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Cross Atu
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Posted - 2013.08.09 17:50:00 -
[1] - Quote
McFurious wrote:Idea from RydogV in another mass driver *****-a-thon thread: RydogV wrote:Incorporate a minimum number of "twists" or minimum distance the projectile has to travel before it is armed and will explode. This is a simple feature of most real world grenade launchers as a safety measure and will help ensure the weapon cannot be used as some kind of super-shotgun. It keeps the weapon locked into mid-range combat. You can still give the projectile some damage capability if you get a direct hit at close range...just not explosive damage.. Basically the MD round won't "explode" within the minimum distance and will only deal direct damage to someone if the round hits them. Seems like an idea that should have been in the game already. I'd say the minimum distance should be 5 meters since that's the highest blast radius of the weapon but perhaps it could be even further. What do you all think? I think a better solution would be to get the "flat" splash damage fixed. If explosions were occurring in a sphere rather than a circle the CQC value of explosives would be reduced for any player who does not wish to commit suicide.
I'm also dubious about taking more choices out of the players hands, making it "you can't shoot within X range" is a lot more heavy handed than "if you shoot within X range you'll blow yourself up". If we're talking "real world" there's very little reason for an immortal clone solider to have the kind of safety feature described because their loss factor is all in ISK and sometimes it's more effective to take a loss of your own gear while destroying that of the hostile force, so for clones in disposable bodies it just doesn't make sense.
The other, and much bigger issue, is that the MD is a suppression weapon which has been under Uprising geared more and more towards direct/'slayer' combat. This is very much the wrong direction to be taking the MD. Making it more focused on direct/high damage and less on moderate/dispersion (aka splash) damage puts the weapon more and more into direct competition with other offerings in regards to its battlefield role. Dust needs more diversity not less, changes which make the MD function more like the AR in role are going to be bad changes, if they fill the same role or nearly the same role the direct competition will nearly always render one of them fundamentally inferior, replacing greater game diversity (as is the case with the more area denial MD of Chrome) with greater game imbalance (as will be the case if the MD is biased into be a direct/'slayer' primary weapon).
0.02 ISK Cross
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Cross Atu
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Posted - 2013.08.10 14:20:00 -
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Cosgar wrote:This is seriously a terrible idea. Just bring back the old arc trajectory physics from Chrome. Slower rounds and a drastic dropoff will force players to fight at a distance and have to arc the muzzle upwards, making the weapon clumsy to use in CQC. ^This, very much this. |
Cross Atu
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Posted - 2013.08.10 14:24:00 -
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Aeon Amadi wrote:FLAYLOCK Steve wrote:Jastad wrote:I think we are missing the point here.
The problem is NOT the mass driver, if we must search a problem the 2 problem are:
A) CLONE istantgib. B) Spash dmg calc
The first one is too clear it dont need explanation, The second one is the cause of the Mass driver hate. Why people can jump and shoot at their feet with it and avoid all the splash dmg? Like Cross was saing a few post ago we need semisphere dmg calculation and not circle. When we do this we will see suicide from MD goin rampage.
Nerfing The splash DMG or adding safety will nerf to hell is area-denial use. for a weap to be area-denial YOU NEED TO FEAR IT. You need to know that walking in that area means death. HOW can be an area denial weapon if you dont fear his dmg or with a running suit you can close the gap before the "SAFETY" activation and be safe from harm? The only class that will lose to the MD Op want are us heavy. We are simply too slow Exactly. The real issue isn't even the mass driver. It's that Armor is underpowered Considering that resistances aren't taken into account with splash damage (only direct) it's actually doing about 30% less damage to armor. When that bug gets fixed it's going to skyrocket both in power and use. Link to confirming source? [The above statement does not match my observations of explosive damage in game, if this is indeed confirmed by CCP then there are a number of serious issues I need to document and report.] |
Cross Atu
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Posted - 2013.08.10 14:30:00 -
[4] - Quote
Bullets2yaface wrote:It all comes back to what I say about every nerf stop crying about what kills you and step your game up. I hate being killed by Plasma cannons but they are difficult to use and is a weapon more likely to get you killed then get you kills so I respect it also hate being killed by people who chuck grenades instead of shooting people but do I come crying to the forums. Agreed.
It's also important to remember that in a "rock, scissors, paper" balance paradigm there are weapons/set ups which are supposed to be more powerful than your build. They will be weaker against other builds but any weapon/fit you deploy in is supposed to have its bane on the battlefield. Yes if you compare these two items exclusively one will be "OP" compared to the other but when you put them in the context of the actual game balance is maintained by the "rock, scissors, paper" method. There are far too many threads on these forums which amount to "I'm a rock user and it's clear to me that paper is OP, nerf it."
If the only testing/context your applying to weapon balance feedback is critiques of what kills you/comments on weapons you've never used then at minimum such feedback needs to be taken with a large helping of salt.
0.02 ISK Cross |
Cross Atu
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Posted - 2013.08.10 14:47:00 -
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RINON114 wrote:This. Atm, the mass driver is not just a suppression weapon, it's also a CQC weapon as well as an area denial weapon. It fills all those roles too well and given the fact that it doesn't require much skill to aim at someone's feet and get the same results as the skilled players who are getting direct hits, the MD needs some tweaks.
The tweak to minimum range would remove it's ability in CQC (which is why you equip an SMG as a sidearm) and if you don't have a sidearm slot then you better be packing buddies who can keep you alive in close quarters.
Tl;dr - The mass driver should be a situational area denial weapon, not an explosive assault rifle with five meters splash radius. RINON, I don't think you have all the info on this one bro. We've debated before in threads so I know you're a pretty reasonable guy but this analysis of the MD just doesn't track when you get all the facts. Here's my quote from earlier in this thread (which has largely been ignored by those supporting the OP
Cross Atu wrote: I think a better solution would be to get the "flat" splash damage fixed. If explosions were occurring in a sphere rather than a circle the CQC value of explosives would be reduced for any player who does not wish to commit suicide.
I'm also dubious about taking more choices out of the players hands, making it "you can't shoot within X range" is a lot more heavy handed than "if you shoot within X range you'll blow yourself up". If we're talking "real world" there's very little reason for an immortal clone solider to have the kind of safety feature described because their loss factor is all in ISK and sometimes it's more effective to take a loss of your own gear while destroying that of the hostile force, so for clones in disposable bodies it just doesn't make sense.
The other, and much bigger issue, is that the MD is a suppression weapon which has been under Uprising geared more and more towards direct/'slayer' combat. This is very much the wrong direction to be taking the MD. Making it more focused on direct/high damage and less on moderate/dispersion (aka splash) damage puts the weapon more and more into direct competition with other offerings in regards to its battlefield role. Dust needs more diversity not less, changes which make the MD function more like the AR in role are going to be bad changes, if they fill the same role or nearly the same role the direct competition will nearly always render one of them fundamentally inferior, replacing greater game diversity (as is the case with the more area denial MD of Chrome) with greater game imbalance (as will be the case if the MD is biased into be a direct/'slayer' primary weapon).
0.02 ISK Cross
Progression of the MD through recent builds has been; Chrome(no MD complaints, not a dominant weapon) ---> Uprising (nerfed by over 50% via stats+meta, shell arc changed) --->Uprising updates (in game bugs fixed improving aiming while leaving bugged/poor splash and explosive damage mechanics, flaylock nerfed, contact nades nerffed, MD rises to prominence).
There are a lot of factors here but the solution is to fix the bugs and restore the prior shell arc which would give the MD more support/suppression value and less slayer value. Also for a support geared weapon the focus should be AoE > DPS. Slayer weapons need DPS to get kills, the more a weapon is focused on direct damage the more forced the user is to employ slayer tactics/roles to get utility out of that weapon.
I fully agree that the MD and AR shouldn't be competing for the same role on the field, but to do that the MD needs to have more of its value based on splash, for suppression and area denial, and less of its combat value based on raw/direct DPS. Adding more situations in which the MD user must rely on direct damage/high DPS actually makes the problem of the MD overlapping with the AR worse and is 180 degrees the wrong direction to be taking the weapon.
0.02 ISK Cross |
Cross Atu
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Posted - 2013.08.11 19:31:00 -
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RINON114 wrote:Jastad wrote: Cant belive that Cross reply is being ignored. In that reply is the only solution viable to not make MD a useless weapon
The only problem with the MD is the Fuking CAL.Suit (logi or ass dosent matter) and the Shoot while jumping (to avoid all splash)
Change the splash dmg calc to flat from Sphere and just watch the CQC noob-spammer kill themself.
I don't understand how this will make a difference, perhaps that is why it's being ignored? The counter to removing self inflicted splash damage is surely to jump yourself as you fire, the solution offered by Cross will make no difference to this strategy. The MD should be a situational area denial weapon, much like a sniper rifle is but at shorter ranges, namely: medium range. With respect RINON114 it will make all the difference that is needed. Changing splash from a flat circle into a 3-dimentional sphere will remove most, if not all, of the CQC complaints that have been raised and in so doing resolve the issues of the thread.
The change to splash is also one that needs to be made for proper game play and balance beyond the mass driver so it is a more effective use of development resources than forcing a new mechanic onto a single AoE weapon which will do nothing to address the rest of the AoE line.
It's also worth noting that there would be ways to exploit any "too close to fire" system. If "too close" is assessed by the target centered the cross hairs one could easily just aim off the the side of a target or at a floor or wall and still do what is happening at present. One could also aim straight up in semi-confined spaces and still detonate the charge. Even if bound to targeting hostiles only (a change which would largely ruin the utility of the weapon entirely) the system would still be simple enough to circumvent in situations that aren't 1v1, in other words in most combat situations within Dust.
Another fundamental flaw in the proposed solution is that it creates an artificial imbalance within the MD line. Some types of MD will be more negatively impacted by such a change than others reducing the overall balance and diversity of the line, awhile also forcing the MD line further out of its support and suppression niche and into a more 'direct slayer' role causing a reduction in diversity/balance outside of the MD line as well.
@ThreadPlease go back and re-read my post #22 and respond to the information presented there. It is relevant to this thread and discussion.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.11 19:39:00 -
[7] - Quote
CCP Logibro wrote:If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? Replying specifically to this post so it shows up in your notifications.
If CCP is in any way considering the type of change proposed in this thread please read my post #22 before giving such alterations any more thought. There are several very fundamental flaws with this type of suggestion and it does not even properly address the issue it proposes to resolve, see my post #130 above for more commentary on why.
I understand what players are trying to address with this proposal, but the ideas presented are not an effective way to do it.
0.02 ISK Cross |
Cross Atu
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Posted - 2013.08.12 03:30:00 -
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Jathniel wrote:I don't understand what you're saying Cross. Having the flat explosive system work more as a sphere would simply make the explosives work that much more effectively. The diameter of the explosion is still the same whether it's an actual radial sphere or not. That would in no way diminish it's cqc value. Incorrect, it would make the use of the MD in CQC much more likely to kill the user than is the present norm. Grenades have the same or more CQC value as the MD if you assume the user is planning to kill themselves, are we then suggesting that grenades should not detonate if the user is within their splash radius and only a direct hit with a nade would do damage? Is the contention that not just the MD but all AoW weapons are too good in CQC? If not then the increased suicide effect would be enough, and it's also worth mentioning that this change carries an even harsher bite in PC battles (and soon FW as well) where FF is turned on, thus imposing an even deeper limit.
Quote: The reason the MD is being used as a slayer weapon is because its stats allow for that.
I'm interested in your definition of "slayer weapon" in this context and also specifically in how you'd assess the usage of the MD during Chrome, I think we may be applying the term rather differently.
Quote:This goes all the way back to Replication.
When the mass driver was first introduced it didn't have enough rounds in the chamber to kill anyone. 2 rounds. 3 rounds max. It was totally useless. A bunch of us argued to simply give the damned thing the same damage as any basic locus grenade, but no, a bunch of people said it should have more rounds. That transformed the mass driver into the pain in the ass it is today. Make it shoot grenades, cut the number of rounds back down to what CCP initially intended and BUMP UP it's damage to that of an actual grenade so that it can fulfill it's purpose; delivering 2 or 3 well-timed, well-placed grenades back to back. A support weapon.
400 HP damage grenades. But only shooting 2 or 3 at a time. It was never supposed to receive a clip size increase. We all argued this waay back in closed beta. I don't know which specific parties are included in that "we" and if memory servers replication may have been before or near the start of my time in closed, in either case I did not participate in those threads nor do I agree with their implied conclusions as described above. Even if we did take the above suggestion whole cloth the clip size would still need an increase when compared to Replication because nanohives have now been nerfed when compared to that time so to reach the same effective stats the literal ones cannot be identical.
That being said, the value of the MD as a support weapon (again I wonder if we're using the term in the same way) comes more from area denial than from a few rare cluster kills. Giving it a lower clip size but higher damage, if it were the only change, would not only do nothing to address the CQC concerns raised but would also remove much of its suppression value in exchange for higher average kill potential, that to me is a reduction in the support strength of the weapon and an increase to the 'slayer' effects of it. The only way for a MD with lower clip count to control an area is to hang out by a deopt or guzzle hives just as is done now by people who spam grenades, and that seems, at least to me, much less than ideal and not that great at support.
Also even if the OPs suggestion were layered on top of the alterations you suggest it would still maintain the potential for CQC use, via methods I've outlined above, and to top it off would carry all the negative effects of limiting game diversity as the altered mechanics/stats artificially inflated and deflate the tactical value of various kinds of MD at differing rates.
0.02 ISK Cross |
Cross Atu
Conspiratus Immortalis Covert Intervention
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Posted - 2013.08.12 06:01:00 -
[9] - Quote
Recent as of 8/11/2013
Cross Atu wrote:CCP Wolfman wrote:We are going to be taking a look at splash damage to see if there is anything fishy going on with it. However I can confirm it is a sphere. Thank you for both the information and the further look into the matter. Armed with this new info I now need to pull together a testing protocol for how those pesky scouts (and some Cal suits) are capable of using AoE weapons against me at close range without taking visible health damage themselves (up to this point I was sure it was circle vs sphere related which anecdotally seemed to fit the facts) Again, thanks for the update Cross
According to CCP Wolfman sphere damage is already in the game, this does not remotely match my in game observations and tests as I've seen scouts and some Cal suits 'bunny hop over the damage' as recently as this 2x SP event. Something is clearly missing from the puzzle here and while we wait for CCP to give it another look I"m going to try some testing of my own and invite others to do the same.
Regardless of these tests or their results the options presented by the OP still have the mechanical and exploit flaws I've listed elsewhere. Speaking as someone who does not "just spam it at close range" I can firmly say that the OP is a flawed method which does not solve for the issues presented. For the sake of completeness however I must also state that if the CCP quote above is fully accurate and no AoE related bugs are present then my prior suggestions also do not solve for the issues presented.
Time to do more testing, and while I'm at it I'll reiterate my request for definitions and details as posted above in #154
~Cross |
Cross Atu
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Posted - 2013.08.12 14:26:00 -
[10] - Quote
RINON114 wrote:By GÇ£too good in CQCGÇ¥ I mean that if I'm running around a corner and there just happens to be a guy with a mass driver, I'm screwed even in my proto suit. If I close the gap to suicidal levels for that player, then I can't keep my aim no matter what I'm using and hopefully I don't need to tell you that the problem is not remotely related to my skill at aiming. If I try and run away back around the corner, not only can he still hit me by shooting the floor where I was, but the user of the MD doesn't have to aim much to kill me in two or three shots at the optimal range of whatever weapon I'm holding (yes it's usually the AR but that still requires careful aiming).. I'm not sure what you're doing in these situations but your results differ greatly from mine. If I round a corner in my STD/MLT fitting (it's a mix, standard frame, militia mods, which rocks an AR) and encounter a MD user he's going to be dead 2/3rd of the time. The remaining 1/3rd is if he was waiting for me/looking directly at me when I rounded that corner but at that point he's laying in wait and would get the kill with a TAR, shotgun, sniper rifle, etc because an ambush when well executed is an effective tactic.
In the situation you describe how do you know what aiming requirements the MD user has? It's been firmly established that what our client displays to us and what it displays to someone else are not the same thing, this is the source of much of the "head glitching", it was/is the source of aiming bugs, it effected the revival system, etc. so our observations of an opponent opposite us are likely to be inaccurate rather frequently even if our reports of what we see are 100% accurate. Do you have the MD user on comms, do you talk with him after the match, by what means are you making the determination that the MD player does not have to aim much?
[quote]The point is that the MD actually simply does too much damage in all situations. I told you about my proto suit, well it has more than 800 hp, 363 shield and 501 armour. I got killed by this guy who did 800 damage in a single shot. All he needed were two poorly placed shots at the ground near where I was standing and I was dead. I need at least a full mag to kill him using a duvolle if he's bunny hopping around me like a lunatic too.[quote] Since "in all situations" clearly cannot be a literal statement here, it doesn't work against snipers, as AV, or in a level ground fight against the range of the LR or TAR just as a few ready examples, I'll assume you mean that you feel its role is too broad at present. What type of MD was your suit up against? What character skills did that red dot have? How many damage mods was the hostile using? Where any of them direct hits? Have you accounted for the (soon to be changed) efficiency profile that makes armor HP evaporate against explosive damage of all kinds? (with that included an explosive round needs less raw damage to cut through your armor than your shields) What suit was the MD user deployed it? What were his HP totals for both armor and shields, what % of your Duvolle clip hit him to get the kill (simple weapon stat data shows it essentially can't be a full clip that hits with every shot, suits largely don't have the much eHP)
Edit: I'm curious, is the problem perhaps that if the user gets a direct hit, that it applies splash damage as well? [quote] I do not want the mass driver to become useless at all, I just want it to be on the same level as the sniper rifle or shotgun: a situational weapon that can't be used for everything. Whether you like it or not, that is the AR's job in any universe and any time period.[quote] No, whether anyone likes it or not that's no weapons job and is bad balance to allow. At least if you're talking about has an "A or B" rating in all situations. If 'niche' weapons get an A in their niche and a D outside of it then generalist weapons need to have roughly a C all around to maintain overall weapon parity. No weapon can be good at everything and have a balanced game until every weapon is good at everything, but then there's not much diversity/fun.
Re:EDIT to the best of my knowledge that's how all AoE damage works, a direct hit applies direct damage and centers the splash damage on the point of contact. Another note to keep in mind is that if you are moving backwards through splash you'll take that damage to your back which gives a % boost just like a headshot, and if the splash is applied at head level it'll do 'back of the head' damage which is a double head shot. This is also true if you're moving forward but facing away from the source of the damage. Would this, approximately "triple" damage account for the situations you're facing, i.e. are you either A)moving backwards or B) not facing toward, the source of the MD rounds?
There are a lot of variables to be considered here and before suggesting a mechanical change we need to account for them.
Cheers, Cross
ps ~ MD change or no MD change I'm still not hearing how a method like the OPs could theoretically be implemented within game mechanics in a manner that is both meaningful and doesn't render the weapon utterly useless.
EDIT: RINON114 thank you for your response and while my calls for greater detail are, I believe, vital when considering mechanics changes please do not take them as aggressive towards you, I appreciate the time you took to post this reply and to do so in a civil manner. |
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Cross Atu
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Posted - 2013.08.12 15:56:00 -
[11] - Quote
More related info
CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion.
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Cross Atu
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Posted - 2013.08.13 06:29:00 -
[12] - Quote
Two notes before a more substanentive response later.
#1 - If anyone has posted a response to my "the suggestion in the OP can't actually be mechanically viable" points I have yet to see it, can someone respond to this aspect or point me to a direct response?
#2 - Tonight I killed a Prototype Cal Logi with a Prototype Mass Driver in CQC using my 100% BPO fitting, and I did so with 40% shields remaining at the end of the battle. I will admit this is a bit above the arc of my average but it's not strikingly unusual... in the same game in the same suit I also caused 4 proto suited MD users to suicide when fighting me in low-mid/CQC ranges, only two of which managed to take me with them.
End of match tally, my free suit deaths 2, proto MD+Proto suit kills 5. I'll keep an eye on my MD deaths and kills in the future but so far my 'Exile' AR + BPO fit laughs in the face of proto MDs+proto suits.
0.02 ISK Cross |
Cross Atu
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Posted - 2013.08.13 07:43:00 -
[13] - Quote
And now a "memo" from the desk of CCP Wolfman
CCP Wolfman wrote:Cross Atu wrote:CCP Wolfman wrote:Trust me, it is spherical. I can see the sphere on my screen right now :-)
On my local server it is literally impossible to drop shells at my feet and not take damage whilst jumping. There is a good chance the issues you are seeing are related to latency so the sphere (or the character) on the client and the server are not in exactly the same place. This would explain why it sometimes feels 'off'.
We've made further improvements to hit detection/lag compensation in the 1.4 release and will continue to do more in 1.5 so we should see things getting better.
The other thing to consider is that in first person distances can seem a lot closer than they actually are. So you think it went off very close to you but it was actually a fair bit further away.
Lastly, the guns do have both kick and dispersion. Latency would explain a lot, including the current inability to pin this down with my own testing. There was an additional aspect raised which I'd love to get your feedback on. That being how the damage is applied. If someone scores a direct hit with a weapon that has both direct and AoE damage do both values apply? If the sphere covers the head of the target do head shot efficiency modifiers apply, with the same question for splash being done to the back arc. More specifically it is verifiable in game that splash damage does get the bonus to efficiency when applied to the "sweet spot" areas, at least against vehicles (Infantry is harder to test this on due to relative HP constraints). So having established that this is currently happening in game is this working as intended and does it apply to infantry as well? These aspects, combined with latency, could be causing the issues seen with some of the AoE weaponry such as the MD and FG, while also explaining why users of them aren't generally seeing the extra performance which is frequently described. Any information/clarification you could provide here would be greatly appreciated, and thank you once again for your continued participation in this thread. Cheers, Cross Ok dokey... In the case of a direct hit only direct damage is applied to the target. Splash is not applied to the target but will be applied to any others that happen to be in range. A headshot modifier would apply if the explosion hits your head. A series of checks are done to different body parts and splash is applied to the first one it hits (typically not the head). I would need to check on vehicles, I'm not sure how splash is applied to the regular body Vs weak spots. |
Cross Atu
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Posted - 2013.08.13 16:43:00 -
[14] - Quote
RydogV wrote:You know the weapon mechanics are broken when you see Squads of players from the same team using a Mass Driver. Lightbulb moment. This is not a proper method for assessing balance. By that reasoning the entire AR line is #1 on the chopping block and the militia/standard gear of all kinds is in line for a nerf much more than the higher meta varations.
Seeing a specific weapon, or even more so weapon sub-type, commonly on the field can certainly call enough attention to be worth testing but it is not, in and of itself, a specific indication of any mechanical flaw with the weapon in question.
Quote: So this is not really a nerf...it is just common sense. There is no real-world grenade launcher out there that does not implement minimum arming distance for the projectile. Just like the primary weapon used by most soldiers of every army is some type of assault rifle, which will always make it the most predominant weapon in warfare.
"Real world" is an incredibly improper metric to advise game balance. Combat and weapons are NOT balanced in the real world and being as how balance is vital to robust, enjoyable, game play that pushes "real world" motivations into the category of role play, i.e. "fine for amusement bad for mechanics".
Further, and I've raised this point within the thread before, even if we look at "real world" methods the world in question must be the universe of New Eden not 2013 Earth. Immortal Clones who will willingly step through blackhole portals which are excruciating and cause cancer won't care at all if they blow themselves and their 7k ISK fitting to pieces so long as they take 40k+ enemy assets with them. That immortal merc is going to respawn in a new clone on the same battlefield with a smirk under his/her helmet and a higher payday waiting at the end of the battle. There is no logical lore (aka "real world) reason for the weaponry of clone soldiers to contain safeties.... in fact if it did we wouldn't have weapons with overheat (unless the presumption is that overheat somehow [i]is] the safety and highly advance space faring cultures just can't be bothered to do one right... in which case we're back to the concept of having none at all).
Lastly, call it what you will, any change to the mechanics of a piece of gear which makes it less effective is a nerf, and change which makes it more effective is a buff. The exception to this is that some vicarious effects resulting from larger changes such as bug fixes are just that, fixes to mechanics that are not working as intended.
Examples: Fixing the hit detection is not a nerf or buff to any weapon/armor but it may expose current imbalances which need addressed. Fine tuning the efficiency profile for explosive weapons most certainly is a nerf to all of them but it is a nerf that is called for to refine/improve overall game balance.
Third point at the risk of repeating myself, I still haven't seen an explanation of how any system like the one suggested in the OP could even theoretically be implemented and function. How would it work "under the hood" within the mechanics of the game? I'm not saying it's impossible, I don't know all the ins and outs of the engine enough to say that, but I am saying based on what I do understand such a mechanic simply does not seem viable, from a purely functional perspective leaving questions of game balance completely aside.
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Cross Atu
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Posted - 2013.08.13 17:17:00 -
[15] - Quote
RydogV wrote:The reference to a whole Squad of Mass Driver users was noted to show how a weapon has moved outside its intended role. Assault Rifles are general purpose weapons that one would expect to see predominate in any Squad. Again this, in and of itself, still proves nothing. Are sniper rifles suddenly broken if a squad uses coordinated sniping? I've certainly seen it done, as recently as this week, and it is certainly a more effective way of getting sniper kills than a single sniper.
Do shotguns become broken when used in coordinated groups? If you've been around long enough to know about "the shotgun twins" or to go up against VD when she's running with another shotty or two in the squad you'll have first hand knowledge regarding how much more effective those become.
At what numeric point does throwing grenades become "broken"? How many squad members have to do it before a weapon with the same exact mechanics cross the line from "ok" to "broken", what's the threshold?
Quote:And I am not buying any argument that tries to place diversity above sensible mechanics. Sorry...I do not value diversity as much as others. Call it personal preference. I realize that bringing real world into game world is not always the best way to make a point. Real world, game world...whatever....classifying a Grenade Launcher as a CQB weapon makes zero sense. If I call it personal preference as you suggest I'll also call it irrelevant to the mechanics of game balance.
Just because you personally do not enjoy a thing does not in any way equate to that thing being broken or imbalanced. It is also worth noting that many in this thread, myself included have not classified the MD as CQB, nor does leaving a mechanism which allows the user to kill themselves if they are not careful result in or equate too such a classification. To insinuate otherwise would simply be inaccurate.
Quote:As for 'under the hood'. Most shooters I have ever played made launched grenades non-explosive at close range. So I am pretty sure it will not take exceptional development skill to make it work.
"Pretty sure" is also "pretty vague" and not an actual answer. Other games do all kinds of things, the same as with "real life" examples cherry picking some vague concept from outside of the actual game context and trying to cross apply it without specifics isn't correct balance methodology.
All of the above aside let me reiterate/extrapolate and earlier post of mine from this thread, the gist of which is I kill mercs with Proto MD in Proto shield suits while using my 100% free AR/medic fit. I don't do this "occasionally", I do this consistently. I will openly admit I die as well in a fair number of these exchanges, but again even if I were only killing their proto fit with my free fit 40-50% of the time it would still be strikingly telling regarding some of the balance implications. It is also worth noting that I usually close on the MD users forcing them into CQC prior to making the kill, in fact it is a preferred tactic for me because it's so effective/ The times when a MD kills me that I didn't at least get close to killing the user are A) when there are a lot of other hostiles around shooting me as well, and B) when the MD has range and/or elevation (usually and) from which to initiate the engagement.
I've used the MD quite a bit, but I don't currently use it because I find my free AR to be more effective. I understand that my experience and play is not the end all of balance and testing, but nor is that of anyone else, and frankly I am at this point "not buying" the argument that the MD is too potent in CQC. Because frankly in my own on the field experience I have yet to see a trend which supports that contention.
I do think that the MD line currently benefits from some unintended effects/questionable balance aspects such as the latency issues and the current efficiency profile on explosives, but those things are already slated to be changed and thus their effects should not be included when considering any additional change to an in game mechanic, weapon or otherwise.
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Posted - 2013.08.13 17:25:00 -
[16] - Quote
RydogV wrote:The reference to a whole Squad of Mass Driver users Quick additional on this one, were you aware that there is an in game chat devoted specifically to gathering MD users to play together in full squads (or as close as their able based on who's currently logged in) ?
There is indeed such a chat and it was formed in response to the heavy nerf of the MD CCP applied during the transition from Chrome to Uprising as a method of trying to find ways that the MD could still be fun and effective despite it's status (at that point) as essentially a poor joke. Since that time CCP has fixed some client/latency issues which were negatively impacting the MD and the overall MD line is much more effective now, but the channel remains active.
This is worth noting because there is a specific in game precedence for squads of MD to deploy together because the weapon is underpowered (remember this balance assessment was from a prior patch) so presuming that just because a whole squad deployed with it that somehow proves the weapon is OP, is demonstrably inaccurate.
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Posted - 2013.08.16 09:25:00 -
[17] - Quote
Ugh
CCP there are some serious drawbacks to this from more than one angle, as well as it being not the best solve it may not be needed once other larger core issues are addressed and, while anecdotal my own testing of this does not show a need for mechanical change or imbalance in the first place (the nearest to it would be damage mod stacked EX0 MDs because their low splash and high damage allows them to be used like a shotgun in CQC which is exactly what this proposal would create more of).
Meanwhile the support value is going to be nerfed by this idea because it pushes you, if a MD using Logi, to actively run behind the squad making it more likely for the support character to get separated, flanked, or out of range to support.
Despite wanting to focus on a more support oriented weapon it looks like I'm going to just be staying with the AR since the LR is blearily viable in its present state and the direction the MD is being taken will not only nerf it but heavily encumber users who are trying to employ it as part of running a support character. Thus far Uprising has been a series of kicks in the pants for support play. MD changes from Chrom, LR changes from Chrome (Vizim was needed but things went too far), nanohive nerf, uplink bug, injector detection bug (mostly resolved) + explosive OHKs (planed to be resolved) + super slow animation cycle (currently unaddressed), equipment WP scaling/repair tool et al persist (fixes SoonTM), Logi suit nerfs to eHP despite prior balance between Logi and Assault fits with no fits presented on the forums which broke that progression (outside of the Cal Logi skill buff which could have been changed on its own), Dev Blog about upcoming equipment centric changes which would hobble player choice and diversity in support by mechanically forcing optimal use onto only one easily identifiable racial suit while also leaving lots of equipment out in the cold... and further nerfing eHP for support characters.
The list goes on but I'll stop there. The net result of these continued nerfs to support play is that fewer players will run support, those of us who do will be less effective at it and the over all game will suffer as diversity is diminished by the heavy handed push toward more exclusively 'slayer' play. For all the complaints about 'slayer logi' and/or support characters who spent more time killing than supporting nearly all the mechanical changes done to "fix" that "problem" in fact ultimately make such behavior even more likely as the alternatives to it keep getting slapped with the nerf bat.
/disheartened by the trend
Sincerely, Support player since closed beta
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Posted - 2013.08.16 09:49:00 -
[18] - Quote
SILENTSAM 69 wrote:No, this idea is just horrible, and would hurt the balance of the weapon by making it more powerful.
I say this because it is a viable tactic to run into the face of someone using a Mass Driver in order to make their own shots hurt them as well.
Quite often I have run into a Mass Driver users face and got the assist as they killed themselves, or made them less willing to shot at such close range, sometimes forcing them to change to a sidearm.
This idea would remove that tactic and provide a safety for dummies. If someone makes the mistake of shooting at close range and hurting themselves, that is their fault. Do not take away this viable tactic to use against the Mass Driver.
The sad thing is the devs listened to this idea. This should be seen as an obvious self serving idea that should have been disregarded. Far too many people just request something to help themselves instead of improving the game. ^This.
I kill the majority of MD users I come up against, even when they're running Proto and I'm running 100% free. The changes from the OP would not only reduce the support value of the weapon (my primary use for it when I was specc'ed into it) but it would also remove the most effective counter to the weapon that I have seen employed (OBs, HAVs, and long range snipers aside but those count against most things ).
This change would simultaneously stealth buff the weapon and nerf/hobble its support abilities. It's bad for both balance and diversity, and ironically despite many protestations to the contrary would increase how much of a "noob tube" (does anyone else think that pejorative names shouldn't be part of balance discussions?) the weapon actually is.
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