maschas, on March 07 2013 - 12:49 AM, said:
Analyzing the Raider Patch
#101
Posted March 07 2013 - 12:56 AM
#102
Posted March 07 2013 - 02:54 AM
ApoC_101, on March 06 2013 - 05:49 PM, said:
Xacius, on March 07 2013 - 12:15 AM, said:
#103
Posted March 07 2013 - 02:56 AM
I think it's interesting. It's especially interesting because its boost ability shakes up the corner camping game. Since raiders are able to (occasionally) shoot while boosting forward, aggressive rushes become viable. I think that's a good thing.
Now, I've nowhere near enough hours to attain the EOC, but I can imagine the combination being slightly ridiculous. I think the current range limit on the corsair's fair, although it doesn't generate near enough heat for its power and refire rate. I also found myself switching between nade/mirv mode quite frequently.
With respect to balancing, our best bet is to let things settle. People always fuzzy bunny, moan, and embellish after content updates, and it'll be a couple weeks before players adapt to the changes. The latter point's especially important in a game where corner camping's been bread and butter for months.
https://robertsspace...orgs/OMNISCIENT
Complaining about Hawken's population_ Read this: https://community.pl...en/#entry524454
#104
Posted March 07 2013 - 06:12 AM
z121231211, on March 07 2013 - 02:54 AM, 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'
#105
Posted March 07 2013 - 07:31 AM
Beemann, on March 05 2013 - 08:31 PM, said:
BlackCephie, on March 05 2013 - 07:03 PM, said:
BlackCephie, on March 05 2013 - 07:03 PM, said:
BlackCephie, on March 05 2013 - 07:03 PM, said:
BlackCephie, on March 05 2013 - 07:03 PM, said:
You miss my meaning. They can throw your tracking off with a simple side dash while boosting, causing you to miss crucial damage in pursuit. This is what I mean by not boosting in a straight line. Your opponent doesn't have to be a fuzzy bunny that decides to constantly boost in the same direction without throwing in any kind of evasion.
OR the fact that you are fleeing could mean that you are setting a trap for the Raider that says "Herpderp im going to chase you because I can."
I understand full and well how the current EOC works, and how fast you can catch up to a fleeing scout. You are missing the point completely. Its your speed vs. their sustainability. If the scout can evade whilst fleeing, and your tracking is properly thrown off, you WILL end up fuzzy bunny yourself over by assuming that the run-and-gun mechanic is really THAT powerful.
I would say that chasing fleeing opponents with blitz is the WORST use of this mechanic. We have been dealing with A classes getting away forever now, and many of us have gotten very proficient at hunting them down without ever having the ability to run and gun them. Why start now, when I could use that ability to guarantee my escape instead_ Or use is to ambush opponents who are harassing a teammate, possibly netting you more than one kill, as opposed to chasing the ONE damaged A class that you could have easily killed through other means, just like weve BEEN having to do.
You are putting so much stake into this shoot-while-boosting mechanic that its laughable, as it relates to the SCOUTS ability, no less. Please, Beeman. Go chase scouts every opportunity you can with this ability. Such economic use!
Edited by BlackCephie, March 07 2013 - 07:42 AM.
#106
Posted March 07 2013 - 07:57 AM
ReachH, on March 07 2013 - 12:17 AM, said:
RentAKnight, on March 06 2013 - 08:47 AM, said:
raider ability requires fuel to get full use out of it... dependency on fuel.
The in vogue objective capping play was previously to use Class Cs as leverage because of their health pool, now I can see Raiders dominating that role. The fact is that its damage potential is just ridiculous, added to the utility of the EOC, the reflack being able to ricochet (all of which when combined with the HEAT tweak, brings them more on-par), and none of the drawbacks of Hellfire tier, this mech comes in at the highest tier. That's even before you consider the Blitz ability... which has a lot more implications that just being able to shoot while moving.
I'm not sure whether the ability has a place, or is a breath of fresh air or what. It seems to me that the big problem right now is that the ability both grants mobility and enhances combat directly. I'll have to spend more time with the mech, and currently I'm fresh outta free time for the near future.
Well played, Sentium engineers. You're move Prosk.
[If I had to take a position right now, I would say damage reduction on the mirv to 190, ability needs reworking, not sure the extent yet]
I was going to say and have told the devs that the MIRV should probably be dropped to about 200 as in drop 40 damage off the weapon. And a dev acknowledged the 240 damage by stating that its hard to hit for 240 damage. But 240 itself is just to high and puts it out of line with the other secondaries. The Grenade Rocket is just unreliable for damage.
The T32 Bolt and the EOC dont seem to produce enough heat for the Raider. It does not overheat near enough with those 2 weapons. The Reflak on the other hand might be good for a slight heat reduction. And I do mean slight. This being said its only day 3 of the Raider patch and we need to see things evolve a bit more from most of the player and not just us at the top.
EDIT: The corsair also needs to generate more heat.
Edited by Cpt_Kill_Jack, March 07 2013 - 07:58 AM.
#107 Guest_waftycrank_*
Posted March 07 2013 - 08:08 AM
#108
Posted March 07 2013 - 08:21 AM
Cpt_Kill_Jack, on March 07 2013 - 07:57 AM, said:
YES at least the devs understand their own game. I don't know about the rest of you, but I miss shots. It's not like you hit for 240 every time during combat (posts in this thread read like we are using a combat simulator to determine balance). This weapon has a refreshing risk/reward. IMO the risk could be higher. Add more heat, up the spread, bring the max range in to 50. It should still hit for 240 at face hug range.
I played about 3 hours of DM last night with 1800+ players half of which were running raiders. I did not once get killed and say "wow radier is OP." Pilots still have to aim their 240 damage cannon (note the firing delay and projectile speed) and when it misses it misses HARD. The MIRV is not forgiving like the remote detting TOW or GL.
The only times I was beaten badly by a raider was when I was caught by surprise and took a full MIRV before I was ready to engage. Otherwise I was effectively able to maneuver around and make the raiders miss their burst shots.
EOC is still unreliable. If a mech maneuvers around someone using the EOC at close range they are going to miss.
I watched a couple players switch out of their raiders to scouts and brawlers in what seemed like a move to the more effective mech. It may have been more the learning curve of a new mech vs the familiarity of an old one. This was DM so take my experiences with a grain of salt.
I want to see players run raider in an organized game and give opinions on it's perceived effectiveness in lieu of running a different mech.
Edited by RentAKnight, March 07 2013 - 09:24 AM.
#109
Posted March 07 2013 - 08:51 AM
Edited by wen87n, March 07 2013 - 08:53 AM.
#110
Posted March 07 2013 - 08:53 AM
#112
Posted March 07 2013 - 09:19 AM
RentAKnight, on March 07 2013 - 08:21 AM, said:
Cpt_Kill_Jack, on March 07 2013 - 07:57 AM, said:
YES at least the devs understand their own game. I don't know about the rest of you, but I miss shots. It's not like you hit for 240 every time during combat (posts in this thread read like we are using a combat simulator to determine balance). This weapon has a refreshing risk/reward. IMO the risk could be higher. Add more heat, up the spread, bring the max range in to 50. It should still hit for 240 at face hug range.
I played about 3 hours of DM last night with 1800+ players half of which were running raiders. I did not once get killed and say "wow radier is OP." Pilots still have to aim their 240 damage cannon (note the firing delay and projectile speed) and when it misses it misses HARD. The MIRV is not forgiving like the remote detting TOW or GL.
I want to see players run raider in an organized game and give opinions on it's perceived effectiveness in liu of running a different mech.
I agree though I might say range should be about 70 to 75 as it is still rocket explosives but very small ones. And yes when the Corsair MIRV misses it misses hard.
Edited by Cpt_Kill_Jack, March 07 2013 - 09:20 AM.
#113
Posted March 07 2013 - 09:38 AM
BlackCephie, on March 07 2013 - 07:31 AM, said:
BlackCephie, on March 07 2013 - 07:31 AM, said:
BlackCephie, on March 07 2013 - 07:31 AM, said:
They aren't, so clearly dodges aren't that effective
And you seem to forget that A: run-and-gun is one of two mechanics that the raider ability has and B: it's in the same slot as Ballistic Barrage, Cloak and Turret Mode
If every ability was a complete gamechanger that ignored core mechanics, then it would be balanced (granted, I'd like the game far less if abilities worked in that manner)
But they aren't
BlackCephie, on March 07 2013 - 07:31 AM, said:
In fact, you can kill them while moving into position while going sanic fast
BlackCephie, on March 07 2013 - 07:31 AM, said:
If you hadn't continued to argue a particular aspect of the ability, I wouldn't have kept talking about that particular aspect
@Rentaknight
I dunno about you, or the devs, but I don't consider many players to be at a competitive level. It worries me when, at any point in time, balance is based on feedback from pub players, internal testers, or anyone else who is probably not going to be playing the game at the highest level, then that high level play is one of the stated goals.
And that's not even me trying to offend the internal testers. Not everyone I worked with when I did QA was particularly good a the game, and most admitted it. I myself was absolutely outdone by not only other members of the dev team in certain instances, but our records basically got shattered when the game in question got released. Our sample size for testers, and our requirements for testers, were far too different from the sample size and requirements for a comp community, or even for a "hardcore" community. I wouldn't expect id's internal team to get 80-100% rails consistently, or hit 40-50% or more of their mg/lg shots.
Essentially, I understand that ADH knows this game isn't competitive, but that doesn't really give them carte blanche when it comes to comp balance, and it concerns me when the devs respond to our concerns with a weapon when playing against players who can actually use it well, and the response is basically "well it's hard to use"
#114
Posted March 07 2013 - 09:45 AM
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
#115
Posted March 07 2013 - 10:09 AM
#116
Posted March 07 2013 - 10:21 AM
Sylhiri, on March 07 2013 - 09:45 AM, said:
I really hope the devs focus on the heat generation, damage and range of the mirv rather than touching the EOC, because the EOC is in a beautiful place on the infiltrator right now.
#117
Posted March 07 2013 - 10:54 AM
#118
Posted March 07 2013 - 11:02 AM
maschas, on March 07 2013 - 10:21 AM, said:
Sylhiri, on March 07 2013 - 09:45 AM, said:
I really hope the devs focus on the heat generation, damage and range of the mirv rather than touching the EOC, because the EOC is in a beautiful place on the infiltrator right now.
#119
Posted March 07 2013 - 12:01 PM
Beemann, on March 07 2013 - 09:38 AM, said:
BlackCephie, on March 07 2013 - 07:31 AM, said:
BlackCephie, on March 07 2013 - 07:31 AM, said:
BlackCephie, on March 07 2013 - 07:31 AM, said:
They aren't, so clearly dodges aren't that effective
And you seem to forget that A: run-and-gun is one of two mechanics that the raider ability has and B: it's in the same slot as Ballistic Barrage, Cloak and Turret Mode
If every ability was a complete gamechanger that ignored core mechanics, then it would be balanced (granted, I'd like the game far less if abilities worked in that manner)
But they aren't
BlackCephie, on March 07 2013 - 07:31 AM, said:
In fact, you can kill them while moving into position while going sanic fast
BlackCephie, on March 07 2013 - 07:31 AM, said:
If you hadn't continued to argue a particular aspect of the ability, I wouldn't have kept talking about that particular aspect
@Rentaknight
I dunno about you, or the devs, but I don't consider many players to be at a competitive level. It worries me when, at any point in time, balance is based on feedback from pub players, internal testers, or anyone else who is probably not going to be playing the game at the highest level, then that high level play is one of the stated goals.
And that's not even me trying to offend the internal testers. Not everyone I worked with when I did QA was particularly good a the game, and most admitted it. I myself was absolutely outdone by not only other members of the dev team in certain instances, but our records basically got shattered when the game in question got released. Our sample size for testers, and our requirements for testers, were far too different from the sample size and requirements for a comp community, or even for a "hardcore" community. I wouldn't expect id's internal team to get 80-100% rails consistently, or hit 40-50% or more of their mg/lg shots.
Essentially, I understand that ADH knows this game isn't competitive, but that doesn't really give them carte blanche when it comes to comp balance, and it concerns me when the devs respond to our concerns with a weapon when playing against players who can actually use it well, and the response is basically "well it's hard to use"
That was not my meaning at ALL actually. The point orignially was that imo the run and gun aspect of the raiders ability does not flat out trump the scouts fuel recharge. Simple as that. I'm saying that this is HIGHLY situational, and in most cases a raider pilot would benefit far greater by utilizing the ability overall in another way, not to chase down a singular target that could easily be killed WITHOUT using the ability at all, especially in high level play. I see more raiders use the ability to outmaneuver in face to face encounters and to escape more than anything.
Furthermore, the MIRV is REALLY easy to miss with. According to your logic, the run and gun aspect is amplified by the machine's already formidable burst, but in high level play wouldn't you think that most pilots will be aware of this_ I would dodge mid chase JUST to dodge the inevitable MIRV in the back. Or I would not run at all. How about I just kite you with eoc and nades and forget about your silly run and gun feature, even after losing half my HP.
TLDR: Run and gun will be great for mowing down hapless noobs. You were saying that the ability to run and gun on the raider is too much. I'm saying I disagree with that assessment, as that particular aspect of the ability is trivial given other methods along with the other strengths of the mech. That said, they could have left the run and gun part out, and it wouldn't matter in the least as far as I'm concerned. Try using the ability simply to chase scouts around consistently against good players over teh course of the next couple of days, and let's see how that works out for you.
Edited by BlackCephie, March 07 2013 - 12:08 PM.
#120
Posted March 07 2013 - 12:13 PM
BlackCephie, on March 07 2013 - 12:01 PM, said:
Additionally, situational implies that there's a small number of situations in which something is useful
Flanking, Chasing and Fleeing cover most engagements, and thus are not particularly situational
BlackCephie, on March 07 2013 - 12:01 PM, said:
Why settle for something that does less damage and cant reach a given point as fast from spawn_
Additionally, you still cant kite someone who goes faster than you
BlackCephie, on March 07 2013 - 12:01 PM, said:
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