Modifié par Seifer006, 05 août 2012 - 10:02 .
Thoughts on the N7 Typhoon
#601
Posté 05 août 2012 - 09:56
#602
Posté 05 août 2012 - 10:13
#603
Posté 05 août 2012 - 10:15
ryoldschool wrote...
Typhoon nerf is on bioware's hands. They decided to nerf it and nerfed it more than they evidently were aware. I am interested in Eric's response to spectre's video evidence that the gun is 1/2 as effective as before June 24.
Aww, you assume they have enough respect for the playerbase to acknowledge it. That's cute.
#604
Posté 05 août 2012 - 10:18
ryoldschool wrote...
Typhoon nerf is on bioware's hands. They decided to nerf it and nerfed it more than they evidently were aware. I am interested in Eric's response to spectre's video evidence that the gun is 1/2 as effective as before June 24.
video?
#605
Posté 05 août 2012 - 10:19
Seifer006 wrote...
ryoldschool wrote...
Typhoon nerf is on bioware's hands. They decided to nerf it and nerfed it more than they evidently were aware. I am interested in Eric's response to spectre's video evidence that the gun is 1/2 as effective as before June 24.
video?
#606
Posté 05 août 2012 - 10:22
#607
Posté 05 août 2012 - 10:23
#608
Posté 05 août 2012 - 10:25
#609
Posté 05 août 2012 - 10:32
Modifié par Immortal Strife, 05 août 2012 - 10:33 .
#610
Posté 05 août 2012 - 10:32
Rifneno wrote...
Seifer006 wrote...
ryoldschool wrote...
Typhoon nerf is on bioware's hands. They decided to nerf it and nerfed it more than they evidently were aware. I am interested in Eric's response to spectre's video evidence that the gun is 1/2 as effective as before June 24.
video?
thanx for the link.
yeah it's definitely sad, to see a gun I got on the Earth DLC was released, then see the gun get nef'd.............
a Great Platinum weapon destroyed.
stick with the claymore. oh......i hope that's not next on the list:unsure:
#611
Posté 05 août 2012 - 10:55
#612
Posté 05 août 2012 - 11:22
This accusation is very silly. No one but Bioware is responsible for the balance changes. There is no direct causation between the forum and the changes. The Bioware team members are the ones with the power to change the rules, and they've decided to beat the Typhoon down on their own accord. Hopefully, they will consider some of the concerns players have raised in this thread and re-evaluate their direction, as "all this mess" was their own doing, but I have my doubts.mrwizeguy wrote...
And you are one of the 3 ppl here who need to take the blame for all this mess.Stardusk wrote...
I guess Tuesday is dooms day...
Yes you and all your previous posts about how op weapons were posting youtube videos feeding bioware and the nerf community .
I dont like you , u pretending nothing happent since you got back after earth DLC , but i dont forget
#613
Posté 05 août 2012 - 11:42
On comparison video difference beetween pre-nerf and nerfed on atlas shields is about 1 sec. On armor we have those 5 sec.
So imo this gun now needs heavy barrel and piercing ammo, not warp one.
#614
Posté 05 août 2012 - 11:42
When dealing with ratios to increase 1 you must multiply by 1 + an integer...otherwise you are in fact reducing. Example 10 x .5=5 where 10 x 1.5=15...basic math I know. Again, say the Typhoon does 10 damage: post nerf the damage increased with a mutiplyer is 5 with a total new damage of 15; and prenerf the damage increased was 10 with a total of 20. 5/10 damage increased is 50% less damage. I'm not a math teacher so I don't know how to explain it in an easy way.
Modifié par Immortal Strife, 06 août 2012 - 12:28 .
#615
Posté 05 août 2012 - 11:58
#616
Posté 06 août 2012 - 12:20
ryoldschool wrote...
@immortal- anyone doing the math figured the difference would be closer to 1.5/2.0 = 75% instead of the 50% specter shows in gameplay video.
If you take into account the reload time, the devastator mode Nerf, and the ramp up times for the gun. The 50% total makes more sense.
#617
Posté 06 août 2012 - 12:21
ryoldschool wrote...
@immortal- anyone doing the math figured the difference would be closer to 1.5/2.0 = 75% instead of the 50% specter shows in gameplay video.
#618
Posté 06 août 2012 - 12:29
Immortal Strife wrote...
@ryoldschool, 1.5/2.0 is 75% of 2/2 or 25% less depending, except...
When dealing with ratios to increase 1 you must multiply by 1 + an integer...otherwise you are in fact reducing. Example 10 x .5=5 where 10 x 1.5=15...basic math I know. Again, say the Typhoon does 10 damage: post nerf the damage increased with a mutiplyer is 5 with a total new damage of 15; and prenerf the damage increased was 10 with a total of 20. 5/10 damage increased is 50% less damage. I'm not a math teacher so I don't know how to explain it is an easy way.
Your math is correct about the additional damage the gun does according to the way it was presented to us.
In your example, base damage of 10 per round
Pre Nerf Damage = 10 + 10 * ( 2.0 - 1 ) = 10 + 10 = 20 damage
Post Nerf Damage = 10 + 10 * ( 1.5 - 1.0 ) = 10 + 5 = 15 damage
So you are correct in that it was expected that the additional damage was reduced by 1/2. What was not expected is that the total damage was reduced by 1/2.
In Specter's video he is doing the base damage + the extra from the factor + extra from all consumables. Yet the performance of the weapon is half as effective.
That is what leads anyone looking at the video to infer that there is more that is different in the game engine than just that one factor.
Once again, for those who don't want to look on page 10 for the video here is the link to
Sp3c7eR's video.
#619
Posté 06 août 2012 - 01:11
ryoldschool wrote...
Immortal Strife wrote...
@ryoldschool, 1.5/2.0 is 75% of 2/2 or 25% less depending, except...
When dealing with ratios to increase 1 you must multiply by 1 + an integer...otherwise you are in fact reducing. Example 10 x .5=5 where 10 x 1.5=15...basic math I know. Again, say the Typhoon does 10 damage: post nerf the damage increased with a mutiplyer is 5 with a total new damage of 15; and prenerf the damage increased was 10 with a total of 20. 5/10 damage increased is 50% less damage. I'm not a math teacher so I don't know how to explain it is an easy way.
Your math is correct about the additional damage the gun does according to the way it was presented to us.
In your example, base damage of 10 per round
Pre Nerf Damage = 10 + 10 * ( 2.0 - 1 ) = 10 + 10 = 20 damage
Post Nerf Damage = 10 + 10 * ( 1.5 - 1.0 ) = 10 + 5 = 15 damage
So you are correct in that it was expected that the additional damage was reduced by 1/2. What was not expected is that the total damage was reduced by 1/2.
In Specter's video he is doing the base damage + the extra from the factor + extra from all consumables. Yet the performance of the weapon is half as effective.
That is what leads anyone looking at the video to infer that there is more that is different in the game engine than just that one factor.
Once again, for those who don't want to look on page 10 for the video here is the link to
Sp3c7eR's video.
Err...it took twice as long because he had to reload (which led to a second chargeup as well). The actual DPS was not reduced by 1/2. I'm not sure how you are missing that.
#620
Posté 06 août 2012 - 01:14
Seifer006 wrote...
Tuesay is coming. maybe they'll re-balance it
Knowing BiowEAre they wount balance, if it doenst help balance their wallets on the plus side.
#621
Posté 06 août 2012 - 01:50
Immortal Strife wrote...
@ryoldschool, 1.5/2.0 is 75% of 2/2 or 25% less depending, except...
When dealing with ratios to increase 1 you must multiply by 1 + an integer...otherwise you are in fact reducing. Example 10 x .5=5 where 10 x 1.5=15...basic math I know. Again, say the Typhoon does 10 damage: post nerf the damage increased with a mutiplyer is 5 with a total new damage of 15; and prenerf the damage increased was 10 with a total of 20. 5/10 damage increased is 50% less damage. I'm not a math teacher so I don't know how to explain it in an easy way.
IS, you are thinking about 50% damage of the gun. Now understand that the gun is actually doing 200% damage before. Now that get dropped by 50% actual damage and doing 150% damage. the 150/200 is a drop pf 25% "relative damage". Relativity is all that matters, not actual damage.
Also the other is right and you would also notice it if you only take a few min to look at the video, the reload time is the reason why the time is doubled and it is highly likely that BW staff oversaw that.
#622
Posté 06 août 2012 - 02:09
#623
Guest_death_for_sale_*
Posté 06 août 2012 - 02:15
Guest_death_for_sale_*
PKTracer wrote...
holdenagincourt wrote...
PKTracer wrote...
This gun also discourages camping since the player is exposed when using this weapon. But when you say camping, do you mean using cover? That's not camping; that's strategy. Since this gun puts the player in the open, it means the player has to have some cover when the shield gate goes. I don't think that's camping so much as playing to the strengths and weaknesses of the gun.
No, I mean camping as in staying in one place and decimating all comers. The poor enemy AI means that this can be done with little risk at all difficulties, and a lot of the content added in the DLCs has made it nearly trivial.Sp3c7eR wrote...
Bioware stated earlier they considered the Typhoon to be in a category of "supressive fire" LMGs which need to be deployed. Obviously you can't do that without camping. But if the gun's original purpose as imagined by Bioware was to hold a position then my suggestion is sound. If you think their original idea of this gun is the problem, then that is a whole different matter and doesn't really belong in this topic.
Decreasing the ramp up time would eliminate the niche of the gun and would further blur the border between Revenant & Typhoon. Lowered weight would serve no purpose because I guarantee you won't see biotics running around with it. A gun with any sort of ramp up time & the need for continuous fire to see results is not a good match with power-spamming classes.
Based on Eric's statements, I think the likelihood of the changes to the Typhoon being rolled back any time in the near future are slim to none, which is why I'm arguing for alternatives. Whether it still fits a specific niche or not is a nice consideration, but I think secondary to whether it's an appropriately balanced weapon and accessible to more than a handful of classes. If that means I'm doubting the weapon's original concept, so be it.
People definitely will camp. The Typhoon at least had the weakness where people are exposed when using it. But I'm sure people came up with ways to minimize this weakness.
I also think the chances of BW un-nerfing the Typhoon are slim to none. I have seen nerfs from BW, a lot of them, yet I've never seen BW reverse a nerf. I'm just happy I experienced the Typhoon pre-nerf., even at level I, and I feel for the people who get it post-nerf.
Ever see the Vindicator, they reversed the nerf on it....
#624
Guest_death_for_sale_*
Posté 06 août 2012 - 02:16
Guest_death_for_sale_*
Immortal Strife wrote...
IrishDeath420 wrote...
Immortal Strife wrote...
I just want say, I love it when you guys (Bioware Devs) posts on the forum. I absolutely agree, the Typhoon is an awsome gun, even post nerf. Now can we get someone to look into the Pirahna, the weight and DPS are insanely too good, the gun destroys on platinum with 90% of the characters.
If you think a weapon is too powerful then don't use it
Excuss me for wanting to see if a Dev would reply and comment on the current state of the Pirahna. Which btw has always drops an Atlas faster than the Typhoon-maybe not at range but nonetheless. I find my point about it being OP is verymuch rational and relavent for the topic at hand.
Send a PM to Eric, they already are looking at the Piranha.
#625
Posté 06 août 2012 - 02:16
Immortal Strife wrote...
@ryoldschool, 1.5/2.0 is 75% of 2/2 or 25% less depending, except...
When dealing with ratios to increase 1 you must multiply by 1 + an integer...otherwise you are in fact reducing. Example 10 x .5=5 where 10 x 1.5=15...basic math I know. Again, say the Typhoon does 10 damage: post nerf the damage increased with a mutiplyer is 5 with a total new damage of 15; and prenerf the damage increased was 10 with a total of 20. 5/10 damage increased is 50% less damage. I'm not a math teacher so I don't know how to explain it in an easy way.
It lost 50% of its additional damage, but 25% of its total damage. You're discussing two different things.





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