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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Cosgar
 ParagonX
 
 8342
 
 
      | Posted - 2013.12.05 04:09:00 -
          [1] - Quote 
 Something I mentioned in another thread to further balance weapons and TTK. Probably deserves its own discussion.
 
 Plasma
 
  Deals equal damage to Shields/Armor
 Range hard cap, short/mid range (depending on weapon)
 Fixed damage at all ranges, no damage falloff
 Rail
 
  90%/110% shields/armor
 Uses current range system
 Less damage falloff at range
 EM/Laser
 
  120%/80% shields/armor
 Deals bonus damage in proportion to heat buildup
 Range hard cap, medium/long range
 Moderate damage falloff at short range (depends on weapon)
 
 Projectile
 
  95%/110% shields/armor
 Uses current range system
 Damage bonus at close range, drastic falloff at long range
 Explosive
 
  80%/120% shields/armor
 No range limitations
 Damage falloff further away from splash epicenter
 Kicks up smoke/debris for limited suppression effect (depends on weapon)
 
 I tried to put a level into Amarr Commando once, but got a server notification saying "Why?" | 
      
      
        |  Cosgar
 ParagonX
 
 8384
 
 
      | Posted - 2013.12.05 20:53:00 -
          [2] - Quote 
 Bump
 
 I tried to put a level into Amarr Commando once, but got a server notification saying "Why?" | 
      
      
        |  Kane Fyea
 
 2323
 
 
      | Posted - 2013.12.05 23:06:00 -
          [3] - Quote 
 Just one thing, are you proposing to make plasma based weapons shoot farther then projectile weapons if so (If not then disregard this post) then I think that should change since projectiles should shoot farther then weapons that shoot plasma.
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        |  Baal Omniscient
 L.O.T.I.S.
 Public Disorder.
 
 785
 
 
      | Posted - 2013.12.05 23:10:00 -
          [4] - Quote 
 Indeed a valid idea and one worth discussing. Have a raging headache from being on the forums so much today, but I'll gladly bump this along for one with a clearer mind to discuss.
 
 One thing I'd like to say though, range effect adjustments will not fix TTK by itself. However, it would go a long way towards improving the situation as well as adding another element to consider besides simply damage types when entering a gunfight. Either HP adjustments, module slot adjustments, module adjustments, or straight up weapon DPS adjustments will need to be made for TTK to be fully fixed, but this would be a great way to kick that off.
 
 MINMATAR ARISE! DEMAND that our race's suits be FIXED!!! WE WILL NOT GIVE IN!! MATARI PRIDE!! FIX TTK!! | 
      
      
        |  J-Lewis
 Edimmu Warfighters
 Gallente Federation
 
 321
 
 
      | Posted - 2013.12.06 01:50:00 -
          [5] - Quote 
 I think it's worth deepening the damage ratios against shields and armor to specific resistance profiles, which should be modifiable with modules.
 
 It could be beneficial for the user experience to be able to tank your shields specifically against lasers, for example. Vehicles have omni resistance modules, but I think that dilutes things too much, because it makes racial variety matter less.
 
 I would argue that the meta would shift more erratically and by itself if there were variables such as resistances to specific weapons to toy with.
 
 Say a group runs an EM tanked Explosive damage squad and wrecks face against the Amarr in FW. The next match/day, the Amarr have swapped to Thermal Lasers and are tanking against Explosive. The first group changes their setup again to try and match the Amarr. Someone might tank 60% against thermal and laugh in the face of plasma rifle users, then get sniped off the field through his kinetic damage hole. The cycle goes on...
 
 Bottom line: Adding resistances means you would see more variety in your engagements. It means you can create more specifically tuned fittings to the situation. This means your TTK is dependent on your fit and the opponent.
 
 It's quite possibly one of the most important EVE related damage mechanics. I think it's a shame DUST doesn't take advantage of it.
 
 My 0.02 ISK
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        |  abarkrishna
 warravens
 
 111
 
 
      | Posted - 2013.12.06 14:31:00 -
          [6] - Quote 
 Explosive rounds do have a max range given it is fairly large.( Something like 200 meters.)
 
 But other than that everything is spot on!
 
 If you do not believe me I would be more than happy to squad up with you and show you for myself as I often use a M/D.
 
 No you kill this blueberry hacking the CRU we are camping. I already killed the last 2. When will they learn! | 
      
      
        |  Cosgar
 ParagonX
 
 8426
 
 
      | Posted - 2013.12.06 16:05:00 -
          [7] - Quote 
 
 abarkrishna wrote:Explosive rounds do have a max range given it is fairly large.( Something like 200 meters.)
 But other than that everything is spot on!
 
 If you do not believe me I would be more than happy to squad up with you and show you for myself as I often use a M/D.
 I meant as far as damage falloff is concerned with stuff like artillery and mortars in mind.
 
 I tried to put a level into Amarr Commando once, but got a server notification saying "Why?" | 
      
      
        |  TechMechMeds
 Swamp Marines
 Kleenex Inc.
 
 1580
 
 
      | Posted - 2013.12.06 16:10:00 -
          [8] - Quote 
 +1 and all that jazz
  
 Level 1 forum warrior. Minmatar and Gallente fw. Fix PC lag please CCP. | 
      
      
        |  Cosgar
 ParagonX
 
 8734
 
 
      | Posted - 2013.12.15 23:47:00 -
          [9] - Quote 
 *Sticks thread with a nanite injector*
 
 I tried to put a level into Amarr Commando once, but got a server notification saying "Why?" | 
      
      
        |  Ulysses Knapse
 duna corp
 
 758
 
 
      | Posted - 2013.12.16 00:09:00 -
          [10] - Quote 
 RANGE:
 1. Railguns
 2. Lasers
 3. Projectiles
 4. Blasters
 
 CQC:
 1. Blasters
 2. Projectiles
 3. Lasers
 4. Railguns
 
 HEAT CAPACITY:
 1. Projectiles
 2. Hybrids
 3. Lasers
 
 CLIP SIZE:
 1. Lasers
 2. Hybrids
 3. Projectiles
 
 ARMOR DAMAGE:
 1. Projectiles
 2. Hybrids
 3. Lasers
 
 SHIELD DAMAGE:
 1. Lasers
 2. Hybrids
 3. Projectiles
 
 Simple as that.
 
 What's the difference between an immobile Minmatar ship and a pile of garbage? The pile of garbage looks nicer. | 
      
      
        |  Den-tredje Baron
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 252
 
 
      | Posted - 2013.12.18 14:09:00 -
          [11] - Quote 
 One thing everybody keeps saying is "close range, medium range, long range" please how far are these ranges ??
 In game it feels like these ranges are like:
 close range: 40 meters
 medium range: 50 meters
 close range 60 meters
 
 so ok when discussing ranges please specify what ranges we're talking about. Right now it feels like there's no real difference in these bloddy ranges !!! the duvolle can decimate anything or the CR can decimate anything ...
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        |  Cosgar
 ParagonX
 
 8871
 
 
      | Posted - 2013.12.18 18:43:00 -
          [12] - Quote 
 
 Den-tredje Baron wrote:One thing everybody keeps saying is "close range, medium range, long range" please how far are these ranges ??In game it feels like these ranges are like:
 close range: 40 meters
 medium range: 50 meters
 close range 60 meters
 
 so ok when discussing ranges please specify what ranges we're talking about. Right now it feels like there's no real difference in these bloddy ranges !!! the duvolle can decimate anything or the CR can decimate anything ...
 I'm at happy hour right now. If I don't pass out drunk, I'll try to throw some numbers up.
 
 I tried to put a level into Amarr Commando once, but got a server notification saying "Why?" | 
      
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