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Talos Vagheitan
168
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Posted - 2013.11.11 00:51:00 -
[1] - Quote
I just posted this as a reply in the "General" section, but this might be a better place, so forgive the re-post.
Decrease the AA as your weapon tier gets higher.
Example: Militia AR: Leave AA as it is Adv AR: Reduced AA Proto AR: Very little AA
Also, have damage mods apply a slight penalty to AA.
The more damage you do, the more skilled you need to be since the computer will be doing less and less aiming for you. For example, a Duvolle with two damage mods would likely have zero Aim Assist to help you.
This would increase TTK, help bridge a skill+equipment gap, and not punish skilled players.
CCP already encorporated something similar with dropships. The militia dropship now auto-levels itself, but once you upgrade to advanced, the training wheels come off.
Who cares what some sniper has to say
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
67
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Posted - 2013.11.11 00:54:00 -
[2] - Quote
As a sniper , I really don't care about what you have to say .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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The-Errorist
346
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Posted - 2013.11.11 06:04:00 -
[3] - Quote
+1 |
KEROSIINI-TERO
The Rainbow Effect
808
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Posted - 2013.11.11 06:06:00 -
[4] - Quote
I guess the intention of bringing AA was to balance pad to mkb, not to balance juniors with veterans.
EDIT: it seems that your suggestion would give AA also to mkb. Are you suggesting that? |
Talos Vagheitan
175
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Posted - 2013.11.11 06:21:00 -
[5] - Quote
KEROSIINI-TERO wrote:I guess the intention of bringing AA was to balance pad to mkb, not to balance juniors with veterans.
EDIT: it seems that your suggestion would give AA also to mkb. Are you suggesting that?
Let me clarify:
This is not to balance skilled players with un-skilled players, in fact this system will heavily reward the more skilled players. And is of course only for controller users.
I'm going to make up some imaginary numbers for my example:
Let's say a Duvolle is 30% stronger than a GEK. In this case, I would propose a 25% AA reduction to the Duvolle. In the case of two identical players, with the same suits, one running the GEK, the other running the Duvolle, the player with the Duvolle still has the advantage. And in reality, most players running prototype weaponry will also have superior suits and modules to players running ADV weapons and enjoy further advantage. Usually, but certainly not always.
Where the skilled players benefit immensely from this, is when you and your opponent are wearing the same gear.
-A very skilled player who doesn't rely on AA will be able to use his Duvolle to maximum effect with no problems. -A less skilled player will struggle more with a weapon like the Duvolle, and be better off downgrading to a GEK.
This system would make individual skill a much larger factor than it is now, and less fixated on what gear everyone is wearing.
Who cares what some sniper has to say
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Ferindar
Isuuaya Tactical Caldari State
75
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Posted - 2013.11.11 18:00:00 -
[6] - Quote
Despite your signature, I actually agree with you here, Talos. Your suggestion here makes perfect sense.
I am the middle finger of God. You may call me a Sniper.
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Talos Vagheitan
181
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Posted - 2013.11.11 18:35:00 -
[7] - Quote
Ferindar wrote:Despite your signature, I actually agree with you here, Talos. Your suggestion here makes perfect sense.
Yeah, as an added bonus to slightly reducing TTK, I feel this would also help the pubstomp situation.
The "less skilled" proto-stompers (which is most of them) will have a harder time with it.
Who cares what some sniper has to say
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4889
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Posted - 2013.11.11 21:00:00 -
[8] - Quote
1. Run Exile AR. 2. Stack damage mods. 3. Profit.
I don't believe the gap in damage between weapon tiers is sufficient to merit a mechanic like this.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Talos Vagheitan
181
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Posted - 2013.11.11 22:17:00 -
[9] - Quote
Arkena Wyrnspire wrote:1. Run Exile AR. 2. Stack damage mods. 3. Profit.
I don't believe the gap in damage between weapon tiers is sufficient to merit a mechanic like this.
As mentioned, damage mods would also apply a penalty to AA. Also, the penalty between weapon levels would be proportionate to the damage difference.
Who cares what some sniper has to say
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Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4902
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Posted - 2013.11.12 07:06:00 -
[10] - Quote
Talos Vagheitan wrote:Arkena Wyrnspire wrote:1. Run Exile AR. 2. Stack damage mods. 3. Profit.
I don't believe the gap in damage between weapon tiers is sufficient to merit a mechanic like this. As mentioned, damage mods would also apply a penalty to AA. Also, the penalty between weapon levels would be proportionate to the damage difference.
In which case a standard assault rifle would still apply acceptable damage whilst keeping aim assist compared to a prototype one. The damage difference between those two is tiny - yet you're suggesting that by proto the aim assist should be drastically reduced.
Level 4 Forum Warrior
Lenin of the glorious armoured revolution
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Talos Vagheitan
183
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Posted - 2013.11.12 07:15:00 -
[11] - Quote
Arkena Wyrnspire wrote:Talos Vagheitan wrote:Arkena Wyrnspire wrote:1. Run Exile AR. 2. Stack damage mods. 3. Profit.
I don't believe the gap in damage between weapon tiers is sufficient to merit a mechanic like this. As mentioned, damage mods would also apply a penalty to AA. Also, the penalty between weapon levels would be proportionate to the damage difference. In which case a standard assault rifle would still apply acceptable damage whilst keeping aim assist compared to a prototype one. The damage difference between those two is tiny - yet you're suggesting that by proto the aim assist should be drastically reduced.
Actually no, I have never given a specific amount that anything should be reduced. In fact, as I mentioned in my first post, whatever the difference between DPS of two weapons (as a %) is, the AA reduction to the higher-tiered weapon (also as a %) would be less than the difference of DPS. Which means, in the hands of two identically skilled players, the player with the higher tiered weapon still has the advantage as he does today.
Who cares what some sniper has to say
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Draco Cerberus
Hell's Gate Inc
486
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Posted - 2013.11.12 07:24:00 -
[12] - Quote
I'm not sure why you think AA is a factor in this, maybe it is the skill of players or the fact that hit detection actually works now. I fail to see the benefit of this strategy, more skill should mean quicker to kill, not an even playing field for those using Duvolles vs a Militia AR.
One Universe...with friendly fire for all!
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Talos Vagheitan
183
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Posted - 2013.11.12 07:32:00 -
[13] - Quote
Draco Cerberus wrote:I'm not sure why you think AA is a factor in this, maybe it is the skill of players or the fact that hit detection actually works now. I fail to see the benefit of this strategy, more skill should mean quicker to kill, not an even playing field for those using Duvolles vs a Militia AR.
... I'm really not sure where I'm being unclear. I have explained several times already about how this has nothing to do with leveling the playing field between tiers.
Please go back and re-read the OP
Who cares what some sniper has to say
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KA24DERT
Pure Innocence. EoN.
256
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Posted - 2013.11.13 19:13:00 -
[14] - Quote
A very complicated polish on a very unnecessary turd.
Auto Aim needs to go away, and the TTK issues can be analyzed after that. |
CLONE117
planetary retaliation organisation
472
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Posted - 2013.11.13 19:49:00 -
[15] - Quote
higher tiered ars less accurate/ more dispersion than lower tiered ars?.
and damage mods getting a penalty by making your gun even less accurate?.
i can live with this in fact it might be a potentially good solution to this "growing" problem.
and to the ppl who are still blaming aim assist for their troubles in game.
its not aim assist thats killing you. its the fact your most likely running around in the open with little to no cover and 5 players are probably shooting at you at the same time.
i wear a free default mlt fitting.
now explain how i manage to mow down a group of players that had alot more hp and better weaponry than me?.
its simple.
i jumped behind a crate and used it as cover. enemy players were just spawning in on a cru. and had a lack of cover. meaning more of my shots would hit them. instead of them hitting me.
although i died when one of them threw a cooked core locus nade at me.
this idea could potentially give mlt players a better chance against proto.
but gets destroyed in cqc.. |
alias lycan
Federated Consultants PMC Lokun Listamenn
1
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Posted - 2013.11.13 20:20:00 -
[16] - Quote
I don't see a problem with aim assist I have it on and I barely notice it I think its working fine a lot of players with duvolles are good shots and if they're running complex damage mods they'll shred you in seconds aim assist doesn't make up for someone's inability to effectively aim a weapon and take down targets from a distance I've killed plenty of people with a militia ar because they simply couldn't point their gun in the right direction |
Talos Vagheitan
205
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Posted - 2013.11.14 03:01:00 -
[17] - Quote
KA24DERT wrote:A very complicated polish on a very unnecessary turd.
Auto Aim needs to go away, and the TTK issues can be analyzed after that.
Aim assist was brought in to balance controller users with M/KB users.
Who cares what some sniper has to say
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Vell0cet
Company of Marcher Lords Amarr Empire
539
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Posted - 2013.11.14 05:34:00 -
[18] - Quote
Bad fix. AA is fine.
Reduce base damage a bit and add a slight amount of kick to the AR and re-evaluate. I'll bet these changes will go a long way to fixing the problem.
Quick/Dirty Test Range Idea
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