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Old 2013-03-16, 02:41 AM   [Ignore Me] #106
snafus
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Re: we need to see the scat max stats. ( devs please read)


Originally Posted by Shamrock View Post
I would be happy to see that, the old PS1 scat (forgive me Hamma) didn't lay down even half the burst damage the PS2 one does, but what it did have was a chargeable shield which when fully charged virtually added another 30% onto your hit points, making them considerably tougher than TR and VS MAX's. This fits the NC design philosophy, slow, tough, hard hitting.
I just want the devs to at least say they will look into it. Publishing the overall stats would even be better. But as for changes I'm totally cool with each max having a trait, just as long it doesn't unbalance the game in the process.
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Old 2013-03-16, 03:47 PM   [Ignore Me] #107
Rolfski
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Re: we need to see the scat max stats. ( devs please read)


Scat Maxes are not OP per se, it's the base design that makes them completely off balance in some situations. Most notoriously generator rooms of biolabs. Today I witnessed a 20+ TR Max crash completely obliterated by just a handful of Scat Maxes guarding the behind doors of the Manu biolab generator room . This should simply not be possible.

Base design should give players options to overcome the strengths of a Scat Max. Key locations like SCU generator rooms should be accessible from the top as well. Right now Scat Maxes are just way too strong in these situations.
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Old 2013-03-16, 04:14 PM   [Ignore Me] #108
Redshift
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Re: we need to see the scat max stats. ( devs please read)


Originally Posted by Rolfski View Post
Scat Maxes are not OP per se, it's the base design that makes them completely off balance in some situations. Most notoriously generator rooms of biolabs. Today I witnessed a 20+ TR Max crash completely obliterated by just a handful of Scat Maxes guarding the behind doors of the Manu biolab generator room . This should simply not be possible.

Base design should give players options to overcome the strengths of a Scat Max. Key locations like SCU generator rooms should be accessible from the top as well. Right now Scat Maxes are just way too strong in these situations.
Nah it's the design, NC maxes only work point blank others need range, you can't balance that, either you have to give all empire something similar or you have to change the NC max, it was exactly the same problem in PS1.

Personally i'd have gone for giving the NC max somekind of autocannon instead.

Just imagine that only the NC had access to shotguns on infantry.... imagine what that would be like and how silly it would be.... hopefully you can see how that would be unbalancable to, it's the same issue.
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Old 2013-03-16, 07:13 PM   [Ignore Me] #109
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Re: we need to see the scat max stats. ( devs please read)


Im ready for the devs to just totally break the scat max and then give the NC a comparable weapon to the mercy. I just dont ever really get to play a max outside of a bio lab and make any kind of difference other than being a bullet sponge. Devs, just take away the six barrels of point blank insta death and give us a weapon system that is more rounded and usable in different situations.
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Old 2013-03-17, 03:14 PM   [Ignore Me] #110
Rumblepit
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Re: we need to see the scat max stats. ( devs please read)


well breaking it would solve nothing, but everyone seems to think if it gets nerfed it will be useless. this might be the case as shotguns are very hard to balance.

there are many ways to look at it..... like gamma said, some think the NC max isnt op,and the TR and VS are just gimp,but no matter what the case maybe it still needs to be addressed .
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Old 2013-03-17, 03:23 PM   [Ignore Me] #111
Gonefshn
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Re: we need to see the scat max stats. ( devs please read)


Not going to lie after testing the scat max in the VR room I will take my double Quasar MAX over a scat max any day because of the 50 round magazine. A scat max can instagib infantry, but my quasar max can sustain the damage for a much longer time without reloading. I was strongly supporting nerfing the scat max until I tested it in the VR and realized how small the clip is. Honestly I prefer the VS max suit.

This is all coming from a tried and true VS player. The scat max is fine, I have changed my mind.
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Old 2013-03-17, 04:01 PM   [Ignore Me] #112
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Re: we need to see the scat max stats. ( devs please read)


scat max needs more rounds and less dmg, make it more sustained dmg over time.

point blank OHK is ok, 10 meteres is too far.
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Old 2013-03-17, 05:26 PM   [Ignore Me] #113
Binkley
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Re: we need to see the scat max stats. ( devs please read)


I don't see what all the fuss is about. A single scatter/hacksaw can't OHK, it's not even as good as a pump shotgun.
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Old 2013-03-17, 05:57 PM   [Ignore Me] #114
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Re: we need to see the scat max stats. ( devs please read)


Originally Posted by Binkley View Post
I don't see what all the fuss is about. A single scatter/hacksaw can't OHK, it's not even as good as a pump shotgun.
Good job they can hold two then.... ^^
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Old 2013-03-17, 06:11 PM   [Ignore Me] #115
phungus
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Re: we need to see the scat max stats. ( devs please read)


Originally Posted by snafus View Post
I just want the devs to at least say they will look into it. Publishing the overall stats would even be better. But as for changes I'm totally cool with each max having a trait, just as long it doesn't unbalance the game in the process.
If there is an inherent advantage to NC MAXes, we as players can find it given the publicly available search tools using a simple and reasonable statistical analysis test. We don't need devs to confirm or post the stats, we can do so ourselves.

Proposal:

Take 1000 players from each faction, chosen randomly. Compare average MAX SPH. With such a large sample size, and if the players are selected at random, if there is a large SPH hike for any of the factions you can reasonably conclude that faction has an inherent advantage at gaining points. Based on my experience, and the fact AA MAX duty will help average out the curve, I suspect NC MAXes will average around 40% higher SPH then their TR and VS counterparts.

Last edited by phungus; 2013-03-17 at 06:13 PM.
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Old 2013-03-17, 07:31 PM   [Ignore Me] #116
Pella
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Re: we need to see the scat max stats. ( devs please read)


The Devs reduced the Scatmax's range in the previous patch.

What a massive difference that made...
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Old 2013-03-17, 07:35 PM   [Ignore Me] #117
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Re: we need to see the scat max stats. ( devs please read)


Originally Posted by Pella View Post
The Devs reduced the Scatmax's range in the previous patch.

What a massive difference that made...
By Higby's beard, that means they will only be useable in Biola... Oh, wait...
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Old 2013-03-17, 07:43 PM   [Ignore Me] #118
Neutral Calypso
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Re: we need to see the scat max stats. ( devs please read)


Originally Posted by ChipMHazard View Post
By Higby's beard, that means they will only be useable in Biola... Oh, wait...
Higby has a beard? har har
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Old 2013-03-17, 07:53 PM   [Ignore Me] #119
Sledgecrushr
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Re: we need to see the scat max stats. ( devs please read)


My computer doesnt track very well at close range. I have a shit computer and too much wheeling around creates a lot of lag and fps stuttering. And as a nc player I am stuck with a shotgun. Its all point blank spinning in a circle kinda gameplay. This shit is not friendly with my rig. So devs give us a high volume lmg style weapon for max. This would really work well with the hardware that I have AND GIVE ME OPTIONS FOR MAX PLAY OUTSIDE OF A BIODOME!!! So please devs just take away the nc shotguns, Im tired of being a one trick pony with a super laggy weapon system.
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Old 2013-03-17, 08:07 PM   [Ignore Me] #120
Chewy
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Re: we need to see the scat max stats. ( devs please read)


Just to give a heads up, I am uploading 3 videos of weapon tests for dual Hacksaws (stock and slugs), Mercies (stock), and Cosmoses (stock). Each one shows the amount of shots needed to kill at 10m increments as well as an approximate amount of burst fire up until a reload is needed for both MAX and infantry kills. So far only the Hacksaw video is online and the Mercy one is uploading as I type but it still has 3.5 hours to go and have yet to start the Cosmos upload.

When all 3 are up I will post them here for everyone to give their opinions. Same with those stats that where more or less ignored I will hold off my opinion until after everyone has seen them and gave their opinion. If things go well they all should be posted here tomorrow.
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