Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
143
|
Posted - 2013.08.10 01:00:00 -
[1] - Quote
We're all complaining about how explosion damage is overpowered. The problem with this argument is that these weapons are not overpowered but the mechanics behind how they work are wrong and broken (from what I have observed and from what others have also observed).
Grenades: When a player is within the blast radius of a grenade they receive 100% of the damage. For example, if a player is at the 5.5 meter mark of a Core Locusts Grenade than they receive 100% of the damage of that grenade. If another player is at the center of the blast, i.e., they are standing on the grenade, than they receive 100% of the damage.
Mass Drivers: When a player is shot by a mass driver they receive 100% of the splash damage if they are not hit directly. This means if the bullet of the mass driver is not registered as a direct hit on the players body than they take the set splash damage, and 100% of it. If the player is hit directly than the player receives 100% of the direct impact damage.
The Problem: Players should not receive 100% of the damage if they are not directly hit by a mass driver or by grenades. In reality, where physics play a role, a blast has a dropoff of energy, whether it be from a concussive force or explosive force. This dropoff is always radially outward from the center of the blast. This is why fire gets less hot when you move away from the flame and sound gets quieter when you move away from the source. In DUST 514 the physics are being ignored and the players innately sense this incorrect physical property and react to it as they have been, with complaints and QQ's on the forums.
The Fix: CCP and the DEV's of DUST 514 need to implement a nonlinear dropoff to the percent of damage from grenades and all other explosive weapons, such as the mass driver, the flaylock pistol, remote explosives, and missiles in general. This nonlinear dropoff is shown in the graph I have made (please excuse my horrible photoshop skills, my point is shown clearly though). All explosive weapons should have a base damage from which to calculate the dropoff % of damage. The mass driver, flaylock pistol, and missiles should not have a splash damage but an overall base damage. If a player is hit directly with any explosive weapon then they receive 100% of the damage. That is fair. But as the player is running away and is a distance away from the center of the blast then they should receive a reduced percentage of damage.
The Graph: http://i.imgur.com/dgvPZZd.png
Flux Grenades: Flux grenades seem to work like an EMP and thus their entire blast radius should do 100% of the intended damage. They do not kill you but they disrupt electronics, i.e., your shields. An EMP normally doesn't have much fall off until the very perimeter of the blast radius. if you can extend the curve to drop off from 100% closer to the edge of blast radius than that would work properly.
Conclusion: This is really easy to program CCP. If you need any help, I'll do it for free from my house and I'll do in 3 days with debugging included. Fix these things so I don't have to read the QQ's anymore. This is the right solution to the problem.
|
RuckingFetard
Better Hide R Die
476
|
Posted - 2013.08.10 01:11:00 -
[2] - Quote
Someone has a crap-load of free time at their hands... |
gabriel login
Dead Six Initiative Lokun Listamenn
58
|
Posted - 2013.08.10 01:15:00 -
[3] - Quote
Cenex Langly wrote:We're all complaining about how explosion damage is overpowered. The problem with this argument is that these weapons are not overpowered but the mechanics behind how they work are wrong and broken (from what I have observed and from what others have also observed). Grenades:When a player is within the blast radius of a grenade they receive 100% of the damage. For example, if a player is at the 5.5 meter mark of a Core Locusts Grenade than they receive 100% of the damage of that grenade. If another player is at the center of the blast, i.e., they are standing on the grenade, than they receive 100% of the damage. Mass Drivers:When a player is shot by a mass driver they receive 100% of the splash damage if they are not hit directly. This means if the bullet of the mass driver is not registered as a direct hit on the players body than they take the set splash damage, and 100% of it. If the player is hit directly than the player receives 100% of the direct impact damage. The Problem:Players should not receive 100% of the damage if they are not directly hit by a mass driver or by grenades. In reality, where physics play a role, a blast has a dropoff of energy, whether it be from a concussive force or explosive force. This dropoff is always radially outward from the center of the blast. This is why fire gets less hot when you move away from the flame and sound gets quieter when you move away from the source. In DUST 514 the physics are being ignored and the players innately sense this incorrect physical property and react to it as they have been, with complaints and QQ's on the forums. The Fix:CCP and the DEV's of DUST 514 need to implement a nonlinear dropoff to the percent of damage from grenades and all other explosive weapons, such as the mass driver, the flaylock pistol, remote explosives, and missiles in general. This nonlinear dropoff is shown in the graph I have made (please excuse my horrible photoshop skills, my point is shown clearly though). All explosive weapons should have a base damage from which to calculate the dropoff % of damage. The mass driver, flaylock pistol, and missiles should not have a splash damage but an overall base damage. If a player is hit directly with any explosive weapon then they receive 100% of the damage. That is fair. But as the player is running away and is a distance away from the center of the blast then they should receive a reduced percentage of damage. The Graph:http://i.imgur.com/dgvPZZd.pngFlux Grenades:Flux grenades seem to work like an EMP and thus their entire blast radius should do 100% of the intended damage. They do not kill you but they disrupt electronics, i.e., your shields. An EMP normally doesn't have much fall off until the very perimeter of the blast radius. if you can extend the curve to drop off from 100% closer to the edge of blast radius than that would work properly. Conclusion:This is really easy to program CCP. If you need any help, I'll do it for free from my house and I'll do in 3 days with debugging included. Fix these things so I don't have to read the QQ's anymore. This is the right solution to the problem. ccp you should check this out. |
Funkmaster Whale
0uter.Heaven EoN.
202
|
Posted - 2013.08.10 01:20:00 -
[4] - Quote
I wholeheartedly agree that something needs to be done about explosion physics. I hate the fact that you get one-shot even near the outer edge of a remote explosive. I think you make some great points and great solutions, as the main gripe about most explosive weaponry right now is the sheer damage it does and the inability of a player to get away from that damage.
I think another important physical aspect to consider is velocity of the the target vs explosion velocity. Someone running at 8 m/s AWAY from the direction of the explosion would theoretically receive less force than someone standing near an explosion. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
147
|
Posted - 2013.08.10 01:21:00 -
[5] - Quote
RuckingFetard wrote:Someone has a crap-load of free time at their hands...
That person also has a brain in their head and motivation to help create solutions to problems so the game can be fixed.
Troll, you've been identified. Please find the exit.
|
Knight Soiaire
Better Hide R Die
1682
|
Posted - 2013.08.10 01:25:00 -
[6] - Quote
I think Grenades already have damage falloff.
I've survived multiple grenades in my Scout suit while on the outskirts of their radius.
Flux Nades are okay, if you cook and aim your nades, chances are they'll be at the center anyway, causing maximum damage. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
147
|
Posted - 2013.08.10 01:26:00 -
[7] - Quote
Funkmaster Whale wrote:I wholeheartedly agree that something needs to be done about explosion physics. I hate the fact that you get one-shot even near the outer edge of a remote explosive. I think you make some great points and great solutions, as the main gripe about most explosive weaponry right now is the sheer damage it does and the inability of a player to get away from that damage.
I think another important physical aspect to consider is velocity of the the target vs explosion velocity. Someone running at 8 m/s AWAY from the direction of the explosion would theoretically receive less force than someone standing near an explosion.
I quickly thought about this and please don't mistake my response in a negative way. If you were to take something like an explosion (which travels much faster than the speed of sound) and compare that to a person running then that blast would overtake that person almost instantaneously (approximately). Thus the person running away would not "really" matter because the blast is so fast. It would be easier to calculate the position of the player at the time of the explosion and the position of the center of the explosion and do the math with those two spatial points. Adding in velocity is an overcorrection of a very small number. Something like subtracting 8/341. 8m/s for the person running, and 341m/s for the speed of sound (but this number would be much higher for the blast velocity being larger than the speed of sound). It's much less than 1 always! |
Nitrobeacon
Freek Coalition
47
|
Posted - 2013.08.10 01:29:00 -
[8] - Quote
I agree with you, this is a nice solution and it also fits with what should happen in reality. Like you say, it's alot easier to throw in than making every AoE weapon balanced month after month.
RuckingFetard wrote:Someone has a crap-load of free time at their hands... This guy is trying to help here not many are like that, so please don't live by your name. |
RuckingFetard
Better Hide R Die
478
|
Posted - 2013.08.10 01:29:00 -
[9] - Quote
Cenex Langly wrote:RuckingFetard wrote:Someone has a crap-load of free time at their hands... That person also has a brain in their head and motivation to help create solutions to problems so the game can be fixed. Troll, you've been identified. Please find the exit. Like I was even attacking you TBH, I think I've seen this solution a few times in the feedback section, where this one belongs |
Funkmaster Whale
0uter.Heaven EoN.
202
|
Posted - 2013.08.10 01:31:00 -
[10] - Quote
Cenex Langly wrote:Funkmaster Whale wrote:I wholeheartedly agree that something needs to be done about explosion physics. I hate the fact that you get one-shot even near the outer edge of a remote explosive. I think you make some great points and great solutions, as the main gripe about most explosive weaponry right now is the sheer damage it does and the inability of a player to get away from that damage.
I think another important physical aspect to consider is velocity of the the target vs explosion velocity. Someone running at 8 m/s AWAY from the direction of the explosion would theoretically receive less force than someone standing near an explosion. I quickly thought about this and please don't mistake my response in a negative way. If you were to take something like an explosion (which travels much faster than the speed of sound) and compare that to a person running then that blast would overtake that person almost instantaneously (approximately). Thus the person running away would not "really" matter because the blast is so fast. It would be easier to calculate the position of the player at the time of the explosion and the position of the center of the explosion and do the math with those two spatial points. Adding in velocity is an overcorrection of a very small number. Something like subtracting 8/341. 8m/s for the person running, and 341m/s for the speed of sound (but this number would be much higher for the blast velocity being larger than the speed of sound). It's much less than 1 always!
That's true. I hadn't considered the numbers but your math seems about right. I was just thinking from EVE's mechanics but forgot to consider that ships in EVE are moving at 300-2000 m/s and not 5-8 m/s. |
|
Harpyja
DUST University Ivy League
481
|
Posted - 2013.08.10 01:34:00 -
[11] - Quote
I totally had not suggested this before. And once again I am left unheard. |
CoD isAIDS
Tronhadar Free Guard Minmatar Republic
145
|
Posted - 2013.08.10 01:35:00 -
[12] - Quote
How about swarm launchers and AV grenades vs armor vehicles? |
KING CHECKMATE
Bragian Order Amarr Empire
469
|
Posted - 2013.08.10 01:36:00 -
[13] - Quote
Cenex Langly wrote:We're all complaining about how explosion damage is overpowered. The problem with this argument is that these weapons are not overpowered but the mechanics behind how they work are wrong and broken (from what I have observed and from what others have also observed). Grenades:When a player is within the blast radius of a grenade they receive 100% of the damage. For example, if a player is at the 5.5 meter mark of a Core Locusts Grenade than they receive 100% of the damage of that grenade. If another player is at the center of the blast, i.e., they are standing on the grenade, than they receive 100% of the damage. Mass Drivers:When a player is shot by a mass driver they receive 100% of the splash damage if they are not hit directly. This means if the bullet of the mass driver is not registered as a direct hit on the players body than they take the set splash damage, and 100% of it. If the player is hit directly than the player receives 100% of the direct impact damage. The Problem:Players should not receive 100% of the damage if they are not directly hit by a mass driver or by grenades. In reality, where physics play a role, a blast has a dropoff of energy, whether it be from a concussive force or explosive force. This dropoff is always radially outward from the center of the blast. This is why fire gets less hot when you move away from the flame and sound gets quieter when you move away from the source. In DUST 514 the physics are being ignored and the players innately sense this incorrect physical property and react to it as they have been, with complaints and QQ's on the forums. The Fix:CCP and the DEV's of DUST 514 need to implement a nonlinear dropoff to the percent of damage from grenades and all other explosive weapons, such as the mass driver, the flaylock pistol, remote explosives, and missiles in general. This nonlinear dropoff is shown in the graph I have made (please excuse my horrible photoshop skills, my point is shown clearly though). All explosive weapons should have a base damage from which to calculate the dropoff % of damage. The mass driver, flaylock pistol, and missiles should not have a splash damage but an overall base damage. If a player is hit directly with any explosive weapon then they receive 100% of the damage. That is fair. But as the player is running away and is a distance away from the center of the blast then they should receive a reduced percentage of damage. The Graph:http://i.imgur.com/dgvPZZd.pngFlux Grenades:Flux grenades seem to work like an EMP and thus their entire blast radius should do 100% of the intended damage. They do not kill you but they disrupt electronics, i.e., your shields. An EMP normally doesn't have much fall off until the very perimeter of the blast radius. if you can extend the curve to drop off from 100% closer to the edge of blast radius than that would work properly. Conclusion:This is really easy to program CCP. If you need any help, I'll do it for free from my house and I'll do in 3 days with debugging included. Fix these things so I don't have to read the QQ's anymore. This is the right solution to the problem.
I would give you ANOTHER like, because your graph made me laugh XD |
BL4CKST4R
WarRavens League of Infamy
1016
|
Posted - 2013.08.10 01:39:00 -
[14] - Quote
Cenex Langly wrote:We're all complaining about how explosion damage is overpowered. The problem with this argument is that these weapons are not overpowered but the mechanics behind how they work are wrong and broken (from what I have observed and from what others have also observed). Grenades:When a player is within the blast radius of a grenade they receive 100% of the damage. For example, if a player is at the 5.5 meter mark of a Core Locusts Grenade than they receive 100% of the damage of that grenade. If another player is at the center of the blast, i.e., they are standing on the grenade, than they receive 100% of the damage. Mass Drivers:When a player is shot by a mass driver they receive 100% of the splash damage if they are not hit directly. This means if the bullet of the mass driver is not registered as a direct hit on the players body than they take the set splash damage, and 100% of it. If the player is hit directly than the player receives 100% of the direct impact damage. The Problem:Players should not receive 100% of the damage if they are not directly hit by a mass driver or by grenades. In reality, where physics play a role, a blast has a dropoff of energy, whether it be from a concussive force or explosive force. This dropoff is always radially outward from the center of the blast. This is why fire gets less hot when you move away from the flame and sound gets quieter when you move away from the source. In DUST 514 the physics are being ignored and the players innately sense this incorrect physical property and react to it as they have been, with complaints and QQ's on the forums. The Fix:CCP and the DEV's of DUST 514 need to implement a nonlinear dropoff to the percent of damage from grenades and all other explosive weapons, such as the mass driver, the flaylock pistol, remote explosives, and missiles in general. This nonlinear dropoff is shown in the graph I have made (please excuse my horrible photoshop skills, my point is shown clearly though). All explosive weapons should have a base damage from which to calculate the dropoff % of damage. The mass driver, flaylock pistol, and missiles should not have a splash damage but an overall base damage. If a player is hit directly with any explosive weapon then they receive 100% of the damage. That is fair. But as the player is running away and is a distance away from the center of the blast then they should receive a reduced percentage of damage. The Graph:http://i.imgur.com/dgvPZZd.pngFlux Grenades:Flux grenades seem to work like an EMP and thus their entire blast radius should do 100% of the intended damage. They do not kill you but they disrupt electronics, i.e., your shields. An EMP normally doesn't have much fall off until the very perimeter of the blast radius. if you can extend the curve to drop off from 100% closer to the edge of blast radius than that would work properly. Conclusion:This is really easy to program CCP. If you need any help, I'll do it for free from my house and I'll do in 3 days with debugging included. Fix these things so I don't have to read the QQ's anymore. This is the right solution to the problem.
I like the graph but it would work better if the damage reduction was based on a percentage of the radius. For example at 50% of the radius the damage would be 50% and then dropped exponentially from there. |
Knight Soiaire
Better Hide R Die
1683
|
Posted - 2013.08.10 01:43:00 -
[15] - Quote
Harpyja wrote:I totally had not suggested this before. And once again I am left unheard.
Wha.... what was that?
Did somebody say something?
Ah, probably nothing.
|
Scheneighnay McBob
Bojo's School of the Trades
2873
|
Posted - 2013.08.10 02:07:00 -
[16] - Quote
I'm pretty sure there's already dropoff. For example, I've noticed that players only lose a little bit of shields if a flux grenade barely hits them. |
Dexter307
The Unholy Legion Of DarkStar DARKSTAR ARMY
103
|
Posted - 2013.08.10 03:05:00 -
[17] - Quote
They already have damage fall off, ive tested it multiple times, at least for grenades. |
DeadlyAztec11
Max-Pain-inc Dark Taboo
1819
|
Posted - 2013.08.10 03:40:00 -
[18] - Quote
Scheneighnay McBob wrote:I'm pretty sure there's already dropoff. For example, I've noticed that players only lose a little bit of shields if a flux grenade barely hits them. It should be increased. |
Fiddlestaxp
TeamPlayers EoN.
310
|
Posted - 2013.08.10 03:55:00 -
[19] - Quote
That flux grenade drop off was what was killing people and turrets from my understanding. After 3.3 meters it was changing from Shield-exclusive damage to Shield-bonus damage. Chaos was rampant.
I agree with the damage falloff. However the MD would need a slight damage increase to compensate.
And I am not sure if they server can handle Real Legitimate Math! |
hackerzilla
Defenders of the Helghast Dream
197
|
Posted - 2013.08.10 04:00:00 -
[20] - Quote
I agree with this but if this is made a reality the radius of explosive weapons would have to be slightly increased... |
|
low genius
the sound of freedom Renegade Alliance
262
|
Posted - 2013.08.10 04:06:00 -
[21] - Quote
RuckingFetard wrote:Someone has a crap-load of free time at their hands...
and some mediocre reasoning. |
Niuvo
The Phoenix Federation
316
|
Posted - 2013.08.10 11:50:00 -
[22] - Quote
good post. clowns be like: shoot, shoot, ok that's not working, cook the grenade. I'm a pro. |
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
164
|
Posted - 2013.08.10 13:35:00 -
[23] - Quote
Harpyja wrote:I totally had not suggested this before. And once again I am left unheard.
Your post was left unheard because of where you posted. I apologize for not reading your post nor commenting. Next time post your ideas in the General Discussions section so people can read it (a gm will move it later). The Feedback section is not popularly read and thus no one really pays attention to it.
|
Cenex Langly
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
164
|
Posted - 2013.08.10 13:36:00 -
[24] - Quote
CoD isAIDS wrote:How about swarm launchers and AV grenades vs armor vehicles?
To be honest, Swarm Launchers and AV grenades need to be calculated separately based on how much of their splash encompases the vehicle. If you get a direct hit where the entire blast engulfs the vehicle then it should do maximum damage. I believe this is how missile damage is calculated in EVE.
|
Beren Hurin
The Vanguardians
1057
|
Posted - 2013.08.10 14:06:00 -
[25] - Quote
I think the falloff should indirectly be radius. But instead it would be the area of the splash. |
Vaux Karn
The Mercenary Collective
41
|
Posted - 2013.08.10 14:21:00 -
[26] - Quote
Though I have suggested this before, it will not stop the QQing. People will still ***** and whine about anything that kills them, twice as much for explosives. I would love to see this implemented none the less. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |