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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2149
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Posted - 2014.02.13 15:27:00 -
[1] - Quote
These proposed changes would be blatantly unbalanced in the Breach and Assault variants... No.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2156
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Posted - 2014.02.13 16:19:00 -
[2] - Quote
AmlSeb wrote:Fizzer94 wrote:These proposed changes would be blatantly unbalanced in the Breach and Assault variants... No. Ayn ideas for changes? i-¦m open to any feedback. Ok.
DPS: 1) Tactical 2) Burst 3) Assault 4) Breach
Range: 1) Breach 2) Tactical 3) Burst 4) Assault
RoF: 1) Burst 2) Assault 3) Tactical 4) Breach
Magazine Size: 1) Assault 2) Breach 3) Burst 4) Tactical
Damage Per Shot: 1) Tactical 2) Breach 3) Assault 4) Burst
Hipfire Accuracy: 1) Assault 2) Burst 3) Tactical 4) Breach
ADS Accuracy: 1) Tactical 2) Breach 3) Burst 4) Assault
Assault Drawbacks: 1) High Fitting Costs 2) Short Range
Breach Drawbacks: 1) Horrible Hipfire 2) Low DPS
Burst Drawbacks: 1) Delay Between Bursts 2) Low Range
Tactical Drawbacks: 1) Overheat 2) High Fitting Costs 3) Low amount of carried ammo
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2156
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Posted - 2014.02.13 16:31:00 -
[3] - Quote
Read this.
Perfect Imbalance/Balancing for Skill is the way forward for Dust. I will summarize each main point of imperfect balance and balancing for skill in the bold sections below.
JOAT(Jack of all trades) Weapons (thanks for this acronym) are 'good enough' at almost everything, but even they have a small, and abscure weakness or two. This basically means that weapons such as rifles, can do fairly well at almost every role, but if a JOAT(again, I love this acronym!) comes across a weapon such as a Laser Rifle user workng their optimal,the JOAT should lose the engagement almost every time, simply because the Laser Rifle will greatly outperform the JOAT at that specific range.
Niche weapons are the most powerful weapons in their respective niches, but have powerful weakness that the user must work around to get the most from their weapons. This is saying that powerful niche weapons, such as the Laser Rifle (I'm using the LR a lot because it is a great example of a niche weapon) have strong weaknesses that can be easily countered with a small amount of tactical play, but, the weaknesses can be worked around with a bit of tactics as well. An example of this is a Laser Rifle use on a 50-60m high roof. The Laser Rifle user is strongly withing their niche at this point and countering them is difficult, but not impossible.
Every weapon or item in the game should have a counter. Something, that once used against them, will win almost all of the time. Sometimes these counters should be hard-counters, and win 10/10 times, but these hard counters should come with drawbacks and fairly strong counters themself. We don't really have an example of this in Dust yet, but a possible example may be something such as an equipment that is specifically designed to disrupt/destroy other equipment in a certain area. It should destroy all equioment, but it should also have a counter as well, such as equipment variants that are specifically designed to withstand the use of this item.
Now we move on to "Balancing for Skill", something many people from EVE are not aware of simply because EVE has never had to balance for skill. These people seem to think that EVE balancing would work in Dust, when it really wouldn't. This is because EVE has never had to balance for skill, as every item in the game is just as hard to use as the next. This has made EVE turret balancing an easy job for the devs, the only problem is that it took them a long time to find the right range to damage ratio to use. I could give countless examples of this taking place in all of the best shooters for of the past 15 years, but I will leave it to you to look for those examples.
Balancing for skill is, essentially, judging how much player skill is require to use an item, and how many drawbacks that the player must work around, along with how strong these drawbacks are; then making that item more powerful depending on how much skill is required to effectively use the weapon. As such, it can be a difficult job and is largely a trial and error affair. An example of this is the Scrambler Rifle and Combat Rifle compared to the Rail Rilfe and the Assault Rifle. Both the ScR and CR require a larger input of skill from the player to reach their maximum effectivenesses, as such, their maximum effectivenesses should be higher than those of the AR and RR. These "Balanced for Skill" items should not have hard counters, but should still have strong counters, and oftentimes the strong counters should be easy counters as well. For instance, an AR should be better than an ScR at close range, provided the skill level of both users is equal. However, if the skill level of the ScR user is greater than the skill level of the AR user, the ScR user should have the edge, but not a large edge, just a small one. Enough of an edge for the ScR user to use to their advantage should they realize the edge, but small enough for the AR user to have a chance to win the encounter with blind luck.
If CCP were to take these thoughts into mind with every item they make, we would have a rich, engaging experience, instead of the unbalanced mess we have today.
TL;DR... I bolded the important bits.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2156
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Posted - 2014.02.13 16:41:00 -
[4] - Quote
AmlSeb wrote:Dexter307 wrote:AmlSeb wrote:Dexter307 wrote:AmlSeb wrote:One reason why the Rail Rifle is so OP is that the weapon variants we have are quite the same as we had in Closed BETA and before. There was only the Assault Rifle and the roles worked pretty good as you had them based on short range. Now with the Rail Rifle having insane ranges (keep in mind that we don-¦t even have a tactical RR yet) they simply don-¦t work anymore.
The variants should still remain the same but with some minor changes:
Assault: Medium Damage, Very High RoF, Medium Range, Very Large Clip, Mod. Ammo Reserves, Strong Kick, Tight Hipfire Spread Special: Quick Scoping Sight Preferred by: Gallente
Tactical: Low Damage, High RoF, Very Long Range, Small Clip, Very Large Ammo Reserves, Little Kick, Wide Hipfire Spread Special: ACOG Sight, Ability to charge shots Preferred by: Amarr
Breach: Very High Damage, Low RoF, Long Range, Large Clip, Little Ammo Reserves, Moderate Kick, Very Tight Spread Special: No heat Build Up (Every other weapon should have) Preferred by: Caldari
Burst: High Damage, Medium RoF, Short Range, Medium Clip, Large Ammo Reserves, Very Little Kick, Moderate Hipfire Spread Special: Very High RoF 5-Round Bursts (Way Higher RoF than the Assault), Faster Reload Preferred by: Minmatar
These roles would make the four assault rifles more balanced and make fit their respective combat mantras more as well.
Cheers, Aml Fixed You fixed what? Preferred race The races are how it should be. Amarr prefer raw heavy firepower -> breach Caldari use technical advantage to multiply their power-> tactical Gallente are short ranged combat and there burst is better->burst Minmatar need to put out a whole lot of damage in a short time span -> assault Last two are debattable. No. The Amarr prefer high precision, range, and DPS, at the cost of sustainability and safety. Basically, Alpha Damage. The Caldari prefer Low RoF, Long Range, and High Damage per shot, to maximize efficiency. The Minmatar Prefer High ROF and High DPS, using hit and run tactics. The Gallente prefer sustained high DPS, at the cost of Range. Good all-around weapons.
Actually, I've realized the Amarr prefer high possible-DPS. Not high DPS in general. Their weapons are capable of the highest DPS in the game, but require a bit of user skill to use effectively. ScR: ~900 DPS. Overheats, Semi Automatic. ScP: ~700-4000 DPS. Rewards Headshots, Semiautomatic. Laser: ~200-1000 DPS. Overheat, Small Optimal, Damage Buildup.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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