Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: 437 Error: Unable to load quote
Forums | Chat | News | Contact Us | Register | PSU Social |
2013-07-07, 10:58 PM | [Ignore Me] #46 | |||
Major
|
The idea has been said before and most agree on it. 1 NS MAX shotgun, 1 NS MAX HMG. Or 2 shotguns, 1 for TR MAXes and 1 for VS MAXes, and 1 HMG for NC MAXes. Id rather have the NS weapons. Less work for the devs, less time to wait for them, and a LOT less balance problems with 2 weapons instead of 3. If it was up to me Id make the NS MAX shotgun have stats in between Scattercannons/Hacksaws and give the NS HMG stats between an average of Heavy c/Onslaught and Quasar/Nebula. Sloppy work up NS Shotgun Name- Bird Boy Mag- 6 Ammo pool- 54 ROF- 194 Pellet Spread- 3.5 Reload Short- 3.1 Long- 3.9 Damage 8m- 127 18m- 47 COF Sitting-1.25, 1.75 Standing- 1.75, 2.25 ------------------- NS HMG Name- White Lead Mag- 55 Ammo Pool- 440 ROF- 413 Reload Short- 2.2 Long- 2.8 Damage 10m- 143 60m- 120 COF Sitting- 2, 1.47 (read below) Standing- 2.5, 5 Fun fact! Tuns out according to the official wiki TR and VS HMGs (all of them) have a smaller COF while sitting and moving then sitting still. http://planetside.wikia.com/wiki/MAX_Anti-Infantry Best be a typo or some hell of a bug. Last edited by Chewy; 2013-07-07 at 11:06 PM. |
|||
|
2013-07-07, 11:49 PM | [Ignore Me] #47 | ||
Second Lieutenant
|
While any other MAX can kill another MAX in CQC without having to reload. The NC MAX -CAN'T- do that even with extended mags. I'm sorry but anyone who thinks things are balanced is just sad about shotguns, not the MAX.
|
||
|
2013-07-08, 12:35 AM | [Ignore Me] #48 | |||
Contributor Lieutenant Colonel
|
From what I've been reading in this thread, and hearing in game (There was a bit of a debate while we were sitting the rape room (teleporter) at Allatum today, the damage is "too much" in close combat and "not enough" at near/mid-range. I suggested making slugs the default and making the shotgun's the cert but some of the NC weren't sure that would work. Either way it sounds like the issue people had with the Vulcan, vehicle wise, until SOE smoothed the damage 'chart' out. EDIT: Rereading the thread on the official forums, someone brought up the choke that the ScatMAX had in Planetside, that would probably be one of the more elegant solutions if one is needed. Last edited by bpostal; 2013-07-08 at 01:00 AM. |
|||
|
2013-07-08, 04:10 AM | [Ignore Me] #49 | ||
Sergeant Major
|
Uh...wrong. Havent you ben paying attention to anything in this thread? Grinders without extended mags and any other of the scatterguns with exteanded mags kill maxes without relaoding at close range significantly faster than other faction weapons.
|
||
|
2013-07-08, 04:37 AM | [Ignore Me] #50 | ||||
War Barney, you need to relax. A discussion like this should not infuriate anyone to the levels that you're showing. The data was collected under perfect conditions and is meant to show each weapon performs. How a Scattermax works ingame during day to day fights hasn't been taken into account since that would require one to try and add level design, player reaction times, average misses caused by player movement, cert options, different weapons going up against each other etc. into the equation. Want to know why Scattermaxes perform better in a Bio Lab than indicated by their stats? Level design. The level design allows for Scattermaxes to utilize their weapons to their fullest potential. I still agree about Scattermaxes being the worst against other MAXes, simply because that's what SOE has been trying to balance them around for some reason. (The previous Scattermax's performance against other MAXes was just one of the two complaints regarding them, the biggest still being the instagib on infantry) The Scattermax should be balanced around being overall more versatile.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-07-08 at 05:01 AM. |
|||||
|
2013-07-08, 05:34 AM | [Ignore Me] #52 | |||
Modes would indeed have to be tied to both weapons that are capable of switching modes. Have two scatterguns? Both switch to the same firing mode. Have just one scattergun? Only that can switch firing mode. I do see an issue with balancing out the different scatterguns when compared to each other.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2013-07-08 at 05:36 AM. |
||||
|
2013-07-08, 07:12 PM | [Ignore Me] #54 | |||
Second Lieutenant
|
All of these stats posted today at https://twitter.com/mhigby Quote Looks like the changes in GU11 brought the MAX vs MAX balance into line. TR MAXes underperforming slightly (~0.9 vs ~1.05 KDR for NC/VS) Quote VS MAXes still enjoying a higher average kills (3.2 vs 2.5 and 2.2 for NC/TR) but they were higher pre-ZOE as well, just a lot less used. Quote Overall, looks like NC MAXes are fairly competitive with VS across most metrics, TR MAXes will see some buffs soon. Quote Note: this is just a tiny piece of the picture we're looking at & TR MAXes are the most used, so they'd tend to have a lower K/D naturally. i could come up with some numbers that would prove without a doubt that esf's are way to f ing overpowered, and these numbers would add up and make my case for me.but they would all be wrong. because the numbers would show esf's being overpowered, but it wouldnt show poor base design, and lack of cover. dose this mean that esf's are OP? nah they are just fine the way they are, but the numbers would say otherwise. you get it kiddo? or should we allow you to continue to smash your head off the wall? chewy your right on point with everything, testing was good, control was good, all your math is good,but they will never find balance threw those kind of numbers in a game like this.if this were the case then they would be forced to buff the crap out of the NC max, because on paper it looks like dog shat, but it still out preforms TR. i wish i could tell you how to extract the numbers from the api, im sure it would save you lots of leg work. i like the note at the end, "TR MAXes are the most used" lol its because we only get 0.9 kills per max Last edited by Rumblepit; 2013-07-08 at 07:27 PM. |
|||
|
2013-07-08, 08:12 PM | [Ignore Me] #56 | |||
Major
|
First of all you forgot to post some of them. I have no idea to post tweets here so Im just going to copy them. The tweets below this one is him responding to this question "@mhigby Did it ever came in mind that only the veteran VS players use maxes, unlike every NC and TR that just spam them and die instantly?" @DMan577 yes, infact we know that to have been the case pre-ZOE, which is why it made sense they had an average KDR that is way higher. @DMan577 however that's not the case anymore, they went from least used to most used MAX w/ the ZOE release. @DMan577 now the TR MAX has overtaken the VS MAX again in terms of usage, but they're much closer than they were. @DMan577 # of kills and K/D is still slightly disproportionate to NC/VS even when factoring in their increased use w/ lower level player" My take on this- TR MAXes are pulled the most pre-GU11 and VS MAXes the least. As well as only vet players with real game time being the ones to use VS MAXes explaining their high K/D. No word on NC MAXes being pulled or level of BRs using them. Safe to assume in the middle of TR and VS MAXes Id think. Post-GU11 VS MAXes had a lot of low level players start pulling MAXes and that made them the most used MAX for a short while then TR MAXes reclaimed that title but both are close to each other. Thus making NC MAXes the least pulled of the 3 if I read that right. Now the K/D numbers for MAX v MAX. We have 2 of them for MAX v MAX. TR/NC and TR/VS but not for NC/TR, NC/VS, VS/TR, or VS/NC. 4 out of 6 is missing but 2 of those 4 can be assumed. Flip the 2 given for TR and you should have the K/D for NC/TR 1.1 and VS/TR .95 but no word on NC/VS or VS/NC. I want to give opinions on those but can't from lack of anything else to go on such as pull rates for BR and pull amounts. Though I wouldn't call a .2 or .1 gap something to worry about unless we are not told something vital. Then we have over all K/D. This is for any kills the MAX gets over an average life. VS MAXes 3.2, NC MAXes 2.5, and TR MAXes 2.2. NC and TR MAXes look to farm about as much as the other when remembering that there are more TR MAXes than NC MAXes but VS MAXes are clearing house with being either the most pulled MAX or equal to it. And Higby said that VS MAXes had a HIGHER over all K/D before GU11. VS MAXes enjoy a K/D higher than NC MAXes and we know the general opinions on them don't we? How long as this been the case? GU6 or even possibly back to launch? We don't know. That little bit of data may have came from Higby himself but it is so small that you can't hardly use it. He tells us parts of 2 bits of data and hints at others but never gives a picture on anything. The devs have everything they need, we have only what we see and eyes see what they want. That data brings more questions than what it tells. We need someone that is able to data mine again. When we lost Cupboy to forum warriors is was a big blow. There is no way to learn anything without having the data ready for anyone to look at. |
|||
|
2013-07-08, 08:49 PM | [Ignore Me] #57 | |||
Second Lieutenant
|
this little bit of data dose leave us with more questions than answers, but this is the type of data they use to balance the game, that was my point. now i know there is more to this data ,but we were only allowed a peak. now based of these numbers it dosnt look to bad, but this isnt all the numbers because this really wouldnt justifie a buff, so there is alot more to it then we know. that being said, try out the tr max in live combat and tell me its on par with the nc and vs. its a joke.... tr and nc run away from zoey maxes , vs and tr run away from nc maxes. nc and vs fight over who gets to kill the tr maxes.this is how you can tell there is a issue. we are big red slow piles of certs,that sometimes lockdown to the ground . Last edited by Rumblepit; 2013-07-08 at 08:56 PM. |
|||
|
2013-07-09, 12:43 AM | [Ignore Me] #58 | |||
Major
|
Also any MAX, no matter the faction, gets shot to shit. Why the fix on ZOE? A VS MAX doesn't need that to be a killer. It helps them do that job better but it is in no way needed. My shield only lets me be a target. Though that is a good thing when I can get a MBT to keep an eye on me to give another time for a C4 run I'll say. You want me to be a TR MAX, how about you try and be a NC MAX? Would that even change anyone's opinion on this? If I went and made a video of me playing as a TR MAX would that do a damned thing? It certainly wouldn't change my opinion on weapon types and wouldn't change the math Iv done. In truth I don't have the time to farm for certs on an alt and don't have the cash to spend $7-$14 on weapons for a faction I don't play. If I did what you ask it would just be a BR 1 with a shit 1 AI and 1 AV weapon stock MAX. It wouldn't prove a thing. |
|||
|
2013-07-09, 02:15 AM | [Ignore Me] #59 | ||
Captain
|
One thought on the numbers thing. Even though only a small fraction of most online game players visit the forums for those games; the general sentiment and trends on those forums make their way through the community. The minute you get "OMG OP" threads a very large number of players jump on that bandwagon. Same as "OMG WORTHLESS".
The devs know this, i'm sure they see these trends. ZOE comes out, everyone screams OP and tons of folks who'd barely touched one before grabs it. Other things go into it as well, like TR's big selling point high ROF, lots of bullets just epitomized by the max, so a lot of new players that already gravitated to TR gravitate to the max, which would explain why there are so many new players on them. Still not sure what to say about all this really. I've played a bit of NC max last couple days and I do think that extended mags are much more useful, and damn near needed, than they are on the other two factions. However they also help the NC more significantly. I know tonight if I had had extended mags I would have killed the last guy that killed me, and may still be playing than typing this. I also think slugs are way underutilized. It isn't hard to run back to a term and change out slugs or shot, especially for me when on NC I'm unsquadded so I find myself running back to spawns for repairs because I don't know where an engie is. The kills I got tonight were not quite 50/50 shot and slugs, but a good number were slugs. Now, once I get 1000 certs I will have to make a choice do I put extended mags on the guns I have or go to the walmart and get some SC to buy hacksaws or mattocks. I still like hacksaws with slugs based on VR testing... would be nice to be able to compare the two in game... which is a BIG thing about this whole thread right? After testing in VR I would equip hacksaws... based on popular opinion mattocks... based on this thread Grinders. Variables. |
||
|
2013-07-10, 01:20 PM | [Ignore Me] #60 | ||
Staff Sergeant
|
Here is my ideas on different cert options for NC MAX.
http://www.reddit.com/r/Planetside/c...nt_view_on_it/ I too agree that the NC MAX weapon certs are far more useful than the TR and VS. And that really isn't fair for any of the three factions which I why I proposed giving extended mags by default (maybe minus 1-2 rounds) and gave ideas for a different less useful 500 cert ability. Sent from my HTC6435LVW using Tapatalk 2 |
||
|
|
Bookmarks |
|
|