CaptainTeabag wrote...
Javelin - shield gate penetration REMOVED
Kishock Harpoon Gun - shield gate penetration REMOVED
*takes breath* HAHAHAHAHHAHAHHAHAHHA
damn.
no for reals are you trolling?
CaptainTeabag wrote...
Javelin - shield gate penetration REMOVED
Kishock Harpoon Gun - shield gate penetration REMOVED
TLK Spires wrote...
yes... yeeeessss.. this misery is sooooo good. let me moisturize my body with these tears, oh my god yyyyeeeeeessss..
Modifié par Prince Bubblegeth, 25 juillet 2012 - 01:34 .
ShinTheZero wrote...
[...]
Compared to these all weapons:
- You see more Rares than URs, which are better than those weapons (unrewarding?)
Totally logical since shotguns fire multiple pellets.- Sniper Rifles do not ignore shieldgate, while Shotguns do (somewhat unlogical?)
The Javelin has the best damage per shot.- Compare the Widow (highest Damage per Shot of all SR) with the Claymore, more than 300 damage difference, while the Widow does not ignore Shieldgating? What a bad joke)
Do you even ME lore ?- Then the Paladin with the BW and the Valiant, again a high difference of damage per clip (a pistol surpassing a sniper rifle, what's wrong here?)
So sniper rifle arn't the best weapons ever ? That doesn't stop you from using them.- Even with the Rank 6 TC SR 25% Multiplier, your damage is much lesser than all those weapons, mentioned above, using the same TC
Modifié par Klokos, 25 juillet 2012 - 01:37 .
ShinTheZero wrote...
...
- Sniper Rifles do not ignore shieldgate, while Shotguns do (somewhat unlogical?)
- Compare the Widow (highest Damage per Shot of all SR) with the Claymore, more than 300 damage difference, while the Widow does not ignore Shieldgating? What a bad joke)
Klokos wrote...
The Javelin has the best damage per shot.ShinTheZero wrote...
- Compare the Widow (highest Damage per Shot of all SR) with the Claymore, more than 300 damage difference, while the Widow does not ignore Shieldgating? What a bad joke)
Computron2000 wrote...
Klokos wrote...
The Javelin has the best damage per shot.ShinTheZero wrote...
- Compare the Widow (highest Damage per Shot of all SR) with the Claymore, more than 300 damage difference, while the Widow does not ignore Shieldgating? What a bad joke)
LOL, no context. He already use a list of "best" sniper rifles and you're bringing in the javelin. I'm sure you use a javelin all the time in gold and plat and one shot everything
Klokos wrote...
Computron2000 wrote...
Klokos wrote...
The Javelin has the best damage per shot.ShinTheZero wrote...
- Compare the Widow (highest Damage per Shot of all SR) with the Claymore, more than 300 damage difference, while the Widow does not ignore Shieldgating? What a bad joke)
LOL, no context. He already use a list of "best" sniper rifles and you're bringing in the javelin. I'm sure you use a javelin all the time in gold and plat and one shot everything
(highest Damage per Shot of all SR)
(highest Damage per Shot of all SR)
(highest Damage per Shot of all SR)
(highest Damage per Shot of all SR)
That's the javelin, he should have said teh highest damage of SR he listed.
Modifié par Computron2000, 25 juillet 2012 - 01:51 .
Computron2000 wrote...
Klokos wrote...
(Do you even ME lore ?)
(Do you even ME lore ?)
(Do you even ME lore ?)
(Do you even ME lore ?)
No one "ME lores". Oh wait, you mean your post had something you assumed people would understand without explaining by looking at context?
Too bad Mr Pot!
Modifié par Klokos, 25 juillet 2012 - 01:53 .
Feel free to tell me what "points" (pural) you're waiting for. Is it that repeated thing in the brackets?Klokos wrote...
Computron2000 wrote...
Klokos wrote...
(Do you even ME lore ?)
(Do you even ME lore ?)
(Do you even ME lore ?)
(Do you even ME lore ?)
No one "ME lores". Oh wait, you mean your post had something you assumed people would understand without explaining by looking at context?
Too bad Mr Pot!
You have a bad internet culture if you can't undertand that sentence. I'm still waiting your answers on all my other points.
Shields are designed to stop high-powered high velocity shots.ShinTheZero wrote...
1. Shotguns fire multiple bullets, that's right. But a shot from a Sniper Rifle is high-powered and should easily bypass shields, if it can even go through walls (Widow, Black Widow). Quality should be equal to Quantity.
SR are still worth it, if you only want to use the best weapons stat wise and no the weapons you like playing with it's your issue. I concede that most map aren't designed to favor SR.2. Sniper Rifles are not worth in Platinum, while other weapons are? So you basically kill a Weapon class for a certain difficulty? Makes me not to farm Operations and PSP for SRs, no? It is simply not rewarding.
Maybe they are no as good as "the big three" but they are still useable.3. Most SRs are good til Gold, but in Platinum? Everyone of them suck big time compared to others.
Klokos, you are obviously a Sniper hater, who keeps saying, that Infiltrators are OP. How about looking on the Destroyer and then give yourself the bullet for your stupidness.
Modifié par Klokos, 25 juillet 2012 - 02:15 .
Brenon Holmes wrote...
Sort of... it's because they're (generally) easier to headshot and we had no way of controlling the headshot multilplier ona per-creature basis. And the headshot multiplier is goofy (3.5x or something like that?), intentionally - because it's normally somewhat harder to do (on a normal creature).soldo9149 wrote...
So it would take longer for use to kill them.
That said, I think it's something we're interested in - as headshots are always nice... if it was to be done, it would probably have to be implemented in such a way as to give us control over the multiplier per creature though.
What do you folks think would be a fair multiplier?
Brenon Holmes wrote...
Bleh, in bit of a pissy mood earlier... sorry.
Anywho - yes... *currently* we cannot change headshot multipliers per creature, however this is something we could potentially add with a patch (new feature, sort of deal).
Changing the headshot volume is actually fairly difficult. The creatures are made up of collections of spheres, cubes and sphyls (cylinders with rounded ends)... these are the hitboxes, or things that your bullets actually hit when you shoot at the enemies. Certain primitives are marked up as "head" volumes and that's where the multiplier is applied.
If we were to change the volume size, your bullets wouldn't hit what looks like the geometry of the creature. So your shots on the Banshee's head would pass through the edges, for example (which would probably feel pretty crappy).
We can also play with bullet magnetism values to make the aim assist harder for headshots - but the head zoom snap boxes are already fairly strict and this wouldn't affect PC players equally (since they don't apply in the same ways).
Adding new parts that could be blown off is probably not in the cards either - a lot of mesh changes are fairly intensive and would probably mean re-shipping the creature which has it's own challenges. (Code patches are fairly straightforward... just time intensive - content patches are a fair bit more complicated ).
With respect to the Atlas, we originally did want a weakpoint on the exhaust port on the back - but it got cut towards the end as there wasn't enough time to modify the physics asset (the collection of the aforementioned hit boxes) appropriately. That is something we could look at re-adding... as an aside, what do you guys think of the armour plates? (If you weren't aware, you can blow them off to get a bit of a damage bonus - each shoulder, knee and cod piece).
The issue with the Brute is that his head hangs almost directly over the center of his chest - so with a zoom snap on the sniper rifle you actually almost always hit the head by accident since the larger snap volume for the body applies and pulls your aim almost directly over the head... I think a headshot on him would be nice, but we'd probably want to keep the above in mind...
Ravagers... their "head" is actually their body... plus you already get a bit of bonus damage when you pop the sacks. (I can't recall the exact values off of the top of my head, but I'm fairly certain it's a decent % of max health).
Primes and Banshees are fairly straightforward... I think we'd probably want to look at just adding them back.
got it here: http://social.biowar...ndex/13317463/1Brenon Holmes wrote...
Yep, I think that would be relatively straightforward... but I think we'd still want to make a relatively meaningful base multiplier (maybe 1.5x or something along those lines?). The main issue with things as they stood before the head volumes were removed was just the multiplier 3.5x (or +2.5x) was just too much for a base value (you still got your bonuses on top of that).BjornDaDwarf wrote...
Brenon, not sure about the difficulty in adding this, but would it be possible to give the bosses a "headshot" box that has no inherent multiplier, but gear/mod/consumable/skill evolution headshot multipliers would raise it above 1x. That seems to solve two issues. First is that the variety of headshot bonuses are lackluster (imo) when compared to the other options. For most weapons, mobs can already be killed quickly, and headshots already do massive damage (often exceeding shieldgate). So the extra damage from the headshot items goes to waste.
Nicksta92 wrote...
Sniper rifles are still viable on higher difficulties, so i don't get why everyone is so pissed about this. Non-shielded enemies still get one shot, and shielded enemies like marauders just need two. It's PLATINUM difficulty; your weapons do absolute **** and you're supposed to feel the effects of that.
Widow, Javelin, Black Widow, Mantis, and the Valiant are all still viable sniper rifle options. You can do PLENTY of damage to basic units and when bosses come along you lead the way in eliminating them. These nerfs are unfortunate but we just have to suck it up and deal.