Jan. 31, 2019 - PTS Update (MAX changes)

Discussion in 'Test Server: Discussion' started by nak82, Feb 1, 2019.

  1. nak82

    MAX Weapon Adjustments
    We spoke about a MAX unit revamp in various streams, and while this is not that, we did take a moment to address some of the New Conglomerate MAX' weaponry, and do some touchups on VS and TR MAX weapons. The NC MAX' shotgun weaponry has been heavily revised, not only to reel in the stopping power, but also to increase consistency of pellets in each shot, as well as diversify weapon roles to a more noticeable degree. Please provide feedback on these changes after playing with them on PTS, as they have changed significantly from their current performance on Live.

    Changes impacting all NC MAX shotgun weapons
    Cone of fire has been standardized (and buffed heavily) across these weapons.
    • CoF bloom is now 0.5
    • Standing hipfire CoF is now 0
    • Moving CoF is now 0.5
    • Crouching CoF is now 0
    • Crouch-walking CoF is now 0.25
    • Maximum hipfire CoF of the movement states above is now 1
    • Slug Ammunition attachment has been removed and refunded (currently still available on PTS, but this will be corrected in a later PTS update.)
    • Short and long reloads have been standardized for these weapons, so hitting a "long reload" is no longer possible.
    Weapon specific changes are listed below.

    NCM1 Scattercannon
    • Damage range from 130 @ 8m - 50 @ 18m to 125 @ 8m to 35 @ 20m
    • Pellets per shot from 6 to 5
    • Refire rate from 333ms to 500ms
    • Ammo capacity from 60 to 54
    • Short reload from 2.945sec. to 3sec.
    • Long reload from 3.8sec. to 3sec.
    • Pellet spread from 3 to 2
    • Ext. Magazine size from 4 to 2
    Dev Note: The Scattercannon is the only shotgun that retains the ability to "one-click bodyshot" infantry targets without headshots, but now comes at higher cost through rate of fire penalties, and a slimmer damage margin to
    secure a one-shot kill.

    ------> you need think..... cuz... infantry use to Nanoweave Armor so can't kill one shot.
    ------> increase Pellets pre-shot from 5 to 6

    AF-34 Mattock
    • Damage range from 100 @ 15m - 70 @ 30m to 100 @ 15m - 35 @ 20m
    • Pellets per shot from 6 to 3
    • Magazine size from 6 to 8
    • Ammo capacity from 60 to 48
    • Short reload from 3sec. to 3.25sec.
    • Long reload from 3.8sec. to 3.25sec.
    • Pellet spread from 2.5 to 1.75
    • Ext. Magazine size from 4 to 2
    Dev Note: One of the most popular NC MAX shotguns with the fewest drawbacks. We've pushed the Mattock a bit further into its mid range niche by increasing the reliance on accurate aim, while reducing its versatility at close range.

    ------> you need think..... cuz... infantry use to Nanoweave Armor so can't kill one shot.
    ------> increase Pellets pre-shot from 3 to 4 ~ 5 or Ext. Magazine from 2 to 4

    AF-41 Hacksaw
    • Damage range from 125 @ 8m - 45 @ 18m to 75 @ 8m - 25 @ 15m
    • Pellets per shot from 6 to 5
    • Magazine size from 6 to 8
    • Ammo capacity from 60 to 48
    • Short reload from 3.2sec. to 3.5sec.
    • Long reload from 4sec. to 3.5sec.
    • Pellet spread from 4 to 3
    • Ext. Magazine size from 4 to 2
    Dev Note: The Hacksaw still retains the highest damage per second of all the shotguns, while feeling a bit better to use, thanks to the cone of fire and pellet spread adjustments.

    ------> you need think..... cuz... infantry use to Nanoweave Armor so can't kill one shot.
    ------> increase Pellets pre-shot from 3 to 4 ~ 5 or Ext. Magazine from 2 to 4

    AF-23 Grinder
    • Damage range from 130 @ 8m - 50 @ 18m to 50 @ 8m - 20 @ 20m
    • Refire rate from 333ms to 500ms
    • Magazine size from 8 to 12
    • Ammo capacity from 64 to 60
    • Short reload from 3.4sec. to 4sec.
    • Long reload from 4.3sec. to 4sec.
    • This weapon is now automatic.
    Dev Note: Despite being the "mag size" shotgun alternative, it didn't have enough of an identity to warrant using over most other options. We've moved this weapon more into a slow, chunky, suppression weapon with a high up time and room clearing capabilities.
  2. Liewec123

    firstly i'm sad that DBG again listened to the QQ and nerfed NC max without need.

    Wrel's VS faction bias was seriously showing with these changes.

    NC max doesn't even have a damage edge anymore,
    and they also got an ammo nerf too, feels almost as bad as using pounders...
    empty, empty, empty, empty.

    meanwhile, over in latex land...
    Cosmos can kill enemies faster than Grinders in cqc,
    plus have "unstable ammunition" (hitbox hack) giving them crazy, hilarious, laughably OP killing power right out to 30m.
    PLUS you can fire them for freaking TWENTY SECONDS non-stop,
    and ammo supply? you can shoot for nearly TWO MINUTES (not even counting reloads) without a single resupply from an engie.

    twenty seconds of sustain fire from a weapon that outdamages NC max shotguns and has hitbox hack ammo...
    have fun all of you TR guys who thought that you had it rough with old NC max!


    take a moment now to count 20 seconds
    imagine a max with hitbox hack mowing down enemies for that amount of time without pause for a reload.
  3. Juno

    Wouldn't care if you guys were nerfing all the other MAXes too, but you aren't. As usual the few good things NC has gets nerfed into garbage. Meanwhile all the other MAXes that already had better kill potential than the NC MAX are getting buffs. Sorry, but this is utter bullsht. If this gets pushed to Live and you don't nerf the other MAXes too you are going to have a lot of pissed off NC.

    couuuuugh
  4. Liewec123

    have you tried Cosmos on the PTS? its HILARIOUS!
    NC get a collosal nerf, VS get raised to god status.
  5. Braken

    What in the world are you talking about? None of the VS MAX weapons have access to unstable ammunition...

    Edit: Never mind, I realized you were talking about the innate ammo of the Cosmos. Sorry.
  6. Tython

    Would it be possible for NC maxes to get some kind of spray-and-pray machine gun style weapons like both of the other maxes have?

    Shotguns always feel bad for several reasons:
    Long refire time means missing a single shot is extremely costly
    Small magazine means you have to reload often
    Long reload time means you're spending way too much time reloading compared to shooting
    Extremely short range means you're limited to indoor encounters only. VS and TR maxes, while also designed for CQC, have full-auto fire modes with lots of ammo to throw down range, making them decent if not effective at suppressive fire even at medium to long ranges. Nobody wants to get hit with a bullet even if that bullet only does 10 damage. When there are a lot of 10-damage bullets peppering your general vicinity you tend to want to find cover ASAP.
    Shotguns cannot perform suppressing fire at any range, not even their effective one.
    Dying to shotguns also feels bad; that OHK mechanic ( which is the only real plus that NC maxes have on live servers at the moment ) is just frustrating to run into.

    Ideally, there would be a set of NS Max weapons that allows NC to have decent anti-infantry machine guns ( Gorgons are not AV weapons ) and the VS and TR to have decent shotguns. "Decent" doesn't have to mean "Great" but it should be something.

    Also, flamethrowers, because everyone needs flamethrowers. But shared-pool machine guns and shotguns first.

    This would also allow NSO players access to Maxes, with 1 shotgun, 1 machine gun, and 1 AV gun available to them.