Keri Starlight
Psygod9 D.E.F.I.A.N.C.E
1825
|
Posted - 2013.11.06 08:02:00 -
[1] - Quote
Disclaimer: Peaceful and reasonable discussion, please post with logic or don't post at all.
Hit detection has been greatly improved. Obviously. This somehow changed this game's feel, but I have some statements about it.
First of all, I hope that everyone realizes that having a functional hit detection is not only a "good" thing, it is absolutely mandatory to even call this game a First Person Shooter. And, finally, this very essential core mechanic is working properly. So far, the result of a gunfight was decided by how many shots actually registered and I believe anyone can understand why it is bad to have a random factor determinating such an important thing, in a FPS.
The game now is very close to count every single shot, we finally have a really solid and smooth gunfight experience. This is such an important step forward. You are fairly rewarded for actually hitting your target, now, you get the kills you deserve.
Now. This obviously changed the general TTK and slightly affected weapons balance.
First of all, it's not something "AR" related. The improved hit detection sensibly improved all the automatic and semiautomatic assault rifles and pistols: So we have different groups of weapon:
Side notes: -I tried all the weapons before making this thread. -I don't know where to put the Laser Rifle.
Group 1: Weapons with sensibly reduced TTK after the HD upgrade (high ROF automatic weapons):
-Assault Rifle -Assault Scrambler Rifle -SMG
Group 2: Weapons with slightly reduced TTK after the HD upgrade (medium ROF automatic or semiautomatic weapons):
-Scrambler Rifle* -Burst Assault Rifle -Tactical Assault Rifle -Breach Assault Rifle -Scrambler Pistol
*The Scrambler Rifle is a tricky one, because it can easily OHK with charged shots. TTK for lethal charged shots hasn't changed.
Group 3: Weapons with unaffected TTK after the HD upgrade (Low ROF):
-Plasma Cannon -Sniper Rifle -Mass Driver -Shotgun (they finally work now, but they are not gaining an unexpected advantage over other weapons) -Nova Knives -Flaylock Pistol -Forge Gun
Weapons which represent exceptions:
-HMG**
**The high dispersion of the HMG mitigate the positive effects of the HD improvements on this weapon.
That said, some players think that the general TTK is now too short and some think it is ok.
However, it really depends on how CCP intended the average TTK to be. It might either be ok or too short, it's about CCP's design.
The goal is to provide constructive feedback to help them making appropriate decisions: But if CCP feels that we need a slightly higher TTK, this could be tricky to do. Why?
If we agree on a general HP buff (let's say +10% HP for everyone, as someone suggested in another thread), those weapons in the "Group 3" are going to be indirectly nerfed, while the "Group 1" weapons are going to keep some advantage on the "Group 2" weapons (the Forge Gun will be adjusted to bring it in line with the Vehicles changes, but this is a complete different story).
Example: Just think of what would happen to snipers if our HP keep growing and growing. They will lose their purpose on the battlefield. I really don't like snipers, but they already suffered from the Armor update and now Heavies have more HP as well. Sniper rifles have been indirectly nerfed and that's a fact.
The same will happen if we remove the 10% damage bonus that was given to all the weapons when the Skill Tree bonuses werre changed.
These are my considerations about the last update. Do you feel like the TTK is too short? And if you do...
How would you increase it without penalizing certain weapons (those sigle shot slow ROF weapons)?
Keep in mind all the points I've brought here and feel free to post your constructive ideas about weapon balance and TTK.
-Caldari Achura - One with the Universe
-Tac AR Specialist
"I load my gun with love instead of bullets"
|
Keri Starlight
0uter.Heaven Proficiency V.
1838
|
Posted - 2013.11.07 09:53:00 -
[2] - Quote
Jade Dragonis wrote:I think that now shots are registering much better that the aim assit can be toned down a lot or evem turned off.
Which means you as a player must make your shots count.
I'm not posting my personal opinions about Aim Assist here, but I'm sure that CCP implemented it to make the game smoother and more enjoyable rather than to balance weaponry or general TTK (at least that's what they told us).
I would like Aim Assist to stay, but I wouldn't mind a slight TTK increase. I don't feel like it's absolutely necessary either, but I do agree that DUST might benefit from a slightly higher TTK because of its unique mechanics (character growth, modules, tier system, etc...).
-Caldari Achura - One with the Universe
-Tac AR Specialist
"I load my gun with love instead of bullets"
|