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Monkey MAC
Rough Riders..
2643
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Posted - 2014.04.27 10:27:00 -
[1] - Quote
The power of each burst is about right. The problem is that the weapon can be fired so quickly it becomes fullly automatic, turning it into 500 DPS ACR, for all intensive purposes.
However not everyone can achieve this, it requires firimg at just over 6 bursts a second which not everyone can do. Instead you need to cap the fire rate to 4 bursts a second and buff damage to 31, this results in 372DPS, about 21 less than the AR.
In addition to this the Projectile damage profile needs adjusting such that it doesn't give more than it sacrifices. You can either. 1) Drop Armour damage buff to 5% (+5% Armour -5% Shields) 2) Match projectile with explosive (+20% Armour -20% Shields)
In either case the CR, ACR, SMG, HMG all recieve a 5% damage buff over other weapons of a similar type.
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..
2643
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Posted - 2014.04.27 10:40:00 -
[2] - Quote
Csikszent Mihalyi wrote:Cruor Abominare wrote:Appia Vibbia wrote:They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out. I'm starting to see why you think math is difficult with those skills. True, it's actually backwards. The lower ROF weapons should benefit more from a percentual boost, because a bigger chunk of the damage is applied on the first shot.
Actually it doesn't make a difference irrespective of the weapon you apply it to. If you have a HMG with 500 DPS and a TAC AR with 500 DPS, if I buff both by 10% both will have 550 DPS, the feel of either weapon will not change nor will its state of operation.
If you try buffing the ROF by 10% irrespective of their original fire rate they will effectively recieve the 10% damage buff once again, both of them once again being buffed by the same amount.
It's because of this that Nova Knives, Shotguns and AV have been done wrong. The difference between tiers is too large and as such std/adv users are serverly gimped by comparison to proto users of the same weapon. Which is the same reason only the dum shield tank at std or advance level.
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..
2682
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Posted - 2014.04.28 02:16:00 -
[3] - Quote
Csikszent Mihalyi wrote:Monkey MAC wrote:Csikszent Mihalyi wrote:Cruor Abominare wrote:Appia Vibbia wrote:They were lazy. Simple reason. All weapons increase damage per shot from the base by 5% from STD to ADV and 10% from STD to Proto. . . Except Nova Knives. They're really the only ones that got it right.
Coupled with all proficiency skills giving 3%. The higher rate of fire weapons benefit more while the lower you go on RoF it becomes meaningless.
They'd have to take the time to actually find appropriate values to increase each weapon by individually for it to ever truly be balanced. That would involve many difficult things, such as math, and would take far too long for them to figure out. I'm starting to see why you think math is difficult with those skills. True, it's actually backwards. The lower ROF weapons should benefit more from a percentual boost, because a bigger chunk of the damage is applied on the first shot. Actually it doesn't make a difference irrespective of the weapon you apply it to. If you have a HMG with 500 DPS and a TAC AR with 500 DPS, if I buff both by 10% both will have 550 DPS, the feel of either weapon will not change nor will its state of operation. If you try buffing the ROF by 10% irrespective of their original fire rate they will effectively recieve the 10% damage buff once again, both of them once again being buffed by the same amount. It's because of this that Nova Knives, Shotguns and AV have been done wrong. The difference between tiers is too large and as such std/adv users are serverly gimped by comparison to proto users of the same weapon. Which is the same reason only the dum shield tank at std or advance level. It does make a little difference if the damage is "frontloaded" due to low ROF, but admittedly that is rather academical especially when comparing rifles to rifles. Of course the DPS remains the same, but being able to deal more of your damage earlier means you can get a bit more effectiveness out of any extra damage. E.g. a 10% damage increase with a shotgun could be the difference between a one- or two-shots kill, which is obviously a bigger deal (as far as TTK is concerned) than you would get from a 10% damage increase from any rifle.
True but I was discussing acedemically, when it comes to practice LROF will benifit more because your damage spike is larger, which like you said is the differnce between needing 1 shot or 2, however in the long term it provides no evidence to support uniquie profeciency skills, infact it does the opposite.
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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