Edited by DM30, December 10 2012 - 02:30 PM.
Don't touch the Scout, please.
#21
Posted December 10 2012 - 02:30 PM
#22
Posted December 10 2012 - 03:14 PM
DM30, on December 10 2012 - 02:29 PM, said:
The_Silencer, on December 10 2012 - 01:23 PM, said:
+1 to the slightly and softly. Most of my personal (minor) complaints from CB3 were from over-zealous "balancing" from the previous beta. Going into open beta, I hope to see more smaller changes rather than a few big ones.
Yep. I think this chassis requires real skills from pilots and, as has been said, the Scout is very fragile.
P.S. You may use the damn Like button upon a time
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"The difference between theory and practice is smaller in theory than it is in practice"
#23
Posted December 10 2012 - 06:25 PM
#24
Posted December 10 2012 - 06:32 PM
draco7891, on December 09 2012 - 10:27 PM, said:
Analysis, on December 09 2012 - 03:04 PM, said:
The Mini-Flak currently has an effective range of 55m, the Flak Cannon has a range of 35m.
Quote
If you fire your TOW at sub-8m distances to your opponent, which is the explosion radius of a TOW (at full upgrade, actually 7.7m). At the more nominal 15-20m most people engage at, it's a non-issue.
The Mini-Flak does 160DPS to the Flak Cannon's 124.8DPS. Giving that kind of dichotomy the manueverability, speed, and agility of an A-Class is pure cheese, any way you slice it. Mini-Flak needs a serious rebalance. If it's supposed to be the "SMG" of the shotguns, then it needs to do less damage than a Flak, with less heat and more total damage (ie, longer firing time, but lower DPS).
Draco
You do realize the people saying the mini-flak does 160 dps is based on the idea that it never over heats right_ Because people get it due to its dps over 10 seconds and the gun over heats in a little over 7, so it could never be reached. But this is using the crappy in game numbers as well. The numbers given to use in game are not all correct. I mean if that was the case.. the tow would only do 555 damage in 3 hits and the vulcan heat issue wouldn't have still been in cbe3. So lets be realistic here. We cannot trust any stats on weapons for these closed betas unless they were generated by people in game over many iterations and proven to be true or false. This didn't happen. We don't even know what 35 meters correlated to in distance in the game.
Basically, don't base your judgement on numbers we cannot hold to be true.
The scout has 500 armor and has to get in close to be effective w/ the mini-flak. It will be only rewarding for those that can keep up the movement to stay alive via skill. But as it stands, more scouts will probably go HEAT because it is far safer to use and has more capabilities.
#26
Posted December 10 2012 - 06:53 PM
#27
Posted December 10 2012 - 07:53 PM
D20Face, on December 09 2012 - 11:37 PM, said:
And people seem to forget that A classes have about half the health of C classes. They need the increased damage output to allow them to stand a chance.
The reason A classes needed to be kept away from higher damage in cb1-2 was because a large amount of the survivability gap was easily filled by optimizations. Once that was removed they became fine.
A classes needed to be kept away from high damage CQC weapons because its piss easy for them to choose engagements, and it only got better with the speed changes
@Akrium
DPs has nothing to do with heat
Edited by Beemann, December 10 2012 - 07:56 PM.
#28
Posted December 10 2012 - 08:36 PM
Akrium, on December 10 2012 - 06:32 PM, said:
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#29
Posted December 10 2012 - 08:40 PM
DPS: Damage per Second.
AOE: Area of Effect.
ROF: Rate of Fire.
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"The difference between theory and practice is smaller in theory than it is in practice"
#30
Posted December 10 2012 - 08:58 PM
AsianJoyKiller, on December 10 2012 - 08:36 PM, said:
It's actual REAL dps is much lower in terms of use, just like every weapon in the game.
There needs to be a more accurate way, like maybe WoW's recount add-on, to actually tell what your dps is in use.
Edited by Necro, December 10 2012 - 08:59 PM.
#31
Posted December 10 2012 - 09:10 PM
Ultimately no other gun can reach 160 DPS
Period
Are you going to suggest that the mini flak is hard enough to aim optimally that a highly skilled player is going to lose over a quarter of their damage output_
#32
Posted December 10 2012 - 09:26 PM
Necro, on December 10 2012 - 08:58 PM, said:
I'm just saying some people need to stop relying solely on perfect condition dps numbers before they determine certain factors about a class.
There is also the argument of burst damage compared to sustained damage . You can't effectively burst with the mini-flak then take cover, the gun doesn't work like that.
A HEAT+GL user could easily have a much higher DPS number then a scout user depending on the situation because of the need for a mini-flak user to be out in the open to perform it's sustained damage. The error I feel is putting it on such a fast class that it can shorten the amount of time it's in danger of being shot. If the Mini-flak is nerfed it may then be useless on C classes but balanced on A classes.
That's just the nature of this game because weapon balance has to fit the numbers for different chassis.
It's like if WOW gave a Warrior ability to every class how would they keep it balanced for every single one while they all have other ability's that might increase it usefulness.
#33
Posted December 11 2012 - 05:55 AM
I never used mini flak on my Scout, it requires too many hits to actually get use of its "dps", regular Flak is much better to use with shot&dodge tactic and its better to hit once and hit hard than trying to pump dps while exposing yourself for too long.
#35
Posted December 11 2012 - 11:41 AM
PiVoR, on December 11 2012 - 05:55 AM, said:
I never used mini flak on my Scout, it requires too many hits to actually get use of its "dps", regular Flak is much better to use with shot&dodge tactic and its better to hit once and hit hard than trying to pump dps while exposing yourself for too long.
The HEAT cannon's primary issue is the lack of heat generation
TBH I find all three of the scout's primaries a bit dumb. The Flak's issues are pretty apparent for any fight club participants (IE there was a reason for Flak not being on A mechs) the Mini Flak is a bit dumb because it allows for any sort of ambush to be a guaranteed kill (remember, any complaints you have about missed damage also apply to other weapons. Unless you're implying that the mini flak is much harder to use in comparison, the damage gap will stay about where it is now, not to mention the fact that there ARE cases where optimal damage is definitely plausible)
The scout is a bit of a slap in the face for any balance considerations. It's an easy in-and-out with high burst (on basically any weapon. Remember also that if you're out of cover for 1 second against the mini flak, that's about 160 damage. If you're out of cover AND on cooldown then you've probably got another 160 before it's over. Without taking into account TOW or HE damage, that's already pretty much HE and HEAT damage in hitscan form, and you can do it more than once every 30 seconds without leading any shots), 2 weapons that need a nerf in some way and one that was a decidedly "bad thing" for A mechs ages ago
Not to mention the fact that one of the weapons that needs a nerf is basically a pre nerf vulcan with less range, but more damage and no spin-up time
#36
Posted December 11 2012 - 11:56 AM
Necro, on December 10 2012 - 09:26 PM, said:
That's just the nature of this game because weapon balance has to fit the numbers for different chassis.
I don't see how any overlap at all between weapons on A and C classes can really work for the simple reason of mobility. If a weapon like a flak is set to be 'balanced' on an A-class, then it will be underpowered on a C class because it's much harder for them to keep a target up close. The opposite applies if done the other way, where it might be fine on a C class but murderous on an A class because it can always keep an enemy in the weapon's sweet spot (I'd say this is more how it is right now). Yes, the extra fragility of the A-classes compensates a bit, but with how quickly they can jump in and out of cover or juke around to throw off the aim of a lot of players, this drawback is minimized without taking weapon power into account.
I'd argue that until we get more weapon separation between the classes, problems like this will always exist. Ideally I would like to see two entirely new versions of the flak (such as "light flak" and "light auto-flak") to go on A-classes that aren't quite so devastating at point-blank range, while leaving the current iterations as they are for exclusive use on C-classes (and maybe B-classes as 20 unlocks or something), but I know that might be a bit much to ask.
#37
Posted December 11 2012 - 12:01 PM
The only exceptions are weapons that just don't go on A classes, which used to include Vulcans and Flaks, and is now basically limited to Hellfires, Slug, Hawkins and Sabot (unless we're counting all the one-off weapons, like Seekers and the Rev-GL, and I doubt Slug, Hawkins and Sabot will stay off of A mechs)
#38
Posted December 11 2012 - 12:09 PM
EDIT: come to think of it, Hawkins/TOW may be a good alternate setup for the Scout, rather than MF. Hawkins does some decent damage at short/mid range, but the heat is something that has to be managed. It'd be a good match for the TOW.
Edited by Karaipantsu, December 11 2012 - 12:11 PM.
#39
Posted December 11 2012 - 12:11 PM
Beemann, on December 11 2012 - 12:01 PM, said:
The only exceptions are weapons that just don't go on A classes, which used to include Vulcans and Flaks, and is now basically limited to Hellfires, Slug, Hawkins and Sabot (unless we're counting all the one-off weapons, like Seekers and the Rev-GL, and I doubt Slug, Hawkins and Sabot will stay off of A mechs)
That is true, but I would argue that range isn't quite as large of a factor on those weapons (with maybe the exception of the SMC, but unless I'm mistaken that's not even on C-classes(_) And it seems to be consensus already that the Vulcan doesn't go on A's, unless they made a "light" version of that too). HEAT rounds travel fast enough that I wouldn't call range a tremendous factor in them either, although getting the most damage out of them is quite likely easier done up close (don't know, haven't used them). I'd argue similarly for TOW, in that their damage is the same at any range, it's just easier to hit up close. So, amending what I said before, I still say that we need distinctive class separation on weapons where range is a significant factor in damage. And using a "Don't put it on an A-class" logic would basically scrap the scout as a mech entirely as it is now, so that seems like a less than ideal solution.
#40
Posted December 11 2012 - 12:27 PM
Beemann, on December 10 2012 - 07:53 PM, said:
A classes needed to be kept away from high damage CQC weapons because its piss easy for them to choose engagements, and it only got better with the speed changes
With the optimization nerfs they lost 220 health points. That's almost 33%.
Losing all that health hit the survivability of A classes hard enough that they will die in a 5 second engagement against any class should the enemy hit both secondary shots.
They need to be able to kill people in at least a somewhat similar amount of time.
Edited by D20Face, December 11 2012 - 12:28 PM.
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