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Autocannon Metrics.

Discussion in 'General Discussion' started by Wecz, Nov 28, 2016.

  1. Delgear Steam Early Access

    I did that in another thread .... when the debuff makes it to "2 stacks of severity" it ticks for 50, when its at 1 stack of severity it ticks for 10, the damage floaters are very hard to see and it performs inconsistently in garrison so my best guess is it does between 30-50 for one shot, and strangely the second shot will most times just do another tick or 2 of 10 seeming to show it hasn't "stacked to 2 severity" but i have other times squeezed off 2 shots and gotten 50/50/10/10/10/10/10. I'm not particularly sure WHY the huge disparity ... i initially thought it was positional ... like head and back shots stacked more debuff like the narth .... but im not so sure now .... since i cant seem to isolate what causes it to do it ..... im also not sure from the devs whats "intended" should it still be at severity 1 after 2 hits ? or should it be at severity 2 after 2 hits ? these are things we don't know since their DoT system is not transparent to the player only through experimentation can we figure it out and that's IF the floaters in garrison work right, I've caught them more than a few times hiding floaters behind other floaters ......

    i would say the majority of the time 2 shots should do about 70 debuff damage ... thats what ive seen on "average" but i have seen it do 150 or 30 debuff damage as well very rarely and under circumstances im not sure why ....

    Ive actually been testing down this rabbit hole a bit since that last discussion since the performance was screwy ..... i wish i had a cut and dry answer to give you for that.

    In other words if the opening shot is a head shot 266+50(debuff) damage you could theoretically die in one shot, if you have no TTL bonus at all from gear or banners etc.

    and if you take 2 body shots you are looking at 266 +70(debuff) and are likely going to die in 2 shots if you don't have a whole lot of LP in TTL equipment specifically flat HP as toughness has terrible returns vs this weapon.

    two hits with 1 head shot 399 + 70(debuff) is pretty much a guaranteed kill save really weird outlyer cases like a heal nade pulsing in between shots, some mitigation buff like the narth, nugle aoe heal etc.

    the weapon has 130 pen so ALMOST no toughness you can buy will help you at all.
    and we arent figuring in potential DAMAGE bonuses the havok could have like the ranged banner ....
  2. Michael Chan MichaelChan Game Designer

    The mouse speed while firing was one of the common complains about Heavy Bolters, and in looking at the data, I noticed that the Shuriken Cannon was the only one without this.

    There's already a limit to how quickly you can turn the weapon while firing (so you can't instantly shoot behind you from one second to the next), so there's really no reason why some of these weapons make it so hard to look around with your mouse.
    Forj, VexusH and Eldritch like this.
  3. Nether Nether Master

    You know I would be fine with how it is functioning with the exception all heavy weapons need to have more limited tracking, as in the weakness of them is that they can't turn to track closer targets fast enough, and tap firing so you can jump ahead of them to shoot off a burst should not be viable, the turn tracking should stay up for a half second after you stop shooting.

    This way they stay king of killing everything in front of it, but they are very vulnerable to flanking.
  4. Galen Galen Arkhona Vanguard

    Wow such numbers !Much competitive!
    ...Sorry i guess im "whiny and entitled and i should burn in hell" right?
    There isnt anything to elaborate ,AC doesnt have suppresion while HB has,this should be taken into account when balancing 2 weapons.It shouldnt take an essay from "players" to understand that.;)
    Yes it "used" to have but somehow lost it together with its damage.Balancing at its most "Loyalist" i suppose?
    I disagree HB is at the moment the best heavy weapon for "long range" fights...too bad most caps are in locations capable of making you clastrophobic.:)
    Celestia likes this.
  5. b0ink7 Recruit

    If you sneak up on a braced heavy you can usually down them before they react as you pepper their heads with bullets up close. At least with a stormbolter.
  6. Galen Galen Arkhona Vanguard

    Its faster with a knife to the back for those heavys...
  7. Michael Chan MichaelChan Game Designer

    I completely agree that the maps need to be better about claustrophobic spaces. Like you wouldn't believe!
    It's too easy for teams to get flanked and there are brace points that are obstructed.

    Please make sure to give feedback whenever you have the opportunity to review a new map. It is the only way that this can improve. Heavy weapon users are supposed to have great long range options, but the maps need to support this.

    It is the game direction that when a melee specialist manages to get into melee with a heavy guy, the melee specialist outshines them - but the current maps make it effortless to outflank and force ranged users into melee range.
    In the ideal situation, the melee users would have to work much harder through a pile of enemy bodies to assault an entrenched heavy user. Clearly, this is not the case.
  8. Demetri Dominov Demetri_Dominov Arkhona Vanguard

    Well A. You're now crossing into "I'm not getting my way so I'm going to be a dick to a dev and everyone I disagree about it", so you've got that going for you.

    B. Just because AC doesn't currently have suppression, doesn't mean they can't go back. Again, the DPS isn't really being changed, and the HB suffered at one time from being too accurate and having too much firepower once the netcode issue surrounding it was resolved. But there's a difference between asking for metrics.. And demanding them, and then ridiculing the dev when he says no, he's been amicable about it too.

    C. It's up to the players to figure out where heavy weapons should set up around the point. CSMs are notorious for spamming two things; Heavies and Assaults, so claustrophobic cap points are really in favor of them anyway. Chan's already admitted that future level design is pushing for more ranged combat. But ultimately, the devs aren't going to show the heavy weapons where to set up. One bullet, with the same DPS, isn't going to make a big difference anyway, so what's the big deal?

    D. You're also assuming that this exclusively involves the CSMs. It can affect the pred and quad. Plus the PC will affect both LSM and the grav weapon is being changed. So.... Again, I don't see your point as to why you think it's such a massive deal that the autocannon needs changing.
    ;):)
  9. Wecz Wecz Drill Abbott

    I was always under the impression that the AC was disliked because of the Netcode problems. I play exclusively chaos and the AC doesn't seem to win any matches. Most of the time it is because my squad took a rhino and parked it by a CAP.

    When i see players use the AC it is easily countered by JPA or most of the time doing the same thing i just described, jumping in a rhino and just driving by the AC equipped player.

    In-fact i have used the AC, and it is great if the enemy runs across open ground, but the moment they jump in a rhino i just redeploy to another loadout.


    So my question is the AC OP and winning games? What do you see on your end?

    If your trying to nerf chaos from winning, I don't think this is the nerf that will do that.

    BTW, I am not anti-nerf, I just don't want to see a situation where chaos players get mad, and LSM gets mad because they are still losing. Kind of get what i mean?

    @MichaelChan
    Celestia and Wiawyr like this.
  10. b0ink7 Recruit

    Maybe but that wasn't the point, the point was that it's possible to kill someone before they can reasonably react with a (storm)bolter.

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