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Post by Mechronis on Dec 29, 2016 3:13:55 GMT -5
This is basically what I've been posting every time someone goes insane about the prospective damage increase for tulus, pins, and Piniatas:
Tulumbas = 8 rockets. 18 second reload. 18/8= 1 missile every 2.25 seconds. This is slow.
CRV Pin = 4 rockets. Every 12 seconds. 12/4 = 1 rocket every 3 seconds. This is granny slow.
Now, lets check the piniata. 16 missiles with a reaload of 15 seconds. 16/15= 1 missile just barely every 1 second. 1.033(333....) to be exact. This seems fast, but it still poses no threat to an orkan's reload.
A single rocket from either weapon isnt much to think about. The orkan still holds the advantage in all situations with it's payload and relaod fire rate. These weapons will literally have no dps/m change. At all.
Now. Stop freaking out. Please guys. Please.
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Post by sochilli (Saltesers) on Dec 29, 2016 3:23:02 GMT -5
all I hear are crickets and the pope whispering OP'd in my ear
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Post by Tyrannosaurus on Dec 29, 2016 3:54:36 GMT -5
Bruh I basically said this in the other thread complaining about the "buff" or should I say rework to Tulu/Pin/Pinata
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Post by Loop_Stratos on Dec 29, 2016 4:39:01 GMT -5
Not calling it OP... just practically unnessecary. It's not useless, and i'm raeg if it takes a TS Slot. Also as a shieldbot believer I don't like CRV Pin/Tulu being buffed I'm finer with the Pinata buff, not so much with Pins/Tulus.
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Post by Deleted on Dec 29, 2016 4:56:04 GMT -5
OP = learn to fight and load out better
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Post by Deleted on Dec 29, 2016 6:16:50 GMT -5
This is basically what I've been posting every time someone goes insane about the prospective damage increase for tulus, pins, and Piniatas: Tulumbas = 8 rockets. 18 second reload. 18/8= 1 missile every 2.25 seconds. This is slow. CRV Pin = 4 rockets. Every 12 seconds. 12/4 = 1 rocket every 3 seconds. This is granny slow. Now, lets check the piniata. 16 missiles with a reaload of 15 seconds. 16/15= 1 missile just barely every 1 second. 1.033(333....) to be exact. This seems fast, but it still poses no threat to an orkan's reload. A single rocket from either weapon isnt much to think about. The orkan still holds the advantage in all situations with it's payload and relaod fire rate. These weapons will literally have no dps/m change. At all. Now. Stop freaking out. Please guys. Please. Not freaking out, but I don't see it this way. Not sure of exact numbers , but they will have a dps change of + time_to_empty_clip/time_to_reload. E.g. Pinata 1/15 = 6.7%, Pin 1/11 = 9%, Tul 1/18 = 5.6%. Not exactly no dps/m change. Add to this stop-firing and partial-firing. In my book that comes out to a total of 10-20% buff - arbitrary numbers, I know. It's an estimate. I just don't see the need to buff any of these as they are already used extensively in gold+top.
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Post by Mechronis on Dec 29, 2016 11:31:15 GMT -5
This is basically what I've been posting every time someone goes insane about the prospective damage increase for tulus, pins, and Piniatas: Tulumbas = 8 rockets. 18 second reload. 18/8= 1 missile every 2.25 seconds. This is slow. CRV Pin = 4 rockets. Every 12 seconds. 12/4 = 1 rocket every 3 seconds. This is granny slow. Now, lets check the piniata. 16 missiles with a reaload of 15 seconds. 16/15= 1 missile just barely every 1 second. 1.033(333....) to be exact. This seems fast, but it still poses no threat to an orkan's reload. A single rocket from either weapon isnt much to think about. The orkan still holds the advantage in all situations with it's payload and relaod fire rate. These weapons will literally have no dps/m change. At all. Now. Stop freaking out. Please guys. Please. Not freaking out, but I don't see it this way. Not sure of exact numbers , but they will have a dps change of + time_to_empty_clip/time_to_reload. E.g. Pinata 1/15 = 6.7%, Pin 1/11 = 9%, Tul 1/18 = 5.6%. Not exactly no dps/m change. Add to this stop-firing and partial-firing. In my book that comes out to a total of 10-20% buff - arbitrary numbers, I know. It's an estimate. I just don't see the need to buff any of these as they are already used extensively in gold+top.
Where exactly did you get these numbers? With this reload, you will be hurt more often. But you wont be hurt more, per say. Remember that I said it was proportional to original relaod times and it is also proportional to rocket count. In other words, you will unload either a burst of your rocket of choice and wait the full reload of 18 seconds for your next salvo, or you will continue firing the same amount of rockets over that 18 second period. Pixonic has the data. Besides, not waiting will actually decrease your burst damage, and result in astronomically slow volleys.
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Post by Mechronis on Dec 29, 2016 11:32:30 GMT -5
Not calling it OP... just practically unnessecary. It's not useless, and i'm raeg if it takes a TS Slot. Also as a shieldbot believer I don't like CRV Pin/Tulu being buffed I'm finer with the Pinata buff, not so much with Pins/Tulus. Dont worry, they arent reciving a damage buff.
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Post by blognio on Dec 29, 2016 11:44:19 GMT -5
they should just ditch this buff imo pls don't roast me
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Post by Loop_Stratos on Dec 29, 2016 12:03:57 GMT -5
Not calling it OP... just practically unnessecary. It's not useless, and i'm raeg if it takes a TS Slot. Also as a shieldbot believer I don't like CRV Pin/Tulu being buffed I'm finer with the Pinata buff, not so much with Pins/Tulus. Dont worry, they arent reciving a damage buff. I know that. I just think that the lack of a 10 second vulnerability(CRV reload)for mid-rangers would be silent nerfing shieldbots. 2.25 second vulnerability(tulu auto reload) is hardly possible to take advantage of.
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Post by RightOn on Dec 29, 2016 12:57:42 GMT -5
500M auto reload is not as important as 300M
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Post by Deleted on Dec 29, 2016 13:08:17 GMT -5
Not freaking out, but I don't see it this way. Not sure of exact numbers , but they will have a dps change of + time_to_empty_clip/time_to_reload. E.g. Pinata 1/15 = 6.7%, Pin 1/11 = 9%, Tul 1/18 = 5.6%. Not exactly no dps/m change. Add to this stop-firing and partial-firing. In my book that comes out to a total of 10-20% buff - arbitrary numbers, I know. It's an estimate. I just don't see the need to buff any of these as they are already used extensively in gold+top.
Where exactly did you get these numbers? With this reload, you will be hurt more often. But you wont be hurt more, per say. Remember that I said it was proportional to original relaod times and it is also proportional to rocket count. In other words, you will unload either a burst of your rocket of choice and wait the full reload of 18 seconds for your next salvo, or you will continue firing the same amount of rockets over that 18 second period. Pixonic has the data. Besides, not waiting will actually decrease your burst damage, and result in astronomically slow volleys. You're right - I don't know exactly how it will be implemented (if at all), and as such the above is just speculation on my part. My reasoning is that a Pinata (just using that one as an example) in the current game has a 1 second unload followed by a 15 second reload. That is 16 seconds per cycle. As I read the changes, it will begin reloading as soon as it has begun firing, meaning that the 1 second unload will be practically removed from the cycle. So instead of a 16 second cycle, we'll have a 15 (15.065 to be exact) second cycle. That is a DPS increase of 6.2% (not 6.7 as I stated above, as I assume that the first rocket will have to fire before unloading begins). Of course, I may interpret the info from Pix wrong. The "that comes out to a total of 10-20% buff" comment is my (completely subjective and speculative) attempt to quantify how I see the change totally as an increase-in-damage-and-overall-effectiveness. We'll see how it pans out.
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Post by Team Alpha Strike on Dec 29, 2016 13:32:02 GMT -5
I'm not freaking out, but the Piñata basically syncing in with the Orkan's reload/fire sequence is a HUGE deal.
This adds an extra 4K damage per second to the DB Griffin/Rhino or 6K damage per second to the Tri-Piñata Leo after the initial 16 rockets are unloaded.
While it's probably true that the CRVs and Tuls won't get a meaningful boost from this buff, the Pinatas will become gold value weapons.
Think about this, the L12 DB dumps roughly 130ish damage and after unload it will take about 10 extra seconds to kill a Lance (usually the Griff doesn't get to Piñata reload before the lance kills it) - but with the Pinatas firing along with the Orkans, the Griff kills the Lance only 5 seconds after full unload.
The Tri-piñata/Thunder Leo will suddenly become a really credible knifer since the extra 6K piñata damage per second after initial unload adds up to a kill against most bots (especially pesky Stalkers).
I look forward to thus rocket weapon buff, as it would put rockets on closer terms with mags/Tarans as far as knifers are concerned.
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Post by RightOn on Dec 29, 2016 13:51:14 GMT -5
There's a lot of people who would prefer to pay gold for autoload but I think the newbies will suffer too much. They need to remain Ag.
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Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Dec 29, 2016 14:31:25 GMT -5
I'm glad somebody else did the maths, because it agrees with what I've been saying as well. This does not change the total damage output of any of these weapons, not by burst fire rates nor by full cycle rates. I see only two real impacts this change will have. One is the option of a constant stream of weak-by-themselves rockets after burst-firing, which has a negligible DPS, even when multiplied by 4 times, as in most meta-builds using any rockets. I also see a slight change in the stop&resume-fire functionality, which would allow for more flexibility in camping strategies, like peek-and-poke and round-robins and the like.
I don't see any of this making a damned bit of difference in the Gold and higher battle tiers. Meta-rocket-builds already mostly have Orkans and nobody seriously complains that they are OP. A death-from-above attack from a Griffin is still going to hurt the same, long or short range. 600m rockets with the same option doesn't seem like that big of a threat either, I'm still going to get pummeled by all the Aphids and Tridents long before the mid-ranger rocket jockeys can be at the same threat level.
I'm coming out as for this change because of the newbies. All of the impacted weapons can be bought for silver at low character levels. A newbie in a 4XPin Patton just might stand a chance against a TMGep, using better range and reload-while-shooting panic fire. As it stands now, that example Patton will almost always lose to a TMGep.
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Post by Deadalready on Dec 30, 2016 1:08:26 GMT -5
There is a difference between theory and reality. Probability vs Possibility. You can't just use some maths to determine how many possible ways something can be used or abused.
The true power of rocket builds lies in their ability to incinerate you inside of a second, by comparison other weapons (like a thunder/magnum/taran) might only let you get a single shot off before you are dead. The only real weakness of a rocket build is that you can counter attack during their reload. Sometimes with clever play you can bait a rocket build to fire their load early, sometimes you eat a partial load and can survive to counter attack. Both options are no longer available if a bot has the option to hold their fire once you're behind cover or simply finish you off if you've managed to survive.
The amount of times I've busted a bot down to a sliver has been quite high (annoyingly it happens a lot when you're in a light/medium vs heavies), in my opinion with this change plasma will lose their use in games and rockets will be the only thing skilled players use.
Remember rockets already have the unique properties to blow through physical shields, can kill through walls and hit you around cover...
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Post by Tyrannosaurus on Dec 30, 2016 1:45:17 GMT -5
Like Mechronis, I've been saying the exact same thing to the thread complaining that "OMG the DB and RDB are gonna wreck everything now"
First of all, its not going to as waiting 15 seconds to unload 16 rockets in a very short amount of time deals the SAME damage as unloading 16 rockets in a 15 second time period, but the second option just leaves you out in the open for longer, increasing your chances of dying and decreases your burst damage, if anything, this could be a NERF to the rockets as most people physiologically would want to take advantage of this ability and stand out in the open to unload missiles instead of heading for cover and wait for a good amount of missiles to reload (as everyone likes that health bar going down), this would increase the chance of death or increase the damage taken by the RDB and DB due to this physiological effect MOST people would have (as I already see many people just reloading while firing with their Orkans now anyways and end up dying before their Pinatas reload)
For those complaining about "Their weakness is their reload time", yes it is, but after you unloaded all your missiles on your DB, you are practically defenceless unless the enemy has literally no health because shooting 1 missile dealing about 1 thousand damage every second isn't a very good defence against something like a PDB Griffin/Rhino/Fujin or basically any META setup, if anything even a Mag Gep could kill you before you kill it as you are barely doing any damage to it, the DB play style would probably still be best to jump out and shoot and get back to cover to reload some missiles and finish off the target
The only thing is teak helps to Tulu/Pin/Pinata is utility, you dont have to waste all your Tulu/Pin/Pinata ammo on a guy that has no health. As Mechronis said, this does NOT effect damage dealt in a full volley and does NOT effect DPS and DPM, this only adds more versatility and utility to the weapons so they can be more useful in certain situations like the one I said above
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Post by Tyrannosaurus on Dec 30, 2016 1:48:30 GMT -5
There is a difference between theory and reality. Probability vs Possibility. You can't just use some maths to determine how many possible ways something can be used or abused. The true power of rocket builds lies in their ability to incinerate you inside of a second, by comparison other weapons (like a thunder/magnum/taran) might only let you get a single shot off before you are dead. The only real weakness of a rocket build is that you can counter attack during their reload. Sometimes with clever play you can bait a rocket build to fire their load early, sometimes you eat a partial load and can survive to counter attack. Both options are no longer available if a bot has the option to hold their fire once you're behind cover or simply finish you off if you've managed to survive. The amount of times I've busted a bot down to a sliver has been quite high (annoyingly it happens a lot when you're in a light/medium vs heavies), in my opinion with this change plasma will lose their use in games and rockets will be the only thing skilled players use. Remember rockets already have the unique properties to blow through physical shields, can kill through walls and hit you around cover... Plasma wont become obsolete as in the 2.5 update, they will be buffing the Ancile and the Fujin shield, this tweak to the Tulu/Pin/Pinata could be to counter increase usage of Anciles and Fujins if it happens when the update comes out, they might cancel the tweak if usage of Anciles and Fujins does not go up
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Post by Tyrannosaurus on Dec 30, 2016 1:52:59 GMT -5
Dont worry, they arent reciving a damage buff. I know that. I just think that the lack of a 10 second vulnerability(CRV reload)for mid-rangers would be silent nerfing shieldbots. 2.25 second vulnerability(tulu auto reload) is hardly possible to take advantage of. 4 thousand damage every 2.25 seconds from an RDB is barely anything compared to any bots total health pool, once they exhaust their intial loadout, rush in a kill them, they might do some damage that you wouldnt have otherwise taken if a reload time was there, but thats nothing. Plus shield bots need a nerf anyways, Galahad is very powerful right now in the fact that it can literally outrun a full DB salvo, to add to that its a medium bot with nearly the firepower of a Griffin or Rhino (minus 1 medium slot)
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Post by CΛΜΡΞΓ™ on Dec 30, 2016 1:57:16 GMT -5
Galahad is very powerful right now in the fact that it can literally outrun a full Death Button salvo, to add to that its a medium bot with nearly the firepower of a Griffin or Rhino (minus 1 medium slot) it is also much easier to kill with midrange. Every bot has a weakness.
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Post by Tyrannosaurus on Dec 30, 2016 2:00:26 GMT -5
Galahad is very powerful right now in the fact that it can literally outrun a full Death Button salvo, to add to that its a medium bot with nearly the firepower of a Griffin or Rhino (minus 1 medium slot) it is also much easier to kill with midrange. Every bot has a weakness. Yes but a good Galahad pilot wouldnt just stand out in the open and let an Russian Death Button or Fury Trident let hell loose on it, but yes Galahads are much easier to kill with mid range support bots, but usually you prioritise other mid rangers to win the battle of mid ranging (god thats a lot of "mid range" I said right there)
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Post by Deleted on Dec 30, 2016 2:18:25 GMT -5
We should all just wait for the test server before continuing this conversation. Pix said it'll be hitting test serv after the MM update (2.5).
Realistically speaking, Pix is trying to speed gameplay up without adding stress to the game's processes, it's not a bad thing. Still waiting on that firearm buff though...
Pix confirmed the changes to bullet weapons was not announced because it was a redistribution of numbers for both game stability and consistency, not because it was a buff/nerf.
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Post by KaneoheGrown on Dec 30, 2016 13:27:43 GMT -5
If this is OK, why even apply a reload time? Give Tridents the same love too, rockets every 4.6 (or 3.3 if just reload time is used). Sound good? Awsome, Tri Furies will just put you under a 600 meter blanket of constant rocket fire....
If a constant fire trident seems op as heck (which it would be), then the same mentality should apply to other midrange weps.
The issue is less about sustained dps, but the fact that Tumb and Pins have greater range. The break in firing a reload time gives provides the opponent the chance to either run to cover or try and close the distance. Taking this away you heavily favor the shooter and remove any balance for the target.
In the end though, I agree with tinthefiend, will wait to see what happens. As it stands the FB post received huge amounts of negative feedback to the idea. Will see what Pix decides to do...
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Post by Mechronis on Dec 30, 2016 23:56:56 GMT -5
If this is OK, why even apply a reload time? Give Tridents the same love too, rockets every 4.6 (or 3.3 if just reload time is used). Sound good? Awsome, Tri Furies will just put you under a 600 meter blanket of constant rocket fire.... If a constant fire trident seems op as heck (which it would be), then the same mentality should apply to other midrange weps. The issue is less about sustained dps, but the fact that Tumb and Pins have greater range. The break in firing a reload time gives provides the opponent the chance to either run to cover or try and close the distance. Taking this away you heavily favor the shooter and remove any balance for the target. In the end though, I agree with tinthefiend, will wait to see what happens. As it stands the FB post received huge amounts of negative feedback to the idea. Will see what Pix decides to do... No. Tridents are in a leage of there kwn. Just one is equat to nearly tulumbas rockets. Thats half a tulu every 3-5 seconds. Not counting the other inevitable rockets. Comparisons simply do not work in this game.
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Post by KaneoheGrown on Dec 31, 2016 1:25:43 GMT -5
Exactly why comparing a Orkans to a Tulumbas are two separate things.
If the argument is that "you're getting the 'same' DPS (as stated in the OP) so it's not over powered." then why wouldn't that logic carry over to other weapons? Simple, because it absolutely creates an imbalance in the game. Hence, Tulumbas, Pins and Pinatas should remain as is with a reload time and fired in a burst...
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