PlanetSide Universe - View Single Post - MAX Balnace Part 4: Everything AI
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Old 2013-07-06, 02:37 PM   [Ignore Me] #12
Chewy
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Re: MAX Balnace Part 4: Everything AI


Originally Posted by Blynd View Post
are you using default or with lockdown and zoe active ???
Originally Posted by Rolfski View Post
Nice work. It doesn't change my opinion that equipping NC maxes with shotguns while depriving them from a decent ranged capability was a bad design choice in the first place, though.

Question: Did you balance tested these maxes with extended mags in mind? Because that should be the norm for balance testing imo.
All tests are done with stock MAXes. Outside of weapons there is no cert options at all used. No extended mags, no abilities, no armor, nothing but bare bones weapons and stock targets. To add one cert option for one MAX I would have to add an option for the rest.


Originally Posted by ChipMHazard View Post
The same old [bad] argument. Yes, shotguns are normally supposed to be effective at close range. No, that's doesn't mean that they get to be as powerful as they have been on more than one occasion, and still kinda are against infantry. At least in the sense of depriving infantry of a chance to retaliate in close quarters.
It was a bad idea at the start to allow scatterguns to one salvo infantry and it's still a bad idea now; some of the level design simply isn't designed around having Scattermaxes hiding behind corners and camping primary/secondary objectives.
Scatterguns being ineffective at range, without slugs, means this "_" much in a Bio Lab fight. Or to put it in another way... Close quarter oriented weapons are not particularly situational when you have to play the objective.

Too bad for NC players that SOE decided to make Scattermaxes weaker against other MAXes, by reducing their ability to lay down sustained fire, instead of trying to solve the "one salvo" puzzle. One could make the argument that making them weaker against other MAXes is a good thing since that gives VS/TR another counter.
Personally I would still prefer it if they just reworked the scatterguns, like having three fire modes for different ranges, instead of constantly trying to tweak their current stats. But that's probably not going to happen because it's F2P.
So yes, based on what I've been told my MAX players with far more experience than myself is that the NC MAX is the weakest against other MAXes.
If NC MAXes are not an equal to TR and VS MAXes but TR and VS MAXes are a counter to NC MAXes then what does NC have to counter TR and VS MAXes? Also slugs in a bio-lab a worse than shot. Let be copy my numbers from the official forums on dual Mattock shot v slugs

Order Shot, slug
0m- 6.3--7.13
10m- 6.32--7.13
20m- 7.72--12.26
30m- 13.26--12.93

For Mattocks shot is far better than slugs for up to 20m and only after that would slugs be a better choice. Then you have to ask are slugs going to do the job at those ranges with how slugs act against live targets. Slugs are not worth it in my opinion.

Then you have the old bio-lab talk of it being a hunting ground for NC MAXes. Here's a video of someone running around a bio-lab with his render distance set to 15m.

There are plenty of places in a bio-lad that go far beyond a NC MAXes effective range even with extended mag.


Originally Posted by Rumblepit View Post
they did their math, and the in game data shows that the tr max is way behind the nc and vs max. nc max can still kill infantry before the player can even say ohshit.
and you think it should be buffed???nc and vs maxes are on par, with tr following way behind.

to bad you cant extract the numbers they use, maxes pulled per faction, kills per max, avg life span, these numbers show nc and vs are balanced, and the tr max is lacking everywhere. you guys even see the damage the tr max weapons do?
we have a max that dual wields smgs lol .

fyi nc maxes still do this
(vid snip)

dont even have the chance to say ohshit.
Did I not post the infantry TTK for the heavy C here yet? (looking) Nope. Let me get that for you.

Sacttercannon v infantry
TTKs
0m- 0ish
10m- .66
15m- 1
20m- 2.3

Heavy C v infantry
TTKs
0m- .52
10m- .79
20m- 1.38
30m- 1.8

Side by side
Order NC TR
0m- 0ish-.52
10m- .66 - .79
20m- 2.3 - 1.38

If you account for lag (.2-.3) and human reaction time (.2) then it's easy to say that a sub 1 TTK can be an instant kill or the target will have around .1-.3 seconds to GTFO and find cover. Then you have to think about moving targets. NC MAXes have very hard ammo limits, TR and VS MAXes can lay down lead if needed.

I see something of balance with MAX v infantry numbers when talking about shotguns and HMGs.
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