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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Disturbingly Bored
Universal Allies Inc.
196
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Posted - 2013.05.10 19:08:00 -
[151] - 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.) |
Driftward
Subdreddit Test Alliance Please Ignore
53
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Posted - 2013.05.10 19:53:00 -
[152] - Quote
I've been looking at the new CSV file and more specifically at the HMG damage stats....I don't see a single "18" associated with HMG damage.
Also, it's difficult to see changes when the old csv file with the 6th patch didn't include weapon damages for the HMG.
As much as I love CCP giving us data before they implement the changes....ummm well yah. Can I get a Dev/other forum warriors to confirm what I'm seeing here?
https://docs.google.com/spreadsheet/ccc?key=0AjhtV2Pl_-oLdExRYnM2TFpOaVN6bC1zdS13RmZPa3c&usp=sharing
*google doc with imported data* |
Superhero Rawdon
Bloodwolves Battalion Alpha Wolf Pack
23
|
Posted - 2013.05.10 19:53:00 -
[153] - Quote
feels like it was back in chromosome, without the range.
actually, i can deal with it being the way it is now.
thanks guys
and dont forget, heavies are NOT afraid to unify xD |
Sponglyboy Squaredoo
Not Guilty EoN.
32
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Posted - 2013.05.10 19:59:00 -
[154] - Quote
Very pleased. Keep up the good work CCP.
Now for the Range and I'll be active again like never before. |
Vin Vicious
Sinq Laison Gendarmes Gallente Federation
64
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Posted - 2013.05.10 20:09:00 -
[155] - Quote
i like what youre doing with the hmg, but i think increasing all weapons by 10% is to high. 4%-6% would be ideal and going from there. making all weapons do the same damage as last build is just going to restart all "nerf this, AR's OP, etc etc" threads.
basically were going backwards.
Personally i would recommend testing the middle percentages before going for a hard 10% increase across the board. |
Xin Tiger
Dead Six Initiative Lokun Listamenn
3
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Posted - 2013.05.10 20:55:00 -
[156] - Quote
There's NO point increasing the damage of HMG'S if the hit detection still doesn't work properly I mean its so ridiculous and the range makes combat even more difficult still. Step in the fight direction but still along way to go. |
flesth
Red Star. EoN.
26
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Posted - 2013.05.10 20:59:00 -
[157] - Quote
Thank you CCP
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WR3CK HAVOC
SVER True Blood Unclaimed.
22
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Posted - 2013.05.10 21:00:00 -
[158] - Quote
I need a respec now that shotguns are trash and have no range. Very unhappy with this update. |
Kazu Fujiwara
Hostile Acquisition Inc
0
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Posted - 2013.05.10 22:14:00 -
[159] - Quote
Ok, so the HMG feels a lot more what it used to. At close range, it can chew through people, and people are now actually scared of it again.
At medium range, it's still effective. Not AS effective as it used to be (which is hardly a bad thing), but I still think it needs a range buff - though that's coming with the overall range rework for weapons.
And at long range it's garbage, just as it should be. |
Haruhi d'Empress
Anti-Skill
1
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Posted - 2013.05.10 22:19:00 -
[160] - Quote
The only problems that I had before with heavies was that they moved too fast and needed either 1) range nerf or 2) dmg nerf. Not both which is why now I feel bad for them. I don't know about the other weapons since I spec in laser weapons, but so far what I have experienced is that ARs have more range than my laser rifle and do much more damage before my laser rifle can even build up its damage, not to mention it also overheats. Not that I have any major problems with overheating since I receive Amarr's bonus. But I even have SP in laser rifle proficiency which increases its damage. I'm just a little frustrated with the difference in weapons. What's the point in having other weapons when they're nothing compared to ARs. At least give me some variety that I can work with. Hopefully things will be better. |
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Himiko Kuronaga
SyNergy Gaming EoN.
387
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Posted - 2013.05.10 23:21:00 -
[161] - Quote
WyrmHero1945 wrote:Wow 18 HP per bullet is a bit too much for the STD HMG lol.
Said no one ever |
xxBIG DIRTYxx
D3LTA FORC3 Orion Empire
9
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Posted - 2013.05.10 23:28:00 -
[162] - Quote
You have my gratitude and respect Remnant/ Wang.. |
xxBIG DIRTYxx
D3LTA FORC3 Orion Empire
9
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Posted - 2013.05.10 23:34:00 -
[163] - Quote
Sponglyboy Squaredoo wrote:Very pleased. Keep up the good work CCP.
Now for the Range and I'll be active again like never before. Yeah, I'm pumped to test the assault variants with DM's, oops.. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
101
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Posted - 2013.05.10 23:48:00 -
[164] - Quote
xxBIG DIRTYxx wrote:Sponglyboy Squaredoo wrote:Very pleased. Keep up the good work CCP.
Now for the Range and I'll be active again like never before. Yeah, I'm pumped to test the assault variants with DM's, oops..
All variants are just "meh" without any range. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
23
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Posted - 2013.05.11 02:19:00 -
[165] - Quote
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. |
Disturbingly Bored
Universal Allies Inc.
200
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Posted - 2013.05.11 03:20:00 -
[166] - 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! |
Domacretus Crux
Blood Oath Alliance
0
|
Posted - 2013.05.11 04:24:00 -
[167] - Quote
real quick run down the heavies needed the slight fix to their HMGs that's a give-in i ran a scout in previous build and was slightly worried about them but found the challenge trying to get rid of them before being eaten by them quite amusing but since the uprising update on the 6th i just don't ever worry about heavies anymore and this thing about scouts being to fast? i fail to see why you complaining we are easy to kill without that speed which is why we have it as for weapons that don't need buffs that's an easy one grenades don't need them and neither do tactical assault rifles their ridiculous as is when it comes to TARs you hear 1-3 shots and your down most of the other assault rifle types feel too short ranged shotguns don't need the extra damage especially the breach shotgun types but they could use a bit of added range i know nothing on the mass drivers ill leave those to the ones who know them well was kinda disappointed in the lack of passives and such but that's not to big a problem also i leave vehicle issues to those who commonly use them granted I've noticed a major difference in them too i see little issues with assault and logistics dropsuits but that's me and one last thing to all those out there that complain about how "broken" scout suits are here is the thing before uprising the VK.1 scout suit (prototype) had 3 slots in infantry high-powered, low-powered, and equipment slots they don't have all that anymore i don't whine about your suits so please don't whine about mine scouts are not as broke as you would like to say and to touch on the nova knife subject in the previous build they were nearly pointless to use you wanna say that people run around with them like its COD? sure give a nova knife to a heavy let him have a go at it the aiming doesn't bother me much in the game and most of uprising I've been using assault gear just to save my isk there are fixes here and there that are needed but be careful what you tell them to swing the nerf hammer at or the game might as well not exist i apologize for this long post/rant and by the way great work on trying to make this game good CCP you have my support through thick and thin |
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CCP Remnant
C C P C C P Alliance
88
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Posted - 2013.05.11 04:43:00 -
[168] - Quote
P-A-R-A-D-O-X wrote:I just hope that relative to all the skill bonuses y'all removed(which I needed), y'all keep in mind that this game uses advanced technology, which should make it more than actually possible for certain short range weapons to be effective beyond their 'what is to be expected' range... & I'm almost certain, that it may have Real World weapons of the same class, capable of being effective, at a greater range than that of certain weapons in this game... ...For your(the developers)consideration...
We're aware of the range issues. We still feel very strongly about the optimal ranges for weapons being more or less where they are right now but the hard stop that occurs at max range is not cool. As I mentioned in the post, we're fixing that across the board by ensuring incidental damage is done even at extreme range, and it's why we don't want to go in and adjust individual ranges right now. This fix shouldn't be too long in coming (requires code and is not a simple server-side update, so I can't give an exact date, unfortunately). |
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CCP Remnant
C C P C C P Alliance
88
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Posted - 2013.05.11 04:52:00 -
[169] - Quote
KA24DERT wrote:SirManBoy wrote:The mass driver needs some serious TLC. Some arbitrary 10% buff isn't going to adequately address its extensive list of new shortcomings, including its damage (it needs far more than a 10% buff), its splash area, and its aiming. In its current state, the mass driver is a hot mess that no longer commands any respect on the battlefield, which means all of its tactical value is gone. This is especially true for logi bros who used it to enhance their support role. A mass driver used to scare people away long enough to make revives, throw down nanos, and make repairs. This is no longer the case. Yeah, the MD has gotten hit pretty hard: MD Specific: 1) Splash Radius 2) Misleading Smoke Trail 3) Damage nerf 4) Range Nerf General, but hits MD hard: 1) Nanohive Nerf (my smg kills have gone way up.) This has changed the weapon entirely. People can hide behind obstacles and be safe, People can run from cover to cover at a distance and be safe. People can charge at me and absorb my damage while taking me down (easier than before). I've adjusted my playstyle to this. And am now finding myself charging into groups of enemies and using the MD like a blind man's shotgun. It works, but i'm not sure that's the weapon's intended role. If the 10% damage buff is across the board, then bringing back the splash radius and increasing the range will bring this weapon back up to snuff.
To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance.
One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon.
I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now). |
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Citpaan Hacos
BetaMax. CRONOS.
42
|
Posted - 2013.05.11 04:59:00 -
[170] - Quote
CCP Remnant wrote:To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles.
One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage.
I'm curious, most of the work occurs in Shanghai, but I know there are a few DUST heavy people in Reykjav+¡k. Is having "real-world" multi-region matches currently a common component of testing out the play of development builds? Or is it all done on relatively local hardware? |
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Orin the Freak
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
570
|
Posted - 2013.05.11 05:16:00 -
[171] - Quote
What is to be done about the Tactical AR, and AR's in general? with the new 10% passive increase in damage, they are absolutely broken. Assault rifles were good enough before the blanket buff. the 10% should be taken off the AR's, but kept for every other weapon. Furthermore, the tactical AR needs to be dropped further, as it was already quite powerful before the 10%.
As it stands, now everyone is dying way too fast. even heavies are being dropped quite fast by AR's. FYI, AR is my primary weapon, so trust me, this isn't a bias "waah I got killed by such-and-such". This is me telling you, after having played with the CreoDron Breach AR back when it was king, the Tac is the new CreoDron. A clearly superior weapon that outshines all others. |
NeoWraith Acedia
Fraternity of St. Venefice Amarr Empire
309
|
Posted - 2013.05.11 05:25:00 -
[172] - Quote
Orin the Freak wrote:What is to be done about the Tactical AR, and AR's in general? with the new 10% passive increase in damage, they are absolutely broken. Assault rifles were good enough before the blanket buff. the 10% should be taken off the AR's, but kept for every other weapon. Furthermore, the tactical AR needs to be dropped further, as it was already quite powerful before the 10%.
As it stands, now everyone is dying way too fast. even heavies are being dropped quite fast by AR's. FYI, AR is my primary weapon, so trust me, this isn't a bias "waah I got killed by such-and-such". This is me telling you, after having played with the CreoDron Breach AR back when it was king, the Tac is the new CreoDron. A clearly superior weapon that outshines all others. Like he said, everyone just skilled weaponry to 5 before, so ARs are currently just as strong as they were before in Chromosome. They could use a very small nerf, but not too small... the tactical on the other hand |
Orin the Freak
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
570
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Posted - 2013.05.11 05:55:00 -
[173] - Quote
NeoWraith Acedia wrote:Orin the Freak wrote:What is to be done about the Tactical AR, and AR's in general? with the new 10% passive increase in damage, they are absolutely broken. Assault rifles were good enough before the blanket buff. the 10% should be taken off the AR's, but kept for every other weapon. Furthermore, the tactical AR needs to be dropped further, as it was already quite powerful before the 10%.
As it stands, now everyone is dying way too fast. even heavies are being dropped quite fast by AR's. FYI, AR is my primary weapon, so trust me, this isn't a bias "waah I got killed by such-and-such". This is me telling you, after having played with the CreoDron Breach AR back when it was king, the Tac is the new CreoDron. A clearly superior weapon that outshines all others. Like he said, everyone just skilled weaponry to 5 before, so ARs are currently just as strong as they were before in Chromosome. They could use a very small nerf, but not too small... the tactical on the other hand
Actually, since the HMG, MD, LR, and Shotgun were all nerfed in uprising (in various ways, but mostly Damage), but the AR stayed the same damage...
The AR became the most dominant weapon. And now... all this does it make the HMG more competitive in Damage (but it's range is still trash), and the AR just got more powerful.
The AR is just a tad too powerful, but the Tactical is absolutely broken. 78~ damage with no proficiency. that is insane. that makes the chromosome viziam look like a super soaker. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
651
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Posted - 2013.05.11 07:35:00 -
[174] - Quote
CCP Remnant wrote:KA24DERT wrote:SirManBoy wrote:The mass driver needs some serious TLC. Some arbitrary 10% buff isn't going to adequately address its extensive list of new shortcomings, including its damage (it needs far more than a 10% buff), its splash area, and its aiming. In its current state, the mass driver is a hot mess that no longer commands any respect on the battlefield, which means all of its tactical value is gone. This is especially true for logi bros who used it to enhance their support role. A mass driver used to scare people away long enough to make revives, throw down nanos, and make repairs. This is no longer the case. Yeah, the MD has gotten hit pretty hard: MD Specific: 1) Splash Radius 2) Misleading Smoke Trail 3) Damage nerf 4) Range Nerf General, but hits MD hard: 1) Nanohive Nerf (my smg kills have gone way up.) This has changed the weapon entirely. People can hide behind obstacles and be safe, People can run from cover to cover at a distance and be safe. People can charge at me and absorb my damage while taking me down (easier than before). I've adjusted my playstyle to this. And am now finding myself charging into groups of enemies and using the MD like a blind man's shotgun. It works, but i'm not sure that's the weapon's intended role. If the 10% damage buff is across the board, then bringing back the splash radius and increasing the range will bring this weapon back up to snuff. To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles. Clearly, that's not been the case with Uprising and after getting the engineers to go elbow deep into the code it appears there may be a few reasons beyond dry numbers that are contributing to the MDs underwhelming performance. One, there appears to be a de-sync between client and server so that (more often than it should) the server and client think the projectile exploded in different places. They're not far off, but enough so that shots you *think* are spot on are off the mark enough to do only minor splash damage. And two, I'm told splash occlusion is getting blocked by a single player character more than it should, contributing to the "randomness" of the damage dealt and the sometimes smudgy feeling of the weapon. I'm hesitant to rebalance the weapon until we get these issues looked at (which is happening right now). One of the problems with the MD is that aside from the terrain glitch in chrome, and the useless sights there was absolutely nothing wrong with it. It was a great support weapon and it's area denial properties added a very fun tactical aspect to the game for it's user, the squad members with the user, and it forced people it was being used on to use their heads and change their approach in engagements. Several of us MD enthusiasts have been mulling over the logic behind such a drastic change to a weapon that was right where it needed to be in this thread. One of the things we miss is the very useful arcing trajectory to target people hiding behind cover or camping in structures all bunched up together. It was also great for logistic players, (not the slayerbros we've been seeing lately) to use the MD to push the enemy back from a downed teammate to raise them.
The current trajectory makes it easier to get kills with the MD, but it lost a lot of its tactical, and strategic uses that it had in chrome. It feels less like a grenade launcher and more like an assault rifle that just happens to shoot grenades. All we want back is the old physics, least some of the splash radius, and just enough damage to be threatening to enemy squads.
Also, the 10% damage was a well needed change, but I believe the AR didn't need it because it's the only weapon that didn't take a damage nerf. In its current state the finally balanced TAR is out of control again and has become a semi automatic sniper rifle. |
bill the noon
PSU GHOST SYNDICATE
13
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Posted - 2013.05.11 07:50:00 -
[175] - Quote
CCP Remnant wrote:P-A-R-A-D-O-X wrote:I just hope that relative to all the skill bonuses y'all removed(which I needed), y'all keep in mind that this game uses advanced technology, which should make it more than actually possible for certain short range weapons to be effective beyond their 'what is to be expected' range... & I'm almost certain, that it may have Real World weapons of the same class, capable of being effective, at a greater range than that of certain weapons in this game... ...For your(the developers)consideration... We're aware of the range issues. We still feel very strongly about the optimal ranges for weapons being more or less where they are right now but the hard stop that occurs at max range is not cool. As I mentioned in the post, we're fixing that across the board by ensuring incidental damage is done even at extreme range, and it's why we don't want to go in and adjust individual ranges right now. This fix shouldn't be too long in coming (requires code and is not a simple server-side update, so I can't give an exact date, unfortunately).
what good is incidental damage at past 50 feet ? we are a joke at 50 feet now. please don't say suppressive fire, that only works if the other person feels threatened. this is why im giving up hope . we say the hmg is useless with its small range on your big and very open maps. and your here telling us about how your going to give us the ability to tickle the enemy at longer ranges. not something like we're redesigning maps to add more cover. i don't even want you to attempt this feature for fear that you will unbalance the game further. |
XxGhazbaranxX
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2013.05.11 09:01:00 -
[176] - Quote
Hello,
Prior to uprising I had mass drivers up to five and the spec to three. Mass drivers had great effect and they had two variants. Tight blast radius high damage or great blast radius but low damage. Considering these guns are not the average point and shoot variety in which bullet goes in straight line and hits target next to immediately it was considers a good thing that it had the blast radius.
Good shots with it where rewarded whit Nice chunks of HP taken away from the opponent when they used the high damage variety and poor shots could benefit from the low damage variety as a sort of support damage/ area of denial type of thing to help the team out as well as get in some war points.
As it stands in uprising, I skilled my mass drivers up to 5 and spec to 2. I knew they had been nerfed before putting my skill points there but hey, I'm not the best shot and prefer the area of effect aspect even if it was halved. As it stands, the high damage models keep being that High damage tight radius but the low damage ones are too far into the tighter range than should have been made.
One shot of the low damage high Explosion radius of the mass driver does 70 base splash damage. Considering it is a grenade launcher one would expect these explosions to be at least as wide as the grenades we throw. It's not game breaking in the sense that it does almost 1 tenth of what an actual grenade would do taking ten shots to get anything done with splash damage.
If you also factor in damage reduction to shield, you have a weapon that does less than 1 tenth the damage to any group of people than a grenade would do.
Bring back old radius, it was not bad. Lower Splash damage or direct damage if needed, as it stands it is not an area of denial weapon as much as a water balloon thrower, mind you i get kills with it, but it's not effective at it's role. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
24
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Posted - 2013.05.11 09:23:00 -
[177] - Quote
Disturbingly Bored wrote: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.
can't move when stuck on smooth ground, or walking around a crate sticks you to the corner... walking down a hill and/or running down one gets you stuck, stairs get you stuck...
I didn't keep a specific count, but I lost around 15 plated neo heavy suits tonight from being stuck, or otherwise hindered from even trying to duck and cover... :(
I will say that my gun hits a little harder today and on a few occasions I actually was close enough to win the fight...
and yes, same thing on points, if I can make it to the point I can usually delay them for a while... not long, but sometimes it's enough.
o/ Bill |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
24
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Posted - 2013.05.11 09:30:00 -
[178] - Quote
bill the noon wrote:what good is incidental damage at past 50 feet ? we are a joke at 50 feet now.
I couldn't agree more.
hell, a shotty ran straight into my boundless HMG's stream today and killed me before I killed him and he was a damn sight closer than 50 feet...
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Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
660
|
Posted - 2013.05.11 12:09:00 -
[179] - Quote
@CCP Remnant: I just realized I overlooked something in your post about the MD. What MD variant was the office using the most? |
J Lav
Opus Arcana Orion Empire
64
|
Posted - 2013.05.11 12:36:00 -
[180] - Quote
CCP Remnant wrote: To be perfectly honest, I'm a little baffled at what's happened with the Mass Driver. The reason for the splash and blast range nerf was that in playtests we found the MD to be so effective that at one point almost half the people in the office were using it in battles.
Wait!? Because half the office is using it, it needs a nerf? What kind of logic is that? The Mass Driver appeals more to a play style than being the "over powered" flavour of the week. It is a unique kind of weapon, that should be brutally useful to people who play that style. It takes skill to hit people with them. By the reasoning of "popular adoption" the Duvelle and Gek should be removed from the game entirely because it's so useful more than half of people are using it. |
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