|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Panther Alpha
WarRavens Orion Empire
169
|
Posted - 2013.05.11 08:37:00 -
[1] - Quote
You had a sweet balance in the game, ok K/D ratio was lower, but was in range to what most people accept as an enjoyably experience. Few things needed " refining " ;
- Range off ALL weapons was a bit low, needed to be ingress by 3% - 5%
- Aiming needed to be more precise ( Which you already done it with the mouse ) now do it with the DS3
That was the two more important things for you to do, to hit perfect balance. But no, you decided to listen to the QQers that wanted to storm pubs again, and have stupid, ridiculous K/D ratios...
Please stop this stupidity are reverse the 10% damage back to what it was. Thanks.
Edit: Sorry for the duplicated topic in the Feedback section, was my intention to post in the General Dis in the 1st place. |
Panther Alpha
WarRavens Orion Empire
169
|
Posted - 2013.05.11 08:47:00 -
[2] - Quote
Jotun Hiem wrote:As long as you don't take my HMG away again.
I was just starting to have fun today.
I didn't say anything about the HMG, or any other specific weapon. |
Panther Alpha
WarRavens Orion Empire
169
|
Posted - 2013.05.11 08:55:00 -
[3] - Quote
Freshticles wrote:So of all the things to complain about, a universal damage buff is what gets your nipples in a twist? The only people that lose out are those who can't aim.
My K/D ratio is gone back up to the unrealistic 1.80... and i say unrealistic, because in most games my K/D ratio is 1.00 / 1.20 MAX, which is about right for my skills.
Stop thinking you are Pro, because the statics talks you that you are .... |
Panther Alpha
WarRavens Orion Empire
170
|
Posted - 2013.05.11 09:08:00 -
[4] - Quote
Mithridates VI wrote:Do you really need it explained to you that the people you claim are "stomping pubs" are fighting against people who have been given exactly the same buff?
So.. i'm really the only one that have notice the " Come Back " of Pub Storming yesterday ?
Almost every battle i was on, was "Pub Storming"... Do you remember why new people use to play the game only for 5 minutes in the old build ?... I think you do. |
Panther Alpha
WarRavens Orion Empire
171
|
Posted - 2013.05.11 09:46:00 -
[5] - Quote
Orin the Freak wrote:I agree 100% with the OP. The true issues are range (which will be addressed) and the aiming sensitivity/hit detection.
Damage was fine where it was. Yes combat was lasting a bit longer, due to better teamwork (I noticed right away people started sticking together a LOT more than before), and due to a lot more logi's (thanks, Caldari).
by upping the damage CCP has simply amplified the glaring imbalances in this game, that being the AR in general. for it's range, it has the highest DPS in the game. Then theres the TAR, which is just broken, at 78 damage per shot, at just under 800 RPM, that is roughly 1000 DPS at maximum pull. Even if you're slow, and aim poorly, (you've got 30 tries to hit them roughly 5 or 6 times) you're still putting out at least 3-500 DPS. Most engagements last for at least a few seconds. You shouldn't have any problem dropping most people faster than they can drop you.
by comparison, the HMG does 18 DPS at base level (unsure of boundless, lets just assume it's 20), at 2000 RPM. That is only 660 DPS. granted, that is full auto, but with dispersion, and range, most players are only going to be able to squeeze about 2-300 DPS out of it per second at anything but point-blank range. Thats just the HMG.
This sounds reversed to me. the HMG should be more powerful in it's optimal than any AR. Even in raw numbers, no AR should exceed 700 DPS, not even at the prototype level. At least, not in a logical game. The AR has range on the HMG, Laser, and just about every other gun except the sniper rifle. (at least, for now) can't that be enough?
Exactly !! thank you for having "common sense". Some times i feel that only robots programmed to QQ post in this forum. |
Panther Alpha
WarRavens Orion Empire
173
|
Posted - 2013.05.11 10:05:00 -
[6] - Quote
Sparadok wrote:Orin the Freak wrote:I agree 100% with the OP. The true issues are range (which will be addressed) and the aiming sensitivity/hit detection.
Damage was fine where it was. Yes combat was lasting a bit longer, due to better teamwork (I noticed right away people started sticking together a LOT more than before), and due to a lot more logi's (thanks, Caldari).
by upping the damage CCP has simply amplified the glaring imbalances in this game, that being the AR in general. for it's range, it has the highest DPS in the game. Then theres the TAR, which is just broken, at 78 damage per shot, at just under 800 RPM, that is roughly 1000 DPS at maximum pull. Even if you're slow, and aim poorly, (you've got 30 tries to hit them roughly 5 or 6 times) you're still putting out at least 3-500 DPS. Most engagements last for at least a few seconds. You shouldn't have any problem dropping most people faster than they can drop you.
by comparison, the HMG does 18 DPS at base level (unsure of boundless, lets just assume it's 20), at 2000 RPM. That is only 660 DPS. granted, that is full auto, but with dispersion, and range, most players are only going to be able to squeeze about 2-300 DPS out of it per second at anything but point-blank range. Thats just the HMG.
This sounds reversed to me. the HMG should be more powerful in it's optimal than any AR. Even in raw numbers, no AR should exceed 700 DPS, not even at the prototype level. At least, not in a logical game. The AR has range on the HMG, Laser, and just about every other gun except the sniper rifle. (at least, for now) can't that be enough? I don't know what game this is in but I have been out ranged by a laser with all proto AR's I have used, I am running a proto gallente logi with almost 600 hp of which only 120 (I dont know exact no) is shield and have been dropped by a laser in under 2 seconds. What most people forget with the AR is that it is probably the most popular gun in the game, so there could be more than 1 AR of the same type targetting you so it looks like the guy you saw doing all the damage when in truth his m8 had a hand in it too. Im sure there are plenty of guys who use AR's will back me up that there are plenty of more deadly weapons out there.
The point is, that the 10% damage boost have unbalance the game completely...when before it only needed some adjusting. |
Panther Alpha
WarRavens Orion Empire
174
|
Posted - 2013.05.11 10:41:00 -
[7] - Quote
Breakin Stuff wrote:this thread is bad.
Anyone who posts in it should feel bad.
Mostly because I can't figure out what the hell the problem with the damage increase is if it affects everyone evenly.
Did you get touched in a bad place with a Viziam?
Show us on the doll where the Viziam touched you.
Zzzzzzzz... you could TRY posting something constructive ...because that is the more Nonconstructive post in the this topic. |
Panther Alpha
WarRavens Orion Empire
177
|
Posted - 2013.05.11 11:51:00 -
[8] - Quote
J-Lewis wrote:Panther Alpha wrote:Mithridates VI wrote:Do you really need it explained to you that the people you claim are "stomping pubs" are fighting against people who have been given exactly the same buff? So.. i'm really the only one that have notice the " Come Back " of Pub Storming yesterday ? Almost every battle i was on, was "Pub Storming"... Do you remember why new people use to play the game only for 5 minutes in the old build ?... I think you do. The pubstomps are mainly caused by there being nothing but pub-matches available atm (in case you forgot, corp battles were replaced with FW pubs on the 6th); once PC hits, they'll be too busy attacking districts to bother pubstomping. At least for a while. Another factor is pubstomps being the highest SP/time activity due to how SP is allocated. This is why pubstomps happen mostly in the days following Wednesdays. Once they cap out, it's back to corporation warfare (except they don't have any of that until the 14th, so it's pubstomps all-day-erryday until then instead). Finally, it's down to poor matchmaking that doesn't seem to take corporation/player ranking into account (such a tweak would help regulate certain forms of stat padding btw). I've literally had matches where we had two 3 man squads from unknown corps, plus a bunch of random NPC corp guys (like myself), against two 6 man squads from Seraphim Initiative and Vacuum Cleaners. The matchmaker seems to use the existence of squads as a balancing mechanic, but it doesn't seem to account for how many are in the squad or how good those players are. I've started quitting matches in the lobby where the matchmaker set us up the bomb against a full team of competitive corps. Basically the damage buff and pubstomps are completely separate issues. Oh... and this thread is now about Heavies getting their bacon back.
"Oh... and this thread is now about Heavies getting their bacon back."
No is not......I don't give a monkeys a$$ about you precious HMG... I worrying about overall balance.
|
|
|
|