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Beren Hurin
Onslaught Inc RISE of LEGION
1761
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Posted - 2013.11.06 14:52:00 -
[1] - Quote
So I believe it was Chromosome where we had a significant problem with the Sharpshooter skill's applied affect to weapons. What the skill dead was two things. First, it made anyone who didn't have the skill trained to level 5 extremely disadvantaged and second, it prevented you from really having a fair feel for engagement ranges. You would think that you are safish against an AR at 50 m only to find out your still were in its optimals.
With the new weapons profiles eventually coming, it looks like each weapon gets a 20% bonus from standard to prototype optimal range and likewise to effective range.
I'm just wondering if you think that we will have enough tools to comprehend the subtle advantages/disadvantages of whatever contexts that we find ourselves in.
Does the target intel give enough info to give us an idea of how well we are using our optimals/effective ranges? Is there a way to know how we are faring in our enemy's range?
Two possible suggestions:
1) Give the target intel a new stat something like "Optimal range delta" If you are 90% of your optimal it would say "-10%." If you are over your optimal it would be +x%. You could flip the signs to interpret things more clearly, but some way to show how close you are to your effective and optimals could be a useful tool.
2) Give targets a possible way to know whether they are in/out of the enemy's optimals. One possibility for this is having a different noise for the sounds of rifle rounds as they pass/hit your if they are 'weakened' by distance.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1041
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Posted - 2013.11.06 15:14:00 -
[2] - Quote
Ideally we'd get a Tac Overlay like in Eve, barring that, I'd support option #1
Praise St. Arzad and Pass the Nanohives....
Martyr for the Republic
Executing Amarr Trash since Closed Beta
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2997
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Posted - 2013.11.06 15:42:00 -
[3] - Quote
I was surprised to see more people hadn't commented on the range discrepancy in tiers. I guess they're ok with the idea that PRO weapon that costs money = more range instead of "your skills" = more range. Profiency will make lower tier weapons' damage like proto, but the range will still have a huge difference. The range difference between a PRO-gun players and a STD-gun player will be large enough to get lower player cut-down pretty easily. The damage difference on the fringe will combine the higher player's proficiency and fall-off issues to large effect I'd think.
Maybe increasing the gap is their way of keeping people from damage mods + BPOs or whatever and forcing people to spend for advantage? The damage is so high already though, I dunno. It's hard to imagine dying quicker, but I guess people are capable of perceiving pretty small time increments. |
Disturbingly Bored
The Strontium Asylum
1020
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Posted - 2013.11.06 15:46:00 -
[4] - Quote
20% between Standard and Proto is worrisome. Most weapons currently have a 10% difference between STD and PRO. (Laser Rifle and explodey weapons excluded.)
*sigh* CCP, why are assault rifles your favorite son? The blatant preferential treatment is just saddening.
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Beren Hurin
Onslaught Inc RISE of LEGION
1763
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Posted - 2013.11.06 16:30:00 -
[5] - Quote
Zeylon Rho wrote:I was surprised to see more people hadn't commented on the range discrepancy in tiers. I guess they're ok with the idea that PRO weapon that costs money = more range instead of "your skills" = more range. Profiency will make lower tier weapons' damage like proto, but the range will still have a huge difference. The range difference between a PRO-gun players and a STD-gun player will be large enough to get lower player cut-down pretty easily. The damage difference on the fringe will combine the higher player's proficiency and fall-off issues to large effect I'd think.
Maybe increasing the gap is their way of keeping people from damage mods + BPOs or whatever and forcing people to spend for advantage? The damage is so high already though, I dunno. It's hard to imagine dying quicker, but I guess people are capable of perceiving pretty small time increments.
I really don't think it's fair to say that you are buying more range. You wouldn't have access to PRO weapons without skilling into them in the first place. Besides I think 40x the isk cost of a STD weapons and 4x the fitting cost is reasonable for +10% damage and +20% range across most weapons as you go from STD->PRO.
All that I was concerned with was more of the awareness aspect. I do suppose that when you die from a weapon, you will know how much damage it did, and from what distance, which then you could use to figure out what you did wrong.
I really don't think distance will be everything, anyway. |
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