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Thread Statistics | Show CCP posts - 0 post(s) |
The-Errorist
550
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Posted - 2014.03.07 03:05:00 -
[1] - Quote
+1, this is the best solution for balancing damage mods. |
The-Errorist
550
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Posted - 2014.03.07 03:44:00 -
[2] - Quote
medomai grey wrote:I like the slated changes for damage mods. Complex damage mods are one of the major culprits behind next to non-existent TTK. Wasn't everyone complaining about how TTK was too short? CCP is finally addressing the issue and now people are getting upset about the fix?
You can't please some people. A lot of those people who where saying that TTK was too low, were new players who didn't have much experience playing a higher TTK game. Also TTK was really low in Uprising 1.0 due to really poor hit detection. Hit detection has improved a lot since then and CCP did a 10% across the board damage increase at the same time, creating the problem of TTK being too low. In addition to all that, the poor weapon balance & the CR and RR exacerbated the problem (1.8 doesn't even fix that either). |
The-Errorist
550
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Posted - 2014.03.07 04:35:00 -
[3] - Quote
medomai grey wrote:The-Errorist wrote:Alot of those people who claim that TTK is too low are new players who don't have much experience playing games with higher TTK. Wouldn't new players with little experience playing FPSs with higher TTK not notice the short TTK issue at all? Please explain how this works. I really don't understand how that works? The-Errorist wrote:Also TTK was really low in Uprising 1.0 due to really poor hit detection. Hit detection has improved a lot since then and CCP did a 10% across the board damage increase at the same time, creating the problem of TTK being too low. In addition to all that, the poor weapon balance & the CR and RR exacerbated the problem (1.8 doesn't even fix that either). This is true, but I don't get what point you're trying to make by referring to it?
Don't assume that new players to dust have little experience playing FPSs.
In the past TTK was higher, people complained about it and CCP overdid decreasing TTK. |
The-Errorist
550
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Posted - 2014.03.07 05:13:00 -
[4] - Quote
Kitt 514 wrote:Think about it this way:
The three biggest shooter franchises (arguably) are:
COD Battlefield Halo
Two have very low ttk's, one has a relatively high TTK.
I think enough people have played halo that they understand high TTK isn't such a bad thing.
However, going back to fanfest-build-esque damage profiles would be terrible.
I distinctly emptying my AR into someone's back, hitting every shot, and have them kill me while reloading. Have you forgotten how messed up hit detection was at beta? Damage mods being weaker back then than compared to now, wasn't the sole reason why the TTK was so high back then. |
The-Errorist
553
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Posted - 2014.03.09 21:50:00 -
[5] - Quote
Maken Tosch wrote:Since the changes now appear to be written in stone, let's wait and see how 1.8 looks in action before we jump the gun on the damage mod nerf. Let's also not forget that vehicles might get an unexpected changes somehow. You know how patch notes don't always say everything. With the decrease in damage weapons in 1.8 will have, the percent bonus from damage mods will equate to a lower value. Having only a 2% difference between standard and prototype, the marginal gain in damage per shot gained for using a prototype damage mod, wont be worth the PG/CPU sacrifice. If it was a 4% difference between standard and prototype, it'll be more worth the sacrifice. |
The-Errorist
589
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Posted - 2014.03.28 00:47:00 -
[6] - Quote
Right now, higher tier damage mods aren't worth the extra PG/CPU. |
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