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AmlSeb
The New Age Outlaws WINMATAR.
28
|
Posted - 2014.02.12 22:35:00 -
[1] - Quote
One reason why the Rail Rifle is so OP is that the weapon roles 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 roles 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: Minmatar
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: Caldari
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: Amarr
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, Faster Reload Preferred by: Gallente
These roles would make the four assault rifles more balanced and make fit their respective combat mantras more as well.
Cheers, Aml |
BL4CKST4R
WarRavens League of Infamy
1894
|
Posted - 2014.02.12 23:17:00 -
[2] - Quote
AmlSeb wrote:One reason why the Rail Rifle is so OP is that the weapon roles 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 roles 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: Minmatar
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: Caldari
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: Amarr
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, Faster Reload Preferred by: Gallente
These roles would make the four assault rifles more balanced and make fit their respective combat mantras more as well.
Cheers, Aml
seems good but the Minmatar guns are burst not Gallente
For the Federation!
|
AmlSeb
The New Age Outlaws WINMATAR.
28
|
Posted - 2014.02.12 23:21:00 -
[3] - Quote
BL4CKST4R wrote:AmlSeb wrote:One reason why the Rail Rifle is so OP is that the weapon roles 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 roles 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: Minmatar
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: Caldari
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: Amarr
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, Faster Reload Preferred by: Gallente
These roles would make the four assault rifles more balanced and make fit their respective combat mantras more as well.
Cheers, Aml seems good but the Minmatar guns are burst not Gallente
And the Caldari are not the tactical either. That-¦s more or less just lore stuff. Gallente=CQC/Short ranges and there burst weapons are better |
BL4CKST4R
WarRavens League of Infamy
1894
|
Posted - 2014.02.12 23:23:00 -
[4] - Quote
AmlSeb wrote:BL4CKST4R wrote:AmlSeb wrote:One reason why the Rail Rifle is so OP is that the weapon roles 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 roles 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: Minmatar
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: Caldari
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: Amarr
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, Faster Reload Preferred by: Gallente
These roles would make the four assault rifles more balanced and make fit their respective combat mantras more as well.
Cheers, Aml seems good but the Minmatar guns are burst not Gallente And the Caldari are not the tactical either. That-¦s more or less just lore stuff. Gallente=CQC/Short ranges and there burst weapons are better
there is only one game out there that has a viable burst CQC weapon and that is the Chicom? CQB in COD and that's because there is no burst delay. Burst weapons are not good for CQC.
For the Federation!
|
AmlSeb
The New Age Outlaws WINMATAR.
28
|
Posted - 2014.02.12 23:38:00 -
[5] - Quote
BL4CKST4R wrote:
there is only one game out there that has a viable burst CQC weapon and that is the Chicom? CQB in COD and that's because there is no burst delay. Burst weapons are not good for CQC.
You can-¦t use CoD as an argument.
Burst weapons are good because if you want to evade enemy fire you can barely keep your aim on someone. With full auto weapons you need to have them always in your sight to deal good damage. With a burst weapon you only need some well placed bursts to deliver the same damage and this is by far way easier.
Also is the Chicom based on the high frequency of bursts not the RoF of the bursts |
Fjallar Feldrson
Krullefor Organization Minmatar Republic
0
|
Posted - 2014.02.13 06:54:00 -
[6] - Quote
The variant itself are good though I guess that Breach will be the next FOTM (again). Long range, high damage, low rof, that-¦s pretty much the same the RR has now so what stats would you suggest? |
Dexter307
The Unholy Legion Of DarkStar
924
|
Posted - 2014.02.13 14:39:00 -
[7] - Quote
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 |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2149
|
Posted - 2014.02.13 15:27:00 -
[8] - 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
|
AmlSeb
The New Age Outlaws WINMATAR.
30
|
Posted - 2014.02.13 15:50:00 -
[9] - Quote
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? |
AmlSeb
The New Age Outlaws WINMATAR.
30
|
Posted - 2014.02.13 16:03:00 -
[10] - Quote
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.
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2156
|
Posted - 2014.02.13 16:19:00 -
[11] - 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
|
Dexter307
The Unholy Legion Of DarkStar
924
|
Posted - 2014.02.13 16:27:00 -
[12] - Quote
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 |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2156
|
Posted - 2014.02.13 16:31:00 -
[13] - 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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AmlSeb
The New Age Outlaws WINMATAR.
30
|
Posted - 2014.02.13 16:35:00 -
[14] - Quote
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. |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2156
|
Posted - 2014.02.13 16:41:00 -
[15] - 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
|
Dexter307
The Unholy Legion Of DarkStar
924
|
Posted - 2014.02.13 16:45:00 -
[16] - 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. Nope, just look at the rifles and see the truth
|
AmlSeb
The New Age Outlaws WINMATAR.
30
|
Posted - 2014.02.13 16:57:00 -
[17] - Quote
Dexter307 wrote:AmlSeb wrote:Dexter307 wrote:AmlSeb wrote:Dexter307 wrote: What you did is how they are now. What I meant is how it should be 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. Nope, just look at the rifles and see the truth I meant how it should be, you wrote how it is right now. |
Dexter307
The Unholy Legion Of DarkStar
924
|
Posted - 2014.02.13 17:10:00 -
[18] - Quote
AmlSeb wrote: I meant how it should be, you wrote how it is right now.
This is how it should be Gallente is CQC fast killing assult weapons Caldari is longest range rail guns breach style weapons Amarr is mid-long range so there tactical Minmatar is close-mid so burst fits their style |
AmlSeb
The New Age Outlaws WINMATAR.
30
|
Posted - 2014.02.13 17:39:00 -
[19] - Quote
Dexter307 wrote:AmlSeb wrote: I meant how it should be, you wrote how it is right now.
This is how it should be Gallente is CQC fast killing assult weapons Caldari is longest range rail guns breach style weapons Amarr is mid-long range so there tactical Minmatar is close-mid so burst fits their style
Those preferred roles don-¦t support their respective combat mantras. |
Awry Barux
New Eden Blades Of The Azure Zero-Day
539
|
Posted - 2014.02.13 17:50:00 -
[20] - Quote
Fizzer94 wrote: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.
While I agree conceptually with every single word you said, this semantics game is pissing me off- what you're describing is perfect balance, not imbalance. The balancing of niche vs JOAT is like levers- a big weight (strong advantage) close to the fulcrum (having less versatility) is perfectly balanced against a lighter weight (minimal advantage) further from the fulcrum (more versatile). The weights are different (what you're calling imbalance), but system as a whole is balanced.
The reason this is irritating me is that now we have people shooting down calls for proper game balance by using this semantic straw-man of balance meaning sameness and imbalance being desirable.
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Dexter307
The Unholy Legion Of DarkStar
924
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Posted - 2014.02.13 17:57:00 -
[21] - Quote
AmlSeb wrote:Dexter307 wrote:AmlSeb wrote: I meant how it should be, you wrote how it is right now.
This is how it should be Gallente is CQC fast killing assult weapons Caldari is longest range rail guns breach style weapons Amarr is mid-long range so there tactical Minmatar is close-mid so burst fits their style Those preferred roles don-¦t support their respective combat mantras. I disagree |
AmlSeb
The New Age Outlaws WINMATAR.
30
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Posted - 2014.02.13 18:30:00 -
[22] - Quote
Dexter307 wrote:AmlSeb wrote:Dexter307 wrote:AmlSeb wrote: I meant how it should be, you wrote how it is right now.
This is how it should be Gallente is CQC fast killing assult weapons Caldari is longest range rail guns breach style weapons Amarr is mid-long range so there tactical Minmatar is close-mid so burst fits their style Those preferred roles don-¦t support their respective combat mantras. I disagree Reasoning?
Caldari: All about range and technical advantage -> Tactical Amarr: All about pure strengh in both attack and defense -> Breach Minmatar: All about fast damage output -> both burst and assault fit Gallente: All about high dps -> both assault and burst fit
Amarr, Gallente and Minmatar are disputable as amarr ships in eve get mostly RoF bonuses but the Caldari should be Tactical is obvious. |
Dexter307
The Unholy Legion Of DarkStar
924
|
Posted - 2014.02.13 18:43:00 -
[23] - Quote
AmlSeb wrote:Dexter307 wrote:AmlSeb wrote:Dexter307 wrote:AmlSeb wrote: I meant how it should be, you wrote how it is right now.
This is how it should be Gallente is CQC fast killing assult weapons Caldari is longest range rail guns breach style weapons Amarr is mid-long range so there tactical Minmatar is close-mid so burst fits their style Those preferred roles don-¦t support their respective combat mantras. I disagree Reasoning? Caldari: All about range and technical advantage -> Tactical Amarr: All about pure strengh in both attack and defense -> Breach Minmatar: All about fast damage output -> both burst and assault fit Gallente: All about high dps -> both assault and burst fit Amarr, Gallente and Minmatar are disputable as amarr ships in eve get mostly RoF bonuses but the Caldari should be Tactical is obvious. You make gallente and minmatar sound the same Caldari guns like the bolt pistol and rail rifle are similar to breach weapons Amarr scramblers are mid to long range tactical guns |
AmlSeb
The New Age Outlaws WINMATAR.
30
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Posted - 2014.02.13 19:59:00 -
[24] - Quote
Dexter307 wrote:AmlSeb wrote:Dexter307 wrote:AmlSeb wrote:Dexter307 wrote: This is how it should be Gallente is CQC fast killing assult weapons Caldari is longest range rail guns breach style weapons Amarr is mid-long range so there tactical Minmatar is close-mid so burst fits their style
Those preferred roles don-¦t support their respective combat mantras. I disagree Reasoning? Caldari: All about range and technical advantage -> Tactical Amarr: All about pure strengh in both attack and defense -> Breach Minmatar: All about fast damage output -> both burst and assault fit Gallente: All about high dps -> both assault and burst fit Amarr, Gallente and Minmatar are disputable as amarr ships in eve get mostly RoF bonuses but the Caldari should be Tactical is obvious. You make gallente and minmatar sound the same Caldari guns like the bolt pistol and rail rifle are similar to breach weapons Amarr scramblers are mid to long range tactical guns That-¦s how they are in DUST. Breach is just a term that reflects nothing. You have to say what you mean with Breach, what charactistics define Breach weapons for you.
In EVE Caldari prefer ranged combat so it would be logical that the standard variant of their allround weapon has increased range as well -> Tactical Minmatar prefer Hit and Run Tactics so they need a high damage output in a short time -> Burst is probably the best suited here Gallente are limited to short range but once in range, they do the most DPS of faction -> Breach The Amarrian approach to combat is not really defineable, they simply get in the battle and shoot. Though as most Amarr ship get bonuses to RoF -> Assault would be suited |
AmlSeb
The New Age Outlaws WINMATAR.
30
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Posted - 2014.02.13 21:06:00 -
[25] - Quote
Fizzer94 wrote: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
I agree with most except that Tactical has the highest DPS and Breach the lowest. They should be like in Closed BETA.
What I-¦d define the roles as is like this: Breach: Raw Firepower at the cost of range Tactical: Tactical advantage via range, ADS accuracy and adaptability at the cost of dps Burst: Very high alpha damage and good hipfire accuracy at the cost of ammo usage and overall dps Assault: Suited for long term combat with lots of ammo and good overall DPS at the cost of accuracy
With overall DPS I mean DPS with the reload time. |
Summ Dude
Direct Action Resources
212
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Posted - 2014.02.13 22:15:00 -
[26] - Quote
Fizzer94 wrote: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 Are you sure it shouldn't be: 1) Burst 2) Assault 3) Tactical 4) Breach
I'm not sure why the single fire long range variant should out DPS the fast-firing close range variants.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Summ Dude
Direct Action Resources
212
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Posted - 2014.02.13 22:23:00 -
[27] - Quote
Awry Barux wrote:Fizzer94 wrote: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. While I agree conceptually with every single word you said, this semantics game is pissing me off- what you're describing is perfect balance, not imbalance. The balancing of niche vs JOAT is like levers- a big weight (strong advantage) close to the fulcrum (having less versatility) is perfectly balanced against a lighter weight (minimal advantage) further from the fulcrum (more versatile). The weights are different (what you're calling imbalance), but system as a whole is balanced. The reason this is irritating me is that now we have people shooting down calls for proper game balance by using this semantic straw-man of balance meaning sameness and imbalance being desirable. He's actually referencing this...
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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