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Monkey MAC
Rough Riders..
2593
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Posted - 2014.04.21 13:34:00 -
[1] - Quote
So as everyone is probably aware the Gallante Blaster Rifles are a little lack luster right now, so below is my step by step guid on how to fix the whole situation. I believe I have been able to do it without buffing the AR at all, thus preserving the current TTK as much as possible, which as most people agree is just about right. For purposes of this post I am using advamced equipment as it has the easisest numbers to work with. Even then, these numbers are approximations and not accurate to any form of decimal places.
Please note I am not accounting for damage profiles in these calculations, if you wish to do so yourself simply add 5% to CR and ACR DPS values, I believe the projectile damage profile should be changed to match explosives, if you wish for more discussion about damage profiles specifically, please feel free to ask.
Step 1 - Balance the Assault Variants This has to be the first step as it is the only variant of rifle currently represented by all four races, this allows us to give a building block from which to balance other variations. It is also the base variation for the Blaster Rifle. Below are th current DPS, optimal and effective ranges for each Assault Variant Rifle.
Name/DPS/OPT/EFC ABR: 393/ 44/ 72 ACR: 400/ 50/ 77 AScR: 400/ 55/ 83 ARR: 390/ 72/ 94
As you can see these values are very close in terms of maximum DPS especially consodering the RR has nearly 30m extra range by comparison. However it also means damage nerfs actually become pretty straight forward. Below are my proposed nerfs to the Assault Variants and their new DPS, the ranges will not change.
ABR: (-0.0 dmg) 393 ACR: (-1.0 dmg) 380 AScR: (-2.5 dmg) 370 ARR: (-4.0 dmg) 350
This guarantees the Blaster Rifle as being the best in class, with the CR and ScR being close behind, the RR has the lowest DPS due to having a much higher ramge than the other rifles, in fact the same range as the Breach Rail Rifle.
Step 2 -Balance the Standard Variations Now that the Assault Variants are balanced we can balance the standard variations of each rifle, at no point should the DPS of a standard variation exceed the DPS of the Assault Variant. Below is another table with each of the rifles, and ranges in same format as before.
Name/DPS/OPT/EFC ABR: 393/ 44/ 72 BCR: 560/ 61/ 77 (Assuming full auto 6 bursts per second) TScR: 408/ 72/ 88 (Assuming 6 uncharged shots per second) BRR: 379/ 72/ 94
As you can see from the table above the AR now becomes severly outclassed both in range and damage potential. However the methods of fixing are not so simple. The Combat Rifles reputation is marred by a tryhards ability to 'overclock' the weapon, by spamming the weapon fast enough they can reach full auto and achieve a staggering 560 DPS. However by limiting the ROF to 4 bursts a second and buffing the damage to 30.5 per shot we reach a reasonable 366 DPS. This will stop the weapon being overclocked by tryhards but at the same time buff it for those who cannot reach that rate of fire.
The ScR is by far the hardest to balance, it's ability to charge a shot for extra damage gives a wildly different DPS value each time. However at just 6 shots a second the AScR, has the easiest to achieve DPS. I would suggest around a 10 dmg nerf. In addition to this I would suggest adding a modifier to maximum charged shots that increases the heat cost of follow up shots.
Finally the Rail Rifle, I this case a simple damge nerf is all that's required. 6 d, g per shot will bring the RR down to 344 DPS. Done like this I believe the rifles will be balanced. Please feel free to provide feed back as you see fit.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2593
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Posted - 2014.04.21 13:56:00 -
[2] - Quote
Vell0cet wrote:Flip the AScR and the ACR changes you propose. The AScR needs all the help it can get with a -20 vs armor. Armor has much bigger HP pools, so the ACR is already much further ahead than the AScR.
Not required the AScR has longer range (sligjtly) and I have already proposed that the projectile damage profile be chamged to +20% Armour -20% Shields. This will balance out the 2 weapons respectively.
However Shields and Armour do need to be be rebalanced.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2593
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Posted - 2014.04.21 13:57:00 -
[3] - Quote
sebastian the huds wrote:Also: rename gallente "assault rifle" to "plasma rifle" And maybe a new name for the combat rifle, as all rifles are for combat........
You will notice I refer to it as the Blaster Rifle, its official designation, plasma is what if fires, not the kind of rifle it is!
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2594
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Posted - 2014.04.21 14:08:00 -
[4] - Quote
Shadow of War88 wrote:or just give duvolle ar extra 15% damage. Outside 40m that guns useless, it should be able to be miles better than any other rifles at cqc. 15% damage is litterlally game breaking, thats 450 at advanced level.
No the Blaster Rifle is fine as it is, by giving it a direct damage buff you 1) Overpower it giving UNBEATABLE DPS with 0 effort 2) Increase its effeciency at range there in lowering the designed short fall of gallante rifles.
At that DPS the majority of suits will die in less than 2 secs, which ludicrous, please actually think about the implications before you suggest such irresponsible buffs to a single weapon.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2594
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Posted - 2014.04.21 14:15:00 -
[5] - Quote
sebastian the huds wrote:Monkey MAC wrote:Shadow of War88 wrote:or just give duvolle ar extra 15% damage. Outside 40m that guns useless, it should be able to be miles better than any other rifles at cqc. 15% damage is litterlally game breaking, thats 450 at advanced level. No the Blaster Rifle is fine as it is, by giving it a direct damage buff you 1) Overpower it giving UNBEATABLE DPS with 0 effort 2) Increase its effeciency at range there in lowering the designed short fall of gallante rifles. At that DPS the majority of suits will die in less than 2 secs, which ludicrous, please actually think about the implications before you suggest such irresponsible buffs to a single weapon. FINALLY SOMEONE WITH A BRAIN!!! it is a rare sight indeed *throws master ball
Sorry about the Quality http://youtu.be/bZeq8W4-Mak
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2594
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Posted - 2014.04.21 14:19:00 -
[6] - Quote
Vell0cet wrote:Monkey MAC wrote:Vell0cet wrote:Flip the AScR and the ACR changes you propose. The AScR needs all the help it can get with a -20 vs armor. Armor has much bigger HP pools, so the ACR is already much further ahead than the AScR. Not required the AScR has longer range (sligjtly) and I have already proposed that the projectile damage profile be chamged to +20% Armour -20% Shields. This will balance out the 2 weapons respectively. In additon swaping the nerfs would leave the AScR 388 and the ACR at 360 this is very unbalanced against the other rifles as the AScR would have the 2nd highest DPS plus the 2nd longest range. However Shields and Armour do need to be be rebalanced. Well if you're rebalancing shields/armor stats, then maybe, but as the game is now, having a bonus vs. armor is several times better than being bonused against shields.
True, but I would like to remind you about the days of Caldari Super Logis with more Shields than most Armour Tankers had EHP. This game ebbs and flows, as such when you are doing raw DPS calculations always assume the enemy has equal shields and armour.
Hence why the current projectile damage profile is overpowered, giving an effective 5% dmg buff to projectile weapons. When it comes to armour, we need to discourage using standard plates by the same degree they are now.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2597
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Posted - 2014.04.21 14:29:00 -
[7] - Quote
sebastian the huds wrote:Suggestion-
Change projectile efficiency to armor from 110% to 105% this way it isn't more "effective" than other weapons. see what i did there?
You could indeed do this and there would be no adverse effects on TTK or the like, wether its.
+5% -5% Or +20% -20%
Is more down to personal preference on my part.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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Monkey MAC
Rough Riders..
2597
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Posted - 2014.04.21 14:30:00 -
[8] - Quote
Silver Strike44 wrote:In order to maintain a bit more variety, the damage profile of projectile weapons could be changed to 95/105. Just a thought.
It doesn't really matter so long as it doesn't give a larger bonus than its penalty, it will be balanced.
Unless your a Computer Scientist don't tell me how Game Mechanics Work.
Monkey Mac - Forum Warrior of the Trees Lvl 2.
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