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Thread Statistics | Show CCP posts - 178 post(s) |
Adipem Nothi
Nos Nothi
5672
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Posted - 2014.10.10 19:33:00 -
[23281] - Quote
Cross Atu wrote: If there were a sprint bug fix, and that delay to post decloak item usage what would you guys suggest regarding armor plate penalties?
If the stats suggest that HP-tanked Scouts are OP, I'd recommend:
* Increasing movement penalties for plates when equipped by Scouts. * Increasing stacking penalties for shield extenders when equipped by Scouts.
I'm hesitant to get behind percentage changes to HP modules without first seeing the numbers.
Shoot scout with yes.
- Ripley Riley
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mollerz
5492
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Posted - 2014.10.10 19:41:00 -
[23282] - Quote
Adipem Nothi wrote:Cross Atu wrote: If there were a sprint bug fix, and that delay to post decloak item usage what would you guys suggest regarding armor plate penalties?
If the stats suggest that HP-tanked Scouts are OP, I'd recommend: * Increasing movement penalties for plates when equipped by Scouts. * Increasing stacking penalties for shield extenders when equipped by Scouts. I'm hesitant to get behind percentage changes to HP modules without first seeing the numbers.
As Llast said, once you made that change every suit would need adjusting. Once the numbers (base numbers) were set up proper it would take care of itself.
I'm seriously fukn serious
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Adipem Nothi
Nos Nothi
5675
|
Posted - 2014.10.10 19:46:00 -
[23283] - Quote
mollerz wrote:Adipem Nothi wrote:Cross Atu wrote: If there were a sprint bug fix, and that delay to post decloak item usage what would you guys suggest regarding armor plate penalties?
If the stats suggest that HP-tanked Scouts are OP, I'd recommend: * Increasing movement penalties for plates when equipped by Scouts. * Increasing stacking penalties for shield extenders when equipped by Scouts. I'm hesitant to get behind percentage changes to HP modules without first seeing the numbers. As Llast said, once you made that change every suit would need adjusting. Once the numbers (base numbers) were set up proper it would take care of itself.
I'm tinkering with a spreadsheet and the numbers I'm seeing are pretty scary. If all things are held constant for Heavies, we'd end up with Complex Plates running at around +20% of base HP. At that value, a Scout would need 4 complex plates to achieve the equivalent of today's 1. And that doesn't even account for stacking penalties.
The heavy's base HP is roughly 4x ours. That sh*t gets nasty fast when working with percentages.
Shoot scout with yes.
- Ripley Riley
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mollerz
5493
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Posted - 2014.10.10 19:51:00 -
[23284] - Quote
Adipem Nothi wrote:mollerz wrote:Adipem Nothi wrote:Cross Atu wrote: If there were a sprint bug fix, and that delay to post decloak item usage what would you guys suggest regarding armor plate penalties?
If the stats suggest that HP-tanked Scouts are OP, I'd recommend: * Increasing movement penalties for plates when equipped by Scouts. * Increasing stacking penalties for shield extenders when equipped by Scouts. I'm hesitant to get behind percentage changes to HP modules without first seeing the numbers. As Llast said, once you made that change every suit would need adjusting. Once the numbers (base numbers) were set up proper it would take care of itself. I'm tinkering with a spreadsheet and the numbers I'm seeing are pretty scary. If all things are held constant for Heavies, we'd end up with Complex Plates running at around +20% of base HP. At that value, a Scout would need 4 complex plates to achieve the equivalent of today's 1. And that doesn't even account for stacking penalties. The heavy's base HP is roughly 4x ours ... that gulf gets nasty fast when working with percentages.
So yes, we'd have to rework everyone's base numbers. That's a big deal balance wise and would entail alot of work on Rattati's part ... all because of hp-tanked scouts?
Buff the alpha damage weapons along side nerfing the EHP?
ninja edit to ninja edit!
The game is clearly unbalanced, and the way to balance surely is to fix the whole thing vs bandaiding one suit while affecting everything else,no?
I'm seriously fukn serious
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One Eyed King
Land of the BIind
4705
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Posted - 2014.10.10 19:54:00 -
[23285] - Quote
killdz 102 wrote:well what did i miss? any new scouts come? Mostly just Delta changes and more shop talk.
New players tend not to come onto the forums, much less the Locker Room, so we don't often get them, though we do on occasion.
You can always tell a Millford Minja
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Arkena Wyrnspire
Fatal Absolution
18072
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Posted - 2014.10.10 19:54:00 -
[23286] - Quote
The breach shotgun is in need of some love, I feel.
The forums have ruined me.
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Adipem Nothi
Nos Nothi
5675
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Posted - 2014.10.10 19:56:00 -
[23287] - Quote
mollerz wrote:Adipem Nothi wrote:mollerz wrote:Adipem Nothi wrote:Cross Atu wrote: If there were a sprint bug fix, and that delay to post decloak item usage what would you guys suggest regarding armor plate penalties?
If the stats suggest that HP-tanked Scouts are OP, I'd recommend: * Increasing movement penalties for plates when equipped by Scouts. * Increasing stacking penalties for shield extenders when equipped by Scouts. I'm hesitant to get behind percentage changes to HP modules without first seeing the numbers. As Llast said, once you made that change every suit would need adjusting. Once the numbers (base numbers) were set up proper it would take care of itself. I'm tinkering with a spreadsheet and the numbers I'm seeing are pretty scary. If all things are held constant for Heavies, we'd end up with Complex Plates running at around +20% of base HP. At that value, a Scout would need 4 complex plates to achieve the equivalent of today's 1. And that doesn't even account for stacking penalties. The heavy's base HP is roughly 4x ours. That sh*t gets nasty fast when working with percentages. Buff the alpha damage weapons along side nerfing the EHP?
Rework base HP for each class and frame ... Rework damage output; rethink TTK ...
We're talking serious overhaul here, Mollerz. All we need is an oil change.
lf the problem is limited to hp-tanked scouts, why not tailor a fix specific to hp-tanked scouts?
Shoot scout with yes.
- Ripley Riley
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mollerz
5494
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Posted - 2014.10.10 20:09:00 -
[23288] - Quote
Minjas do not have EHP stacking issues, but tweaking the cloak into oblivion just fucks them worse (especially since they depend upon the active dampening more than any other scout).
Shotguns.. well, IMHO, they suck ballzack. Making them shittier doesn't really solve anything.
If it takes more work to fix the problems... well.. :D wtf are we all doing here if not to actually fix the problem.
Like I said 100+ pages back- I guess we will just putz towards hotfix Z. I was joking. We should NOT be shooting for that. CCP might like to because bad reasons, but we shouldn't be okay with that.
I'm seriously fukn serious
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voidfaction
Nos Nothi
578
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Posted - 2014.10.10 20:09:00 -
[23289] - Quote
Haerr wrote:Adipem Nothi wrote:Now where were we? Ahhh, yes. The Cloaky Shotgun Scout ... Option C) Acceptance Identify, acknowledge and study the problem. Have ideas in hand. Propose solutions which speak to the underlying issues The problem in my eyes is the combination of Dampened Scout, Cloak, plus Shotgun, that has 360 always on shared wallhacks. Big problem: The Scanning System. Pressure point: Remember back in chromo before weapons had falloff? That is how the scanning system works in Dust. Related problem: Scouts have great scanning capabilities (that aren't hampered by being cloaked), reducing passive scans to only display results, no direction arrow btw only a blip, on the mini-map (and not the HUD) ought to be part of the solution. And remove shared passive scans... Solution: * Scan Precision falloff. * Active Cloak hampers passive scans. (Maybe blurr out the mini-map with static?) * No directional arrows on the mini-map, only blips. * No target markers on the HUD. * Removed shared passive scans. (Oh and remove aim assistance. You know just in general... ) All of this would only make me HP tank with cloak and shotgun even more. I would prefer fixing the shotgun cloak problem not F-ing over all scouts for the shotgun+cloak problem. Your wanting to take away all scouts eyes because cloak+shotgun scouts are OP.
This logic is like replacing a motor in a car to fix a flat tire. In the end the tire is still flat (shotgun+cloak is still the problem but now all scouts are blind)
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mollerz
5494
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Posted - 2014.10.10 20:13:00 -
[23290] - Quote
Also, They should really tier matches to Mil/BAS/ADV/PRO.
Wanna play in a basic match? Enforce basic weapons/dropsuits.
Same for all levels of weapon/dropsuit. You can always go down, but not beyond the class of the match. Plenty of people have suggested this, and tied it to EVE security ratings.
That right there would solve so many issues.
I'm seriously fukn serious
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Appia Nappia
1288
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Posted - 2014.10.10 20:21:00 -
[23291] - Quote
Rebalance the Shotgun and Breach Shotgun. How to:
Step 1: extrapalate linear data for what the DPS on a rifle with an optimal range of 5m would be Step 2: determine if you want to adjust the fire interval of either one Step 3: decide after how many seconds should the hypothetical rifle deal equal damage as the shotgun
For an example, let's look at the Bolt Pistol
****. Ok, so I was going to make a table comparing blot pistol alpha to AR's DPS at the fire intervals of the BP and the DPS of the Magsec . . . but my computer is too slot. The point of using the Magsec is because they're both Caldari tech with similar ranges and both sidearms. The point of adding in the AR is because, despite the current changes, I still prefer sidearms to be comparable to light weapons in terms of killing power and thing Ammo and range should be limited vs their light weapon equivelent. . . instead their ammo, range, and damage are limited. Either way, that's a good reason to include the AR in the table/graph
like I said though, my computer is too old to handle all that. It's struggling with just a single spreadsheet and 3 tabs open
Next balancing question: Should the Breach Shotgun be allowed to kill a Sentinel? Without a complete overhaul of the weapon, where many suggestions were just effectively removing the concept of the breach, it would need to kill in 2 shots. I really want the Breach to be a viable weapon. . . until it is I'll just be running with my PLC. No. Wait. **** the breach, I was right all along. The PLC is the new breach, no reason to try and make it a viable weapon.
So very tired
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voidfaction
Nos Nothi
579
|
Posted - 2014.10.10 20:23:00 -
[23292] - Quote
mollerz wrote:Also, They should really tier matches to Mil/BAS/ADV/PRO.
Wanna play in a basic match? Enforce basic weapons/dropsuits.
Same for all levels of weapon/dropsuit. You can always go down, but not beyond the class of the match. Plenty of people have suggested this, and tied it to EVE security ratings.
That right there would solve so many issues. Would love this but I feel the STD gal scout is OP vs the other STD dropsuits. IMO
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Appia Nappia
1288
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Posted - 2014.10.10 20:27:00 -
[23293] - Quote
mollerz wrote:Also, They should really tier matches to Mil/BAS/ADV/PRO.
Wanna play in a basic match? Enforce basic weapons/dropsuits.
Same for all levels of weapon/dropsuit. You can always go down, but not beyond the class of the match. Plenty of people have suggested this, and tied it to EVE security ratings.
That right there would solve so many issues.
It should be like tabletop games, where your armies have point limits based on the competition. Tiered game modes should have a cap on all the items on your suit, based on average meta lvl of your fitting
1.0 meta 0 0.9 - 0.7 meta 3 0.6 - 0.4 meta 5 0.3-0.1 meta 8 0.0/WH/Pirate no cap
Let's you still customize your fit while still limiting. average for meta values were random, the concept and not the n umbers is the point.
So very tired
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mollerz
5494
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Posted - 2014.10.10 20:29:00 -
[23294] - Quote
Appia Nappia wrote:mollerz wrote:Also, They should really tier matches to Mil/BAS/ADV/PRO.
Wanna play in a basic match? Enforce basic weapons/dropsuits.
Same for all levels of weapon/dropsuit. You can always go down, but not beyond the class of the match. Plenty of people have suggested this, and tied it to EVE security ratings.
That right there would solve so many issues. It should be like tabletop games, where your armies have point limits based on the competition. Tiered game modes should have a cap on all the items on your suit, based on average meta lvl of your fitting 1.0 meta 0 0.9 - 0.7 meta 3 0.6 - 0.4 meta 5 0.3-0.1 meta 8 0.0/WH/Pirate no cap Let's you still customize your fit while still limiting. average for meta values were random, the concept and not the n umbers is the point. Ah yea.. I like that better.
I'm seriously fukn serious
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One Eyed King
Land of the BIind
4706
|
Posted - 2014.10.10 20:31:00 -
[23295] - Quote
voidfaction wrote:mollerz wrote:Also, They should really tier matches to Mil/BAS/ADV/PRO.
Wanna play in a basic match? Enforce basic weapons/dropsuits.
Same for all levels of weapon/dropsuit. You can always go down, but not beyond the class of the match. Plenty of people have suggested this, and tied it to EVE security ratings.
That right there would solve so many issues. Would love this but I feel the STD gal scout is OP vs the other STD dropsuits. IMO A system like this would be a good way to compare tier vs tier. This way CCP could balance both within tiers and across them.
In the same way that basic scouts have an advantage over standard logis.
You can always tell a Millford Minja
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One Eyed King
Land of the BIind
4706
|
Posted - 2014.10.10 20:31:00 -
[23296] - Quote
Appia Nappia wrote:mollerz wrote:Also, They should really tier matches to Mil/BAS/ADV/PRO.
Wanna play in a basic match? Enforce basic weapons/dropsuits.
Same for all levels of weapon/dropsuit. You can always go down, but not beyond the class of the match. Plenty of people have suggested this, and tied it to EVE security ratings.
That right there would solve so many issues. It should be like tabletop games, where your armies have point limits based on the competition. Tiered game modes should have a cap on all the items on your suit, based on average meta lvl of your fitting 1.0 meta 0 0.9 - 0.7 meta 3 0.6 - 0.4 meta 5 0.3-0.1 meta 8 0.0/WH/Pirate no cap Let's you still customize your fit while still limiting. average for meta values were random, the concept and not the n umbers is the point. I like this as well.
You can always tell a Millford Minja
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Mathppia
Nos Nothi
41
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Posted - 2014.10.10 20:37:00 -
[23297] - Quote
One Eyed King wrote:voidfaction wrote:mollerz wrote:Also, They should really tier matches to Mil/BAS/ADV/PRO.
Wanna play in a basic match? Enforce basic weapons/dropsuits.
Same for all levels of weapon/dropsuit. You can always go down, but not beyond the class of the match. Plenty of people have suggested this, and tied it to EVE security ratings.
That right there would solve so many issues. Would love this but I feel the STD gal scout is OP vs the other STD dropsuits. IMO A system like this would be a good way to compare tier vs tier. This way CCP could balance both within tiers and across them. In the same way that basic scouts have an advantage over standard logis.
Nonononono!, STD Scouts only have an advantage over STD Logistics when used by high SP players. Starting a new character the STD Scout is still in a terrible place.
I know it's hard to remember life more than a year ago but seriously, new-scout life is more brutal than a Swedish death metal band.
Point of logging on this alt: @Psuedogenesis, DUST gives me oppertunities to run numbers. Although my computer is causing issues with that, making charts, table, graphs, and whatnot is relaxing to me. |
Cross Atu
OSG Planetary Operations Covert Intervention
3198
|
Posted - 2014.10.10 20:38:00 -
[23298] - Quote
Adipem Nothi wrote:@ Cross
I'm backpedaling on Haerr's idea. At the moment, at least :-)
One Eye made excellent points about hacking and uplink duty. Also, we've always preached that fixes should be as focused as possible on the target issue. If the target issue were Cloaked Scouts are too good in general, then Haerr's idea would be fit nicely. But that isn't the issue; the issue is limited to Cloak+Shotgun+Scout+HP. Or so we think.
While Haerr's idea would likely solve Shotgun+Scout, it would potentially create new problems elsewhere. Such is the nature of overly broad adjustments : /
:: pours another drink :: :: puts on thinking cap ::
But it would certainly be nice to know if such an idea were possible :-)
For the purpose of reference only, could any of the following be accomplished via Hotfix?
1) Append or replace cloak's profile dampening bonus with another ewar metric. 2) Increase a given weapon's "raise time" such that when drawn it takes a moment before becoming available. 3) Increase the volume of cloaking / decloaking sound effects. 4) Replace "directional" infantry minimap markers with circles, as to occlude unit orientation.
Based on my understanding (so may or may not be accurate ) 1) Yes 2) Probably 3) Yes 4) Probably (I'm the most unsure on this one)
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3198
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Posted - 2014.10.10 20:42:00 -
[23299] - Quote
One Eyed King wrote:@ Cross
It would be kind of difficult to address other issues given the hypothetical situation, simply because a lot of times changes have unintended consequences and may actually play differently than we think.
That being said, I don't know that all of those changes would be necessary if even one of those changes take place, particularly if Haerr's cloak penalties were in place. I think the effects would be overly burdensome, and would negate the need for other changes.
I also think that if other changes were in place, they would negate the need for additional cloak penalties, and would most likely not overly diminish scoutly roles other than slaying. Makes sense.
Also, to be clear, the "other changes" I was talking about would be buffs in this case considering that the alteration to cloak scan range, weapon use from decloak et al are nerfs my hypothetical was simply posed as a "if scouts would enjoy that cloak change, what buffs would be required to keep things in a good spot balance wise".
But as you say that is a lot of hypothetical X factors to account for.
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3198
|
Posted - 2014.10.10 20:44:00 -
[23300] - Quote
mollerz wrote:As someone who has played with 200EHP for long stretches of time, I think we should address the EHP problem vs the shotgun (which clearly has issues) or the cloak (which IMHO sucks anyways). Touching the cloak or shotgun because of a gallente scout problem once again screws the other scouts.
I like LLast's idea the most because it addresses the problem, and it, on face value w/o maths, sets everyone up for role success.
The reason everyone got shamed off the forum every time they asked for a minja knife nerf is because of how silly they sounded.
Make the gallente EHP in line with the minjas, and buff the shotty.
Just like a minja has low EHP and a high alpha damage weapon.
If you keep thinking of the cloak as an offensive weapon, maybe it's time to split cloaks into defensive/offensive variants (if possible).
I think a bigger problem than Gal shotty scouts is the heavy LAV issue. That is clearly role breaking, yet whatever? I used to role around as a proto heavy in my BPO LAV and wreck people just so more people would see the problem. fuckin crickets on that though.
CPM stands pretty much unanimous that there should be some delay between exiting and re-entering a vehicle to address that type of behavior. I hardly blame players for doing it while the mechanics stay as they are but it certainly does distort the role of the Sentinel.
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3198
|
Posted - 2014.10.10 20:48:00 -
[23301] - Quote
voidfaction wrote:Haerr wrote:Adipem Nothi wrote:Now where were we? Ahhh, yes. The Cloaky Shotgun Scout ... Option C) Acceptance Identify, acknowledge and study the problem. Have ideas in hand. Propose solutions which speak to the underlying issues The problem in my eyes is the combination of Dampened Scout, Cloak, plus Shotgun, that has 360 always on shared wallhacks. Big problem: The Scanning System. Pressure point: Remember back in chromo before weapons had falloff? That is how the scanning system works in Dust. Related problem: Scouts have great scanning capabilities (that aren't hampered by being cloaked), reducing passive scans to only display results, no direction arrow btw only a blip, on the mini-map (and not the HUD) ought to be part of the solution. And remove shared passive scans... Solution: * Scan Precision falloff. * Active Cloak hampers passive scans. (Maybe blurr out the mini-map with static?) * No directional arrows on the mini-map, only blips. * No target markers on the HUD. * Removed shared passive scans. (Oh and remove aim assistance. You know just in general... ) All of this would only make me HP tank with cloak and shotgun even more. I would prefer fixing the shotgun cloak problem not F-ing over all scouts for the shotgun+cloak problem. Your wanting to take away all scouts eyes because cloak+shotgun scouts are OP. This logic is like replacing a motor in a car to fix a flat tire. In the end the tire is still flat (shotgun+cloak is still the problem but now all scouts are blind) Or like nerfing all logistics to account for the equipment-less/equipment 'lite' slayer logi sub-set Just sayin'
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3205
|
Posted - 2014.10.10 20:50:00 -
[23302] - Quote
Appia Nappia wrote:mollerz wrote:Also, They should really tier matches to Mil/BAS/ADV/PRO.
Wanna play in a basic match? Enforce basic weapons/dropsuits.
Same for all levels of weapon/dropsuit. You can always go down, but not beyond the class of the match. Plenty of people have suggested this, and tied it to EVE security ratings.
That right there would solve so many issues. It should be like tabletop games, where your armies have point limits based on the competition. Tiered game modes should have a cap on all the items on your suit, based on average meta lvl of your fitting 1.0 meta 0 0.9 - 0.7 meta 3 0.6 - 0.4 meta 5 0.3-0.1 meta 8 0.0/WH/Pirate no cap Let's you still customize your fit while still limiting. average for meta values were random, the concept and not the n umbers is the point. Yet another thing Eternal Crusade does right they crib directly from TT gaming to establish contexts like this.
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3205
|
Posted - 2014.10.10 20:51:00 -
[23303] - Quote
? HPLAK ?
See a cool idea thread? Mail me the title and I'll take a look =)
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
771
|
Posted - 2014.10.10 20:56:00 -
[23304] - Quote
Mathppia wrote: I know it's hard to remember life more than a year ago but seriously, new-scout life is more brutal than a Swedish death metal band.
True that. I've gotten a bunch of my friends to try Dust and I always end up convincing them to spec into Minjas. I feel like a siren luring them onto the rocks. They tend to go about 0-15 every match, and they've played video games all their lives. >:L
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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One Eyed King
Land of the BIind
4707
|
Posted - 2014.10.10 20:56:00 -
[23305] - Quote
Cross Atu wrote:One Eyed King wrote:@ Cross
It would be kind of difficult to address other issues given the hypothetical situation, simply because a lot of times changes have unintended consequences and may actually play differently than we think.
That being said, I don't know that all of those changes would be necessary if even one of those changes take place, particularly if Haerr's cloak penalties were in place. I think the effects would be overly burdensome, and would negate the need for other changes.
I also think that if other changes were in place, they would negate the need for additional cloak penalties, and would most likely not overly diminish scoutly roles other than slaying. Makes sense. Also, to be clear, the "other changes" I was talking about would be buffs in this case considering that the alteration to cloak scan range, weapon use from decloak et al are nerfs my hypothetical was simply posed as a "if scouts would enjoy that cloak change, what buffs would be required to keep things in a good spot balance wise". But as you say that is a lot of hypothetical X factors to account for. Cheers, Cross Gotcha.
I think the particular nerfs would dictate what, if anything would need to be offset.
Regarding nerfs like an additional speed penalty to plates would be precise enough not to need offsetting buffs.
Reducing the precision or range while cloaked would need something major, like complete invisibility while cloaked to truly offset that level of a nerf.
You can always tell a Millford Minja
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One Eyed King
Land of the BIind
4707
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Posted - 2014.10.10 21:00:00 -
[23306] - Quote
Pseudogenesis wrote:Mathppia wrote: I know it's hard to remember life more than a year ago but seriously, new-scout life is more brutal than a Swedish death metal band.
True that. I've gotten a bunch of my friends to try Dust and I always end up convincing them to spec into Minjas. I feel like a siren luring them onto the rocks. They tend to go about 0-15 every match, and they've played video games all their lives. >:L I am thankful I came into the game when I did. The beginning of open beta was good to new players, and there were so many that the vets were dispersed.
Plus I think that around that time, or just prior to it, the closed beta vets had their SP erased.
Now, it is the complete opposite. Poor saps.
You almost need to just have them start an account and leave it unplayed after the academy til they have enough passive SP to even begin to be effective.
You can always tell a Millford Minja
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
772
|
Posted - 2014.10.10 21:18:00 -
[23307] - Quote
What do you guys think about just nerfing the shotgun? I hate to do it, really, but it seems like the only commonality with regards to the balance problem we're discussing. Cloaks aren't the problem, scouts aren't the problem, tanked scouts aren't the problem, but the shotgun is the focal point of it all. Nerfing any of the others would have too much of a ripple effect on other roles. I don't think the shotgun is the problem itself, but nerfing it seems like the fastest and least intrusive way of eliminating the problem.
All this ends justify means stuff makes me feel icky though :( Balancing Dust is hard
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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Llast 326
An Arkhos
4775
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Posted - 2014.10.10 21:22:00 -
[23308] - Quote
Pseudogenesis wrote:What do you guys think about just nerfing the shotgun? I hate to do it, really, but it seems like the only commonality with regards to the balance problem we're discussing. Cloaks aren't the problem, scouts aren't the problem, tanked scouts aren't the problem, but the shotgun is the focal point of it all. Nerfing any of the others would have too much of a ripple effect on other roles. I don't think the shotgun is the problem itself, but nerfing it seems like the fastest and least intrusive way of eliminating the problem.
All this ends justify means stuff makes me feel icky though :( Balancing Dust is hard No Don't make me stab you
KRRROOOOOOM
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hfderrtgvcd
728
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Posted - 2014.10.10 21:29:00 -
[23309] - Quote
Maybe reduce the shotgun's clip size? I can't think of a reason why an alpha damage weapon should do almost 4000 damage per clip.
You can't fight in here! This is the war room.
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
772
|
Posted - 2014.10.10 21:32:00 -
[23310] - Quote
hfderrtgvcd wrote:Maybe reduce the shotgun's clip size? I can't think of a reason why an alpha damage weapon should do almost 4000 damage per clip.
Well they also took ranges into account, remember? That's very important. Nova knives are an alpha damage weapon that essentially do GêP in their clip
However, I think a clip nerf would be a decent idea. The shotgun is good because it's used with tanked scouts, right? Tank implies longer engagements, so nerfing the clip would reduce the effectiveness of running it with tank.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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