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D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.05.24 07:33:00 -
[1] - Quote
CCP Cmdr Wang wrote:Posting the following info on upcoming changes to weapon damage and HMG balance on behalf of CCP Rement since he's knee deep in making these changes. He will also be answer questions and discussing this topic in this thread as well.
Tl;dr version: GÇó In the next hot-fix weapons will all get a 10% damage increase to compensate for the removal of the Weaponry skill bonus. GÇó HMG damage buffed to 18 HP (including aforementioned 10% increase) and given a 5% dispersion buff. GÇó In the near future, we will address range issues by removing the hard stop that currently takes place at maximum weapon range.
In Chromosome, the Weaponry skill gave an across the board 2% damage bonus to handheld weapons per level. Given the low SP cost of the skill (and the fact that itGÇÖs a pre-req for every weapon in the game) the majority of players would just skill straight to level 5 making the skill pretty pointless. So, in Uprising we removed the skill bonus. The side effect of this, of course, is that time-to-kill has increased.
This, combined with some of the control issues weGÇÖve been seeing, has led to combat feeling worse than it did in Chromosome. We will address this with a hot-fix that gives an across the board 10% increase to all handheld weapon damage to put DPS back to where it was. Additionally, weGÇÖve increased HMG damage and reduced the dispersion penalty when moving by 5% to address issues with the weapon.
The removal of the Sharpshooter skill (which gave bonuses to range) has also highlighted some issues with range in general. Weapon classes need unique range profiles. I doubt anyone would dispute that. And the sharpshooter skill was pushing far too many weapons beyond their intended engagement ranges. While itGÇÖs removal has caused some issues, the SS skill was a crutch and it hid more deep-seated problems with range in the game. It will not be coming back.
Right now, all weapons have an optimal and maximum range. Unfortunately, at its max range the weapon simply stops doing damage. This is bad for a whole host of reasons and weGÇÖll be addressing this with a point release in the near future by giving all weapons an optimal, effective and absolute range. Up to the optimal range weapons will do 100% damage (shield/armor profiles notwithstanding) and then drop off slowly towards their effective range. From effective range out to the absolute range damage will drop noticeably but weapons will still do incidental damage even at extreme ranges.
this update is much appreciated. especially for me a pro heavy. however, i would like to point out the heavy suit and hmg could use a little buff. (not alot or even a big buff)
Why? simply because i can't hit anything right now and the maps are very big. a buff to HMG range and shield/armor (even as a temporary fix until the ranges on all weapons are fixed) would fix a lotof problems. I also, strongly believe the HMG should do slightly more damage to shields (not like a hybrid weapon but about 10% more than it is now).
the balance is inherent. heavies have limited mobility, therefore, they must be more defensiible, and should do greater damage. if the HMG had more range, and did more damage to shields enemies would need to engage me more tactically, namely using strafing tactics and flux grenades (right now they just charge into my gun fire and still win out).
limited mobility is also the reason why i think more armor would be appropriate, proto ARs do so much damage now that they can tear right through a heavy like me even in proto gear. that said more shield or armor (about 25% more than current 400/400) would stop that. :) in the description it says that the armor is supposed to be resistent to small arms fire. so, adding more armor, or making the shields/armor of the heavies take 10%-15% reduced damage from small arms would also help them accomplish this goal.
if the heavies also had more slots and about 5% more PG and CPU, it would make a big difference in how they operate. as our purpose is to defend the squad, and be a tank for the squad.
its anti-personnel purpose in short, the only real role of the HMG is to be antiperssonel. that said, i have encountered on a consistent basis enemies with massive amounts a shield that make taking them out just as difficult as taking out another heavy. difference is they are more mobile. if the HMG did more shield damage (10% more shield damage than it currently does) that would remedy the problem.
as a final thought. once the hmg is at full spool the rounds should become extremely accurate like an ARs. in all honest an hmg is just a bigger AR.
all these are recommended buffs are balanced by the 1. limitied mobility, 2. reload time, 3. hmg over heating, 4. the hmg recoil. any player that uses cover and grenades effectively should winout against a hvy not doing so. but in a straight encounter with no cover the hmg must win.
thank you for hearing me out. I appreciate your time, consideration and paticence. |
D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.05.27 07:25:00 -
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-heavies need base 30% resistance to small arms and explosives -heavies need bass 500 shield and 500 armor -heavies need at least 2 high power and lower power slots to begin with -heavies need 15% increase to running speed, and 10% to turning speed -HMG needs increase to range -hmg needs accuracy after initial spooling
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D legendary hero
One-Armed Bandits Unclaimed.
37
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Posted - 2013.05.30 17:40:00 -
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yeah, it appears that ccp doesnt give a s*** about heavies because i have a post with over 110 replies, 1200+ views and 88+ likes. not a single comment fom ccp, dev, gm, or cp.
then yesterday one guy put up a single post on the tac AR and the second comment was from a dev.
it seems like ccp just wants to cater to AR users and COD fan boys. and in doing so are throwing balance and fairness to the win.
if i had realized this before the respec, i would have put all my points into ARs. its stuff like this that makes me wanna stop playing dust or video games in general. it seems that the closer you get to modern games the more the dev, cater to the majority and forget fairness. as a result the variety in the game is lost because using anything other than the "I win weapons" or guns from that category then you lose. |
D legendary hero
One-Armed Bandits Unclaimed.
37
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Posted - 2013.05.30 17:48:00 -
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dev in all games used to work hard to balance everything. i mean think of MvC1 the first one was pretty balanced (except onslaught).
if you were good with your character you could do wonders. or even star wasrs battle front 1 and 2. they were pretty balanced. but the closer you get to modern times, balancing is not the way to go.
after their quick damage buff to the hmg, they feel that was enough and have been ignoring hheavy posts. because their afraid that if they actually balance heavies, the CoD, Battlefield AR and SR users will actually need to play using skill and tactics against a heavy.
everyone is afraid of heavies proto stomping other dropsuits. they forget a protologi is still a logi, a proto assault is still an assault they are the same drop suit is still an assault suit. they are just supposed to be better at what logis and assaults do.
as it stands there is no difference between a proto heavy suit and a scout suit because i die just as fast |
D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.05.31 08:17:00 -
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^^dude you lost me |
D legendary hero
One-Armed Bandits Unclaimed.
49
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Posted - 2013.05.31 16:43:00 -
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Beeeees wrote:D legendary hero wrote:^^dude you lost me, can you re-word that a bit? TL;DR Specialization is f-¦cked, because nieche weapons are not worth using and heavies are made of paper and shoot jelly beans.
^^now i understand you. +1 to that. totally agree |
D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.06.01 07:46:00 -
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^^this
yeah, they brun through us heavies like toilet paper, and ex wives... something must be down |
D legendary hero
One-Armed Bandits Unclaimed.
78
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Posted - 2013.06.05 02:09:00 -
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Thurak1 wrote:Heavy suits need more work than ever before. There is so little difference from the starter suit to the proto suite its pathetic. The HMG finally does at least respectable damage but other weapons are now overpowered like the duvoll tactical AR. Heavy suits are already very much balanced out via the movement minus. If someone in a assault suite simply runs around me its nearly impossible for me to turn fast enough to shoot them.
this is why i proposed various changes to the heavy dynamic. including but not limited to: increased turning and movement speed, increased base EHP 1000 base resistance to small arms fire by 30%
read my post, https://forums.dust514.com/default.aspx?g=posts&t=81725 |
D legendary hero
One-Armed Bandits Unclaimed.
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Posted - 2013.06.05 02:14:00 -
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Dj grammer wrote:Before I state what I am talking about, I did use both the GLU-5 and Duvolle Tactical AR's. BUT....
I understand the balancing of the weapons by adding some more damage to them to compensate for the sheer amount of shields a person could have. But when a weapon is over-powered and overused shouldn't that send a red flag alert out there? What I mean is all of the tactical assault rifles (GLU and Duvolle). Both giving damage of 75 and 78.5 hp/bullet is ridiculous. Stack damage mods and the assault rifle proficiency to it they can deal from 86.25 and 90.275 hp/bullet. To add more insult to injury, the officer weapons can not match up to them and the officer weapons are supposed to be the best of the best. In other words any new person or any person with not enough shield/armor will be demolished by these guns. I have seen more tactical AR's ran more than any other AR's in the game. All that I am asking (along with thousands of others) is please consider another weapon balancing
also, adding the blanket 10% and the 15% from the proficiency and thats an additional 25%. so that 86.25 and 90.275 just got bumped to 101.75~ and 108.225~ respectively. that means in 3 shots a scout is dead, and in 8 or 9 shots you've killed a heavy. |
D legendary hero
One-Armed Bandits Unclaimed.
78
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Posted - 2013.06.05 02:32:00 -
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bcs1a wrote:God Anpu TheImmortal wrote:These changes sound nice but you still increased the damage of all weapons and heavys still can kill a militia scout enclose . U guys said that this is a futuristic shooter. Hah. Makes no sense in this present time or any other were a heavy machine gun couldn't tear appart what was in front of it. You guys should have classes respect other classes by knowing what range to engage another as of now u guys dog heavy's. Any class sees a heavy and charges in on them now . Were always the last class to get anything unique but the first class for something to be taken from. Like I said before either. Make the class respectively the way it should be or do away with it there thousands of people who love and pour hours of time into this game as a heavy and after the reset I feel ripped off . o/ Anpu... I couldn't agree more... as heavies we are more laughing stocks now than anything... o/ Bill
they need to fix heavies range, damage, speed and resistance. right now per shot the smg does more damage. the hmg should not be balanced out against a smg.
13.8 hp per shot for the assault hmg? thats a joke. i swaer itonly adds 6 more feet. the argument is that the hmg has a hire fire rate... still why should the hmg have to fire more rounds to get the same effect as an smg?
https://forums.dust514.com/default.aspx?g=posts&t=81725 |
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D legendary hero
One-Armed Bandits Unclaimed.
84
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Posted - 2013.06.05 21:44:00 -
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^^that is completely wrong. this only making the heavy more competative. in one shot with a militia shotgun you can do 320hp, plus basic damage mods 322.8 hp- 30% = 225hp per shot (actually 250 because of blanket 10%) if you get head shots you will still drop heavies in 2 shots.
in this way good players are not punished, but people who just like to spam heavies for easy points wont be able to.
now when you factor in you, the heavies low mobility, slow turn speed, and you shotgun scouts high mobility and turn speed it balances.
you are looking at this from the prospective, if my scout with his/her shotgun stands directly infront of this heavy and shotguns him.... thats wrong right there, no one should be able to stand directly infront of a heavy with a minigun and kill him in 2 shots, ever. it defeats the point to there being a heavy |
D legendary hero
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Posted - 2013.06.07 05:36:00 -
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still needs a buff in the damage department |
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