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Cat Merc
DUST CORE DARKSTAR ARMY
3859
|
Posted - 2013.08.05 03:34:00 -
[31] - Quote
Buster Friently wrote:Cat Merc wrote:Buster Friently wrote:Cat Merc wrote:Buster Friently wrote:The standard AR is far from UP. They are being used to kill at 10 times the rate of scrambler rifles. The fact that it's the most used doesn't say ****. Assault scrambler rifle is EXACTLY the same as the AR. Range, DPS, accuracy, etc' Only has a larger clip and a slightly tighter hipfire. Does anyone complain about it? No. Why? Because people hate what kills them most. It says volumes. There's a reason that they're most used, and it's name is OP. OR 1. They're the starter weapons 2. There are 3 blueprints of those 3. Everyone invested into AR's without checking out scrambler rifles They kill almost as much as 11 of the available 14 weapons in the game, combined. I think there's more to it than blueprints and lack of exploration. Trust me, there isn't. It's easy to use, but that's about it. It's not spectacular at anything. |
Stands Alone
Ultramarine Corp
48
|
Posted - 2013.08.05 03:45:00 -
[32] - Quote
+1
I agree with almost everything... some minor things... for example... the pistols, assault variant requires more CPU/PG. and there are too many types of pistols that do about the same thing? so what then, leave it to player preference...
other than that, cant really find much anything i disagree with |
Buster Friently
Rosen Association
1458
|
Posted - 2013.08.05 03:49:00 -
[33] - Quote
Cat Merc wrote:Buster Friently wrote:Cat Merc wrote:Buster Friently wrote:Cat Merc wrote: The fact that it's the most used doesn't say ****. Assault scrambler rifle is EXACTLY the same as the AR. Range, DPS, accuracy, etc' Only has a larger clip and a slightly tighter hipfire. Does anyone complain about it? No. Why? Because people hate what kills them most.
It says volumes. There's a reason that they're most used, and it's name is OP. OR 1. They're the starter weapons 2. There are 3 blueprints of those 3. Everyone invested into AR's without checking out scrambler rifles They kill almost as much as 11 of the available 14 weapons in the game, combined. I think there's more to it than blueprints and lack of exploration. Trust me, there isn't. It's easy to use, but that's about it. It's not spectacular at anything.
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
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Cat Merc
DUST CORE DARKSTAR ARMY
3860
|
Posted - 2013.08.05 04:35:00 -
[34] - Quote
Buster Friently wrote:
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
The players are killing the diversity, nothing else. It's the eaiest to use, people will stop using it only if it was nerfed to uselessness. Also, the assault scrambler rifle is the same and yet it's less used, to make people move there you will have to make the assault rifle worse. |
Cosgar
ParagonX
3927
|
Posted - 2013.08.05 04:41:00 -
[35] - Quote
Cat Merc wrote:Buster Friently wrote:
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
The players are killing the diversity, nothing else. It's the eaiest to use, people will stop using it only if it was nerfed to uselessness. Also, the assault scrambler rifle is the same and yet it's less used, to make people move there you will have to make the assault rifle worse. The weapons in this game should be balanced to the point that no matter what you decide to use, you'll find a way to have fun with it. The AR can be that entry level weapon, but when all the racial types come out, there needs to be some serious re-balancing or we're just going to be back here again saying the Plasma Carbine, Plasma Blaster, or whatever the hell CCP is going to call it is still overpowered compared to all the other racial weapons. I'm fine with full auto rifles being the entry level weapon, every game needs an entry level game mechanic, but it needs to have some downsides. |
Alena Ventrallis
Osmon Surveillance Caldari State
44
|
Posted - 2013.08.05 04:45:00 -
[36] - Quote
Cat Merc wrote:Buster Friently wrote:
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
The players are killing the diversity, nothing else. It's the eaiest to use, people will stop using it only if it was nerfed to uselessness. Also, the assault scrambler rifle is the same and yet it's less used, to make people move there you will have to make the assault rifle worse. I think one of the reasons you don't see as many AScR is the fact that they appear so deep into the skill. Level I, occasionally II unlocks all variants for most everything, where it takes level IV to get the assault scrambler. In fact, the only reason I knew of its existence, was hearing the weapon fire and not knowing what it was, then attempting to get killed specifically by that player so I could see what he was using.
If they were available sooner, There'd probably be more of them around. |
DRDEEZE TWO POINTO
DEEZE NUTSZ INC
80
|
Posted - 2013.08.05 04:52:00 -
[37] - Quote
Well I just used the advanced scrambler assault rifle and went 28 and 6 and the only problem I found was the sights on it is to blurry so you can be off your target a lot. And the recoil is actually fine I found out. But other then that it's like the assault rifle and it seemed like it had more range the the ar probably cause the zoomed in sights. |
Cosgar
ParagonX
3928
|
Posted - 2013.08.05 04:54:00 -
[38] - Quote
Alena Ventrallis wrote:Cat Merc wrote:Buster Friently wrote:
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
The players are killing the diversity, nothing else. It's the eaiest to use, people will stop using it only if it was nerfed to uselessness. Also, the assault scrambler rifle is the same and yet it's less used, to make people move there you will have to make the assault rifle worse. I think one of the reasons you don't see as many AScR is the fact that they appear so deep into the skill. Level I, occasionally II unlocks all variants for most everything, where it takes level IV to get the assault scrambler. In fact, the only reason I knew of its existence, was hearing the weapon fire and not knowing what it was, then attempting to get killed specifically by that player so I could see what he was using. If they were available sooner, There'd probably be more of them around. I think they got it backwards and should have made the AScR available at lvl 1 and the ScR at 2 or 3. |
Cat Merc
DUST CORE DARKSTAR ARMY
3860
|
Posted - 2013.08.05 05:23:00 -
[39] - Quote
Cosgar wrote:Cat Merc wrote:Buster Friently wrote:
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
The players are killing the diversity, nothing else. It's the eaiest to use, people will stop using it only if it was nerfed to uselessness. Also, the assault scrambler rifle is the same and yet it's less used, to make people move there you will have to make the assault rifle worse. The weapons in this game should be balanced to the point that no matter what you decide to use, you'll find a way to have fun with it. The AR can be that entry level weapon, but when all the racial types come out, there needs to be some serious re-balancing or we're just going to be back here again saying the Plasma Carbine, Plasma Blaster, or whatever the hell CCP is going to call it is still overpowered compared to all the other racial weapons. I'm fine with full auto rifles being the entry level weapon, every game needs an entry level game mechanic, but it needs to have some downsides. And I completely agree. However, untill all the racial variants are out, you cannot "fix" this weapon into it's intended role (High DPS low range) without breaking something else. |
Cat Merc
DUST CORE DARKSTAR ARMY
3860
|
Posted - 2013.08.05 05:24:00 -
[40] - Quote
Cosgar wrote:Alena Ventrallis wrote:Cat Merc wrote:Buster Friently wrote:
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
The players are killing the diversity, nothing else. It's the eaiest to use, people will stop using it only if it was nerfed to uselessness. Also, the assault scrambler rifle is the same and yet it's less used, to make people move there you will have to make the assault rifle worse. I think one of the reasons you don't see as many AScR is the fact that they appear so deep into the skill. Level I, occasionally II unlocks all variants for most everything, where it takes level IV to get the assault scrambler. In fact, the only reason I knew of its existence, was hearing the weapon fire and not knowing what it was, then attempting to get killed specifically by that player so I could see what he was using. If they were available sooner, There'd probably be more of them around. I think they got it backwards and should have made the AScR available at lvl 1 and the ScR at 2 or 3. Hmm... Why not have all available from the start? |
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Arkena Wyrnspire
Turalyon 514
2353
|
Posted - 2013.08.05 08:07:00 -
[41] - Quote
Buster Friently wrote:
The standard AR has too large a magazine, is too accurate, caries too much ammo overall, and has too short a TTK to properly fill it's role as a generalist weapon. It is simply out shining too many weapons, and where niche weapons are actually better, there not better by a large enough amount.
I agree with the size of the magazine and the accuracy (in that there isn't enough recoil) but I don't agree with the TTK. The damage output would be fine if you couldn't maintain it for ages and if it wasn't all applied due to the accuracy. |
Piercing Serenity
PFB Pink Fluffy Bunnies
378
|
Posted - 2013.08.05 09:33:00 -
[42] - Quote
Arkena Wyrnspire wrote:The standard assault rifle variant is okayish, in my opinion. However, the clip size is too generous, and the recoil doesnGÇÖt work very well - I think that the recoil is laughable. All the recoil and kick disappears the moment you stop holding down the trigger, so thereGÇÖs hardly any recoil if you burst it even occasionally. The recoil doesnGÇÖt do much even if you do hold down the trigger too much.
This leads to the weapon being too accurate. I think the recoil should be increased quite significantly, and the mechanic tweaked so that the effect doesnGÇÖt reset if you let go of the trigger for an instant. Also, the clip size should be reduced a bit. 60 rounds is unnecessary and leads to far too much spraying 'and praying'.
The burst assault rifle is lacklustre. The sights on it zoom in a bit too much, and the green scope is quite restrictive. The currently poor hit detection means that the burst fire mode also feels quite restrictive. The burst comes out quite slowly, meaning that if youGÇÖre on target for the first shot the next couple of shots might well miss if the target is strafing. The delay between bursts means that despite the higher base fire rate, because of the lower per bullet damage this variant tends to pull less dps than the automatic variant. Hit detection also affects this weapon significantly, as in CQC itGÇÖs harder to land a shot than with other weapons. The ammunition of this weapon is used up very quickly due to the higher fire rate and lower damage nature of the weapon.
To fix this, I would suggest changing the fire rate so that the GÇÿburstGÇÖ comes out very quickly, all at once, and having a momentGÇÖs delay between bursts. This is actually very similar to the state of the prototype variant right now - a flat fire rate between levels and only ramping up the damage would work better for this weapon. This would make the weapon more about landing a solid burst, and give it a more defined role than it has now. I would also suggest a change in the sights, as the high zoom sight isnGÇÖt great for the shorter range combat this rifle tends to find itself in. A slight buff to damage would also bring the damage output of this weapon up to par - alternatively, a marginal range increase would help this weapon a bit. A small increase to ammunition reserves would be worth considering as well.
The breach assault rifle isnGÇÖt in a very good place. A long time ago this weapon was king, but the nerfbat was swung too hard and itGÇÖs never really recovered. The damage buff in Uprising was a welcome change, and it has helped the breach quite a bit. However, this weapon suffers from the lower rate of fire - while fixing hit detection will likely help this a bit, with two similar dps weapons itGÇÖs better to go for the one with higher fire rate because youGÇÖre likely to land more of your damage output on the target. The damage output of the breach is actually lower than the automatic variantGÇÖs.
The breach has less damage and range than the automatic AR. LetGÇÖs compare the standard breach and the standard automatic. ItGÇÖs 34.1 HP at 750 RPM vs 51.0 HP at 400 RPM. ThatGÇÖs 426.25 dps vs 340 dps - showing that the breach has quite a bit less dps than the automatic.
Overall, the breach assault rifle has lower dps than the AR, lower fire rate, and, crucially, lower range. The lower range is something that the breach really suffers from, and with no trade-off worth the range reduction this rifle is consigned to the GÇÿuseless weaponsGÇÖ pile.
To fix this, a number of things need to be done. I think keeping it as a CQC weapon is a good thing, and it carves out its own role as a variant.
This weapon needs to reward accuracy in CQC - I believe that was the original intention. Because of this, I suggest tweaking this and going with a higher fire rate. The TAR already fills the job of high damage low fire rate at range, so range canGÇÖt simply be buffed. It shouldnGÇÖt be too much of an increase, so the weapon can still reward accuracy in CQC, but if you increased the fire rate a bit more whilst leaving the damage the same youGÇÖd get a more powerful weapon at short range, which is fairer than the current state of the weapon..
If you went with a fire rate of 588.2 rpm, youGÇÖd end up with 75 more dps than the standard assault rifle, which is a fair trade for the range, and with a lower fire rate itGÇÖs a little more rewarding for accuracy.
That simple fix would do wonders for the breach AR - the range doesnGÇÖt necessarily need to be increased much, as long as itGÇÖs notably more effective in CQC than the other variants of the AR are. This would suit the short range high damage philosophy of Gallente tech more.
The Tactical Assault Rifle was previously unquestionably overpowered. It was, luckily, nerfed.
I think this nerf has mostly worked. This is no longer a weapon which can wreck any suit in an instant. It remains very strong at range, but this is working as intending, and itGÇÖs weaker at CQC now. Perhaps itGÇÖs still quite accurate with hipfire, but I donGÇÖt think this is enough to warrant a tweak. The main reason that people use it right now is for its range - This is a good thing,as it fulfils its intended role, although ranges in general across all weapons could be a bit higher.
Here's another little compilation of player feedback on the AR
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Cat Merc
DUST CORE DARKSTAR ARMY
3864
|
Posted - 2013.08.05 09:39:00 -
[43] - Quote
Arkena Wyrnspire wrote:Buster Friently wrote:
The standard AR has too large a magazine, is too accurate, caries too much ammo overall, and has too short a TTK to properly fill it's role as a generalist weapon. It is simply out shining too many weapons, and where niche weapons are actually better, there not better by a large enough amount.
I agree with the size of the magazine and the accuracy (in that there isn't enough recoil) but I don't agree with the TTK. The damage output would be fine if you couldn't maintain it for ages and if it wasn't all applied due to the accuracy. Clip size is fine, shots are bound to miss and this is a strafing game, not a twitch shooter. |
Arkena Wyrnspire
Turalyon 514
2357
|
Posted - 2013.08.05 15:07:00 -
[44] - Quote
Piercing Serenity wrote:Here's another little compilation of player feedback on the AR
Thanks for that, was an interesting read. The scaling was a little wider than I'd recommend though. |
Revelations 514
Red Star. EoN.
108
|
Posted - 2013.08.05 16:00:00 -
[45] - Quote
Cat Merc wrote:Buster Friently wrote:
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
The players are killing the diversity, nothing else. It's the eaiest to use, people will stop using it only if it was nerfed to uselessness. Also, the assault scrambler rifle is the same and yet it's less used, to make people move there you will have to make the assault rifle worse.
As a Scout, I have an easier time dodging SCR fire than AR fire. Probably due to the scope as RoF seems to be neglibible in this comparison. SCR has an overheat mechanic SCR gives away it's owner's position when fired to a greater degree, (bright beams of light) Built-in Scope makes it slightly tougher to use in all situations
So, while it's not a perfect balance, it's still better balanced than auto AR's. Auto AR's still rule the day as it has none of the above downsides in comparison.
It is also not due to exposure and what someone has already skilled into. I can own with a militia fit using the frontline with 0 sp invested. Moreso than I can with a SG with level 5 on everything but ammo capacity, even in CQC. Thats just the basic (since tradeoff should be SG is better at CQC, it's really not consistently better even with an SP variance of a coupla million). Also, what about end game? Proto Duvolle is meta level 9, Proto SG is meta 7. This is accurate as the Shotgun costs more in both fitting requirements and isk, (even with skills into SG), but has less stats in every single category.
Try killing 3 people with an SG without reloading. Even if you score every single hit, (and you wont), you cannot do it. Try the same thing with the AR, I bet you do it once a game. This is even without the requirement of scoring each hit, which is actually easier to do with the damn AR, although I blame that on the lack of SG love. |
Arkena Wyrnspire
Turalyon 514
2362
|
Posted - 2013.08.05 23:19:00 -
[46] - Quote
Cat Merc wrote:Arkena Wyrnspire wrote:Buster Friently wrote:
The standard AR has too large a magazine, is too accurate, caries too much ammo overall, and has too short a TTK to properly fill it's role as a generalist weapon. It is simply out shining too many weapons, and where niche weapons are actually better, there not better by a large enough amount.
I agree with the size of the magazine and the accuracy (in that there isn't enough recoil) but I don't agree with the TTK. The damage output would be fine if you couldn't maintain it for ages and if it wasn't all applied due to the accuracy. Clip size is fine, shots are bound to miss and this is a strafing game, not a twitch shooter.
Debatable, but recoil must absolutely happen. |
Cat Merc
DUST CORE DARKSTAR ARMY
3870
|
Posted - 2013.08.05 23:22:00 -
[47] - Quote
Revelations 514 wrote:Cat Merc wrote:Buster Friently wrote:
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
The players are killing the diversity, nothing else. It's the eaiest to use, people will stop using it only if it was nerfed to uselessness. Also, the assault scrambler rifle is the same and yet it's less used, to make people move there you will have to make the assault rifle worse. As a Scout, I have an easier time dodging SCR fire than AR fire. Probably due to the scope as RoF seems to be neglibible in this comparison. SCR has an overheat mechanic SCR gives away it's owner's position when fired to a greater degree, (bright beams of light) Built-in Scope makes it slightly tougher to use in all situations So, while it's not a perfect balance, it's still better balanced than auto AR's. Auto AR's still rule the day as it has none of the above downsides in comparison. It is also not due to exposure and what someone has already skilled into. I can own with a militia fit using the frontline with 0 sp invested. Moreso than I can with a SG with level 5 on everything but ammo capacity, even in CQC. Thats just the basic (since tradeoff should be SG is better at CQC, it's really not consistently better even with an SP variance of a coupla million). Also, what about end game? Proto Duvolle is meta level 9, Proto SG is meta 7. This is accurate as the Shotgun costs more in both fitting requirements and isk, (even with skills into SG), but has less stats in every single category. Try killing 3 people with an SG without reloading. Even if you score every single hit, (and you wont), you cannot do it. Try the same thing with the AR, I bet you do it once a game. This is even without the requirement of scoring each hit, which is actually easier to do with the damn AR, although I blame that on the lack of SG love. Sigh... ASSAULT SCR! ASSAULT! THERE IS A HUGE DIFFERENCE BETWEEN THE TWO! -_- |
Arkena Wyrnspire
Turalyon 514
2441
|
Posted - 2013.08.09 22:22:00 -
[48] - Quote
Cat Merc wrote:Revelations 514 wrote:Cat Merc wrote:Buster Friently wrote:
No, I think I'll still be pointing out that killing the diversity of the game is actually a problem.
The players are killing the diversity, nothing else. It's the eaiest to use, people will stop using it only if it was nerfed to uselessness. Also, the assault scrambler rifle is the same and yet it's less used, to make people move there you will have to make the assault rifle worse. As a Scout, I have an easier time dodging SCR fire than AR fire. Probably due to the scope as RoF seems to be neglibible in this comparison. SCR has an overheat mechanic SCR gives away it's owner's position when fired to a greater degree, (bright beams of light) Built-in Scope makes it slightly tougher to use in all situations So, while it's not a perfect balance, it's still better balanced than auto AR's. Auto AR's still rule the day as it has none of the above downsides in comparison. It is also not due to exposure and what someone has already skilled into. I can own with a militia fit using the frontline with 0 sp invested. Moreso than I can with a SG with level 5 on everything but ammo capacity, even in CQC. Thats just the basic (since tradeoff should be SG is better at CQC, it's really not consistently better even with an SP variance of a coupla million). Also, what about end game? Proto Duvolle is meta level 9, Proto SG is meta 7. This is accurate as the Shotgun costs more in both fitting requirements and isk, (even with skills into SG), but has less stats in every single category. Try killing 3 people with an SG without reloading. Even if you score every single hit, (and you wont), you cannot do it. Try the same thing with the AR, I bet you do it once a game. This is even without the requirement of scoring each hit, which is actually easier to do with the damn AR, although I blame that on the lack of SG love. Sigh... ASSAULT SCR! ASSAULT! THERE IS A HUGE DIFFERENCE BETWEEN THE TWO! -_-
Indeed. |
KING CHECKMATE
Bragian Order Amarr Empire
469
|
Posted - 2013.08.09 22:45:00 -
[49] - Quote
I agree with most the OP posted .
Except: on PLASMA CANNONS: ''1. An increase in direct damage so that it actually performs its AV role.''
Im okay with all the other buffs requested by the op, but the damage should stay the same. If you increase the damage of the Plasma cannon, you nerf the forge gun. The forgegun damage is a mere 1320 (or so) at standard level only 300 more than a plasma cannon at the cost of having to use the slowest piece of **** suit in the game. Sure , plasmas should fire faster rounds , with more splash damage and have faster reload speed. I do agree on that. But the damage should be reserved for the ones that sacrifice speed to get it.
On SMG's: ''2.The assault and normal variants of this weapon donGÇÖt really have any differences, apart from ones which make the assault variant marginally superior.''
I use Proto SMG's as main weapon ever since the Shotgun became unusable for me. I will tell you whats the difference between ISHI Assault SMG and Six Kin SMG. About 20000+K. And the difference on preformance is nearly NONE. So i obviously stayed with Six Kin SMG. The assault variant need or either some kind of buff ( a nice Range buff would be nice) or either a price drop.
I do agree to that Breach SMG is a piece of ****.
Thats all. Great post overall. |
Arkena Wyrnspire
Turalyon 514
2444
|
Posted - 2013.08.09 22:49:00 -
[50] - Quote
KING CHECKMATE wrote:I agree with most the OP posted .
Except: on PLASMA CANNONS: ''1. An increase in direct damage so that it actually performs its AV role.''
Im okay with all the other buffs requested by the op, but the damage should stay the same. If you increase the damage of the Plasma cannon, you nerf the forge gun. The forgegun damage is a mere 1320 (or so) at standard level only 300 more than a plasma cannon at the cost of having to use the slowest piece of **** suit in the game. Sure , plasmas should fire faster rounds , with more splash damage and have faster reload speed. I do agree on that. But the damage should be reserved for the ones that sacrifice speed to get it.
The main reason I'd say increase the damage is because the plasma cannon is a single shot weapon, whereas the forge gun can fire several. I'm not actually an AV specialist, as evidenced by me not covering forge guns/swarm launchers, so you may well be right to say this.
KING CHECKMATE wrote: On SMG's: ''2.The assault and normal variants of this weapon donGÇÖt really have any differences, apart from ones which make the assault variant marginally superior.''
I use Proto SMG's as main weapon ever since the Shotgun became unusable for me. I will tell you whats the difference between ISHI Assault SMG and Six Kin SMG. About 20000+K. And the difference on preformance is nearly NONE. So i obviously stayed with Six Kin SMG. The assault variant need or either some kind of buff ( a nice Range buff would be nice) or either a price drop.
I do agree to that Breach SMG is a piece of ****.
Thats all. Great post overall.
Oh! You're right! ISK difference actually does matter, after all. Thanks for the feedback - I'll redo the SMG section a little.
EDIT: Done. What do you think of my suggested changes to them? |
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Cross Atu
Conspiratus Immortalis Covert Intervention
1431
|
Posted - 2013.08.10 16:52:00 -
[51] - 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 -
[52] - 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
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Posted - 2013.08.17 03:58:00 -
[53] - 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 |
Zan Azikuchi
Guardian Solutions DARKSTAR ARMY
9
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Posted - 2013.08.27 23:53:00 -
[54] - Quote
Bump |
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