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Piranha balance thread - Lower DPS or RoF or Clip Size or increase Weight


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#326
Alex101Crusader

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death_for_sale wrote...
You are incorrect. I updated the post with the adjusted sustained dps. This is the DPS counting reload.

The
sustained DPS for uncanceled/canceled Claymore fire is 470 / 833 DPS.
The sustained DPS for the uncanceled/canceled Piranha is 984 / 1338.6

:blink:
You keep making the same mistake: you're comparing the DPS of two completely different weapons.
You're basing your calculations on the wrong factor.  It's like pretending to compare the DPS of a Valiant and that of a M-98 Widow (both are SR, but their roles are different).
Weapons are not just "numbers and statistics", you know. To see this from the right perspective, think about this: you're comparing a Krogan Heavy Assault Shotgun (which is, of course, heavy and slow as hell) with a N7 Tactical Shotgun (which HAS TO be light, humans are not Krogans). Enough said. :)

#327
landylan

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Platinum also makes it seem incredibly powerful because all of its pellets land on every boss. I'm pretty sure that the majority of don't land on the few troopers that spawn in platinum.

#328
Rifneno

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TheAdventurer29 wrote...

I think the OP's suggestion is more reasonable than what Bioware did to Krysae two days ago.


What Cruella Deville wanted to do to puppies is more reasonable than what BW did to the krysae two days ago.  So that doesn't say a whole lot.

#329
Omnifarious Nef

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No, no, No, NO, NO! A THOUSAND TIMES NO! STOP NERFING ALL OUR GUNS AND MAKING THE ENEMIES STRONGER! Buff the weak guns instead!

#330
phantom121294

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Hide yo wife, hide yo kids, they be nerfed everay thang up in here.

#331
Tankcommander

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CitizenThom wrote...

All you nerfers can go to the bad place.
All you nerfers can go to the bad place.
All you nerfers can go to the bad place.

The pirahnna should stay the same weight, and should keep it's shot damage and shot accuracy. It doesn't one hit kill anything and unloading a full clip (8 shots) doesn't guarantee a kill. Any nerfing would ruin the gun. Not to mention it has a very short effective range.


It sucks outside of point blank range, but is pretty good up close. Hey, wait, that's what a shotgun is supposed to be!

#332
We Tigers

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Oh, enough of this garbage. The thing kicks like the old Hurricane and even with a smart choke can't hit jack from 15 meters. It does a pile of damage if you manage to hit with every pellet, which isn't happening. Very good and fun gun, but what it does on paper is vastly different from what it does in the game.

#333
xcrunr1647

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SR2O wrote...

Image IPB


You, sir, just won teh intirnetz.

#334
Offender_Mullet

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I'm guessing at least 90% of the replies (didn't read any past page 1) disagree with the op. I do as well.

They're not going to defunkify a weapon based on one person and their dislike for seeing too many people use it.....that's what his point boils down to at the end if you look past the tech-talk smokescreen.

#335
holdenagincourt

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I don't really see why someone would need to use one of the highest DPS weapons in the game on an Adept other than possibly a defensive Justicar, but w/e.

#336
Imp of the Perverse

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DarkSpooky wrote...

OP, you claim that this auto shotgun can melt a boss in under what? 10 seconds? Show us. I am assuming that the conditions for this event are stepped in bronze with AP ammo 4 with a class specced for damage/RoF with a shotgun amp 3.

Show us a video proof or shut it.


With high level AP or incendiary ammo, a shotgun amp, shotgun gear, and a character with increased weapon damage and ROF like a destroyer, turian, or GI, it will do this on gold or platinum. On a normal character, without the high powered ammo, it will not, it's particularly weak against shields. Without a smart choke and/or boosted accuracy it's completely worthless against banshees - too much spread to hit their skinny bodies, and if you try to get closer you get instakilled.

#337
Fortack

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Machazareel wrote...

Gotta love armchair developers who feel the need to make posts on a forum to inform people how they feel something is unbalanced, then act shocked as people lash out at them for parading around and trying to ruin everyone else's fun.


So you're speaking for everyone? That's good to know.

If it needs to be rebalanced, it will be, after developers look at actual data, as opposed to numbers that are mathed out in a vacuum in some forum post which generally does not apply to actual gameplay.


Well, there are some people who actually think a little about which weapon would be best for their characters. I know, that might sound odd, but it happens. Can be incredibly difficult at times though, rocket sciences is peanuts compared to the decision to take a weapon that does insane damage, weights close to nothing, and mows down everything when you test it playing a match.

#338
dday3six

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death_for_sale wrote...

dday3six wrote...

Raising the weight will only limit the Piranha's usage by other set ups, however it will not limit it's usage by the classes which are best with it: Infiltrators and Soldiers. As such I feel it's more balanced to have it accessable to other classes.

Sometimes you have to see the big picture. I know there are some players who "never die", but for those who do, now that executions happen on Gold and Platinum close quarters combat is more risky  The Piranha requires close quarters to be most effective and unless a player is good at managing it's recoil while keeping situational awareness they are going to die often, and be executed as a result. Add all that together and I can easily see why the Piranha actaully needed the damage buff, though it seemed odd when it first happened. 

Also the "best" players are a small portion of the game's playerbase. I know those players want a more challenging game, but that is not what every one wants, and eventually there is a peak of challenge those players can be offered before alienating everyone else. Changes to Gold or better yet Platinum are in my opinion a better way for them to be offered a challenge as opposed to nerfing every weapon they feel is distracting from their challenge.


The Piranha does not REQUIRE close quarters to be effective. With various mods and game mechanics, not to mention class abilities that affect it, you can use it at range.

Even on classes forced to use it in close, they have options. I was playing last night with an Asari Adept that would use BE's until the Banshee got close, then shred the Banshee with the Piranha. I use it on my Pheonix characters in much the same way, Smash Smash Smash, finish with Piranha. I have a 170% CD on my PA/PV with only passives. That is too good given the amount of damage I can lay out.


Even with smart choke and cover bracing the Piranha doesn't eat enemies alive unless you are right in their face. Which is what I meant with "most effective", though I suppose I could have been more clear on that. Soldiers and the GI using it on the move, is what I expect them to do. Being weapons based classed they're suppose to be very good at dealing damage with weapons with their powers support them through buffs to their weapons.

You're second bit in my opinion doesn't support the gun being overpowered either. That's still those classes being played as power based classes. All it supports is that a Piranha synergize will with several classes which promote class diversity by giving mutiple classes more weapon options.

#339
Fauxnormal

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ABjerre wrote...

Fauxnormal wrote...

HamSlammer wrote...

you are just the worst kind of person...


Wow, you don't know much about people. Nor have you, apperantly, ever seen the worst kind of person.

Fourteen or fifteen?


He advocates causing agony to a large group of people to cater to his own needs or amusement? That doesn't exactly fit the description of a "good guy greg" either...


"advocates causing agony'?

Are you ****ing kidding me with this melodramatic bull****?

#340
bogsters23

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Tankcommander wrote...

CitizenThom wrote...

All you nerfers can go to the bad place.
All you nerfers can go to the bad place.
All you nerfers can go to the bad place.

The pirahnna should stay the same weight, and should keep it's shot damage and shot accuracy. It doesn't one hit kill anything and unloading a full clip (8 shots) doesn't guarantee a kill. Any nerfing would ruin the gun. Not to mention it has a very short effective range.


It sucks outside of point blank range, but is pretty good up close. Hey, wait, that's what a shotgun is supposed to be!


this^:ph34r:

#341
Pitznik

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You got some quad, OP :) Nice sh!tstorm you got here. I kind of agree with you, but I'd rather not go there, since some people on those boards are so unreasonable.

#342
phantom121294

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Space the final frontier, these are the voyagers of the starship Normandy, its continuing mission to explore strange new weapons, to seek out new attachments and weapon modifications, to boldly nerf what no man has nerfed before.

#343
UKStory135

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death_for_sale wrote...

Brother Takka wrote...

Did it ever cross the OP's mind that some guns are for higher difficulties? that's why you have common, uncommon, rare and ultra rare. Rare and Ultra Rare are ment for gold/platinum. If you don't like the gun stick to the lower difficulties or just ask them to buff a common or uncommon shotgun.


This weapon makes bosses trivial on Platinum. I rarely play lower than Gold so I don't know how OP is it on Silver and Bronze.


Trivial is pretty hyperbolic.

I have several opposing ideas rattling in my head about the Piranha.
1) On paper, you are right. This gun is too light for it's DPS.
2) In practicality, against most enemies, a skilled a skilled player will be lucky to get 75% of that due to the inaccuracy of this gun.  This gun has essentially one purpose, to take down bosses.  To do even that, the player must be darn near the sync kill zone and be exposed while firing his entire clip.  It is a secondary weapon, not a primary one.  Anyone who tries to use this a primary weapon will probably be in spectator mode for most of the time after wave 3, and if they aren't then they are good enough to use whatever weapon they want in the first place.
3). A lot of people on here understandably have nerf fatigue. Watching a weapon get a 40% DPS hit while enemies get a curb stomping buff, tends to do that to players. Especially after the TC nerf, the HM nerf, the BE nerf, the headshot elimination patch, the first Krysae nerf, etc.
4) Why do balancers insist on comparing everything to the Claymore?  Is the goal of balance really to make everything in the game just slightly crappier than the Claymore?
5) I didn't agree with the buff that this gun got, but this gun is not a game breaker like the original Krysae and Falcon arguably were.  At worst, Casters are going to carry it as back weapon against bosses on higher difficulties and that will result in a higher variety of classes participating in Platinum.

#344
squidney2k1

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The gun itself is fine. It just needs a bit more weight, but if they change anything to the damage or handling, I will be thoroughly pissed.

#345
Kalas Magnus

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Increase weight. The gun is broken at the moment.

#346
Jooblie

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NOOOOO I knew this day would come when someone complained about the Piranha....
It has like a 5 foot range, its fine....

Modifié par SuperNoVa o, 25 juillet 2012 - 08:24 .


#347
HrivnakScott

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How about no. it is fine as is with the utter lack of range on it.

#348
L.ast L.ife

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phantom121294 wrote...

Hide yo wife, hide yo kids, they be nerfed everay thang up in here.


SWANK.

#349
skiadopsendow

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UKStory135 wrote...

death_for_sale wrote...

Brother Takka wrote...

Did it ever cross the OP's mind that some guns are for higher difficulties? that's why you have common, uncommon, rare and ultra rare. Rare and Ultra Rare are ment for gold/platinum. If you don't like the gun stick to the lower difficulties or just ask them to buff a common or uncommon shotgun.


This weapon makes bosses trivial on Platinum. I rarely play lower than Gold so I don't know how OP is it on Silver and Bronze.


Trivial is pretty hyperbolic.

I have several opposing ideas rattling in my head about the Piranha.
1) On paper, you are right. This gun is too light for it's DPS.
2) In practicality, against most enemies, a skilled a skilled player will be lucky to get 75% of that due to the inaccuracy of this gun.  This gun has essentially one purpose, to take down bosses.  To do even that, the player must be darn near the sync kill zone and be exposed while firing his entire clip.  It is a secondary weapon, not a primary one.  Anyone who tries to use this a primary weapon will probably be in spectator mode for most of the time after wave 3, and if they aren't then they are good enough to use whatever weapon they want in the first place.
3). A lot of people on here understandably have nerf fatigue. Watching a weapon get a 40% DPS hit while enemies get a curb stomping buff, tends to do that to players. Especially after the TC nerf, the HM nerf, the BE nerf, the headshot elimination patch, the first Krysae nerf, etc.
4) Why do balancers insist on comparing everything to the Claymore?  Is the goal of balance really to make everything in the game just slightly crappier than the Claymore?
5) I didn't agree with the buff that this gun got, but this gun is not a game breaker like the original Krysae and Falcon arguably were.  At worst, Casters are going to carry it as back weapon against bosses on higher difficulties and that will result in a higher variety of classes participating in Platinum.


+1

#350
Guest_death_for_sale_*

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Machazareel wrote...

Gotta love armchair developers who feel the need to make posts on a forum to inform people how they feel something is unbalanced, then act shocked as people lash out at them for parading around and trying to ruin everyone else's fun.

If it needs to be rebalanced, it will be, after developers look at actual data, as opposed to numbers that are mathed out in a vacuum in some forum post which generally does not apply to actual gameplay.


I'm not shocked, I knew I was going to come under intense fire for this sadly. The Dev's do look at the forum, so I think they will take this into account as well as gameplay data.