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Thread Statistics | Show CCP posts - 3 post(s) |
bill the noon
PSU GHOST SYNDICATE
15
|
Posted - 2013.05.11 14:06:00 -
[181] - Quote
J Lav wrote: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.
good catch i missed this one. when they nerfed the hmg they said it was due to the data they had collected. was this data from our matches or crap they were doing in their offices? if they are balancing things based on data from how they play in the ccp offices, what the hell was the point of the beta we were in for the last 8 months? |
KURO SHISHI
Prima Gallicus
2
|
Posted - 2013.05.11 14:15:00 -
[182] - Quote
What about shotguns the range is too low and lot of weapons have damage bonus in skill tree not shotguns this weapon is too nerf |
trollsroyce
Seraphim Initiative. CRONOS.
382
|
Posted - 2013.05.11 14:15:00 -
[183] - Quote
I'm going to be harsh. If internal playtesters are all using MD's at one point, all it reveals is that you are terribad and should feel bad. Don't balance guns around bad; balance them around what matters - the high end skill - because bad stays bad no matter the gun.
As a reference point, naming a limp grenade launcher mass driver is also a case of bad, or a case of a fat internal tester being scared shitless by the gun which resulted in an internal naming joke.
This is just the kind of troll with half truth in it, personally I don't care whether MD is in game or not.
|
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
310
|
Posted - 2013.05.11 15:57:00 -
[184] - 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. 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).
Hi Remnant, out of curiosity the playtester were they using Freedom MD? Also what were their fits and the fits of their opponents. I ask these thing because while the Exo was deadly in all ranges the Freedom was a burden in CQC because the increased splash radius of the weapon and the operation skill made it more likely to commit suicide using the weapon.
Additionally stacking 2 dmg mods helped to overcome its weakness to shields but even then only to sub-Proto suits.
I agree with you there werer some definite server/client issues so i agree those should be addressed before we try to rebalance the weapon as it should help in recognizing a direct hit.
Speaking of which what constitutes a Direct Hit? Is it a hit onto the body itself or is it within a certain radius of the center point of the blast. Meaning i dont hit your body but the ground say .1m next to you(essentially placing you in the center of the blast but not directly hitting you).
I would also say that while the MD is effective at low levels it balances out toward the top because in organized matches the time to fire consecutive rounds would often get your shredded(mainly because team knew to Teamfire a MD user first and were often prioirtized) In CQC this meant you were dead b4 2-3 rounds could get off or they pressed on you so quickly that you commit suicide. At distance the rounds were easy enough to dodge.
Lastly I would ask despite any number tweaks is it possible to at least return the original Arc of the MD or is that a client side change? |
Noc Tempre
Imperfects Negative-Feedback
1494
|
Posted - 2013.05.11 16:19:00 -
[185] - 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).
Be aware Remnant that Desync is such an extreme issue with this build that entire vehicles and structures can disappear from the client side. They can still run you over though...
|
crazy space 1
Krullefor Organization Minmatar Republic
1111
|
Posted - 2013.05.11 19:23:00 -
[186] - 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). Please give minmatar AR low optimal and high fall off , I will play your game forever untill I die.
Also that means give the HMG lower range but give it high fall off. Then you can make an ammar HMG with high optimal , but 0 falloff , so on <3 |
Absolute Idiom II
BetaMax. CRONOS.
101
|
Posted - 2013.05.11 21:07:00 -
[187] - 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). Just wanted to say that I really like these more technical explanations for things. Continue please! |
KA24DERT
Not Guilty EoN.
34
|
Posted - 2013.05.11 21:57:00 -
[188] - 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).
Thank you for taking the time to respond and investigate. However I take issue to the subjective opinion of your coworkers and how much it weighed in on the MD changes.
A few people have opinions on the mass driver, some valid, some not. However individuals are often less accurate than crowds in determining value. Smaller crowds in turn tend to have less accuracy than large crowds.
All talk aside, all opinions aside, if the MD was overpowered in the last build, it would have been much more prevalent on the field. However it was an extremely rare sight for me to see another MD user on the field, let alone at the top of the scoreboard.
So, did the mass driver require no skill? Was it overpowered?
No. No it wasn't. Otherwise every KD ratio chaser in the game would have put down their primary weapon and gone Mass Driver many builds ago. This is not what happened. We didn't see an explosion of MD users, we saw an explosion of Viziam and Duvolle users.
Please let the trends in the game guide your future decisions more than the opinions of a scant few.
|
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
693
|
Posted - 2013.05.11 22:36:00 -
[189] - Quote
bill the noon wrote:J Lav wrote: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. good catch i missed this one. when they nerfed the hmg they said it was due to the data they had collected. was this data from our matches or crap they were doing in their offices? if they are balancing things based on data from how they play in the ccp offices, what the hell was the point of the beta we were in for the last 8 months? I think we're going to need to open up a dialogue with the developer in a separate topic about the MD. Having this discussion in the HMG can be counterproductive because many MD users that have been experiencing problems with it have important views and haven't been able to find out any information.
With that said, I'd like to ask an important question. What happened to the sandbox experience where you the developer design a gaming mechanic and leave it to we the players figure out how to use it? Like I said in my previous post, aside from the useless sight and the flawed splash damage calculations in chrome, the MD was absolutely fine. You the developers made a what was at a glance, a very awkwardly designed weapon and we the players found applicable and important uses for said weapon. The changes that you made has taken away those applicable uses that quite frankly differ from almost every other weapon in the game in terms of strategy and tactics (which have been missing from Dust 514 as of late) and promoted counter play by making the weapon fun for the player using it and creating meaningful choices for the player its being used on. In its current state, the MD has lost its niche in combat and merely imitates weapons that already have an established use and and still perform better than the MD in that usage. Being able to get more kills with the MD in its new slayer role may have been seemingly helpful, but we, the MD users are thankful but didn't need the help. For me personally, If I wanted to get more kills, I would specialize in a slayer weapon like the Plasma Rifle. I chose the MD because I wanted to use tactics and would trade the sudden boost to my KDR in a hot second for those tactical uses to return. Barring any changes for the sake of balance, the arcing trajectory, splash damage, radius, and high skill ceiling were the MD's valuable strengths. Now it fjust feels like a lower ROF/DPS Plasma Rifle that just happens to shoot grenades. But, with these changes you have accidentally found a way to make the breach variant viable. So if possible, the current trajectory can stay with the breach. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
27
|
Posted - 2013.05.11 22:59:00 -
[190] - Quote
KURO SHISHI wrote:What about shotguns the range is too low and lot of weapons have damage bonus in skill tree not shotguns this weapon is too nerf
when a shotgun can take out a heavy who has almost 1k hp with 4 shots, the shotgun is fine |
|
NextDark Knight
Hellstorm Inc League of Infamy
18
|
Posted - 2013.05.12 03:19:00 -
[191] - Quote
The new weapon fixes are great. Today was fun for a change, Thank you. Looking forward to the details on the mass driver and if the same mechanic effects forge fire and other splash weapons well. |
Cross Atu
Conspiratus Immortalis League of Infamy
952
|
Posted - 2013.05.12 05:54:00 -
[192] - 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).
Thanks for the information, this makes sense of the in game experiences I/those I've spoken with seem to be encountering. While I'm eager to have my support/suppression weapon back in good form it is completely understandable that the numbers need to remain untouched for the present in light of the de-sync et al as buffing a weapon to overcome bugs is hardly the best route to resolution.
Speaking of mechanics outside of the weapon stats is there any word on when splash damage for MD, nades, OBs et al will begin acting in a 3d rather than 2d plane? Seeing people bunny hop through an OB to emerge unscathed is a bit on the silly side
Cheers, Cross |
HEAD- HUNTER-GEO
Planetary Response Organization
1
|
Posted - 2013.05.12 06:05:00 -
[193] - Quote
MD are for newbs who cant aim anyway |
Cross Atu
Conspiratus Immortalis League of Infamy
952
|
Posted - 2013.05.12 06:20:00 -
[194] - Quote
One more quick thought on the MD, while it's being looked into please consider tooling the stats of the various 'types' to provide a bit more role diversification rather than balance them identically across the boards.
General concept (intentionally very broad strokes and numberless). Presuming that the MD from Chrome was over-preforming and needed to be tweaked downward (for me the jury is out on this assessment until the bugs mentioned are fixed. It's current in game function certainly doesn't over preform) Core pull back splash radius, make no reduction to damage. Freedom light reduction to both splash radius and damage Boundless reduce damage, make no reduction to splash
I realize these variations already have different stats which lean in these directions, my primary point is that when nerfing or buffing the variations it would be nice to have their roles further emphasized rather than 'painting them all with the same brush'.
Cheers, Cross |
Soozu
5o1st
102
|
Posted - 2013.05.12 08:29:00 -
[195] - Quote
CCP Remnant wrote: 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.
I've been searching the forums since the 6th hoping for a straight up and clear comment from a dev such as this. I don't know how many of you guys are dedicated shotgunners, but the one step back and I'm useless and can't put down that clown who is knocking on death's door standing right in front of me thing got old immediately.... suddenly there is hope. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
106
|
Posted - 2013.05.12 14:19:00 -
[196] - Quote
Soozu wrote:CCP Remnant wrote: 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. I've been searching the forums since the 6th hoping for a straight up and clear comment from a dev such as this. I don't know how many of you guys are dedicated shotgunners, but the one step back and I'm useless and can't put down that clown who is knocking on death's door standing right in front of me thing got old immediately.... suddenly there is hope.
Unfortunately I get the sense from CCP's various statements that they feel the effective range of most of the weapons is pretty good (there may be some tweaking for some weapons).
Removing the hard range just means that your weapon will now "tickle" people where rounds normally disappear. But from what I understand they will not be any more effective. It's just to stop our heads from exploding from disappearing bullet shenanigans.
Also, CCP thinks an HMG is a shotgun: A short range, area denial weapon. Which is why we have a minigun that is only effective over 30-50m (derp?).
Maybe they'll make your shotgun a long range heavy caliber fully auto suppression weapon? |
God Anpu TheImmortal
KiLo.
0
|
Posted - 2013.05.12 14:51:00 -
[197] - Quote
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 . |
Grenadez Rollack
A.N.O.N.Y.M.O.U.S.
8
|
Posted - 2013.05.12 15:01:00 -
[198] - Quote
I want to respec my sp where is the petition for that |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
13
|
Posted - 2013.05.12 19:13:00 -
[199] - Quote
HEAD- HUNTER-GEO wrote:MD are for newbs who cant aim anyway
Thats why they should work and not just produce fireworks.
Better players will take out MD users anyway. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
31
|
Posted - 2013.05.12 20:14:00 -
[200] - Quote
HEAD- HUNTER-GEO wrote:MD are for newbs who cant aim anyway
Bull... and thinking/stating that shows a clear lack of strategic thought or any real thought whatsoever.
In the city at B the MD was a great area denial weapon that was used to hold players in that room, while teammates turned it into a murder hole, if played properly, it could be used to keep the enemy OUT of that room as well or out of other advancement points. In other maps the MD was used to slow advancing forces... again as an area denial weapon, in some other situations the MD played a dual role, that of killer and area denial...
For your own sake, please think before making such silly and uninformed statements in the future.
o/ Bill
|
|
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
33
|
Posted - 2013.05.12 20:19:00 -
[201] - Quote
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
|
Soozu
5o1st
104
|
Posted - 2013.05.12 22:48:00 -
[202] - Quote
Dis Cord wrote:Soozu wrote:CCP Remnant wrote: 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. I've been searching the forums since the 6th hoping for a straight up and clear comment from a dev such as this. I don't know how many of you guys are dedicated shotgunners, but the one step back and I'm useless and can't put down that clown who is knocking on death's door standing right in front of me thing got old immediately.... suddenly there is hope. Unfortunately I get the sense from CCP's various statements that they feel the effective range of most of the weapons is pretty good (there may be some tweaking for some weapons). Removing the hard range just means that your weapon will now "tickle" people where rounds normally disappear. But from what I understand they will not be any more effective. It's just to stop our heads from exploding from disappearing bullet shenanigans. Also, CCP thinks an HMG is a shotgun: A short range, area denial weapon. Which is why we have a minigun that is only effective over 30-50m (derp?). Maybe they'll make your shotgun a long range heavy caliber fully auto suppression weapon?
Been rereading stuff and yeah, I'm not a tickle monster, I'm trying to make people.... dead people. Beating a dead horse in saying balance was very very close to perfect with the last build... cut down lazer damge, a couple tweaks with the Ar and presto, pretty decent balance.. I'd rather go into PC with Chrome |
Sponglyboy Squaredoo
Not Guilty EoN.
42
|
Posted - 2013.05.13 02:27:00 -
[203] - Quote
Heavies need to match the range of ARs period |
Cruor Abominare
Subdreddit Test Alliance Please Ignore
24
|
Posted - 2013.05.13 03:01:00 -
[204] - Quote
ITT: people who don't know how fall off curves work.
|
LittleCuteBunny
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
13
|
Posted - 2013.05.13 04:31:00 -
[205] - Quote
Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period
A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should.
lmao |
Grenadez Rollack
A.N.O.N.Y.M.O.U.S.
9
|
Posted - 2013.05.13 05:40:00 -
[206] - Quote
Is it me or is dust not even really fun anymore |
Himiko Kuronaga
SyNergy Gaming EoN.
418
|
Posted - 2013.05.13 06:23:00 -
[207] - Quote
LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao
We're slower and have no equipment slots.
Our guns should not be balanced against an AR. It should be better, period. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
33
|
Posted - 2013.05.13 09:52:00 -
[208] - Quote
Himiko Kuronaga wrote:LittleCuteBunny wrote:Sponglyboy Squaredoo wrote:Heavies need to match the range of ARs period A weapon with a zillion rounds and damage to scale incrementing over time at a point in time should have the same range than something with less bullets that has a fixed default damage that will obviously not escalate should. lmao We're slower and have no equipment slots. When we got shot at, we are taking nearly 100% of the incoming damage due to our inability to strafe and massive hitbox. Our guns should not be balanced against an AR. It should be better than an AR.
Ok, I run heavies and I agree with that for the most part, but I don't want to see HMGs shooting 60/70+ meters or more which is the range of most of the ARs that have killed me on the field since uprising was released even though, the AR user would still have an advantage over the heavy even at that distance just going by roles and guns... Exile AR = 34.0 base dmg per shot at 750 rpm with a 60 round clip Boundless HMG (yes, the high end one) = 19.8 base dmg per shot, 2k rpm with a 425 round clip.
sounds like the hmg wins right? but it doesn't, no heavy suit that i can think of has more than 2 high slots, so max dmg mods = 2 while some assault and scout suits exceed that count allowing more dmg mods and still more agility, speed, stamina and everything else than a heavy. reload time on the AR is half that of the HMG, again, an advantage, in fact nothing that I can think of off the top of my head takes as long to reload as the HMG does, even MD and SL are 4 and 4.5 secs base, so while a heavy fiddles with reloading his weapon for 8 secs, he continues to get blasted by the enemy. and let's not even talk about heat seizure of the weapon
I do however think that a heavy's drawbacks should be factored into the mix and appropriate buffs given to counter-balance those drawbacks, as it is now all any assault or scout suit has to do is just stay out of our gun's range and kill us, or jump up and down like they are having a seizure until we have to reload and then *****-slap us till we die while we reload.
just a thought.
o/ Bill
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Talruum Tezztarozza
Seraphim Auxiliaries CRONOS.
106
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Posted - 2013.05.13 09:52:00 -
[209] - Quote
https://www.youtube.com/watch?v=EitZRLt2G3w Someone posted this awhile ago in HMG is OP thread. It is also as (if not more) appropriate to MD issue. Everyone should watch if you haven't already. |
bcs1a
ROYAL SQUAD Shadow of the Apocalypse
33
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Posted - 2013.05.13 13:33:00 -
[210] - Quote
Talruum Tezztarozza wrote:https://www.youtube.com/watch?v=EitZRLt2G3w Someone posted this awhile ago in HMG is OP thread. It is also as (if not more) appropriate to MD issue. Everyone should watch if you haven't already.
good video..
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