Hagintora
Chatelain Rapid Response Gallente Federation
229
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Posted - 2014.02.20 21:21:00 -
[1] - Quote
Well it seems that in 1.8, the Proficiency Skill will only be giving Damage bonus by type (shields or armor), so you could do the same thing with the damage increase by Tier, as well as with Damage Mods. So you would have Damage Mods that increase damage to shields, and Mods that increase damage to armor, while decreasing damage done to the opposing type. So a Complex Shield Damage Mod would increase damage to shields by 10%, but decrease damage to armor by 10%. I haven't actually run these numbers yet so this is still open for debate.
I think, in regards to your other ideas about weapons, that this doesn't fix bringing the "best gun possible" dynamic that you've chosen to address. Players will still be equipping the higher Tier weapons to receive those bonuses, because reducing hipfire spread, or kick, allows players to put more rounds on target, thereby increasing damage output. Why would I equip a lower Tier weapon if I'm going to be doing more damage at higher Tiers? It's still not a tactical decision because it's still based entirely off of raw damage.
If you want players to be more tactical when outfitting their Mercs, then come up with more tactical things that they can do on the battlefield. Right now we have killing (a mainstay of any FPS game), a little bit of Hacking and E-war (which I feel needs to expanded on), on transport (in regards to vehicles). Come up with more things other than those, and you'll find more players equipping their Mercs to fit those roles. |
Hagintora
Chatelain Rapid Response Gallente Federation
235
|
Posted - 2014.02.22 01:09:00 -
[2] - Quote
I understood what you were saying, and what it is you're trying to accomplish, and I applaud it, but I just don't think it will provide the variety that you're looing for.
Even in the example that you gave with the Shotgun/Commando'/Scout scenario, you still have the issue of people choosing higher Tier weapons because they are better overall. The Commando choosing a PRO Shotgun, or the Scout choosing a higher Tier sidearm, it's still the essentially the same dynamic that we have right now. There are many Scouts who choose to bring PRO sidearms to the fight, while only using STD, or even Militia Primaries. Many Medium Suits choose to do the opposite.
If you level up the Proficiency Skill to 5, you will have the equivalent of a PRO weapon with an Enhanced Damage Mod when using a STD, or Militia weapon, thereby allowing you to use higher Tier gear elsewhere on your build. But people still run ADV and PRO weapons anyway. Why? Because they want those bonuses. It doesn't matter if it's a bonus to damage, range, dispersion, people will still use it because it is a better weapon. Even if the bonus isn't to damage directly you're still increasing the raw damage output of the weapon. More rounds ON target, means more damage TO target.
The only way you're going to get people to choose to use lower Tier weapons, is by giving them something else they want more. Some role other than "slayer" that they will be trying to perform during a match. Logi's (the ones that actually try to play Logi and not Assault), might choose to bring in lower Tier weapons because they're focusing on higher Tier equipment instead. Scouts might do the same thing if they're focus is on E-war or Hacking. But for the other three, killing is really about the only thing that they bring to the table. So, better weapon = more kills = better at performing chosen role (slayer). |