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Aeon Amadi
WarRavens Orion Empire
1255
|
Posted - 2013.05.07 17:58:00 -
[1] - Quote
Noticed there's a lot of people complaining about weapon ranges, mostly because of the Assault Rifle, so I decided to answer your question.
BECAUSE IT'S A BLASTER DUDE!
EVElopedia wrote:Blasters are an extremely short range, highly destructive weapon system. Blasters possess high tracking speeds, short cycle times, and high volley damage, and as a result are one of the most powerful weapons available.
A GALLENTE Assault Rifle is -going- to have short range due to it's high damage potential, and it never lost any of that damage potential - people just stopped stacking damage mods because now they have a reason to tank what with the engagements being a lot closer to home than 100+ meters where only other AR/LR users would engage you.
If you want to complain and whine about it, try using the Tactical Assault Rifle - I'm not having any issue with it and I actually like the new scope that's been fixed to it (though it could be a little less green).
Or alternatively why not try out the Scrambler Rifle that's coming out? It'll have longer range than the Assault Rifle but is designed to be used against Shields, something I'm still seeing quite a bit of as everyone that used the Assault Rifle has this weird obsession with speed (Caldari Assault Suit). Because lord knows you all *****ed about the Laser Rifle being over-powered because it did a better job than you did at the 80-100m engagements, so they fixed that.
It's not secret that Sharpshooter absolutely broke the freaggin game and now that's it been removed we're all at an equal playing field. Armor Tanking is more viable now that the range is similar and Scrambler Rifles, doing more damage to shields, won't interfere as much with that.
Just saying, you can't complain about Laser Rifles/HMGs being over-powered and have them get nerfed without something happened to your "Chosen One" play-style. |
Himiko Kuronaga
SyNergy Gaming EoN.
292
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Posted - 2013.05.07 17:59:00 -
[2] - Quote
In a game about guns, limiting weapon range via disappearing shots is a pathetic way to balance. |
Aeon Amadi
WarRavens Orion Empire
1255
|
Posted - 2013.05.07 18:02:00 -
[3] - Quote
Himiko Kuronaga wrote:In a game about guns, limiting weapon range via disappearing shots is a pathetic way to balance.
We had a Ballistics system and everyone complained about hit detection - thus, Hit Scan. That system was put in place by YOUR FEEDBACK.
Edit: At the same time they nerfed the Scout to oblivion and it has -yet- to be buffed back to it's previous power because whiners were complaining that they couldn't hit them.
ANOTHER EDIT: Also, if you paid attention, the Devs said they were going to implement Falloff later down the line once they get everything else out of the way. |
Himiko Kuronaga
SyNergy Gaming EoN.
293
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Posted - 2013.05.07 18:25:00 -
[4] - Quote
It wasn't my feedback that got weapon ranges nerfed to oblivion, I assure you. The way to fix hit detection would have been to fix hit detection. Instead, they swept it under the rug by destroying weapon range across the board and putting in hit scan. And I'm OK with hit scan in a game with handheld railguns, but not with weapon range limitation.
And I did pay attentention and am aware of the falloff implementation that was mentioned. I also have payed attention to the rate at which CCP implements things, and the ratio of features that say they will implement but never do.
If we get it, it will be a miracle. It will be another miracle if it comes in within two years. And then it will be a miracle if it works properly in five.
I don't think its unreasonable for people to be discontent with the sad state of affairs in the meantime. |
Aeon Amadi
WarRavens Orion Empire
1257
|
Posted - 2013.05.07 18:32:00 -
[5] - Quote
Himiko Kuronaga wrote:It wasn't my feedback that got weapon ranges nerfed to oblivion, I assure you. The way to fix hit detection would have been to fix hit detection. Instead, they swept it under the rug by destroying weapon range across the board and putting in hit scan. And I'm OK with hit scan in a game with handheld railguns, but not with weapon range limitation.
And I did pay attentention and am aware of the falloff implementation that was mentioned. I also have payed attention to the rate at which CCP implements things over the last decade, and the ratio of features that say they will implement but never do.
If we get it, it will be a miracle. It will be another miracle if it comes in within two years. And then it will be a miracle if it works properly in five.
I don't think its unreasonable for people to be discontent with the sad state of affairs in the meantime.
I've been beta-testing Dust 514 since June, 2012. Every single build has felt like a completely different game. I was one of the Evil AR Kings before Chromosome - when they nerfed the Tactical Assault Rifle and removed the Scopes on all of the others. Now that the Tactical has been re-buffed, I feel as though I might be back to my former power.
It's an adjustment that people just need to get used to. Chromosome was terrible when it first came out because people complained so much. Let a week go by when we get new maps and they'll have something new to ***** about, to self-serving little.....
Anyway, when I said 'your feedback' I was speaking generally. As far as Hit Scan - it works a lot better than Ballistics in terms of memory and we are on an old console (in before bitching about it not being on PS4). There's a reason that the Battlefield 3 staff had to reduce player counts and map sizes in the console version. Beyond that, I would much rather have all of that memory dedicated to an immersive world where all the suits and guns have a racial variant that acts differently.
Matter of opinion I guess.
Regardless, the Assault Rifle is a Blaster! It's not meant to have long ranges and it sure as hell wasn't meant to have 100m+ ranges where even Snipers were feeling on edge. |
Delirium Inferno
Edoras Corporation
139
|
Posted - 2013.05.07 18:34:00 -
[6] - Quote
The weapon range was flat lined for balancing purposes. Range is such a fundamental attribute and you can't really tie it to a skill. What CCP will probably do in the future is increase the range of some weapons but keep it flat lined for all weapons of the same type. |
Grezkev
The Red Guards EoN.
248
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Posted - 2013.05.07 18:38:00 -
[7] - Quote
Himiko Kuronaga wrote:In a game about guns, limiting weapon range via disappearing shots is a pathetic way to balance.
Light dissipates. |
Kaze Eyrou
ROGUE SPADES EoN.
176
|
Posted - 2013.05.07 20:03:00 -
[8] - Quote
Himiko Kuronaga wrote:The way to fix hit detection would have been to fix hit detection. http://farm2.staticflickr.com/1266/4706853733_6b06f9bff7_z.jpg |
DUST Fiend
OSG Planetary Operations Covert Intervention
2825
|
Posted - 2013.05.07 20:06:00 -
[9] - Quote
It's probably harder to do than it sounds, but having the ranges where they are is fine, so long as the bullets still hit the dropsuit but do no damage. So you see like a slight sparking and hear a sound as the bullets hit your dropsuit but deal no actual damage.
We do have to remember that while we have super futuristic guns, we also have super futuristic armor designed to protect us from said guns |
Mobius Wyvern
BetaMax. CRONOS.
1392
|
Posted - 2013.05.07 20:07:00 -
[10] - Quote
Grezkev wrote:Himiko Kuronaga wrote:In a game about guns, limiting weapon range via disappearing shots is a pathetic way to balance. Light dissipates. It's not light, it's balls of plasma. Really, all we need to fix this is falloff beyond max range. A Blaster would naturally suffer damage falloff much faster than a weapon of another type, but you would still be able to lay down damage at a bit better ranges. |
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Garrett Blacknova
Codex Troopers
2751
|
Posted - 2013.05.07 20:16:00 -
[11] - Quote
Mobius Wyvern wrote:Grezkev wrote:Himiko Kuronaga wrote:In a game about guns, limiting weapon range via disappearing shots is a pathetic way to balance. Light dissipates. It's not light, it's balls of plasma. Really, all we need to fix this is falloff beyond max range. A Blaster would naturally suffer damage falloff much faster than a weapon of another type, but you would still be able to lay down damage at a bit better ranges. Go on then.
Build a working Blaster using the exact technology as described by CCP.
Show us that it can fire - "in real life" - further than it can in-game. |
Abron Garr
Amarr Templars Amarr Empire
260
|
Posted - 2013.05.07 20:20:00 -
[12] - Quote
From my understanding, Sharpshooting was nerfed in order to make it easier to further refine weapon ranges. I also believe they want to make room for Caldari Rail rifles and possibly the pulse. I think CCP wants each weapon type to have very distinct effective ranges without too much overlap between different types. I think they went a little too far with it and another 10% range added back would probably be fine.
One of the problems with the previous builds was that there weren't many reasons to train into anything but ARs. However, I think a lot of this can be solved just by adding more weapons to the game as it grows. The Laser rifle made fights interesting and I imagine the Rail rifle will too. |
WyrmHero1945
SyNergy Gaming EoN.
209
|
Posted - 2013.05.07 20:24:00 -
[13] - Quote
Agreed 100% |
trollface dot jpg
The Bacon Corporation
61
|
Posted - 2013.05.07 20:39:00 -
[14] - Quote
Garrett Blacknova wrote:Mobius Wyvern wrote:Grezkev wrote:Himiko Kuronaga wrote:In a game about guns, limiting weapon range via disappearing shots is a pathetic way to balance. Light dissipates. It's not light, it's balls of plasma. Really, all we need to fix this is falloff beyond max range. A Blaster would naturally suffer damage falloff much faster than a weapon of another type, but you would still be able to lay down damage at a bit better ranges. Go on then. Build a working Blaster using the exact technology as described by CCP. Show us that it can fire - "in real life" - further than it can in-game.
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