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Thread Statistics | Show CCP posts - 0 post(s) |
Alldin Kan
TeamPlayers EoN.
562
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Posted - 2013.09.01 12:57:00 -
[31] - Quote
Shotty GoBang wrote:Hi OP,
Thank you for the well-written post. I have two weaponry-related questions for you , if I may:
1) How would you respond to claims of AR "every-role" superiority evidenced by Duvolle proliferation in PC? 2) What changes, if any, would you propose to bring balance to CQC?
Best Regards, Shotty GoBang
Most use it because of the high range, high damage, good accuracy, and the presence of officer ARs. The AR was supposedly a hybrid weapon of short range compared laser weaponry but what we have now is the opposite. Here's the dev blog with the weapon descriptions for reference, AR and scrambler rifles should get their range values swapped. |
Shotty GoBang
Intara Direct Action Caldari State
756
|
Posted - 2013.09.01 15:30:00 -
[32] - Quote
Alldin Kan wrote:Shotty GoBang wrote:Hi OP,
Thank you for the well-written post. I have two weaponry-related questions for you , if I may:
1) How would you respond to claims of AR "every-role" superiority evidenced by Duvolle proliferation in PC? 2) What changes, if any, would you propose to bring balance to CQC?
Best Regards, Shotty GoBang
Most use it because of the high range, high damage, good accuracy, and the presence of officer ARs. The AR was supposedly a hybrid weapon of short range compared laser weaponry but what we have now is the opposite. Here's the dev blog with the weapon descriptions for reference, AR and scrambler rifles should get their range values swapped.
Gotcha. I think. To clarify ...
CCP's Intent: The AR should be highly effective at short range and progressively less effective at medium and long range.
CCP's Execution: The AR is highly effective at every range.
Your Intent: The AR should be highly effective at long range.
My Question: Should the AR also be highly effective at short range?
If not, what changes would you propose to make the AR less effective at close/medium range? If so, would we not have more of the same? A continuation of AR being highly effective at every range? |
P14GU3
The Southern Legion The Umbra Combine
355
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Posted - 2013.09.01 19:14:00 -
[33] - Quote
Pretty sure Alldin is talking about the opposite, Shotty.
If you read the dev blog, it says the assault scrambler's optimal is 30m and the standard AR's is 40m. If the standard was meant to be a "long distance" version of the smg, like CCP stated, then we should swap the optimals of the ScAR and AR. This is all assuming he meant the ScAR and not the ScR, which makes sense to me.
Edit - didn't mean to call you pretty Alldin |
Minor Treat
The Enclave Syndicate Dark Taboo
78
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Posted - 2013.09.01 19:25:00 -
[34] - Quote
well first Vault is not coming anytime soon because they don't want heavies reaching places where medium and lights are suppose to be. The benefit of having so much defense comes at the cost of maneuverability which Vaulting is a maneuver. |
Alldin Kan
TeamPlayers EoN.
562
|
Posted - 2013.09.01 19:44:00 -
[35] - Quote
Shotty GoBang wrote:Gotcha. I think. To clarify ...
CCP's Intent: The AR should be highly effective at short range and progressively less effective at medium and long range.
CCP's Execution: The AR is highly effective at every range.
Your Intent: The AR should be highly effective at long range.
My Question: Should the AR also be highly effective at short range?
If not, what changes would you propose to make the AR less effective at close/medium range? If so, would we not have more of the same? A continuation of AR being highly effective at every range?
AR just needs to be a short range weapon. |
crazy space 1
Unkn0wn Killers
1593
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Posted - 2013.09.01 19:44:00 -
[36] - Quote
ok so lets say we do this.
Everything is in 100% balance.
Then you release 3 more heavy suits, 2 more tanks, 2 more LAVs, 2 more scouts, 4 pilot suits, that's 3 more tech 2 heavies...
Now the balance you thought was great no longer works. Because the game was missing basic content. |
P14GU3
The Southern Legion The Umbra Combine
355
|
Posted - 2013.09.01 19:48:00 -
[37] - Quote
crazy space 1 wrote:ok so lets say we do this.
Everything is in 100% balance.
Then you release 3 more heavy suits, 2 more tanks, 2 more LAVs, 2 more scouts, 4 pilot suits, that's 3 more tech 2 heavies...
Now the balance you thought was great no longer works. Because the game was missing basic content.
On top of those suits having weapon bonuses there is also the caldari AR, and the minmatar AR coming out at some point. *we saw the caldari one is done art wise* And other new weapons. If those new suits and vehicles are balanced around our "already perfectly balanced" suits and vehicles, I wouldn't see an issue.. |
Alldin Kan
TeamPlayers EoN.
567
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Posted - 2013.09.02 03:33:00 -
[38] - Quote
bump |
Baal Omniscient
L.O.T.I.S.
580
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Posted - 2013.09.02 08:43:00 -
[39] - Quote
8213 wrote:How to Balance all FPS games.
Only way o do it: Make everything OP as f*ck. Take the skill factor completely out of it.
Sorry, its the only way. Thank you CoD Zen master. We'll let you know when we actually want Dust to be a WORSE game than it is now. We'll keep your number on file. |
Alldin Kan
TeamPlayers EoN.
567
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Posted - 2013.09.02 14:13:00 -
[40] - Quote
bump |
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Alldin Kan
TeamPlayers EoN.
567
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Posted - 2013.09.02 15:44:00 -
[41] - Quote
bump |
Garrett Blacknova
Codex Troopers
3456
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Posted - 2013.09.02 15:47:00 -
[42] - Quote
Opened straight up to page 3.
Only saw "bump".
That's not a helpful method of balancing the game at all! |
Happy Violentime
OMFGZOMBIESRUN
129
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Posted - 2013.09.02 16:35:00 -
[43] - Quote
Why?
No context makes the numbers pulled out ur ass meaningless. |
Alldin Kan
TeamPlayers EoN.
567
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Posted - 2013.09.02 17:23:00 -
[44] - Quote
Happy Violentime wrote:Why?
No context makes the numbers pulled out ur ass meaningless.
Unlike you, I heavily tested the weapons, modules, and dropsuits to come up with the best possible suggestions to improve the things in the list. I shouldn't need to make a fat post to explain the reasoning behind all the values, if you couldn't figure out how these numbers give the right improvements then don't post here. |
Alldin Kan
TeamPlayers EoN.
569
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Posted - 2013.09.02 21:06:00 -
[45] - Quote
bump, not going to stop until most of the changes are implemented |
Shotty GoBang
Intara Direct Action Caldari State
820
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Posted - 2013.09.03 22:56:00 -
[46] - Quote
1.4 Aim-Assist ... does this change anything proposed by OP?
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Alldin Kan
TeamPlayers EoN.
569
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Posted - 2013.09.03 23:58:00 -
[47] - Quote
Shotty GoBang wrote:1.4 Aim-Assist ... does this change anything proposed by OP?
No |
Shotty GoBang
Intara Direct Action Caldari State
840
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Posted - 2013.09.04 04:23:00 -
[48] - Quote
Alldin Kan wrote:Shotty GoBang wrote:1.4 Aim-Assist ... does this change anything proposed by OP?
No Wow. What's the title and purpose of this thread again? Here's an on-topic idea and free bump:
HMGs, Nova Knives, SMGs, Shotguns ... These weapons win in close range. Yes, they can even beat Duvolle ARs.
Laser Rifles, Tac ARs, Sniper Rifles ... These weapons win at long range. Yes, they can even beat Duvolle ARs.
Assault Rifles and Unscoped Variants ... These weapons win in medium range. No longer the best at every range, but Alldin is interested in balance.
Aim-Assist: Remove it. The "Shooter" in FPS is suggestive benefit which scales with gun-game.
Not trolling here. General Discussion implies dialogue. I would see my points reduced to rubbish.
- Shotty GoBang |
Mossellia Delt
Militaires Sans Jeux
124
|
Posted - 2013.09.04 04:32:00 -
[49] - Quote
How to fix dust
remove any and all forms of aim assist (I use a gamepad btw)
buff the speed of scouts including strafing
make the AR only viable within 50 meters (they are suppost to be short range)
Different turn speeds for different role suits, ie; uncapped for scouts, slightly capped for assaults, more capped for logi, heaviliy capped for heavies
performance upgrades (which are in the works still and will continue to be forever presumably)
remapping of buttons for kb and gamepads
stamina change, 33% stamina usage for all suits for jumping is bullcrap |
Mossellia Delt
Militaires Sans Jeux
124
|
Posted - 2013.09.04 04:33:00 -
[50] - Quote
Shotty GoBang wrote:Alldin Kan wrote:Shotty GoBang wrote:1.4 Aim-Assist ... does this change anything proposed by OP?
No Wow. What's the title and purpose of this thread again? Here's an on-topic idea and free bump:
HMGs, Nova Knives, SMGs, Shotguns ... These weapons win in close range. Yes, they can even beat Duvolle ARs. Laser Rifles, Tac ARs, Sniper Rifles ... These weapons win at long range. Yes, they can even beat Duvolle ARs. Assault Rifles and Unscoped Variants ... These weapons win in medium range. No longer the best at every range. Aim-Assist: Remove it. The "Shooter" in FPS is suggestive benefit which scales with gun-game.
Not trolling here. General Discussion implies dialogue. Reduce the above points to rubbish! With maths and logic. Or not. - Shotty GoBang
Assault rifles are suppost to fit different ranges based on race though |
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Alldin Kan
TeamPlayers EoN.
573
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Posted - 2013.09.04 04:39:00 -
[51] - Quote
Shotty GoBang wrote:Wow. What's the title and purpose of this thread again? Here's an on-topic idea and free bump:
HMGs, Nova Knives, SMGs, Shotguns ... These weapons win in close range. Yes, they can even beat Duvolle ARs. Laser Rifles, Tac ARs, Sniper Rifles ... These weapons win at long range. Yes, they can even beat Duvolle ARs. Assault Rifles and Unscoped Variants ... These weapons win in medium range. No longer the best at every range. Aim-Assist: Remove it. The "Shooter" in FPS is suggestive benefit which scales with gun-game.
Not trolling here. General Discussion implies dialogue. Reduce the above points to rubbish! With maths and logic. Or not. - Shotty GoBang
Mossellia Delt wrote:How to fix dust
remove any and all forms of aim assist (I use a gamepad btw)
Different turn speeds for different role suits, ie; uncapped for scouts, slightly capped for assaults, more capped for logi, heaviliy capped for heavies
I'm not feeling the impact of aim assist. However, turn speed changes on 1.4 for suits was a little unnecessary.
|
Shotty GoBang
Intara Direct Action Caldari State
844
|
Posted - 2013.09.04 06:06:00 -
[52] - Quote
Alldin Kan wrote: I'm not feeling the impact of aim assist.
Here's a good look at it: http://www.youtube.com/watch?v=6QI4wmuzjmU&feature=youtu.be (01:38 - 02:20) |
Alldin Kan
TeamPlayers EoN.
580
|
Posted - 2013.09.06 16:31:00 -
[53] - Quote
bump |
Shotty GoBang
Intara Direct Action Caldari State
978
|
Posted - 2013.09.08 15:09:00 -
[54] - Quote
Check this dialogue out, Alldin! Not sure if it fits your balance model, but it makes alot of sense (to me, at least):
Jimthefighter wrote:Beeeees wrote:After extensive research (bullshit) I came to following conclusions:
Assault rifles dominate mid-long range, mid range, mid-short range, and short range exclusively. Scrambler rifles dominate mid and mid-long range if no ARs are present. Laser rifles dominate long range HARD, again, if no ARs are present.
And to summarize: ALL HAIL AR AR 514
But to be serious here, the auto aim locks on at maximum range, it should however lock on at optimal range and below. Or better, optimum range with a +-margin. And the problem with this, is that based on what we've been told through the fluff and the Dev blogs, it should be something like this: Assault Rifle, by which I mean the Blaster Rifle (or whatever they want to call it) dominates mid-short range and short-range, does okay in mid-range, relatively useless at mid-long and totally useless at long. Scrambler Rifle dominates the mid-ranges with decreasing effectiveness the further away you get from mid-mid-range, including mid-long, mid, and mid-short. Can work at short range, but not very effective (other weapons dominate, weapon characteristics fail it), and also doesn't do well at long range (all relative for normal ranges, so excluding Sniper Rifles and such) Laser Rifle is kind of a specialty weapon, so less versatility, but extreme effectiveness (like the shotgun). Crushes at long range, can go to mid-long range and not be useless, getting more and more worthless as you get closer and closer. And that's just for the weapons proposed. An example of one not mentioned, would be the shotgun, like the LR, specialty, so it should crush at short range, even vs. an AR.
Could you AR guys imagine that!? |
Alldin Kan
TeamPlayers EoN.
580
|
Posted - 2013.09.08 20:25:00 -
[55] - Quote
^ I'm ok with this. |
Shotty GoBang
Pro Hic Immortalis
1148
|
Posted - 2013.09.15 23:07:00 -
[56] - Quote
bump :-) |
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