Rynx Sinfar
Subdreddit Test Alliance Please Ignore
532
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Posted - 2013.05.01 12:55:00 -
[1] - Quote
In case anyone was curious I real quick checked max HP using hyrdraSlav's fitting tool.
Current max goes 1537 EHP (in video) vs 1355 EHP (current VK1) vs 1365 EHP (current VK0).
I'm a bit fuzzy on this but I think we've seen a possibility of passive skill to increase output of extender mods as well? Assuming this was 25% maxed it would account for an additional 49.5 Shield (198 from 3 complex extenders divided by 4). Other reasons could make up the rest of that difference, changes to plates, an added low slot, so on, so forth. |
Rynx Sinfar
Subdreddit Test Alliance Please Ignore
534
|
Posted - 2013.05.01 14:57:00 -
[2] - Quote
Fargen Icehole wrote:
I welcome the buff. It'll be nice to actually not be at a disadvantage against proto assault users in a 1v1.
We already technically are from the stuff people are complaining about.
Damage discussion Weaponry supposedly no longer improves base damage. (proficiency still exists but one thing at a time).
So this impacted both players. AR and HMG (obviously). However because of the AR's accuracy it hit with that full advantage right off the bat. The HMG in most situations needed some spin up to compete.
Think of it like this. You have two players standing X distance away. One AR, one HMG. Both begin firing. Due to spin-up the HMG begins at a lower DPS caused by missed shots. The AR starts immediately at full damage. Now we know the HMG is capable of higher DPS in ideal situations. This one is ideal so imagine a nice graph of the increase in DPS as the bullets tighten up. Eventually it surpasses the AR.
Now let's add back in that 15% damage from weaponry (we're ignoring modules btw). Now the HMG is capable of even greater damage compared to the AR. The peak HMG DPS on the graph went up. However the AR's went up as well. The starting DPS of the HMG also went up but because it is percentage based, it wouldn't have gone up as much.
What does this mean? It means when you are increasing DPS on a percentage base and compare a weapon that needs a second to to reach peak damage compared to one with flat return, the amount of damage you will take before you overtake the enemies DPS just went up.
let's restate this though. So let's imagine the graph again. Say it takes 1 second for the HMG to match the AR for DPS. In that one second the AR did X damage. With Weaponry V that AR now did X * 1.15 Damage. Now that HMG got the same 1.15 multiplier but because at this time his damage done is smaller, the improvement he gets is smaller as a result.
Extra example: Billy and Joe are running a race. Billy is fast and is now at 200m, Joe is slow and now at 100m. They are 100m apart. The coach yells to stop, and for both to double their distance before starting again. Billy is now at 400m and Joe is at 200m. Joe is happy he got the bump but he is now 200m behind Billy instead. This is a rough example but hopefully it gives you the right idea.
Okay so we know that when the HMG and AR hit equal DPS, the AR will have done more total damage because it benefited more from the 15% increase. But now the HMG is faster and can start competing. As soon as the HMG goes over the AR DPS it now benefits more from that 15%. This means the total time to exceed the AR total damage also went down.
The issue right now is that the HMG has trouble existing long enough to outpace the AR. So in those circumstances it means either more health to the heavy (advantage heavy), OR you can reduce the cross over point by reducing total damage output. This also is nice in that it benefits all other classes not able to keep up as well (my exile is not as far behind your duvolle, and my weak logi can live longer).There will still be a moment where the AR is outperforming the HMG but it will be easier to survive till the point where the HMG begins outperforming.
Range discussion However your probably still upset that the AR has the advantage. And heck the HMG is getting distance nerfed yeah?
Same thing goes (provided sharpshooter affects spread not distance in new build which my understanding is this is the case), but a little different.
So if we look at the Exile vs. the HMG, we see 35 optimal distance versus 35 optimal. Sharpshooter can get you up to 40% distance increase but that won't matter here. However the max range is 78 versus 59. That is nearly a 20m difference, and with 40% increase it is actually a 26.6m difference (starting with 19m). That AR was benefiting more from the same skill that was benefiting us. They will, in fact, be closer to us than before. Let's compare the basic to proto. Duvolle's get an extra 4 optimal and 9 max to range over the exile. Compared to the HMG which gets 4 optimal and 6 max. This is fairly moot but the upgrading to the duvolle would see a larger benefit with the same skillset.
Not only this but because they are forced to engage us at closer ranges our spread won't be as bad and the point of the HMG overtaking the AR's DPS will be reached faster on average because the hit area will be larger to on average.
Whiny idiot discussion If your still angry that assaults are killing you left and right and that you can't beat them 1v1 then you are clearly looking for an assault suit with more armor and a bigger gun. The solution is to simply play assault because that is quite literally the class you're looking for (and you'll get a fancy equipment slot too, and rely less on those teammates "slowing you down"). Each person has a role, the assault's role is it's own and not done by others. Many people seem to just want to play the big guy with the big gun. Shockingly if you make decisions based on that kind of stuff you won't get optimal results. You can pick what you want for whatever reason just don't complain about it not being what you want when you decided for superficial reasons.
Hopefully I've presented a clear, rational, intelligent argument. However I will say that if the Heavy Suit skill's passive isn't as cool as the others I will turn into an infant and have the biggest hissy fit anyone has every seen. |