Raedon Vo-Graza
Armored Dragon Dust
53
|
Posted - 2014.12.01 16:56:00 -
[1] - Quote
Ok here we go,
First off, weaponsGǪ Rattati, why in the world are you spending so much time rebalancing the main rifles in the game when there is a simple way to solve the issues and focus more time on what needs to be brought in? ALL rifles do the same dps at their OPTIOMAL range, the damage per shot is determined by rate of fire (and possibly reload speed) so for example; the Assault rifle, rail rifle, combat rifle, and scrambler rifle are what IGÇÖm focusing on at the moment. LetGÇÖs say all four rifles have differing optimal ranges to cover different scenarios. Assault rifles are effective from (for the sake of numbers) 0m-25m, they are the close quarter kings. Next is combat rifles, 26m-50m. After that is scrambler rifles, 51m-75m. And then rail rifles, 76m-100m. NOW, if a rifle is attempting to attack either too close or too far away, outside their optimal range, then the rifles might only do 25% their actual damage. After this DPS needs to be addressed. Right now the four rifles do not have consistent dps across the board. (For the sake of numbers) letGÇÖs say that each rifle does 100 dps, the assault rifle might do 600rpm. So 100 dps, multiplied by 60 gets 6k a minute, 6k divided by 600 gets us 10 damage per shot (correct me if IGÇÖm wrong). The combat rifle might have a slightly lower rate due to it being burst fire, so letGÇÖs say 400 rpm. 6k damage (kind of a constant now) divided by 400 get us 15 damage per shot. Next the scrambler rifle (I know heat is an issue but IGÇÖll get to it at the end of the weapons part of the rant) it has in game 800 rpm (for a semi-autoGǪ. meh). So 6k divided by 800 is 7.5 per shot. The rail rifle is last and it might have 500 rpm so 6k divided by 500 is 12 per shot. DONE! Weapons are balanced as far as flat dps goes, no one can complain about a rifle being OP or UP because they do the same dps. After that is in place you can make the differential between shields and armor, I would say the assault rifle and scrambler rifle have a 25% bonus against shields and a 75% reduction against armor. And on the flip side the combat rifle and rail rifle get a 25% bonus to armor and a 75% reduction to shields, this way there is a long range anti-shield weapon, a long range anti-armor, and a close range of both as well. Make the weapons weak at something! The scrambler rifle and assault rifle should be pitiful against armor, and the combat rifle and rail rifle should be pitiful against shields! Now with the heat mechanic of scrambler riflesGǪ itGÇÖs bad, really bad. I exclusively use scrambler rifles and I think that way the heat mechanic works is a short sighted disappointment, and I think everyone knows how the community wants it fixed, make the heat buildup be a per shot mechanic, and the cool down over time. This eliminates the whiners about using modded controllers, and also eliminates the morons who DO use modded controllers. Also I think that the charge shot should use more than just one GÇ£bulletGÇ¥, but whatever in that case. Next is vehicles, while fun to run around in and kill people, they have no real use on the field. Long ago the first GÇ£tankGÇ¥ wasnGÇÖt much more than an armored drum on tracks meant to get solders across the trenches, into enemy territory, or in other words, an APC. This is something dust seriously needs, APCGÇÖs are the answer to concentrated fire where a team canGÇÖt get through a fortified position to an objective. The GÇ£tankGÇ¥ that we see in our minds nowadays were the countermeasure to APCGÇÖs, made to punch through the armor and defeat the troops inside. The counter to most tanks at the time were anti-tank guns (installations) and aircraft bombing from above (Drop ships! WellGǪ kind of). Which is another problem, drop ships have no countermeasure to swarm missiles and are quite vulnerable because of that. Most drop ships are made as GÇ£one-wayGÇ¥ tickets to the battlefield because they are easy to spot and shoot down, and are otherwise used in hit and run (which is what they are supposed to be, BUT we have no gunshipGǪ so, yeah). Bringing back the logistics drop ship or the marauder tank, or even the enforcer and logistics LAV will not help the situation, but none the less they need to be brought back to properly balance the game. Right now, swarms and forge guns are more or less (even at proto) dialed in to take care of standard tanks, lavGÇÖs, and assault drop ships. So Rattati, you tell meGǪ what is going to happen when someone first steps into a marauder tank? They are going to be near indestructible, and logistics drop ships? Probably the same thing. The anti-vehicle in this game is out of whack because the vehicles that are supposed to be there to combat proto anti-vehicle are not there. And I bring up another issue, this one concerning the swarm launcher. IGÇÖm not sure about you, but I get pretty pissed when swarms can do a 180 on a dime and hit me. That needs to get reworked. Also, why not make swarms be able to dumb-fire one rocket at a time? Give each GÇ£clipGÇ¥ more rockets, individualize them, and make their damage 80% of a mass driver with low rate of fire, with no splashGǪ maybe with. Their primary role is not against infantry, but in every other game it has the capability to do something to them. Then all you need to do is make a maximum amount of locked rockets (or make it one GÇ£clipGÇ¥ at a time, so that either they all fire at a locked vehicle, or are dumb-fired one at a time, then reload). And if you want a good example of an awesome idea, pick up a copy of Unreal Tournament 3, and look up the RuneStorm hydra rocket launcher mod, in that idea the user has to guide the rockets to the target, making him more vulnerable in the process, but he can guide the rockets other places as well. UT3 uses the unreal engine so there is no excuse for not doing something like it, except lazinessGǪ and incompetence. |
Raedon Vo-Graza
Armored Dragon Dust
53
|
Posted - 2014.12.01 16:56:00 -
[2] - Quote
Next up is the mapsGǪ and what a disgrace they are, whoever thought up the GÇ£socketGÇ¥ idea needs to get fired. While it may make it easier to build new structures and make their implementation easier, it also means that the terrain of the map is boring with no value to it. In a FPS, the flow of battle is controlled by map design; choke points for heavyGÇÖs, nests for snipers, clustered streets for LavGÇÖs to zip around but tanks have issues navigating through, close quarters for assault rifles and combat rifles, and open areas for scrambler and rail rifles. But none of this is done well, all the maps feature big open grounds where people can redline snipe and run around in tanks, where the only real effective unit is a cloaked scout with a shotgun! And the GÇ£structuresGÇ¥, beyond having various issues, are interesting, but have no real reason for existing except that it is a socket the was randomly selected! Throw out this stupid idea of sockets and make us (in the beginning) 4 maps; one Caldari, one Minmatar, one Ammar, and one Gallente. Let the terrain have reason to exist, make it work with the structures to give points of opportunity in and out (basically IGÇÖm saying increase your vertical warfare). Then you can start focusing on more exotic maps, such as one that has NO ground, and the map has a facility suspended in the air above a gaseous planet. Drop ships would be essential for transport, and LavGÇÖs might be able to wiggle a bit, but tanks would be utterly useless! Or a crowded cityscape where buildings are used for cover, drop ships weaved through buildings and tanks and lavGÇÖs patrolled the grid of surface streets, but under them could be a whole other field of battle where close quarters was dominant. Not only that but letGÇÖs now talk about redlines. Why the hellGǪin the only two game modes that use MCCGÇÖs are the redlines so poorly done? The easiest way to get rid of redline snipers is to push the redlines far enough away from the points that snipers canGÇÖt reach anything! Make the maps bigger! Spread out the capture points! Also, why are the MCCGÇÖs ALWAYS firing at each other? Once a cannon is taken, it isnGÇÖt going to go back to neutral. So how about removing the redlines all together and having instead, a danger zone. Where an enemy can come into but will be targeted by the mcc! Redline sniper pissing you off? Run in, kill the bastard, and get out! But remember that all the while you might get hammered by the MCC constantly shooting you if you dawdle too much. And furthermore, all the missing assets? If youGÇÖre too lazy, open an event to the community where people submit their own models and animations for the missing weapons and vehicles, or new map ideas to make the rotations more interesting. I'm sure the community would love to get more involved in developing the game more!
Rattati I donGÇÖt know if you even care to read this, but if you do at least let me know. You might not like the ideas listed, hell IGÇÖm probably going to get chewed out by the community. But I used the unreal engine myself, and I know that while a ps3 has its limitations, it isnGÇÖt a commodore. I know what can be done to make the game so much more interesting. But first and foremost, if you are so hell-bent on GÇ£balancing the gameGÇ¥ all the assets need to be in play, and there needs to be a level line that everything is compared to, which again, means that everything needs to be in play. My heads hurts now, so IGÇÖm going to stop my rant here, but there is more if you are at all interested.
Rae-
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Raedon Vo-Graza
Armored Dragon Dust
57
|
Posted - 2014.12.05 17:49:00 -
[3] - Quote
hold that wrote:all rifles are balanced! except bursts, breach, tacs, all do different sht, from range, reload, damage, to clip size
as of right now the (standard) assault rifle has 30.90 damage per shot, at 800 rpm, 30.90 x 800 = 24720 damage per minute. divide that by 60 and we get 412 damage per second.
the scrambler rifle has 65 damage per shot, at 600 rpm (if you can fire that fast). thats 39000 damage per minute, and 650 damage per second.
the combat rifle has 27 damage per shot, at 1200 rpm. thats 32400 damage per minute and 540 damage per second
the rail rifle has 47 damage per shot, at 461.54 rpm. thats 21692.38 damage per minute and 361.5396 damage per second.
thats quite a variance in dps among the rifles, i haven't even gotten into the issue i have with the oddball rifles. |