe giving you a tighter shot or less kick or something, but max range?
I reserve judgements till 5.14 |
fred orpaul
The Tritan Industries RISE of LEGION
240
|
Posted - 2013.04.29 02:44:00 -
[33] - Quote
the only one I care about is the SMG that thing is crap, the only thing that made it workable was the extra range. |
Morathi III
Pro Hic Immortalis RISE of LEGION
80
|
Posted - 2013.04.29 02:48:00 -
[34] - Quote
Icy Tiger wrote:Everyone may love the sharpshooter skill, but it's such a basic necessity of the game mechanics that you can't make a skill out of it.
It's pretty much a waste of SP to have a game mechanic be locked in.
So it's OP, and has been removed. Thankfully in my opinion.
Passive damage is also similar, and trust me this will make it better. ^this |
DJINN leukoplast
Hellstorm Inc League of Infamy
385
|
Posted - 2013.04.29 03:01:00 -
[35] - Quote
With no sharpshooter, specing into different weapon roles will make more sense based on the situation and battlefield scenario. I am an AR user first and foremost, and I admit sharpshooter pretty much enables me to hit virtually anything I can see. Not always effectively mind you due to kick, dispersion and reduced damage, but the reach is there. With sharpshooter gone, I won't have that reach anymore and may have to choose a LR instead to deal with a medium-long distant enemy effectively.
The thing is, HMG's and shotguns may end up being more effective in the overall big picture, because all players will have to get closer in to do ideal damage with their weapons, which means we all need to get closer to a shotgunner or HMG user to get in our effective ranges. Not sure how affected snipers will be, but they will have to get in closer too, which would be worse for them and better for everybody else, same goes for a LR user.
But will be interesting to see how it unfolds, as having every weapon class (or sub-class of a weapon) locked into a range could be a really good balancing feature... or it could end up unbalancing a lot of things and make gunplay worse. |
Morathi III
Pro Hic Immortalis RISE of LEGION
81
|
Posted - 2013.04.29 03:11:00 -
[36] - Quote
DJINN leukoplast wrote:With no sharpshooter, specing into different weapon roles will make more sense based on the situation and battlefield scenario. I am an AR user first and foremost, and I admit sharpshooter pretty much enables me to hit virtually anything I can see. Not always effectively mind you due to kick, dispersion and reduced damage, but the reach is there. With sharpshooter gone, I won't have that reach anymore and may have to choose a LR instead to deal with a medium-long distant enemy effectively.
The thing is, HMG's and shotguns may end up being more effective in the overall big picture, because all players will have to get closer in to do ideal damage with their weapons, which means we all need to get closer to a shotgunner or HMG user to get in our effective ranges. Not sure how affected snipers will be, but they will have to get in closer too, which would be worse for them and better for everybody else, same goes for a LR user.
But will be interesting to see how it unfolds, as having every weapon class (or sub-class of a weapon) locked into a range could be a really good balancing feature... or it could end up unbalancing a lot of things and make gunplay worse. Good post but im a SG user and have SS profencie 4, i admit i shoot to far so i dont think HMG and SG got advantage with no sharpshooter that bring us to our mechanic role too, personnaly the fact SS will be gone really help to enjoy more the game and help new comer to appreciate it too. |
Roy Ventus
Foxhound Corporation
240
|
Posted - 2013.04.29 03:17:00 -
[37] - Quote
I'm going to go hard, lol, in the last week just to face off my SMG with these Ranged Shotgunnies.
Then after. I'll be killing all of these noobs who are trying to adjust with their shotgunners. |
Ydubbs81 RND
Ahrendee Mercenaries
1101
|
Posted - 2013.04.29 03:29:00 -
[38] - Quote
So, many people are for the SS skill removal. Shooting people at distances was something that was actually fun in the game. They remove handheld passive damage skills but keep the passive damage skills for turrets? where is the balance in that?
HMGs need the SS range....it's really one of the skills that helps keep them alive. Man, I'm not even going to bother...I hope they just nerf everything and remove everything that helps the game's fun factor. This community is hard to understand sometimes. |
Boomer Dues Mortis
D3ath D3alers RISE of LEGION
57
|
Posted - 2013.04.29 03:31:00 -
[39] - Quote
I am sad to see SS go because it will hurt my killing ability because I do hit too far, having SS prof 3 makes my gun hit farther than a AR user with no SS. At the same time after thinking about it I might like it because no longer will I be getting killed by a laser rifle across the map. This should make for a lot more chaotic fights because everyone will be a lot closer to each other, rather than everyone being a good distance away shooting at range. |
crazy space 1
ZionTCD Unclaimed.
1024
|
Posted - 2013.04.29 03:33:00 -
[40] - Quote
Kalante Schiffer wrote:crazy space 1 wrote:Kalante Schiffer wrote:i guess ccp was scared about us beasts who use SS to its full potential and basically just owned the field. but when i saw that picture of line harvest skirmish and you cant even shot from C to the cru now that was a BS nerf. It's not a nerf, wow. See now they can change the range of each gun without worring about how the range bonus might effect it. This is a good thing. If a gun's range is too short now they can buff it without that only helping new players and overpowering high level sp players. It's better and as we move towards release get ready for how different this BETA is going to become. Don't get attached to anything like this is a released ame. Even on may 14th, it won't be finished. The core is still half finished. The mechanics for zero-G gravity aren't even in the game yet for crying out loud! And soon we will build our guns anyway we want. IT's hy the SMG, mass driver, minmatar sniper, and all minmatar hand weapons have the pistol in the middle yup gotta cater to the new players, its fine and all but its just a lazy way to fix the game they should of had done that these past months now all of us who got used to sharpshooter have to re adjust our gameplay again for the sake of others.
Ther can be no new players, we don't count , it's a beta still. We are the new players come may 15th. And no you have to reajust becuase CCP tooks it's sweet time releasing a new patch, tell me one time the stats on weapons haven't changed completely every 6 months for the past year. |
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crazy space 1
ZionTCD Unclaimed.
1024
|
Posted - 2013.04.29 03:35:00 -
[41] - Quote
Ydubbs81 RND wrote:So, many people are for the SS skill removal. Shooting people at distances was something that was actually fun in the game. They remove handheld passive damage skills but keep the passive damage skills for turrets? where is the balance in that?
HMGs need the SS range....it's really one of the skills that helps keep them alive. Man, I'm not even going to bother...I hope they just nerf everything and remove everything that helps the game's fun factor. This community is hard to understand sometimes. Vocal minorities are strong. They have more impacts becuase happy people don't complain, and only like 3% of the playerbase ever visited the forums. It's true. So mostly people come to *****. |
Rupture Reaperson
Deadly Blue Dots RISE of LEGION
103
|
Posted - 2013.04.29 03:35:00 -
[42] - Quote
Shut up, your argument is invalid.
Ontopic: I feel its a rework on the ranges overall, instead of a nerf IMO. |
Mavado V Noriega
SyNergy Gaming EoN.
2946
|
Posted - 2013.04.29 03:40:00 -
[43] - Quote
Ydubbs81 RND wrote:So, many people are for the SS skill removal. Shooting people at distances was something that was actually fun in the game. They remove handheld passive damage skills but keep the passive damage skills for turrets? where is the balance in that?
HMGs need the SS range....it's really one of the skills that helps keep them alive. Man, I'm not even going to bother...I hope they just nerf everything and remove everything that helps the game's fun factor. This community is hard to understand sometimes.
if HMG gets a skill that reduces spread that makes them more deadly in their desired range shotguns with sharpshooter is just dumb and needed to change
IMO if SS is indeed gone then a slight tweak to each weapon base range is in order
Ppl also forget that the current gallente AR is plasma based which is technically suppose to be short-mid range if u goin by EVE The Caldari rail rifle would be your long range gun
Is passive dmg for turrets there or just an assumption? |
Lord-of-the-Dreadfort
The Lions Guard
74
|
Posted - 2013.04.29 03:50:00 -
[44] - Quote
not one CPM comment, not believing a word of this thread till i see a nova or ironwolf comment |
Robo Soldier
Church of the Unforgiven
0
|
Posted - 2013.04.29 04:15:00 -
[45] - Quote
While they may have removed the skill, I think that we'll see changes in base ranges across all weapons. For instance, this is the first game I have ever seen where snipers were limited by range. I mean really, a sniper rifle that is limited to 300-400M? Snipers had to invest in SS to get better ranges, although it didn't help much. However, ARs were using the bonus', not to shot across the map, but to kill 30M further than the weapons were meant to be able to do. So I think, Sniper Rifles will see an increase in overall base ranges, while ARs will be forced to use the base range and pistols, HMGs, Lasers, and other ranged weapons will be forced into their respected range requirements.
In any case, I assure you that within the first 30 minutes after release, there will be forums posts complaining about the lack or the addition of range to weapons.
|
IRuby Heart
DIOS EX.
534
|
Posted - 2013.04.29 04:20:00 -
[46] - Quote
Weapons in this game that absoulutely need to have our Current Sharpshooter brought back specifically for them~
- Forge Gun - Swarm launcher
That is all. |
Tectonic Fusion
Edimmu Warfighters Gallente Federation
1
|
Posted - 2013.04.29 04:26:00 -
[47] - Quote
Baal Roo wrote:I think it was pretty obvious to anyone actually paying attention that sharpshooter was completely broken, we just didn't expect CCP to actually do anything about it.
Removing it is, by far, the best improvement they could have made for balance/gun game. I seriously applaud CCP for having the balls to remove it in order to improve the game, even though they surely knew that many of the people using SS as a crutch would be upset. I know right? I die a lot from when I'm sniping at medium-far range. Now I guess I can get kills alot easier. |
Tectonic Fusion
Edimmu Warfighters Gallente Federation
1
|
Posted - 2013.04.29 04:28:00 -
[48] - Quote
hooc roht wrote:Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff... No. It is a lasers and snipers can now get right on top of you without fear of being shot buff. Not equal at all. Dude... That's what snipers are for :p you can switch when to sniper after I kill you lol |
crazy space 1
ZionTCD Unclaimed.
1025
|
Posted - 2013.04.29 04:33:00 -
[49] - Quote
Rupture Reaperson wrote:Shut up, your argument is invalid. Ontopic: I feel its a rework on the ranges overall, instead of a nerf IMO.
Right, something that happens during any beta developed ever. |
crazy space 1
ZionTCD Unclaimed.
1025
|
Posted - 2013.04.29 04:34:00 -
[50] - Quote
Lord-of-the-Dreadfort wrote:not one CPM comment, not believing a word of this thread till i see a nova or ironwolf comment There is no more light weapon skills anymore. |
|
Sloth9230
Reaper Galactic
1091
|
Posted - 2013.04.29 04:34:00 -
[51] - Quote
crazy space 1 wrote:Ydubbs81 RND wrote:So, many people are for the SS skill removal. Shooting people at distances was something that was actually fun in the game. They remove handheld passive damage skills but keep the passive damage skills for turrets? where is the balance in that?
HMGs need the SS range....it's really one of the skills that helps keep them alive. Man, I'm not even going to bother...I hope they just nerf everything and remove everything that helps the game's fun factor. This community is hard to understand sometimes. Vocal minorities are strong. They have more impacts becuase happy people don't complain, and only like 3% of the playerbase ever visited the forums. It's true. So mostly people come to *****. But no one ever complained about SS, so this had nothing to do with a "vocal minority". Also, we're here as testers, not players, the 97% percent that didn't come to the forums and give feedback were stupid. |
Aqua-Regia
Ahrendee Mercenaries
40
|
Posted - 2013.04.29 04:52:00 -
[52] - Quote
i hate about 98% of the player base of dust and this forum.
just hating you guys help my rage go down. |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
371
|
Posted - 2013.04.29 04:58:00 -
[53] - Quote
Here is a game designer viewpoint. Not a Dev mind you, just a software guy.
First, let's look at what SS did. It added 5% per level for all light weapons. When proficiency is included that means the basic number is 40% more distance. However, the way EVE and DUST, as far as I can tell, works is that each bonus is multiplied one right after the other. That means the actual range is 27.6% at lvl 5 SS and 48% for lvl 5 Proficiency.
Now, image what you are doing is designing a ten year game. At least first few years will be building up the basic functionality of the character. So you include the Sharp Shooter Skill to adjust ranged based on how much benefit vs SP the players are willing to spend.
To get the balance right just enable SS for Light Weapons, Heavy Weapons and Sidearms. The Beta testers will get the benefit of the entire range. But that is not how you would want the Skill to actually work in the Release.
Each specific Weapon needs SP to be spent on it. Why? Because that is how EVE works and it requires the Most SP to be spent. Which means the player needs to be connected to DUST for longer to get those benefits for multiple weapons. Each weapon has specifics that will need to be addressed. That is very consistent with splitting Vehicles vs Drop Suits Skills. Doing that requires More SP to used, which means more SP will need to be generated, which means more AUR for more Boosters. Life is good.
Now we are getting two things Real Soon Now. First is May 6th, Uprising. That is a major update to the game. May 14th is something else. More maps, guns and might even be called a Release. It doesn't really matter. What does matter is that it will no longer be called Beta and new players will expect a more complete game. However, they will not come into the game with the preconceived ideas from the Beta testers regarding certain Skills. Because they are all gone and everything is new.
We no longer are going to be used to find bugs, test how fast SP should be generated per day/week/whatever and we won't be having the special bonuses we got because we were here first. We will have the SP advantage but a lot of it will be mitigated as the Sharpshooter Skill is evidence of. I wouldn't be surprise if everything costs more SP in the long run. We get to wade through the New Skill Tree and find a new balance for our character. Skilling LW SS to lvl 5 will not increase the range for multiple weapons. We will have to make the decision regard Which Specific Weapon we want to improve. Just like the Newest of the New Berries.
It's a new game. |
Vrain Matari
ZionTCD Unclaimed.
485
|
Posted - 2013.04.29 04:58:00 -
[54] - Quote
My very imperfect memory of reading this originally was that different weapons were going to respond differently to the 'Operation' skill. At least I think it was the operation skill.
And the impression I got was that smg and hmg were both going to get more range from the operation skill.
|
Tectonic Fusion
Edimmu Warfighters Gallente Federation
1
|
Posted - 2013.04.29 05:22:00 -
[55] - Quote
KalOfTheRathi wrote:Here is a game designer viewpoint. Not a Dev mind you, just a software guy.
First, let's look at what SS did. It added 5% per level for all light weapons. When proficiency is included that means the basic number is 40% more distance. However, the way EVE and DUST, as far as I can tell, works is that each bonus is multiplied one right after the other. That means the actual range is 27.6% at lvl 5 SS and 48% for lvl 5 Proficiency.
Now, image what you are doing is designing a ten year game. At least first few years will be building up the basic functionality of the character. So you include the Sharp Shooter Skill to adjust ranged based on how much benefit vs SP the players are willing to spend.
To get the balance right just enable SS for Light Weapons, Heavy Weapons and Sidearms. The Beta testers will get the benefit of the entire range. But that is not how you would want the Skill to actually work in the Release.
Each specific Weapon needs SP to be spent on it. Why? Because that is how EVE works and it requires the Most SP to be spent. Which means the player needs to be connected to DUST for longer to get those benefits for multiple weapons. Each weapon has specifics that will need to be addressed. That is very consistent with splitting Vehicles vs Drop Suits Skills. Doing that requires More SP to used, which means more SP will need to be generated, which means more AUR for more Boosters. Life is good.
Now we are getting two things Real Soon Now. First is May 6th, Uprising. That is a major update to the game. May 14th is something else. More maps, guns and might even be called a Release. It doesn't really matter. What does matter is that it will no longer be called Beta and new players will expect a more complete game. However, they will not come into the game with the preconceived ideas from the Beta testers regarding certain Skills. Because they are all gone and everything is new.
We no longer are going to be used to find bugs, test how fast SP should be generated per day/week/whatever and we won't be having the special bonuses we got because we were here first. We will have the SP advantage but a lot of it will be mitigated as the Sharpshooter Skill is evidence of. I wouldn't be surprise if everything costs more SP in the long run. We get to wade through the New Skill Tree and find a new balance for our character. Skilling LW SS to lvl 5 will not increase the range for multiple weapons. We will have to make the decision regard Which Specific Weapon we want to improve. Just like the Newest of the New Berries.
It's a new game. That still wouldn't fix the lazoooor rifle problem... |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
177
|
Posted - 2013.04.29 05:26:00 -
[56] - Quote
Good riddance |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
183
|
Posted - 2013.04.29 05:28:00 -
[57] - Quote
Tectonic Fusion wrote: That still wouldn't fix the lazoooor rifle problem...
Ever use a LR with 0 SP into SS?
|
Ydubbs81 RND
Ahrendee Mercenaries
1101
|
Posted - 2013.04.29 06:42:00 -
[58] - Quote
Mavado V Noriega wrote:Ydubbs81 RND wrote:So, many people are for the SS skill removal. Shooting people at distances was something that was actually fun in the game. They remove handheld passive damage skills but keep the passive damage skills for turrets? where is the balance in that?
HMGs need the SS range....it's really one of the skills that helps keep them alive. Man, I'm not even going to bother...I hope they just nerf everything and remove everything that helps the game's fun factor. This community is hard to understand sometimes. if HMG gets a skill that reduces spread that makes them more deadly in their desired range shotguns with sharpshooter is just dumb and needed to change IMO if SS is indeed gone then a slight tweak to each weapon base range is in order Ppl also forget that the current gallente AR is plasma based which is technically suppose to be short-mid range if u goin by EVE The Caldari rail rifle would be your long range gun Is passive dmg for turrets there or just an assumption?
I'm going by what others have said (as far as turret damage skills)...I assumed they visited saw the skills from the test server |
DJINN Marauder
Hellstorm Inc League of Infamy
494
|
Posted - 2013.04.29 06:46:00 -
[59] - Quote
Cosgar wrote:Tectonic Fusion wrote: That still wouldn't fix the lazoooor rifle problem...
Ever use a LR with 0 SP into SS? Actually I sometimes use it. I have no ss in light weapons... They still have pretty good range. Not bad at all. Just not OP though |
Jotun Hiem
The Tritan Industries RISE of LEGION
552
|
Posted - 2013.04.29 06:48:00 -
[60] - Quote
Tectonic Fusion wrote:That still wouldn't fix the lazoooor rifle problem... Lasers without SS are fine. It's the 25%/40% range bonus that makes them game breaking.
I use the standard every now and again while playing Skirmish to help lock down points. It's surprisingly effective. |
|
The Robot Devil
BetaMax. CRONOS.
133
|
Posted - 2013.04.29 06:52:00 -
[61] - Quote
hooc roht wrote:Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff... No. It is a lasers and snipers can now get right on top of you without fear of being shot buff. Not equal at all. You shouldn't be able to hit a laser or sniper at AR range. |
The Robot Devil
BetaMax. CRONOS.
133
|
Posted - 2013.04.29 06:54:00 -
[62] - Quote
Schalac 17 wrote:The nova knives are going to be the hardest hit by this nerf. They lost 3-5 inches off of their blades, that is the difference between penetrating a heavies armor or not.
That's what she said
|
The Robot Devil
BetaMax. CRONOS.
136
|
Posted - 2013.04.29 07:23:00 -
[63] - Quote
KalOfTheRathi wrote:Here is a game designer viewpoint. Not a Dev mind you, just a software guy.
First, let's look at what SS did. It added 5% per level for all light weapons. When proficiency is included that means the basic number is 40% more distance. However, the way EVE and DUST, as far as I can tell, works is that each bonus is multiplied one right after the other. That means the actual range is 27.6% at lvl 5 SS and 48% for lvl 5 Proficiency.
Now, image what you are doing is designing a ten year game. At least first few years will be building up the basic functionality of the character. So you include the Sharp Shooter Skill to adjust ranged based on how much benefit vs SP the players are willing to spend.
To get the balance right just enable SS for Light Weapons, Heavy Weapons and Sidearms. The Beta testers will get the benefit of the entire range. But that is not how you would want the Skill to actually work in the Release.
Each specific Weapon needs SP to be spent on it. Why? Because that is how EVE works and it requires the Most SP to be spent. Which means the player needs to be connected to DUST for longer to get those benefits for multiple weapons. Each weapon has specifics that will need to be addressed. That is very consistent with splitting Vehicles vs Drop Suits Skills. Doing that requires More SP to used, which means more SP will need to be generated, which means more AUR for more Boosters. Life is good.
Now we are getting two things Real Soon Now. First is May 6th, Uprising. That is a major update to the game. May 14th is something else. More maps, guns and might even be called a Release. It doesn't really matter. What does matter is that it will no longer be called Beta and new players will expect a more complete game. However, they will not come into the game with the preconceived ideas from the Beta testers regarding certain Skills. Because they are all gone and everything is new.
We no longer are going to be used to find bugs, test how fast SP should be generated per day/week/whatever and we won't be having the special bonuses we got because we were here first. We will have the SP advantage but a lot of it will be mitigated as the Sharpshooter Skill is evidence of. I wouldn't be surprise if everything costs more SP in the long run. We get to wade through the New Skill Tree and find a new balance for our character. Skilling LW SS to lvl 5 will not increase the range for multiple weapons. We will have to make the decision regard Which Specific Weapon we want to improve. Just like the Newest of the New Berries.
It's a new game.
Sweet zombie Jesus! Someone got it. I could say it but it is hard for me to type out. You should be given 10 M ISK and a proto bpo of your choice. Everyone who posts or reads the forum should be made to read this and take a test on it. Beta means not done. Not done means anything can change at anytime for any reason. We are beta testers and we test ideas, balance, mechanics and stability. Every build has been an upgrade from the last and a completely new game. What we have and know now will be useful but at the same time will not be how the game works. Lots of things have changed and most have been to the better. We need take a deep breath and think for a second. Relax. Weapons need to fit into the roles that they are intended to play, by this I mean a heavy should not be fighting much past the start to the medium range when using a hmg. There are more weapons still to be deployed and each has a range and damage that has fit into a role from the eyes of the merc and from lore. Let's let CCP drop the build, we test for a few weeks and give feedback in a positive way and with open minds. We should do our job then enjoy our game. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1333
|
Posted - 2013.04.29 08:10:00 -
[64] - Quote
Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well
I actually discussed that specific topic with Gavin Frankle at FanFest after the advancing the core presentation.
The point here is to make weapons keep their very specialized field of expertise. People already mentionned shotguns having a way too long range but that goes for mostly every weapon.
AR ended up with a mid-long range (120 max/55m optimal maxed out), actually pretty much the efficiency of a base laser rifle without any SS. Laser became very very long range weapons, same for HMGs and that were reaching even further than ARs etc...
Without any Range skills, each weapon is kinda locked in its range area. Making having balance squads even more important than before. Also, it opens a vast array of racial weapon variants using the base range as a specific characteristic.
=> The Rail Rifle mentionned in the CCP presents keynote will probably be long range AR with less DPS output.
Another advantage of the no range skill is that progressing through different weapon tier becomes more interesting as you get more and more range. Duvolle has 4 m more in optimal and that changes a lot.
So overall, i'm pretty much liking this decision. But i think it may require some adjustments. Even though i played Uprising i cannot give you guys any of the new ranges and stuff as i didnt have enough time. I didnt even play that much actually. Anyway, optimal Range feels a little bit limited on some weapons. Max range is one thing but optimal is actually the thing that matters. So i think some weapons may need a slight buff on that part.
Another important thing to know is that they are looking at changing the way damage falloff works. At the moment, it's pretty much I\O. Either the bullet hits you or it doesnt. A small step is enough to go from I to O. They'd like to smooth that part and same goes with the damage % reduction...
Also, it would make sense to see some range modules down the line just like EVE has. Would actually give the possibility to trade Damage or Defense for Range.
So there's some work planned there on the range matter. But overall i think it will make the game more interesting. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1333
|
Posted - 2013.04.29 08:14:00 -
[65] - Quote
The Robot Devil wrote:Schalac 17 wrote:The nova knives are going to be the hardest hit by this nerf. They lost 3-5 inches off of their blades, that is the difference between penetrating a heavies armor or not. That's what she said
Actually knives feel pretty good now |
Aeon Amadi
WarRavens
1214
|
Posted - 2013.04.29 08:14:00 -
[66] - Quote
Removal of Sharpshooter puts more emphasis on racial combat philosophy and forces you to specialize into something. Generalization is the death of any game, at the point a weapon like an assault rifle is better than another weapon which was designed for a specific purpose, such as the Laser Rifle, then there is a major power creep issue.
If you want range, go Caldari - who specialize in long range engagements. Hence why they designed the Sniper Rifles and the soon-to-be-added Caldari Rail Rifles. But, with range comes a reduction in damage. There are always trade-offs. Until Uprising the Gallente Assault Rifle was King of All Trades and unnecessarily so as it's a Blaster, which in Eve Online has a notoriety for having the highest damage and lowest range.
This is just the natural evolution of Dust 514 as it was meant to be. |
Nelo Angel0
The Nommo Insurance Fraud.
30
|
Posted - 2013.04.29 08:19:00 -
[67] - Quote
*reads titles*
Everyone who wasn't running assault. Seriously the skill was getting a bit beyond broken. Shotguns were effective in mid short range, ARs were basically more rapid snipers, HMGs were causing QQ, and the one weapon it truly broke the LRs had a seriously mean effective... no a better optimal range.
*optimal range being not too far or too close to get the full DMG from the gun.
|
Jason Pearson
Seraphim Initiative. CRONOS.
877
|
Posted - 2013.04.29 08:45:00 -
[68] - Quote
Sharpshooter broke the game. |
Charlotte O'Dell
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
179
|
Posted - 2013.04.29 08:48:00 -
[69] - Quote
IRuby Heart wrote:Weapons in this game that absoulutely need to have our Current Sharpshooter brought back specifically for them~
- Forge Gun - Swarm launcher
That is all.
No. OP. |
Wicked Glory
Internal Error. Negative-Feedback
169
|
Posted - 2013.04.29 08:49:00 -
[70] - Quote
I asked for a sharpshooter nerf. |
|
Jack McReady
DUST University Ivy League
109
|
Posted - 2013.04.29 09:02:00 -
[71] - Quote
Nelo Angel0 wrote: Shotguns were effective in mid short range your assumption is WRONG. highest range shotguns have 9 meter optimal range. add both sharpshooter skills and you get the range up to 12meters... wow big difference.
the real reason why shotguns can be used up to 20 meters and still deal damage is because they have 30 meter fall off range thus still deal about 50% damage at 20 meters. |
MacGoogles iS-me-name
ThatsHott
6
|
Posted - 2013.04.29 09:11:00 -
[72] - Quote
Wicked Glory wrote:I asked for a sharpshooter nerf.
i Disagree with this "Sharpshooter Nerf"... My sniper would be ultimately useless. |
Himiko Kuronaga
SyNergy Gaming EoN.
207
|
Posted - 2013.04.29 09:24:00 -
[73] - Quote
...... sharpshooter broke the game? because it was a 40% increase? WHAT?
Are you clowns serious?
You think bullets actually being able to reach the other side of a street is OP? Wow.
It just dawned on me. You are all seriously terrible players and are probably the rejects of every other FPS out there. rofl.
Man I hope CCP doesn't actually give you guys that much sway or this game is screwed beyond words. |
Shijima Kuraimaru
WarRavens
187
|
Posted - 2013.04.29 09:53:00 -
[74] - Quote
Not going into large turrets on this. Just the man portable stuff.
Maybe Scrambler Pistols will have their maximum effective range set to 50 meters.
Maybe SMGs will have their maximum effective range set to 70 meters.
Maybe Shotguns will have their maximum effective range set to 55 meters with a 4 meter spread at max range.
Maybe Mass Drivers will have their maximum effective range set to 160 meters with an indiscriminate 6 meter blast radius. Indiscriminate means anyone, friend, foe, and self caught in the blast takes damage. Maybe add a 14 meter minimum arming range.
Maybe Assault Rifles will keep their current damage and will have their maximum effective range set to 600 meters.
Maybe Laser Rifles will have their maximum range set to line of sight with it's maximum effective zone between 750 meters and 850 meters.
Maybe HMGs will get their damage boosted 20% (Still less base per round damage than ARs) will have their maximum effective range set to 1000 meters with a 3 meter bullet spread at 1000 meters.
Maybe the Sniper Rifle will have their maximum effective range set to 1500 meters.
Maybe the Swarm Launcher will have their maximum effective range set to 4800 meters.
Maybe the Forge Gun will have their maximum effective range set to 10000 meters.
Yeah, this will never happen. Know why? Because it makes sense and we all know that most FPS gamers don't like it when weapon functionality in games makes sense. |
Aeon Amadi
WarRavens
1215
|
Posted - 2013.04.29 09:56:00 -
[75] - Quote
Himiko Kuronaga wrote:
Are you clowns serious?
You think bullets actually being able to reach the other side of a street is OP? Wow.
1 Meter = 3.2 Feet Average Street = 11 Feet Wide
100 meters (Assault Rifle can fire beyond this with lethal results) = 320 feet.
Try firing across 29 streets and that's generally what's going on. |
ANON Illuminati
A.N.O.N.Y.M.O.U.S.
17
|
Posted - 2013.04.29 10:11:00 -
[76] - Quote
Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well
to be honest i think its because of all the Nerfhammer threads. eventually it will come to the removal and or reduction of mods and skills. ive seen countless nerf complaints on the forums most recent is the assault rifle. now nerfing the assault rifle would completely make a shortage in the frontline men so take away the next best thing. sharp shooter and proficiency.
it blows and i think ccp should stop listening to the pc and newbies on here complaining about everything or everyone they cant kill and just make the game the way they intended to make it. because alot of player base ideas are slowly messing up the game. im not saying its all the players fault but if your going to remove or nerf something nerf or remove it because it truely has an issue not because of someone not being able to kill someone.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
187
|
Posted - 2013.04.29 10:12:00 -
[77] - Quote
This looks like a done deal.
Well, as done as a screenshot taken from a private server of game sharing the same universe... you get the idea. |
Ydubbs81 RND
Ahrendee Mercenaries
1101
|
Posted - 2013.04.29 11:26:00 -
[78] - Quote
Sharpshooter broke the game? Really?
|
revived angel
One-Armed Bandits Atrocitas
1
|
Posted - 2013.04.29 11:34:00 -
[79] - Quote
crazy space 1 wrote:BETA
Why did you never listen!!!??!?!?!??!??!?!?!
They arne't listening to you, they are using us to test while they produce the game. They have been listening to us, but balance changes are not going to happen until the game is more fleshed out. Everything is up for change. Nothing is being nerfed or buffed. Dropsuits started at x2 skill, then went x16, then x8 and now are x6. No one had to ask about that they are building the game and letting us play it while it's unfinished. they are supposed to listen to us , maybe not base entire decision on our opinion , but rather have our opinion ''shape'' the out come of certain things . |
Tony Calif
Seraphim Initiative. CRONOS.
2065
|
Posted - 2013.04.29 12:05:00 -
[80] - Quote
Sharpshooter is the skill is Op. let's face it, you wouldn't let someone out of boot camp without it at prof 3. Seriously, my buddy wouldn't play after being out ranged with the same gear, 3-4 times in a row. It was BS, and all experienced players know SS is 100% vital. So SS only made new players suffer.
Removal of SS, and reworking the max ranges is a GREAT move. |
|
Vrain Matari
ZionTCD Unclaimed.
486
|
Posted - 2013.04.29 12:16:00 -
[81] - Quote
Ydubbs81 RND wrote:Sharpshooter broke the game? Really?
It's sad that it comes to this.
I loved what sharpshooter added to the game. Loved having to distract or flank Lasers. Loved getting surprised by the range on Icy Tiger's Ishukone smg. Didn't love getting my 900+ hp heavy one-shotted by shotguns, but that's a dispersion problem in my books.
It removes a variable from the game and makes it simpler. Currently if you see a laser or AR looking at you and you need to cross open ground, a little testing is called for. Run out, check his tracers, check his damage, then make the sprint/flank decision.
Without sharpshooter, once we get the ranges of the weapons dialed in, it becomes a trivial process of estimation.
I'd like to see a better solution. |
Himiko Kuronaga
SyNergy Gaming EoN.
210
|
Posted - 2013.04.29 12:19:00 -
[82] - Quote
Aeon Amadi wrote:Himiko Kuronaga wrote:
Are you clowns serious?
You think bullets actually being able to reach the other side of a street is OP? Wow.
1 Meter = 3.2 Feet Average Street = 11 Feet Wide 100 meters (Assault Rifle can fire beyond this with lethal results) = 320 feet. Try firing across 29 streets and that's generally what's going on. Edit: And before we get any bull**** arguments comparing it to real life examples of military assault rifles, please - for the love of god - remember a few points: This is a game, this rifle is shooting PLASMA, those rifles have recoil (something the Dust 514 assault rifle doesn't have at level 5 Operation) and when tested at those ranges they're generally not dishing out 12.5 rounds per second.
Yea, except it isnt whats going on. The units of measurement in this game are beyond broken. An untrained HMG user cannot fire across the road in skid junction if he's sitting behind the cover. It's been tested.
I don't care if the weapon is accurate or not, it's MY JOB to compensate for it being an innaccurate piece of trash. It's not CCP's job to go and say "yo dawg, we don't like you firing from here, so we taking yo bullets away".
To hell with that. That is by far the laziest most BS way to balance an FPS. |
Aighun
Zumari Force Projection Caldari State
772
|
Posted - 2013.04.29 13:12:00 -
[83] - Quote
Without reading this entire thread...
Sharpshooter had to go. Gave players the most obvious advantage that you could get with the old skill system. But never really made sense.
"I am so good at shooting my bullets travel twice as far as yours do!"
No. If they add anything like a range increase it should be for specific guns. |
Aighun
Zumari Force Projection Caldari State
772
|
Posted - 2013.04.29 13:15:00 -
[84] - Quote
Vrain Matari wrote:Ydubbs81 RND wrote:Sharpshooter broke the game? Really?
It's sad that it comes to this. I loved what sharpshooter added to the game. Loved having to distract or flank Lasers. Loved getting surprised by the range on Icy Tiger's Ishukone smg. Didn't love getting my 900+ hp heavy one-shotted by shotguns, but that's a dispersion problem in my books. It removes a variable from the game and makes it simpler. Currently if you see a laser or AR looking at you and you need to cross open ground, a little testing is called for. Run out, check his tracers, check his damage, then make the sprint/flank decision. Without sharpshooter, once we get the ranges of the weapons dialed in, it becomes a trivial process of estimation. I'd like to see a better solution.
Just make it weapon specific. Then it becomes more important to gather intel on your opponent. Figure out their load out. |
GeneralButtNaked
ZionTCD Unclaimed.
383
|
Posted - 2013.04.29 13:24:00 -
[85] - Quote
Weapon range should be fixed to the weapon.
It is nonsense that a skill could somehow make your range increase.
The bigger issue is if they have balanced the weapons correctly. |
Wu-master
Rebelles A Quebec Orion Empire
8
|
Posted - 2013.04.29 14:09:00 -
[86] - Quote
Ok so now if iam assault rifle where is my skills againts Heavy machine gun,sniper,laser,mass driver and The shotgun .Everything was good and balance now i just see another change for worst.I spend money in my style to play investe in my dropsuite and you want to change the rule .Man this game some time |
Bones McGavins
TacoCat Industries
105
|
Posted - 2013.04.29 14:10:00 -
[87] - Quote
Sharpshooter is a pretty silly mechanic anyway. Its a must have skill right now, so its pretty much a useless SP dump until everyone is on even footing, and then makes the game frustrating for newer players.
In a competitive game (which hopefully dust is) you want the players to be on even-ish footing. Obviously SP and ISK and AUR break this mold, which is cool, but only if that advantages to the player are reasonable and/or easily communicated. I can tell what weapon someone is using when they fire, I can tell what their armor and shield is when I aim at them. These things allow me to know what the situation is and respond.
Sharpshooter doesnt have those tells, and is far more "game breaking" than damage boost, or reduced kickback. Simply being unable to hit someone who can hit me due to range when we have the same gun does not make for a fun experience. And since everyone who plays regularly knows this, and pumps up sharpshooter, it becomes pointless. |
Knarf Black
Subdreddit Test Alliance Please Ignore
609
|
Posted - 2013.04.29 14:21:00 -
[88] - Quote
The fighting is more interesting at closer ranges, and maybe the game will closer resemble CCP's screenshots and trailers now.
Sharpshooter was pushing us apart, man. |
Vermaak Doe
SVER True Blood Unclaimed.
711
|
Posted - 2013.04.29 14:38:00 -
[89] - Quote
GeneralButtNaked wrote:Weapon range should be fixed to the weapon.
It is nonsense that a skill could somehow make your range increase.
The bigger issue is if they have balanced the weapons correctly. Using your logic no skill would increase CPU or pg, no skill to increase damage, and no skill to reduce a weapon's cpu and pg needs |
Happy Violentime
OMFGZOMBIESRUN
25
|
Posted - 2013.04.29 14:45:00 -
[90] - Quote
I can understand the removal of sharpshooter, having a skill that makes your gun shoot further is stupid - either your gun can shoot to a particular range or it can't.
But having said that, all AR's need to have a base max range = to their current base + sharpshooter lvl 5 and sharpshooter prof lvl 5 - at the most this gives a max range on AR to 120m - think that's too far? Most AR's in current real-world usage have a range 500m +
Also as I've mentioned before in feedback, all weapons need to have their ranges viewable on the info screen. |
|
Prius Vecht
Red and Silver Hand Amarr Empire
79
|
Posted - 2013.04.29 14:52:00 -
[91] - Quote
Aighun wrote:Without reading this entire thread...
Sharpshooter had to go. Gave players the most obvious advantage that you could get with the old skill system. But never really made sense.
"I am so good at shooting my bullets travel twice as far as yours do!"
No. If they add anything like a range increase it should be for specific guns.
+1 to this. And why are we still overusing the term nerf when its not applicable? SS was broken, it had to be fixed. end of story. |
Ivan Avogadro
Subdreddit Test Alliance Please Ignore
127
|
Posted - 2013.04.29 14:58:00 -
[92] - Quote
Prius Vecht wrote:Aighun wrote:Without reading this entire thread...
Sharpshooter had to go. Gave players the most obvious advantage that you could get with the old skill system. But never really made sense.
"I am so good at shooting my bullets travel twice as far as yours do!"
No. If they add anything like a range increase it should be for specific guns. +1 to this. And why are we still overusing the term nerf when its not applicable? SS was broken, it had to be fixed. end of story.
agreed. You get the SP back and are on even ranging with newberries now. Just used the SP you would have spent on SS on something else to help win. Go deep into Weapon Operation and Proficiency. Add Vigor or Mobility to help you flank. Whatever, just relearn your max range.
And to all the heavies who hate the idea that they can't get kills without SS: the AR and LR users have to get closer to you too. The whole thing is a wash. |
Kushmir Nadian
Valor Coalition RISE of LEGION
196
|
Posted - 2013.04.29 15:27:00 -
[93] - Quote
Agree with this. Some of you kill me acting like you're politicking for HMGs when you're really just mad you can't fire from on top of C and kill guys at the CRU on the 4pt map (craziest complaint i've heard by far)
Even worse, some of you played MAG. A game where excess weapon ranges made snipers obsolete and you could one-shot a guy with a shotty at 40m ...Lets not forget high ROF LMGs could snipe too the paper/rock/scissors is what makes this game good...snipers might not be popular but they have to have a function. Dust even has lasers that take up their own special spot in the shotgun-pistol-SMG-HMG-AR-SR foodchain.
I rock a Heavy and i'm not ashamed to say SS was too effective. I could do damage to guys at 80m and I that was at level 4 w/o the profiiciency. THATS TOO KITTEN FAR. This "realism" argument fails everytime someone tries it. Telling me a real gatling gun can hit targets at 1100m is pointless when the map itself is 900m!!
Balance is the priority here. NOT REALISM. Gameplay would suck if my HMG could countersnipe a guy with a RAILGUN 100m away who not only has to aim but get 2 headshots to kill me. For that reason i'm fine with an HMG that has 40m of range and has high lethality in the 0-20m range. |
Mavado V Noriega
SyNergy Gaming EoN.
2950
|
Posted - 2013.04.29 15:39:00 -
[94] - Quote
Kushmir Nadian wrote:Agree with this. Some of you kill me acting like you're politicking for HMGs when you're really just mad you can't fire from on top of C and kill guys at the CRU on the 4pt map (craziest complaint i've heard by far) Even worse, some of you played MAG. A game where excess weapon ranges made snipers obsolete and you could one-shot a guy with a shotty at 40m ...Lets not forget high ROF LMGs could snipe too the paper/rock/scissors is what makes this game good...snipers might not be popular but they have to have a function. Dust even has lasers that take up their own special spot in the shotgun-pistol-SMG-HMG-AR-SR foodchain. I rock a Heavy and i'm not ashamed to say SS was too effective. I could do damage to guys at 80m and that was at level 4 w/o the proficiency. THATS TOO KITTEN FAR. This "realism" argument fails everytime someone tries it. Telling me a real gatling gun can hit targets at 1100m is pointless when the map itself is 900m!! Balance is the priority here. NOT REALISM. Gameplay would suck if my HMG could countersnipe a guy with a RAILGUN 100m away who not only has to aim but get 2 headshots to kill me. Why would you use anything else? For that reason i'm fine with an HMG that has 40m of range and has high lethality in the 0-20m range.
damn kush goin INNNNNNNN |
Fiddlestaxp
TeamPlayers EoN.
36
|
Posted - 2013.04.29 15:42:00 -
[95] - Quote
Me.
Personally I am very much looking forward to every gun in the game except for the MD receiving a nerf.
Best balance change yet. |
KryptixX
Imperfects Negative-Feedback
394
|
Posted - 2013.04.29 15:50:00 -
[96] - Quote
Don't worry they will be back in the form of weapon mods I am sure.
Coming in hot for 2015. |
Gaus Penfield
S.e.V.e.N.
7
|
Posted - 2013.04.29 15:53:00 -
[97] - Quote
Kushmir Nadian wrote: Balance is the priority here. NOT REALISM. Gameplay would suck if my HMG could countersnipe a guy with a RAILGUN 100m away who not only has to aim but get 2 headshots to kill me. Why would you use anything else? For that reason i'm fine with an HMG that has 40m of range and has high lethality in the 0-20m range.
I agree with most of that, but when it starts to feel like you could see how many fingers the guy is holding up, but not shoot him. Or you can lob a grenade almost as far as you can shoot... the game starts to feel a little broken. |
Roy Ventus
Foxhound Corporation
240
|
Posted - 2013.04.29 15:55:00 -
[98] - Quote
I asked for it. |
Kushmir Nadian
Valor Coalition RISE of LEGION
198
|
Posted - 2013.04.29 15:56:00 -
[99] - Quote
Mavado V Noriega wrote:Kushmir Nadian wrote:Agree with this. Some of you kill me acting like you're politicking for HMGs when you're really just mad you can't fire from on top of C and kill guys at the CRU on the 4pt map (craziest complaint i've heard by far) Even worse, some of you played MAG. A game where excess weapon ranges made snipers obsolete and you could one-shot a guy with a shotty at 40m ...Lets not forget high ROF LMGs could snipe too the paper/rock/scissors is what makes this game good...snipers might not be popular but they have to have a function. Dust even has lasers that take up their own special spot in the shotgun-pistol-SMG-HMG-AR-SR foodchain. I rock a Heavy and i'm not ashamed to say SS was too effective. I could do damage to guys at 80m and that was at level 4 w/o the proficiency. THATS TOO KITTEN FAR. This "realism" argument fails everytime someone tries it. Telling me a real gatling gun can hit targets at 1100m is pointless when the map itself is 900m!! Balance is the priority here. NOT REALISM. Gameplay would suck if my HMG could countersnipe a guy with a RAILGUN 100m away who not only has to aim but get 2 headshots to kill me. Why would you use anything else? For that reason i'm fine with an HMG that has 40m of range and has high lethality in the 0-20m range. damn kush goin INNNNNNNN
Had to be said, dog. MAG guys flippin' know better...you watch one game be destroyed by bad mechanics and have the nerve to support gameplay because it fits your playstyle?
UNBELIEVABLE. |
Mavado V Noriega
SyNergy Gaming EoN.
2950
|
Posted - 2013.04.29 15:59:00 -
[100] - Quote
KryptixX wrote:Don't worry they will be back in the form of weapon mods I am sure.
Coming in hot for 2015.
this is how it should be anyway weapon mods that increase something like dmg or range and have a penalty to it....coming 2015! |
|
Tolen Rosas
Kang Lo Directorate Gallente Federation
114
|
Posted - 2013.04.29 16:08:00 -
[101] - Quote
Prius Vecht wrote:Aighun wrote:Without reading this entire thread...
Sharpshooter had to go. Gave players the most obvious advantage that you could get with the old skill system. But never really made sense.
"I am so good at shooting my bullets travel twice as far as yours do!"
No. If they add anything like a range increase it should be for specific guns. +1 to this. And why are we still overusing the term nerf when its not applicable? SS was broken, it had to be fixed. end of story.
QFT. |
Chunky Munkey
Amarr Templars Amarr Empire
406
|
Posted - 2013.04.29 16:11:00 -
[102] - Quote
hooc roht wrote:Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff... No. It is a lasers and snipers can now get right on top of you without fear of being shot buff. Not equal at all.
An LR without sharpshooter is terrible. You won't need to worry about it. |
EnIgMa99
Imperfects Negative-Feedback
258
|
Posted - 2013.04.29 16:13:00 -
[103] - Quote
Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well
Having a limited range is dumb as crap man. I see someone but my gun cant shoot him? that is dumb just dumb |
Happy Violentime
OMFGZOMBIESRUN
25
|
Posted - 2013.04.29 16:20:00 -
[104] - Quote
But it's fine to have a dropsuit that increases the range of your laser rifle??? GTFO! |
Rigor Mordis
Imperial Populicide Legion
28
|
Posted - 2013.04.29 16:38:00 -
[105] - Quote
EnIgMa99 wrote:Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well Having a limited range is dumb as crap man. I see someone but my gun cant shoot him? that is dumb just dumb
At the same time its dumb to be able to spawn in one of the Original spawn locations, and run a few meters and start sniping the enemy at their original spawn.
Its dumb that the original spawnpoints are within that kind of range, Its dumb that they don't have much cover and the ones that do have bunkers facing the spawn.?.?. Its dumb that the original spawns are not deeper behind the redline.
Its dumb that grenades don't explode after the pin is pulled. <<<''NERF'', especially if its is that way if friendly fire matches.
Its dumb that the glitcher fanboys have constructed/defended the LONG list of things that are dumb.
I really hope that the new build addresses some of the honey boo boo BS. Keep tabs on the people who are calling people ''Imps'', ''whiners'', etc.
If this thing turns into some real deal Holyfield FPS action, we are gonna get to see a lot of them CRY foul and go back to D&D. |
Aeon Amadi
WarRavens
1215
|
Posted - 2013.04.29 18:32:00 -
[106] - Quote
EnIgMa99 wrote:Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well Having a limited range is dumb as crap man. I see someone but my gun cant shoot him? that is dumb just dumb
Not even going to come up with a logical response to this as it's just crybaby bull**** over not being able to be King of the Pub Stomping. |
Kalante Schiffer
Hellstorm Inc League of Infamy
206
|
Posted - 2013.04.29 18:35:00 -
[107] - Quote
Aeon Amadi wrote:EnIgMa99 wrote:Ydubbs81 RND wrote:I don't understand why CCP is removing the range for the sharpshooter skill. They placed it in the game and I don't recall reading a lot of hate for the sharpshooter from the community. So, I don't understand why the devs would have placed it in the game.....and then remove it when there was no negative feedback about it. In fact, everyone I know loves the sharpshooter skill.
And why the removal of the passive damage skill? I can't recall anyone having issues with these skills....so why are they being removed?
If I am mistaken or misinformed, please let me know that as well Having a limited range is dumb as crap man. I see someone but my gun cant shoot him? that is dumb just dumb Not even going to come up with a logical response to this as it's just crybaby bull**** over not being able to be King of the Pub Stomping. it seems that you never had the rush of going 50 kills almost every game. now that sharp shooter is going to be gone along with weaponry, new standards must be set. |
Shijima Kuraimaru
WarRavens
188
|
Posted - 2013.04.29 20:05:00 -
[108] - Quote
I'm fine with sharpshooter range increase going. I just hope weapon ranges get reworked in a way that makes more sense and not just have everything reduced to airsoft, paintball, or even worse, Nerf gun ranges. |
Cruor Abominare
Subdreddit Test Alliance Please Ignore
11
|
Posted - 2013.04.29 20:17:00 -
[109] - Quote
Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff...
Its actually a MASSIVE buff to snipers. Without sharpshooter skills, the vast majority of weapons such as laser/ar can no longer reach them in a lot of positions on the map. Peaks will be especially luzly as now you won't actually be able to engage in firefights from the bowl to the rocks across from it.
Sniping on the pipes in the MCC construction map? Unless you're overhanging on the pipe sections near the access to the overpass, you'll be safe. Rooftop sniping will get even more painful as the only counter will be counter sniping since long range weapons won't be able to suppress much less hit back. |
Schalac 17
D3LTA FORC3 Orion Empire
35
|
Posted - 2013.04.29 20:36:00 -
[110] - Quote
The only thing I would add to the SS nerf is maybe a slight range increase on FG and possibly a velocity modifier for swarm missiles. That would fix those weapons so that SS is not needed to effectively engage drop ships. I do not include tanks because you can use close cover other tanks or the new assault drop ships to kill a tank. Drop ships can fly high and fast though so you need a little more oomph to engage them.
All the SS nerf for the rest of the weapons did is change the safe engagement radius. Now the pocket where an AR user can effectively engage a HMG user is closer and smaller, but it still exists. Same for SR vs. LR vs. TAR vs. AR vs. HMG vs. SG .... and so on. The pocket is still there and it is still exploitable. No longer though will AR vs. AR or LR vs. LR be decided by who has more points in SS. This is good, and this is what DUST needs to be a competitive FPS. |
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Baal Roo
Subdreddit Test Alliance Please Ignore
1284
|
Posted - 2013.04.29 20:56:00 -
[111] - Quote
Honestly, so far in this thread it seems the only argument against getting rid of SS is that people won't be able to pubstomp as effectively as before. |
Schalac 17
D3LTA FORC3 Orion Empire
36
|
Posted - 2013.04.29 20:57:00 -
[112] - Quote
Baal Roo wrote:Honestly, so far in this thread it seems the only argument against getting rid of SS is that people won't be able to pubstomp as effectively as before. Because that is the only defense for keeping SS in it's current form. |
Johnny Guilt
Algintal Core Gallente Federation
66
|
Posted - 2013.04.29 21:11:00 -
[113] - Quote
I was for the SS removal,wont effect me much since i didnt skill into it at all and still did well with my weapons of choice. |
Johnny Guilt
Algintal Core Gallente Federation
66
|
Posted - 2013.04.29 21:14:00 -
[114] - Quote
Jack McReady wrote:Nelo Angel0 wrote: Shotguns were effective in mid short range your assumption is WRONG. highest range shotguns have 9 meter optimal range. add both sharpshooter skills and you get the range up to 12meters... wow big difference. the real reason why shotguns can be used up to 20 meters and still deal damage is because they have 30 meter fall off range thus still deal about 50% damage at 20 meters. in short, shotguns still woop ass |
Rasatsu
Much Crying Old Experts
631
|
Posted - 2013.04.29 21:20:00 -
[115] - Quote
Who asked for the HAV nerf?
No one. |
Rupture Reaperson
Deadly Blue Dots RISE of LEGION
104
|
Posted - 2013.04.29 22:05:00 -
[116] - Quote
Kushmir Nadian wrote:This "realism" argument fails everytime someone tries it. Telling me a real gatling gun can hit targets at 1100m is pointless when the map itself is 900m!!
This one really hit home, "THE" QFT. Never thought about it, at least not in that point of view and its very, very true. |
Shijima Kuraimaru
WarRavens
190
|
Posted - 2013.04.29 22:12:00 -
[117] - Quote
Rupture Reaperson wrote:Kushmir Nadian wrote:This "realism" argument fails everytime someone tries it. Telling me a real gatling gun can hit targets at 1100m is pointless when the map itself is 900m!!
This one really hit home, "THE" QFT. Never thought about it, at least not in that point of view and its very, very true.
It's also a bad argument as the maps will get bigger. Unless CCP has changed their plans for maps drastically, combat will be happening on maps that are 3+ km across. Thats 3000 meters and larger for those that can't do math. And the 3km maps, last I heard, were to be the small maps. |
Aeon Amadi
WarRavens
1219
|
Posted - 2013.04.29 22:18:00 -
[118] - Quote
Shijima Kuraimaru wrote:Rupture Reaperson wrote:Kushmir Nadian wrote:This "realism" argument fails everytime someone tries it. Telling me a real gatling gun can hit targets at 1100m is pointless when the map itself is 900m!!
This one really hit home, "THE" QFT. Never thought about it, at least not in that point of view and its very, very true. It's also a bad argument as the maps will get bigger. Unless CCP has changed their plans for maps drastically, combat will be happening on maps that are 3+ km across. Thats 3000 meters and larger for those that can't do math. And the 3km maps, last I heard, were to be the small maps.
Close combat is more intimate to the player. I can't feel good about offing someone I can just barely see - but knowing that I almost died and killed them before they killed me... That's where stories are made.
The awesome stories are always the ones where the odds are stacked against you - not when you have every advantage. |
Justin Tymes
Condotta Rouvenor Gallente Federation
48
|
Posted - 2013.04.29 22:44:00 -
[119] - Quote
Good, ARs having Laser range and being right under Shotguns and HMGs as the best CQC weapon was ridiculous. |
Thog A Kuma
Planetary Response Organisation
64
|
Posted - 2013.04.30 00:40:00 -
[120] - Quote
MD never really used SS much, firing at max range was a 5 second flight time, the only thing that doesn't move in 5 sec is a sniper and snipers above you are near unhittable (mostly). The nerf MD threads will be thick. I wonder what skills will be available for MD. |
|
Buster Friently
Rosen Association
312
|
Posted - 2013.04.30 00:50:00 -
[121] - Quote
Thog A Kuma wrote:MD never really used SS much, firing at max range was a 5 second flight time, the only thing that doesn't move in 5 sec is a sniper and snipers above you are near unhittable (mostly). The nerf MD threads will be thick. I wonder what skills will be available for MD.
I admit it. I requested the nerf because SS wan't affecting my MD.
Sorry guys.
(I regret nothing!)
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
192
|
Posted - 2013.04.30 00:57:00 -
[122] - Quote
Thog A Kuma wrote:MD never really used SS much, firing at max range was a 5 second flight time, the only thing that doesn't move in 5 sec is a sniper and snipers above you are near unhittable (mostly). The nerf MD threads will be thick. I wonder what skills will be available for MD. Don't forget that the blast radius for all explosions are finally on a 3-D plane so half my clip won't be duds anymore because someone has a pixel of elevation or incline. Hell, all those kill assists I usually get will probably translate to actual kills now. On top of that, not having to worry about someone praying and spraying with their damage mod stacked plasma rifle from across the ****ing map, my KDR might go positive for once as a logi.
|
slypie11
Planetary Response Organisation
223
|
Posted - 2013.04.30 01:25:00 -
[123] - Quote
Well I hope your all happy with your nerf SS and AR threads, because last I heard, the Gallente AR was getting shotgun range. So once again, the nerf threads have ended up over-nerfing, the "OP" weapon until it has become obsolete. You people just won't stop until every weapon is dealing 1 damage and has 1 meter of range. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
197
|
Posted - 2013.04.30 01:38:00 -
[124] - Quote
slypie11 wrote:Well I hope your all happy with your nerf SS and AR threads, because last I heard, the Gallente AR was getting shotgun range. So once again, the nerf threads have ended up over-nerfing, the "OP" weapon until it has become obsolete. You people just won't stop until every weapon is dealing 1 damage and has 1 meter of range. ITT: First world problems. I hope they take your damage mods next so this stops being another generic twitch gaming arcade FPS. One more week until the CoDex build is done, so you better get your last bit of enjoyment before you actually have to get kills with something other than range. |
slypie11
Planetary Response Organisation
223
|
Posted - 2013.04.30 01:41:00 -
[125] - Quote
Cosgar wrote:slypie11 wrote:Well I hope your all happy with your nerf SS and AR threads, because last I heard, the Gallente AR was getting shotgun range. So once again, the nerf threads have ended up over-nerfing, the "OP" weapon until it has become obsolete. You people just won't stop until every weapon is dealing 1 damage and has 1 meter of range. ITT: First world problems. I hope they take your damage mods next so this stops being another generic twitch gaming arcade FPS. One more week until the CoDex build is done, so you better get your last bit of enjoyment before you actually have to get kills with something other than range. Actually I don't ussually use damage mods, only on my sniper fit, and even then it's only enhanced, but they sure do make a stndrd sniper a damage dealer |
Aqua-Regia
Ahrendee Mercenaries
49
|
Posted - 2013.04.30 02:48:00 -
[126] - Quote
i just hope ccp keep on nerf ing the gun
more guys play the forum game then the real game |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
201
|
Posted - 2013.04.30 02:49:00 -
[127] - Quote
Aqua-Regia wrote:i just hope ccp keep on nerf ing the gun
more guys play the forum game then the real game Is this the meta game I keep hearing about? |
ReGnUM Public Relations
Imperfects Public Relations
176
|
Posted - 2013.04.30 03:40:00 -
[128] - Quote
After attending fanfest I will personally not be using the gallente AR |
Schalac 17
Expert Intervention Caldari State
45
|
Posted - 2013.04.30 03:48:00 -
[129] - Quote
ReGnUM Public Relations wrote:After attending fanfest I will personally not be using the gallente AR As a person that sees the future I will be heavily specced into HMG and Amarr 'Templar' Heavy dropsuits. Fear me. |
Shijima Kuraimaru
WarRavens
193
|
Posted - 2013.04.30 03:50:00 -
[130] - Quote
slypie11 wrote:Well I hope your all happy with your nerf SS and AR threads, because last I heard, the Gallente AR was getting shotgun range. So once again, the nerf threads have ended up over-nerfing, the "OP" weapon until it has become obsolete. You people just won't stop until every weapon is dealing 1 damage and has 1 meter of range.
I think the reduced range is due to it being a high damage blaster type weapon. New ARs will come out with longer ranges and lower damage, or some other balancing factor like rate of fire. So the merc will then have to choose if he wants short range high damage (Caldari Blaster Rifle), long range low damage (Minmatar Assault Rifle), or mid range mid damage (Amarr Scrambler rifle). This could possibly happen with several of the weapons available. We won't know till they're released. |
|
Aeon Amadi
WarRavens
1226
|
Posted - 2013.04.30 05:11:00 -
[131] - Quote
Shijima Kuraimaru wrote:slypie11 wrote:Well I hope your all happy with your nerf SS and AR threads, because last I heard, the Gallente AR was getting shotgun range. So once again, the nerf threads have ended up over-nerfing, the "OP" weapon until it has become obsolete. You people just won't stop until every weapon is dealing 1 damage and has 1 meter of range. I think the reduced range is due to it being a high damage blaster type weapon. New ARs will come out with longer ranges and lower damage, or some other balancing factor like rate of fire. So the merc will then have to choose if he wants short range high damage (Caldari Blaster Rifle), long range low damage (Minmatar Assault Rifle), or mid range mid damage (Amarr Scrambler rifle). This could possibly happen with several of the weapons available. We won't know till they're released.
No offense mate but you got that all wrong..
Gallente Blaster is short range, high damage - such has always been their nature. Minmatar Combat Rifle would be a good medium at everything, with a higher emphasis on armor damage. Amarr Scrambler Rifle would be another good medium, with a higher emphasis on shield damage. Caldari Rail Rifle would be long range, low damage as they have always specialized in Siege Warfare, using long range Railguns with ships that have bonuses to their optimal range. |
Shijima Kuraimaru
WarRavens
194
|
Posted - 2013.05.01 07:50:00 -
[132] - Quote
Aeon Amadi wrote:Shijima Kuraimaru wrote:slypie11 wrote:Well I hope your all happy with your nerf SS and AR threads, because last I heard, the Gallente AR was getting shotgun range. So once again, the nerf threads have ended up over-nerfing, the "OP" weapon until it has become obsolete. You people just won't stop until every weapon is dealing 1 damage and has 1 meter of range. I think the reduced range is due to it being a high damage blaster type weapon. New ARs will come out with longer ranges and lower damage, or some other balancing factor like rate of fire. So the merc will then have to choose if he wants short range high damage (Caldari Blaster Rifle), long range low damage (Minmatar Assault Rifle), or mid range mid damage (Amarr Scrambler rifle). This could possibly happen with several of the weapons available. We won't know till they're released. No offense mate but you got that all wrong.. Gallente Blaster is short range, high damage - such has always been their nature. Minmatar Combat Rifle would be a good medium at everything, with a higher emphasis on armor damage. Amarr Scrambler Rifle would be another good medium, with a higher emphasis on shield damage. Caldari Rail Rifle would be long range, low damage as they have always specialized in Siege Warfare, using long range Railguns with ships that have bonuses to their optimal range.
Ah, I got the races mixed. Oh well, it happens. But yes. What you said. Different ranges based on weapon type are better than different ranges for the same weapon based on a character skill. |
Shijima Kuraimaru
WarRavens
194
|
Posted - 2013.05.01 07:52:00 -
[133] - Quote
Aeon Amadi wrote:Shijima Kuraimaru wrote:Rupture Reaperson wrote:Kushmir Nadian wrote:This "realism" argument fails everytime someone tries it. Telling me a real gatling gun can hit targets at 1100m is pointless when the map itself is 900m!!
This one really hit home, "THE" QFT. Never thought about it, at least not in that point of view and its very, very true. It's also a bad argument as the maps will get bigger. Unless CCP has changed their plans for maps drastically, combat will be happening on maps that are 3+ km across. Thats 3000 meters and larger for those that can't do math. And the 3km maps, last I heard, were to be the small maps. Close combat is more intimate to the player. I can't feel good about offing someone I can just barely see - but knowing that I almost died and killed them before they killed me... That's where stories are made. The awesome stories are always the ones where the odds are stacked against you - not when you have every advantage.
Then get in close. That's your choice. Awesome stories are made by the players, not engagement range. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
250
|
Posted - 2013.05.01 08:10:00 -
[134] - Quote
Click Me! |
KrazyEyeKilla
Greek Death Squad
0
|
Posted - 2013.05.01 18:31:00 -
[135] - Quote
The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. |
XXfootnoteXX
DUST University Ivy League
231
|
Posted - 2013.05.01 18:43:00 -
[136] - Quote
KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through.
Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
239
|
Posted - 2013.05.01 18:54:00 -
[137] - Quote
hooc roht wrote:Lavirac JR wrote:Everything is getting equally reduced basically, this means HP and defense are getting a buff... No. It is a lasers and snipers can now get right on top of you without fear of being shot buff. Not equal at all. I don't know if you've ever played a laser or a sniper, but the last thing they want to do is get right on top of you. |
Himiko Kuronaga
SyNergy Gaming EoN.
224
|
Posted - 2013.05.01 18:55:00 -
[138] - Quote
XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th.
Why shouldn't an AR hit you from across the map exactly?
There is no way sustained fire can cause substantial damage at that range. Disperson/Kick/Accuracy is the safeguard there.
A well placed single shot could kill you if you are knocking on deaths door though, and it should. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
273
|
Posted - 2013.05.01 19:49:00 -
[139] - Quote
Himiko Kuronaga wrote:XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Why shouldn't an AR hit you from across the map exactly? There is no way sustained fire can cause substantial damage at that range. Disperson/Kick/Accuracy is the safeguard there. A well placed single shot could kill you if you are knocking on deaths door though, and it should. Why should I have to use a tactical to make that single, situational shot, when I know for a fact I am good enough to make it with an iron sight? Because you're not beating people with skill, just range. |
Justin Tymes
Condotta Rouvenor Gallente Federation
55
|
Posted - 2013.05.01 19:53:00 -
[140] - Quote
Himiko Kuronaga wrote:XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Why shouldn't an AR hit you from across the map exactly? There is no way sustained fire can cause substantial damage at that range. Disperson/Kick/Accuracy is the safeguard there. A well placed single shot could kill you if you are knocking on deaths door though, and it should. Why should I have to use a tactical to make that single, situational shot, when I know for a fact I am good enough to make it with an iron sight?
Because it was meant to be a Short to medium range weapon, and instead, it was an all-but-sniper range weapon? |
|
microwave UDIE
S.e.V.e.N. Gentlemen's Agreement
4
|
Posted - 2013.05.01 21:19:00 -
[141] - Quote
Would be nice if we could just change out ammo load types/ crystals like in EVE to compensate for range and damage types. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
279
|
Posted - 2013.05.01 23:10:00 -
[142] - Quote
Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. |
Garrett Blacknova
Codex Troopers
2654
|
Posted - 2013.05.01 23:54:00 -
[143] - Quote
Sharpshooter on HMG and Shotgun broke those two weapons against most of their best counters, until the other player also skilled into the same thing, meaning the only valid counter to SS was equal/better SS.
Sharpshooter on ARs basically allowed them to negate the primary advantage of Snipers. Same goes for Lasers. Some Ambush maps are small enough that lvl 3 SS is almost enough to fire across the map with mid-range weapons.
There have been plenty of threads targeting weapons specifically for "SS breaks this weapon" or "this weapon breaks SS" or "this weapon is OP" with the explanation basically boiling down to one of the first 2. |
Schalac 17
Expert Intervention Caldari State
49
|
Posted - 2013.05.02 01:02:00 -
[144] - Quote
Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. It's amazing to me that someone even made that video. So horrible... Hai guys now here is lesson #2, pull the trigger when you want to shoot at someone... |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
128
|
Posted - 2013.05.02 01:02:00 -
[145] - Quote
Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS.
When did strafing become the thing to do in FPS? I don't remember it being a part of Goldeneye, which I have no problem admitting was my first/only experience with FPS until Uncharted 2.
I just don't get it, I thought that CCP was going for a SciFi Sim, in the case of Dust it would make me believe that it is to be a War Sim and when in war do people strafe (note I said people and not planes)? |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
283
|
Posted - 2013.05.02 01:10:00 -
[146] - Quote
Schalac 17 wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. It's amazing to me that someone even made that video. So horrible... Hai guys now here is lesson #2, pull the trigger when you want to shoot at someone... You have to keep in mind that some people playing this game have never played an FPS before. Think of how many people actually stand still. Assuming you can actually see them when you're sniping across the map with an intended mid range, high power weapon that is...
Alaika Arbosa wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. When did strafing become the thing to do in FPS? I don't remember it being a part of Goldeneye, which I have no problem admitting was my first/only experience with FPS until Uncharted 2. I just don't get it, I thought that CCP was going for a SciFi Sim, in the case of Dust it would make me believe that it is to be a War Sim and when in war do people strafe (note I said people and not planes)? Back in 2009 Dust 514 was advertised as a strafe and track style shooter similar to the early Halo series. Thanks to instant gratification addicted CoD junkies, this has been all but lost or CCP is trying to reach some unreachable middle ground. My point is that when's the last time anyone has been in a mid range engagement in this game let alone had a chance to attempt to strafe? |
Schalac 17
Expert Intervention Caldari State
49
|
Posted - 2013.05.02 01:18:00 -
[147] - Quote
Cosgar wrote:Schalac 17 wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. It's amazing to me that someone even made that video. So horrible... Hai guys now here is lesson #2, pull the trigger when you want to shoot at someone... You have to keep in mind that some people playing this game have never played an FPS before. Think of how many people actually stand still. Assuming you can actually see them when you're sniping across the map with an intended mid range, high power weapon that is... At this point in time I doubt very much that DUST is anyones first first-person shooter. If it is I would tell you to stop playing DUST right now and go play CS, Halo, COD, BF, GR, RS, QUAKE, ARMA, TF, KZ, GUN, TS or any other of the plethora of awesome shooters out there right now that blow the doors off of DUST. Then come back and see if you are ready for a FPS that is not just a simple shooter.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
284
|
Posted - 2013.05.02 01:29:00 -
[148] - Quote
Schalac 17 wrote:Cosgar wrote:Schalac 17 wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. It's amazing to me that someone even made that video. So horrible... Hai guys now here is lesson #2, pull the trigger when you want to shoot at someone... You have to keep in mind that some people playing this game have never played an FPS before. Think of how many people actually stand still. Assuming you can actually see them when you're sniping across the map with an intended mid range, high power weapon that is... At this point in time I doubt very much that DUST is anyones first first-person shooter. If it is I would tell you to stop playing DUST right now and go play CS, Halo, COD, BF, GR, RS, QUAKE, ARMA, TF, KZ, GUN, TS or any other of the plethora of awesome shooters out there right now that blow the doors off of DUST. Then come back and see if you are ready for a FPS that is not just a simple shooter. That's the issue, who the **** is CCP trying to appeal to with this game? I'll admit it, I'm not a twitch gaming run and gun rambo player, but I'll snipe the **** out of someone from behind cover or strafe until one of us dies. A few builds ago, Dust was right up my alley. I knew what the game was building up to and I loved it. Now since the CoDex build, it took 5 steps back almost to the point that I was wondering if CCP replaced the dev team with people from Activision. This run and gun two bullets from a stacked AR from 100m+ away crap isn't innovation. What's the point of having shields and armor when you can kill someone in 1/8 of a second? It's nothing but simplicity wrapped in a blanket of micromanagement. |
Vrain Matari
ZionTCD Unclaimed.
495
|
Posted - 2013.05.02 12:31:00 -
[149] - Quote
XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Right now our maps are artificially small for testing purposes.
And the current range on these weapons, even with shaprshooter, is not unrealistic.
Removing shaprshooter simplifies gameplay and is part of a dumbing-down process. |
Vrain Matari
ZionTCD Unclaimed.
495
|
Posted - 2013.05.02 12:43:00 -
[150] - Quote
Garrett Blacknova wrote:Sharpshooter on HMG and Shotgun broke those two weapons against most of their best counters, until the other player also skilled into the same thing, meaning the only valid counter to SS was equal/better SS.
Sharpshooter on ARs basically allowed them to negate the primary advantage of Snipers. Same goes for Lasers. Some Ambush maps are small enough that lvl 3 SS is almost enough to fire across the map with mid-range weapons.
There have been plenty of threads targeting weapons specifically for "SS breaks this weapon" or "this weapon breaks SS" or "this weapon is OP" with the explanation basically boiling down to one of the first 2. I agree with the ranges on the HMG & shotgun being to long for good balance, but balancing their base ranges would work just as well. And I would support the SS skill being contextual with weapon class.
Many peeps are claiming that AR with SS are out-competing snipers. The minimum range on a sniper rifle is 500m iirc. For comparison, what is the range at which an AR with fully trained SS proficiency hits for 25% efficiency?
I'm not going to calculate it right now, but if it's 200m i'd be surprised. So when i see peeps claiming that AR range is unbalanced with sniper rifles it tend to discount that poster's opinion.
What problems does Gemcutter have with the AR's range? The only threat my AR + SS is to him is is if go hiking in the hills to hunt him down. |
|
SUGAR-BOO-BOO
Seituoda Taskforce Command Caldari State
18
|
Posted - 2013.05.02 12:51:00 -
[151] - Quote
Oh you are SO tuff, aren't you?
You master of your keyboard you! |
Garrett Blacknova
Codex Troopers
2664
|
Posted - 2013.05.02 13:05:00 -
[152] - Quote
Vrain Matari wrote:Garrett Blacknova wrote:Sharpshooter on HMG and Shotgun broke those two weapons against most of their best counters, until the other player also skilled into the same thing, meaning the only valid counter to SS was equal/better SS.
Sharpshooter on ARs basically allowed them to negate the primary advantage of Snipers. Same goes for Lasers. Some Ambush maps are small enough that lvl 3 SS is almost enough to fire across the map with mid-range weapons.
There have been plenty of threads targeting weapons specifically for "SS breaks this weapon" or "this weapon breaks SS" or "this weapon is OP" with the explanation basically boiling down to one of the first 2. I agree with the ranges on the HMG & shotgun being too long for good balance, but balancing their base ranges would work just as well. And I would support the SS skill being contextual with weapon class. Many peeps are claiming that ARs with SS are out-competing snipers. The minimum range on a sniper rifle is 500m iirc. For comparison, what is the range at which an AR with fully trained SS proficiency hits for 25% efficiency? I'm not going to calculate it right now, but if it's 200m i'd be surprised. So when i see peeps claiming that AR range is unbalanced with sniper rifles i tend to discount that poster's opinion. What problems does Gemcutter have with the AR's range? The only threat my AR + SS is to him is is if i go hiking in the hills to hunt him down. Balancing the base ranges of HMG and Shotgun so they work "properly" as high SS levels would nerf them into uselessness until the skill is maxed out. That's not a balance improvement. Removing the skill is, and it allows weapon ranges to be lined up so they each fill a specific niche in regards to damage vs. range.
And snipers DON'T have a minimum range. At all. I've been quick-scoped at Shotgun ranges (legit SG range, not SS-buffed) and taken full damage from the hit. At almost the maximum range possible on an Ambush map like Manus Peak, AR and Laser Assaults can damage-race Snipers and win (without needing Viziams). When they can get just barely into range where they're able to hit, ARs still fire accurately enough to rip a sniper apart before they can take a second shot. If you don't kill with the first shot (and against a well-tanked suit, you often won't, even with a headshot), you've usually lost the fight. |
Himiko Kuronaga
SyNergy Gaming EoN.
231
|
Posted - 2013.05.02 13:08:00 -
[153] - Quote
Cosgar wrote:Himiko Kuronaga wrote:XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Why shouldn't an AR hit you from across the map exactly? There is no way sustained fire can cause substantial damage at that range. Disperson/Kick/Accuracy is the safeguard there. A well placed single shot could kill you if you are knocking on deaths door though, and it should. Why should I have to use a tactical to make that single, situational shot, when I know for a fact I am good enough to make it with an iron sight? Because you're not beating people with skill, just range.
You're not beating people with skill, just netcode. |
Vrain Matari
ZionTCD Unclaimed.
495
|
Posted - 2013.05.02 13:29:00 -
[154] - Quote
Garrett Blacknova wrote:Vrain Matari wrote:Garrett Blacknova wrote:...some good stuff... I agree with the ranges on the HMG & shotgun being too long for good balance, but balancing their base ranges would work just as well. And I would support the SS skill being contextual with weapon class. Many peeps are claiming that ARs with SS are out-competing snipers. The minimum range on a sniper rifle is 500m iirc. For comparison, what is the range at which an AR with fully trained SS proficiency hits for 25% efficiency? I'm not going to calculate it right now, but if it's 200m i'd be surprised. So when i see peeps claiming that AR range is unbalanced with sniper rifles i tend to discount that poster's opinion. What problems does Gemcutter have with the AR's range? The only threat my AR + SS is to him is is if i go hiking in the hills to hunt him down. Balancing the base ranges of HMG and Shotgun so they work "properly" as high SS levels would nerf them into uselessness until the skill is maxed out. That's not a balance improvement. Removing the skill is, and it allows weapon ranges to be lined up so they each fill a specific niche in regards to damage vs. range. And snipers DON'T have a minimum range. At all. I've been quick-scoped at Shotgun ranges (legit SG range, not SS-buffed) and taken full damage from the hit. At almost the maximum range possible on an Ambush map like Manus Peak, AR and Laser Assaults can damage-race Snipers and win (without needing Viziams). When they can get just barely into range where they're able to hit, ARs still fire accurately enough to rip a sniper apart before they can take a second shot. If you don't kill with the first shot (and against a well-tanked suit, you often won't, even with a headshot), you've usually lost the fight. You missed the context in which minimum was used. The italics were the giveaway for peeps who didn't get the implication....
And a SS skill contextual to the weapon class would address your first objection re: nerfing base range into uselessness. |
Schalac 17
Expert Intervention Caldari State
50
|
Posted - 2013.05.02 21:23:00 -
[155] - Quote
Himiko Kuronaga wrote:Cosgar wrote:Himiko Kuronaga wrote:XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Why shouldn't an AR hit you from across the map exactly? There is no way sustained fire can cause substantial damage at that range. Disperson/Kick/Accuracy is the safeguard there. A well placed single shot could kill you if you are knocking on deaths door though, and it should. Why should I have to use a tactical to make that single, situational shot, when I know for a fact I am good enough to make it with an iron sight? Because you're not beating people with skill, just range. You're not beating people with skill, just netcode. (See wut I did thar?) The fact of the matter is that no matter how great of a FPS player you are, you cannot compete as a new merc against those with SS 5 and SSP 5. It was unquestionably the most broken aspect of DUST on a pure FPS level. Next would be using that range to buff your weapon with 2-3 complex damage mods on an expensive suit that you really never have to put into harms way due to point 1.
|
Himiko Kuronaga
SyNergy Gaming EoN.
243
|
Posted - 2013.05.02 22:03:00 -
[156] - Quote
You recognize, of course, that the easiest and most obvious solution is to simply uncap all weapon ranges from the get go?
I'm not saying SS as a skill is a good thing. I think it's ******** as a skill. I'm saying that the concept behind weapon range being artificially limited by disappearing bullets is stupid in general.
Weapon accuracy and human error has always been the defining set of limitations to ranged combat in every FPS I can think of until this one. It didn't need another limitation thrown in just for the hell of it via magic bullet trick. That's why it feels so damn awkward. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
130
|
Posted - 2013.05.02 22:28:00 -
[157] - Quote
Cosgar wrote:Alaika Arbosa wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. When did strafing become the thing to do in FPS? I don't remember it being a part of Goldeneye, which I have no problem admitting was my first/only experience with FPS until Uncharted 2. I just don't get it, I thought that CCP was going for a SciFi Sim, in the case of Dust it would make me believe that it is to be a War Sim and when in war do people strafe (note I said people and not planes)? Back in 2009 Dust 514 was advertised as a strafe and track style shooter similar to the early Halo series. Thanks to instant gratification addicted CoD junkies, this has been all but lost or CCP is trying to reach some unreachable middle ground. My point is that when's the last time anyone has been in a mid range engagement in this game let alone had a chance to attempt to strafe?
Thank you for the info, though I was honestly asking for a history lesson on when/why strafing became the thing you do when playing FPS. I seriously doubt it was inspired by real life. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1314
|
Posted - 2013.05.02 23:14:00 -
[158] - Quote
Alaika Arbosa wrote:Cosgar wrote:Alaika Arbosa wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. When did strafing become the thing to do in FPS? I don't remember it being a part of Goldeneye, which I have no problem admitting was my first/only experience with FPS until Uncharted 2. I just don't get it, I thought that CCP was going for a SciFi Sim, in the case of Dust it would make me believe that it is to be a War Sim and when in war do people strafe (note I said people and not planes)? Back in 2009 Dust 514 was advertised as a strafe and track style shooter similar to the early Halo series. Thanks to instant gratification addicted CoD junkies, this has been all but lost or CCP is trying to reach some unreachable middle ground. My point is that when's the last time anyone has been in a mid range engagement in this game let alone had a chance to attempt to strafe? Thank you for the info, though I was honestly asking for a history lesson on when/why strafing became the thing you do when playing FPS. I seriously doubt it was inspired by real life.
For the record, if you weren't strafing on Goldeneye, you were probably pretty damn awful at Goldeneye. |
Tiberion Deci
Subdreddit Test Alliance Please Ignore
71
|
Posted - 2013.05.02 23:23:00 -
[159] - Quote
Q: Why is it being removed?
A: Because if you didn't use a laser rifle or an assault rifle no matter how good you are you're pretty much toast. It was (until Monday, IS) way OP.
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
348
|
Posted - 2013.05.02 23:32:00 -
[160] - Quote
Himiko Kuronaga wrote:Cosgar wrote:Himiko Kuronaga wrote:XXfootnoteXX wrote:KrazyEyeKilla wrote:The SS skill seemed to add a bit of variety to game-play. I can understand ppl hating it but the new play play-style is gonna become very monotonous very quickly. LAVs are gonna have a field day running over ppl that have to stand in open spaces in order to get closer to the enemy. Hopefully they thought this thing through. Personally I think its a good thing. An AR should not hit me from across the map, Tactical AR I can see doing it. I think a lot of people are overreacting to this, that being said we will see what happens on the 6th. Why shouldn't an AR hit you from across the map exactly? There is no way sustained fire can cause substantial damage at that range. Disperson/Kick/Accuracy is the safeguard there. A well placed single shot could kill you if you are knocking on deaths door though, and it should. Why should I have to use a tactical to make that single, situational shot, when I know for a fact I am good enough to make it with an iron sight? Because you're not beating people with skill, just range. You're not beating people with skill, just netcode. (See wut I did thar?) Yeah, I see that you totally miss the point. The AR is intended to have an effective range of 80-100m, end of story. It's a Gallente short-mid range high damage plasma weapon. The jack of all trades, but master of none. With LW SS, the AR became the master of just about everything. Sniper Rifles, Mass Drivers, HMGs without HW SS, are almost obsolete just because you want to snipe across the map with your game breaking skill. It's fun for you, but what about people who don't have have that skill or don't want to have it because they want to use a different weapon? It's a broken skill that's going to literally kill the game if it exists any longer. |
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Himiko Kuronaga
SyNergy Gaming EoN.
248
|
Posted - 2013.05.03 00:18:00 -
[161] - Quote
No, you're missing the point.
Uncap the range limitation on all projectile-based weaponry and re-balance the accuracy according to damage and rate of fire dealt. Then you don't have this idiotic issue that ONLY EXISTS in Dust 514. It doesn't have to be a skill thing, it just needs to be done.
Every single other FPS dev team from the dawn of time has been able to figure this out. It's only CCP and its apparently clueless fanbase that seem to be bewildered by the thought of bullets that don't disappear.
Halo did not do this. COD did not do this. BF did not do this. Wolfenstein 3d did not ******* do this.
And yet they all have weapons with "effective ranges" that work well inside of those ranges, and not so well outside of those ranges.
And these games still function. Crazy, I know, but they do. Perhaps we should go take a survey to the general public and ask them how functional they believe Dust is? |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
130
|
Posted - 2013.05.03 00:32:00 -
[162] - Quote
Baal Roo wrote:Alaika Arbosa wrote:Cosgar wrote:Alaika Arbosa wrote:Cosgar wrote:Remember when tactics like this were valid? Dust 514 was advertised and still is advertised as a strafe/tracking style FPS. Thanks to all the damage mod stacking, it turned into twitch gaming arcade, and with LW SS, it's a sniper fest. Shame on anyone who dares to defend LW SS. When did strafing become the thing to do in FPS? I don't remember it being a part of Goldeneye, which I have no problem admitting was my first/only experience with FPS until Uncharted 2. I just don't get it, I thought that CCP was going for a SciFi Sim, in the case of Dust it would make me believe that it is to be a War Sim and when in war do people strafe (note I said people and not planes)? Back in 2009 Dust 514 was advertised as a strafe and track style shooter similar to the early Halo series. Thanks to instant gratification addicted CoD junkies, this has been all but lost or CCP is trying to reach some unreachable middle ground. My point is that when's the last time anyone has been in a mid range engagement in this game let alone had a chance to attempt to strafe? Thank you for the info, though I was honestly asking for a history lesson on when/why strafing became the thing you do when playing FPS. I seriously doubt it was inspired by real life. For the record, if you weren't strafing on Goldeneye, you were probably pretty damn awful at Goldeneye.
Well then, I guess me and the ~20 people I regularly played Goldeneye with 15 years ago all sucked. Still haven't found out when/why strafing became the thing FPSers do. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
363
|
Posted - 2013.05.03 01:22:00 -
[163] - Quote
Himiko Kuronaga wrote:No, you're missing the point.
Uncap the range limitation on all projectile-based weaponry and re-balance the accuracy according to damage and rate of fire dealt. Then you don't have this idiotic issue that ONLY EXISTS in Dust 514. It doesn't have to be a skill thing, it just needs to be done.
Every single other FPS dev team from the dawn of time has been able to figure this out. It's only CCP and its apparently clueless fanbase that seem to be bewildered by the thought of bullets that don't disappear.
Halo did not do this. COD did not do this. BF did not do this. Wolfenstein 3d did not ******* do this.
And yet they all have weapons with "effective ranges" that work well inside of those ranges, and not so well outside of those ranges.
And these games still function. Crazy, I know, but they do. Perhaps we should go take a survey to the general public and ask them how functional they believe Dust is? There are going to be different ranged weapons. If you like range, then use the Caldari Gauss rifle when available, at the cost of damage of course since Caldari are about ranged bombardment. You can compare this game to any other FPS on the approach to combat until your fingers bleed, but you have accept the fact that Dust 514 is not like other FPS. There are different racial classes with their own philosophy when it comes to combat. The weapon you favor right now is a high damage close range weapon. End of story. In its current state with the sharpshooter skill, it goes beyond that concept and destroys any semblance of balance. So really, why are you still using this unfair advantage as a crutch? |
Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
86
|
Posted - 2013.05.03 01:49:00 -
[164] - Quote
Himiko Kuronaga wrote:No, you're missing the point.
Uncap the range limitation on all projectile-based weaponry and re-balance the accuracy according to damage and rate of fire dealt. Then you don't have this idiotic issue that ONLY EXISTS in Dust 514. It doesn't have to be a skill thing, it just needs to be done.
Every single other FPS dev team from the dawn of time has been able to figure this out. It's only CCP and its apparently clueless fanbase that seem to be bewildered by the thought of bullets that don't disappear.
Halo did not do this. COD did not do this. BF did not do this. Wolfenstein 3d did not ******* do this.
And yet they all have weapons with "effective ranges" that work well inside of those ranges, and not so well outside of those ranges.
And these games still function. Crazy, I know, but they do. Perhaps we should go take a survey to the general public and ask them how functional they believe Dust is?
The answer to this was answered by CCP several months back. When someone asked for bullet drop and travel time, CCP answered that unlike many modern FPS. Dust bullets aren't really materialize (only exception would be FG, MD and the like). Dust use the aim-dot system (I can't remember the exact name) using in older FPS game like HL or Wolfenstein 3D ^^". CCP claimed this is to help game performance and keep the player count up in the future. The reason bullets in CS and wolf3D aren't disappear because those games are fighting in confined space CQC. In contrast, Dust map is open and large. If any bullet can fly indefinitely, any stray bullet will bound to hit something........instantly. Every gun will likely OP and there will be no need for sniper.
So unless you want CCP to revamp the whole gungame mechanic, No bullet drop, travel time for us and you better get used to bullet vanishing |
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