Usagi
True Bro
Grin and Barrett
Posts: 1,674
|
Post by Usagi on Dec 24, 2015 16:55:55 GMT -5
So the Kuda gets nerfed and the VMP keeps getting nerfed, but the Vesper stays relatively untouched despite being clearly superior? gg, Von, gg
|
|
|
Post by dunsparceflinch on Dec 24, 2015 18:33:18 GMT -5
I did actually notice that the hellstorm mini-missiles moved really fast yesterday. I thought I was just getting lucky but this seems like a big buff to the hellstorm. It might even be better than beta/launch hellstorm that everyone complained was OP. It's not gonna be beta OP so long as it can't target 5-6 people at once. Also, it's hard to say if that argus buff is to base damage or pellet bonus damage, I'm going to guess close range base damage. Was probably 50 before and is now 55, meaning that at 15 bonus damage per pellet it only needs to hit with 3 pellets to 1HK. I honestly didn't mind it when it was a 4 pellet kill close range hipfire (due to the good spread), but hey, now it'll be like a stakeout/KSG hybrid. Meanwhile I'm guessing that the KRM had its potential 1HK range extended from 315 units to 350 units. It just needs 50 more units of potential 1HK range and a decent likely hipfire 1HK range (300 units) and then it'll be perfect.
|
|
|
Post by Marvel4 on Dec 24, 2015 19:41:24 GMT -5
The Argus could never kill with 4 pellets and that didn't change. The KRM's 1HK range isn't as long as you said and it will probably never be.
|
|
|
Post by dunsparceflinch on Dec 24, 2015 19:58:26 GMT -5
The Argus could never kill with 4 pellets and that didn't change. The KRM's 1HK range isn't as long as you said and it will probably never be. Really? Damn. I did the math and 315*1.1111 equaled 350. If it's not that, then it must be something like 270 buffed to 300. Argus doesn't kill in 4 pellets at close range? Then the close range base damage has to be 33, changed from 30. But if the base damage is that low even in close range, then that would mean it's physically possible to get 2 non-lethal hitmarkers when hipfiring.
|
|
|
Post by Marvel4 on Dec 24, 2015 20:21:01 GMT -5
Damage per pellet was changed. Also, it still never needs more than two shots to kill.
|
|
|
Post by RageHulkSmash on Dec 24, 2015 20:55:00 GMT -5
Hmm... did the Pharo and razorback already have higher sprint out times before this patch? I'm wondering why they didn't get nerfed.
|
|
JustABitAgroed
True Bro
Reasons to never go on GFAQs: 1. I'm considered an expert there. 2. It's GFAQs. I mean, come on man.
Posts: 345
|
Post by JustABitAgroed on Dec 24, 2015 23:06:05 GMT -5
Thank you for the info Marvel. Happy holidays BTW. Does anyone know how "Quick raise time" differs from regular raise time (probably a stupid question)?
|
|
|
Post by nopington on Dec 25, 2015 12:09:29 GMT -5
iirc, Quick times are something specific to pistols only. So when you switch to or from a pistol, it uses the quick raise time when bringing up the pistol and quick drop time when bringing it down.
|
|
|
Post by Marvel4 on Dec 25, 2015 16:37:59 GMT -5
Quick drop and quick raise are used when switching to (not from) a handgun and when using equipment.
|
|
JustABitAgroed
True Bro
Reasons to never go on GFAQs: 1. I'm considered an expert there. 2. It's GFAQs. I mean, come on man.
Posts: 345
|
Post by JustABitAgroed on Dec 26, 2015 4:04:45 GMT -5
Okay, that makes sense. Thank you for clearing that up.
|
|
|
Post by Blurred Wolf on Dec 26, 2015 10:44:27 GMT -5
Quick drop and quick raise are used when switching to (not from) a handgun and when using equipment. If it only applies to switching off/from your weapon, where does 'quick raise' come into play? Is it the time it takes to raise the equipment/handgun?
|
|
|
Post by LeGitBeeSting on Dec 26, 2015 12:12:13 GMT -5
As the KRM literally just gets another 25 units again.
Also is the Vesper bad on consoles or something because what gives? It's amazo but it's getting off scott-free compared to the VMP and got the same nerf as the Weevil.
|
|
|
Post by dunsparceflinch on Dec 26, 2015 12:50:01 GMT -5
Damage per pellet was changed. Also, it still never needs more than two shots to kill. I see. I guess I was thrown off by BO3 Utility's per pellet damage numbers, which showed 15 for the close range per pellet damage. So I guess that means that the per pellet damage was 9 but got buffed to 10, which means that if the base damage is 50, it now kills in 5 pellets at close range. And I'm guessing that the long range base damage is around 45 and the long range per pellet damage is around 7. I still am having a hard time understanding how if the Argus takes 5 pellets to kill then why aren't hipfire hitmarkers more common. At close range it feels as consistent as an MW3 shotgun w/damage.
|
|
|
Post by I Am Hollywood5 on Dec 26, 2015 13:35:34 GMT -5
As the KRM literally just gets another 25 units again. Also is the Vesper bad on consoles or something because what gives? It's amazo but it's getting off scott-free compared to the VMP and got the same nerf as the Weevil. Well the Vesper has a lot more recoil than the other guns, and recoil control is quite a bit more difficult on console. 1200rpm + 30 rounds + "extreme" recoil = lots of missed shots and caught reloading. So yes, the Vesper is definitely better on PC, but even there I don't consider it OP. It's how an SMG should be. The Kuda and Pharo are just as good.
|
|
|
Post by Marvel4 on Dec 26, 2015 14:15:58 GMT -5
If it only applies to switching off/from your weapon, where does 'quick raise' come into play? Is it the time it takes to raise the equipment/handgun? Time to switch to a handgun: Weapon quick drop time + Handgun quick raise time Time to use equipment and switch back to a weapon: Weapon quick drop time + Equipment hold fire time + Equipment fire time + Weapon quick raise time
|
|
|
Post by -3055- on Dec 26, 2015 14:28:50 GMT -5
Kuda: ADS time increased by 12.5% Kuda: Sprint out time increased by 10% VMP: Quick raise time increased by 25% VMP: Sprint out time increased by 37.5% Weevil and Vesper: Sprint out time increased by 10% XR-2: Idle amount decreased by 50% ICR-1: Idle amount decreased by 75% Sheiva: Idle amount decreased by 66.67% LMGs: Idle amount decreased by 50% Locus: Idle amount decreased by 50% Locus: Idle crouch factor decreased by 33.33% Locus: Idle prone factor decreased by 60% KRM-262: 1HK range increased by 11.11% Argus: Damage maximum increased by 10% Rejack: Drop times decreased by 33.33% Rejack: Raise times decreased by 16.67% Hellstorm (Bomblet): Explosion radius increased by 100% Hellstorm (Bomblet): Projectile speed increased by 100% So basically, the Argus buff is only for hipfire? That paired with longer sprintout for smgs makes shotguns THAT MUCH stronger though. Now we just need to give vesper the banhammer and we'll be okay
|
|
|
Post by Blurred Wolf on Dec 27, 2015 13:19:33 GMT -5
Marv you're an absolute ledge.
|
|
lllRL
True Bro
Posts: 101
|
Post by lllRL on Jan 3, 2016 12:39:33 GMT -5
Big thanks to Marvel4 for his help with specific info on buffs/nerfs Dec 9, 2015 Balance Pass - "Symthic" styleXR-2Movement Speed: 96.5% -> 95% Rapid Fire: burst delay multiplier removedRapid Fire: Cyclic fire rate 857rpm -> 952rpmXR-2 cyclic fire rate with rapid fire should be 985rpm now 857*1.1494 or 60/(0.07*.87) = 985.2
|
|
|
Post by esupin on Feb 5, 2016 14:11:42 GMT -5
Weekend tweak to the ARs and SMGs. Vesper is getting a nerf. Everything else is hazy.
Vonderhaar's tweets:
|
|
Slick
True Bro
Taking the piss
Posts: 1,015
|
Post by Slick on Feb 5, 2016 14:30:57 GMT -5
|
|
|
Post by UrbaneVirtuoso on Feb 5, 2016 14:41:07 GMT -5
Vesper is getting a nerf. Show it no fucking mercy, Vahn.
|
|
|
Post by illram on Feb 5, 2016 16:00:51 GMT -5
"Normalize" assault rifles vs. SMG's... does he mean that he wants to continue to blend down all the gun classes into an amorphous gray ooze of sameness, where different types of guns no longer have distinct advantages and disadvantages depending on how you use them? Because I am worried that's what he means.
|
|
Gamma
True Bro
Posts: 127
|
Post by Gamma on Feb 5, 2016 17:32:59 GMT -5
I'm so fed up with the constant, frivolous adjustments
|
|
banana
True Banana
Zoro > Law
Posts: 1,577
|
Post by banana on Feb 5, 2016 17:44:19 GMT -5
I'm so fed up with the constant, frivolous adjustments What I care more about is why Von doesn't just tell us what he wants to do nowwwwwww. We also need more detailed patch notes.
|
|
|
Post by lackingdamage on Feb 6, 2016 6:09:51 GMT -5
"Normalize" assault rifles vs. SMG's... does he mean that he wants to continue to blend down all the gun classes into an amorphous gray ooze of sameness, where different types of guns no longer have distinct advantages and disadvantages depending on how you use them? Because I am worried that's what he means. Attachment known as stock comes to my mind.
|
|
|
Post by UrbaneVirtuoso on Feb 6, 2016 9:54:22 GMT -5
Jesus they weren't kidding about the Vesper; it's horizontal recoil kicks way hard from even mild bursts.
Neuter it moar, pls. C:
|
|
Lexapro
True Bro
PSN: Lexa_pro
Posts: 1,066
|
Post by Lexapro on Feb 6, 2016 10:00:30 GMT -5
Yeah the Vesper is...I don't really like it anymore. Maybe I just need more time to get used to it.
|
|
|
Post by I Am Hollywood5 on Feb 6, 2016 10:26:42 GMT -5
brb crying Must be different on consoles because I never see the Vesper on PC. Even statistically, I never thought it was OP after it got its range nerfed. I really love ultra-high RPM guns, hope they didn't totally break the weapon into being useless. But knowing Treyarch, that's exactly what they did. Marv, any idea what they did to it?
|
|
Slick
True Bro
Taking the piss
Posts: 1,015
|
Post by Slick on Feb 6, 2016 12:05:02 GMT -5
Considering the ridiculous ttk at even 6 bullets, which is by far the best in the SMG category,I was hoping for more than just a recoil adjustment. Sounds like my days of mapping people with the Vesper may be coming to an end, which is good.
|
|
|
Post by I Am Hollywood5 on Feb 6, 2016 16:09:44 GMT -5
The recoil is severe and the range is horseshit. nobody complained about the Skorpion in BO2 yet now it's a problem.
|
|