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Cross Atu
Conspiratus Immortalis Covert Intervention
1431
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Posted - 2013.08.10 16:52:00 -
[1] - Quote
[P2] Assault Rifle Generally agreed, thought I would add that the planned split of the assault rifle into other weapons cannot come too soon. Right now the AR line is solidly OP when viewed from an SP invested for utility gained perspective as compared with other weapon lines. This is not to say that the individual ARs are actually in need of a nerf but they will continue to, as a group, over-perform their role so long as that role remains so wide in scope. This is all being addressed by CCP already and I note it only for the sake of information to be considered when weighing balance. [P3] Scrambler Rifle Agreed. [P4] Laser Rifle +1 on this, the listed buffs would be a good first step, and perhaps the only step needed. Adopt these buffs and then see where the LR is in a build or two for any further tuning. [P5] Heavy Machine Gun Agreed on all points except range. Optimal should stay as is with an allowance for a slightly more forgiving falloff. The range of the HMG was, IMO, the only problem it had in Chrome. A mild range reduction from Chrome levels would have tuned it nicely and with the new range system tuning for that is even more possible. [P6] Mass Driver After the huge nerf coming out of Chrome the MD has been essentially useless until CCP recently fixed some of the targeting and occlusion bugs. Now it's doing quite a bit of work and only has a few specific areas where it needs polish. Interestingly most of the problem areas of the MD aren't actually direct MD stats they're game wide.
The explosives effect you've already noted but there is also the matter of projectile angle. The change from Chrome to Uprising has made the MD more like the Flaylock than the suppression and support weapon it used to be. Restore the old projectile arc, fix the splash damage so that it is applied in a sphere rather than a falt circle and let simmer for 2-4 builds to collect data.
If I had to add one more touch up it would be that the nerf from Chrome to Uprising was done poorly with regards to weapon sub-roles. Seeing the stats on the MD types touched up a bit to further emphasize their role within the line would go quite a way toward really making the line solid while also highlighting the potential problem areas if any remain at that point. [P7] Plasma Cannon Yes to all except #1. Make the other changes and allow for a reassessment at that point. As another poster stated we need to be careful it doesn't start to undercut the AV role of the Forge Gun. [P8] Flaylock Pistol Agreed. May need a second look after the explosives damage fix comes through but may still be fine even with that change. [P9] Submachine Gun Generally agree here, I'm not as concerned regarding the weapon/price gap as price by meta seems fine to me even if STD/ADV/PRO each contain more than one meta within them, the current method allows for some player choice within each level so as long as the types are scaled within the entire line and properly reflect their values via ISK and fittings requirements I think that's fine.
Otherwise we're on the same page here. [P10] Scrambler Pistol +1 (btw, you have your SMG and Scram Pistol sections flipped) [P11] Shotgun I haven't been using the shotgun very much this build due to the hit detection issues but when I do hit it still seems to be working just fine fix the hit detection and then study the results would be my prescribed method here. [P12] Nova knives Sprinting while charged and (if it hasn't already been added) attacking for partial damage when partially charged both need to be added. There could also be some diversity added to the line by creating types with differing damage profiles regarding their efficiency vs armor or shields. This would make the knives more effective at getting quick kills but only against some Mercs so the user would have to be very situationally aware to avoid losing their fit after selecting the wrong target.
continued in next post |
Cross Atu
Conspiratus Immortalis Covert Intervention
1431
|
Posted - 2013.08.10 16:52:00 -
[2] - Quote
[P13] Sniper Rifle Agreed regarding giving snipers a tagging role via TACNET. Also I still feel that a WP reduction (on the WP earned, not subtracted for the total) or the removal of WP for kills/assists made into or out of the redline would be a good mechanic.
Regarding the rest, I can see where you're going with those changes and they may be good ones but I'd rather have the redline elements fixed first before making other heavy alterations to the line due to the profound shift in meta for the class at that point (even the snipers who don't redline snipe at all will feel the effects of an end to redline sniping as competition for positions will become more intense). [P14] Grenade I'd split the types within the grenade line rather than do a linar reduction. Much like uplinks and hives there should be a type of grenade that still allows for three to be carried but at a cost in other attributes. This increases diversity within the game and still accomplishes the same general net effect.
I disagree with the nanohive change. Uprising has already seen quite a few nerfs to the equipment line in both tactical value and WP earnings potential so I'm pretty resistant to your proposal. I do however see your point and it's a valid one so as an alteritive I'd propose a couple tweaks to grenade resupply from hives.
- Move grenades to the lowest priority on the resupply list so the hive fills up all aspects first.
- Bind grenade cluster cost to meta level so that the higher level grenades cost slightly to resupply.
With a Wiyrkomi hive, which has 101 clusters, the maximum theoretical number of grenades that can be restocked currently is 33. Now since this is a hive that also gives weapon ammo and triage you'll never actually get that many grenades out of it but for a test case lets look at the meta changes.
Assuming even a base increase of 1 cluster per grenade we're down to 25 total, which is still a lot but will be pushed even lower through reps and ammo resupply. Based on a liner increase of 1 cluster per "level" we'd have Militia 3, STD 4, ADV 5, PRO 6. With that progression the theoretical max case for proto nades would be 16, a value which would never actually be reached under battlefield conditions (especially if the priority scaling listed above were also in place pushing ammo to the front of the line over nades).
Combine the above with the incoming fix to explosive damage and I think it'll address the situation enough to at least let is simmer for two builds and collect new data on the updated status of the grenade.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
1493
|
Posted - 2013.08.17 03:58:00 -
[3] - Quote
Since I'm still seeing a lot of weapon balance threads, and very little in the way of cool headed feedback in them, I'm going to bump this thread in hopes that it will help improve the quality of the discussion taking place.
Cross |
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