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Thread Statistics | Show CCP posts - 3 post(s) |
Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 13:28:00 -
[1] - Quote
Thanks for listening CCP! The gun game is going to feel much more like the last build this way. (Sans sharpshooter.)
Honestly, I sorely missed the 10% Weaponry bonus. Guns just felt squishy and less lethal overall in Uprising, and this will help address it.
HMG is a doorkicker/near-range bruiser again, which suits me just fine.
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Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 15:49:00 -
[2] - Quote
David Spd wrote:Tac rifle will be insanely OP now...
The TAC rifle will be exactly as OP as it was beforehand.
If every weapon gets a 10% damage buff, the relative balance doesn't change at all. Only HMG is getting more damage over the baseline increase.
The change just makes the combat faster and more lethal overall, less reloading in the middle of a one-on-one firefight. |
Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 18:03:00 -
[3] - Quote
KEROSIINI-TERO wrote:An oversimplified example: Assume all guns need two bullets to kill a dropsuit. Damage buff given to all guns. Some guns reach a point where a single bullet kills a dropsuit - Those guns gain a HUGE edge over others, way beyond the numerical %-dps-increase.
As you might guess from this post, I too am conserned about TAC ARs being strong and even more stronger. BUT I say again: Let's TEST these figures and THEN tune individual weapons!!!
Respectable argument, but my counterpoint is that high-damage, low ROF weapons feel the pain of a missed shot more severely than low-damage, high-ROF weapons.
What matters is damage-per-second, and all weapons get a 10% DPS increase this way, and so they maintain the same relative balance.
(I've seen this very argument has been waged a thousand times on the EVE forums, but it needs to be rehashed from time to time. There it's called alpha VS rate-of-fire.)
Side note:
TACs, from what I've read up on, have a DPS problem. If their rate of fire weren't limited only by how fast you can pull the trigger, the high damage wouldn't be an issue. |
Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 19:08:00 -
[4] - Quote
WyrmHero1945 wrote:Wow 18 HP per bullet is a bit too much for the STD HMG lol.
It's the same damage the HMG had in Chromosome, once you calculate in the extra 10% damage Weaponry used to provide.
(Technically, it's 2.2% more damage than the HMG had in Chromosome. Which means the HMG is getting a slight overbuffGǪthat enough to break it?
If CCP wanted to restore it perfectly to Chromosome, base HMG would do 17.6 damage, Advanced would do 18.48, Proto would do 19.36. Maybe they don't like weird decimals.) |
Disturbingly Bored
Universal Allies Inc.
200
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Posted - 2013.05.11 03:20:00 -
[5] - Quote
bcs1a wrote:and I'm still getting chewed to pieces from 200ft away (or more) by Duvolles, GEKs, and GLUs in a matter of about 2 seconds...
Thanks for nothing, my almost 1k hp heavy is still useless.
Duck and cover, fellow fattie.
My experience: HMG Heavy feels balanced after today's hotfix. I'm not the midrange murder machine I was last build, but if I weave from cover to cover until I'm within 10-15m now, I can mulch half a squad.
Alternately, if I plant my fat butt on a point, I can usually fend off an assaulting team long enough for help to arrive. (Usually they arrive after I'm already a corpse and the team is half-way through hacking, but it prevents the point flipping nonetheless.)
Heavy feels good again, CCP. Thanks for listening, and for addressing the problem so fast! |
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