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Vell0cet
Company of Marcher Lords Amarr Empire
2631
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Posted - 2014.12.02 22:51:00 -
[1] - Quote
Great episode. I have to disagree in a big way about Pirate dropsuits though. We need them for sure, but I think they should wait for another 3+ years until we have the full array of empire stuff in place and more-or-less balanced. These suits should be amazing, and they deserve their own art models. We're talking a ton of work to do them properly, and the game simply isn't mature enough yet. We need the full gamut of Ewar: capacitors, neuts, target painters, damps, ECM, tracking disruptors, player controlled drones, etc. before we start adding in pirate suits. Once we have that huge variety of stuff, then pirate suits make more sense because we have more options to bonus and penalize.
If we rush this, just to make people happy, it's going to make it much harder to change things later once this additional content gets added. It's cheesy and short-sighted thinking.
As far as how to acquire them, I think buying them from pirate faction LP stores is the right way to go. You should be able to save up to get the ones you want instead of praying the random number generator gives you the drop you want. And simply selling them on the market makes them too easy to acquire. They should require a significant investment to get. Along these lines, there should be MAJOR penalties to fighting for these pirates like in EVE. Examples would include nuking your faction standings will all empire factions, or making all items in the market cost 2x as much. We could have a "security status" rank that we improve by fighting for factions which gives us better prices from the market (perhaps increasing all prices from what they are now to balance it some), fighting for pirate factions will give you a negative sec status, making everything much more expensive.
Those are just some ideas, but the point is, the game isn't ready for pirate stuff yet. There are really amazing things we can do with these later if we have more "tools" to work with, but we have much bigger fish to fry for the foreseeable future (e.g. getting Gal and Cal assault bonuses up-to-snuff). We need full racial parity first and foremost (with actual art assets). Then if the art team runs out of things to work on, we should get them started on making unique models for pirate suits. It's going to be an insane amount of work to get it right. Oh, and we should NEVER have pirate BPO's. Seriously, that would make me furious.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2718
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Posted - 2014.12.20 22:46:00 -
[2] - Quote
Another great episode. Good work guys.
As for the boxes, I think CCP should add key fragments, and make them drop more regularly (or make them more common for mission rewards). That way there's still a significant benefit to buying the AUR keys, but acquiring keys isn't such a lottery.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2719
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Posted - 2014.12.21 00:53:00 -
[3] - Quote
Jaysyn Larrisen wrote:Vell0cet wrote:Another great episode. Good work guys.
As for the boxes, I think CCP should add key fragments, and make them drop more regularly (or make them more common for mission rewards). That way there's still a significant benefit to buying the AUR keys, but acquiring keys isn't such a lottery. I think either significantly more keys or much higher grade of loot from the chests. Either way they need to adjust something. 299 boxes and about 5 keys. I worry about the pay-to-win factor coming into play with increasing the loot too much. The last thing we want is to have a situation where officer gear became the standard for PC, and everyone was expected to shell out a few bucks before each match. I think officer gear works really well as being very rare and very powerful, that you're afraid to loose. I wouldn't have a problem with more PRO gear though, since that's available to everyone.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2752
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Posted - 2015.01.07 04:43:00 -
[4] - Quote
Awesome episode. The only thing I disagree with was the pushback against the ISK efficiency stat. I get that this would be low for Logis, although they do have crazy WPs to make up for it. One solution would be to give them a commission ISK value on every kill made by the guy they're repping. I'm not sure what would be balanced but anywhere from 25%-100% might work. It would be a "guardian" analog for ISK efficiency.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2754
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Posted - 2015.01.12 23:04:00 -
[5] - Quote
If there is a window, it should not be possible to slowly migrate the time over several battles. E.g. Say the window is from 1:00 to 5:00. It should not be possible to attack at 4:30, then 8:00 the following day, then 11:30 the next day, etc.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2755
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Posted - 2015.01.17 07:39:00 -
[6] - Quote
I kept screaming "capacitors would fix that" at my screen to nearly the whole vehicle discussion. They would allow for more complexity to module management, but also allow for things to be run nearly constantly too, which would add interesting options to vehicle fittings (e.g. you could fit your vehicle to have a single repper going nonstop with no cooldowns, but you'll be vulnerable to bust damage as well as have little cap reserve to run an injector to GTFO, or fit your tank to have bursts of modules that will be very tough for short periods of time, etc.) It would solve the problem of tanks having to die quickly or slowly to 1 AV or 3. If one guy can cripple your tank, that means you can make them much tougher vs. AV, but will always be vulnerable to being tackled with webs and neuts. Plus it solves the problem of tanks being boring. Tons of fits, tons of different strategies. It would be a deep and interesting gameplay.
I wrote a pretty detailed discussion of some skill tree/UI ideas for Legion here. I think a lot of that would be applicable to DUST as well. Particularly relevant to the discussion was how I merged the weapons and turret trees into one tree, and divided it up more like EVE. This has several benefits, mainly that you become invested in a particular damage type, for both infantry and vehicles. It also makes damage types easier to grasp for new players because the weapons are organized appropriately.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2779
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Posted - 2015.03.15 04:34:00 -
[7] - Quote
Jaysyn Larrisen wrote:Fox Gaden
....
[b wrote:Assault HMG OP?[/b]: It was my understanding that the DPS was not changed. They balanced the increased damage per round with a reduced rate of fire, for the same DPS as before. So if no one used it before, how could it be OP in infantry combat now? It may have a 60m range, but it does greatly diminished damage beyond 30m and is ineffective beyond 40m due to dispersion. Edit: I looked at the spreadsheet. Looks like a 4% buff at ADV, and 3% nerf at Proto for Assault HMG DPS. Imagine if they had gotten the dispersion correct from jump street. It has pretty much the same ROF as the RR and I think more dmg per shot than the original version that has been nerved I think 3 times in a row now. OP...maybe not but it will be likely more effective than the breach AR and RR (not that that is a bad thing). I have a lot of issues with how the HMGs have been working; mostly, the ridiculously short range and aiming mechanics. Off the top of my head i would honestly like to explore the following COA: 1. Take away ADS capability. Use hip fire only like the forge. 2. Sharpen the accuracy and recoil adjustment to where shooting while moving is extremely difficult. Retain the slight advantage of firing while kneeling. 3. Do away with the reticule shrinking (i.e. getting MORE accurate) as you fire. This is utter ridiculousness and absolutely illogical. I would propose starting with a smaller reticule server and going back to the more pinpoint version we had several months ago. The stream of projective don't need to fill the entire shot gun like reticule. 4. Increase range to roughly that of the CR. 5. Increase the reload...say by 2 seconds. 6. Tweak and retain the AHMG version that we are looking for. 7. lower the heat buildup a bit. This is offset by the slight reload time increase. Modern 7.62 mini-guns can easily burn through a basic load of ammo with no overheat but the reload is a ***** (i'm using the examples in helo door guns and the few we had on the back of Strykers as my primary experience on this). The more I think about the HMG the more I think you're right. I think making it very difficult to control with solid range and high dispersion would be the way to go. It fits with the "logic" of having a vehicle-based weapon strapped to a suit. I like the idea of crouching playing a role here too. Even with a fancy powered exoskeleton, the HMG should be a beast to control. It would be great for suppression (especially of groups) but imprecise.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2871
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Posted - 2015.03.31 16:51:00 -
[8] - Quote
Fox Gaden wrote:As for Nemesis, that was 3 guys working in their free time, so it would not have taken any time away from DUST/Legion. Although, if it actually becomes a "thing" and CCP decides to support further development, it could take some actual Dev time in the future. (But I am sure Soraya will tell him that when I hit "Play" again...) I completely disagree. First it is well known that the development team for DUST is very small. 3 people may not be much for a game the size of EVE, but if there are only 5 coders working on DUST, then this would represent a massive dent in resources. Furthermore, as someone who codes in his spare time, I can assure you that a ton of your productivity comes from your off hours. I've figured out a bugs while going for a walk, taking a shower, and even in my sleep (I woke up and quickly wrote the answer down). What are these 3 guys dreaming about at night? are they thinking about how to fix the messy DUST legacy codebase? or are they thinking about their side project that has a new, clean codebase and uses cutting edge VR technology (which might be good for the resume considering how CCP has treated past employees)? Writing code isn't like a normal day where you punch a clock and can be 100% productive until you punch out. It's a mental activity and if your mind is wandering onto other projects it will seriously impact your ability to do your best work.
The point is, Project nemesis is a distraction, and a pointless one. There is so much awesome stuff that we could be adding to DUST and I fear projects like these are much bigger drains on the team than it may appear when you hear statements like it's only in their free time. While I haven't played Project Nemesis, it sounds horrible. who wants to strap a phone to their face and tap a button on the side while playing asteroids?
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2885
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Posted - 2015.04.01 16:41:00 -
[9] - Quote
Soraya Xel wrote:The logical leap that seems beyond BAMM's comprehension is that DUST has a budget. Nemesis development is not consuming that budget, so no, it's not taking any resources from DUST. Nemesis is an R&D thing, so any expense for it would come from the R&D budget. CCP is a business that has to ensure a long-term future for itself (and notably, a profitable one), and the idea that CCP as a company should throw all of their resources at DUST (or EVE) as the players of either game demand is simply daft.
And the logical leap you're missing is that coding doesn't work like building widgets on an assembly line. If programmers have other projects they're working on, it can affect their ability to do their primary job. So it doesn't matter what column they're being paid from if that distraction reduces their productivity/passion/mental energy for that main goal.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2885
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Posted - 2015.04.01 16:47:00 -
[10] - Quote
I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2898
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Posted - 2015.04.02 05:59:00 -
[11] - Quote
Jaysyn Larrisen wrote:Vell0cet wrote:I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants. I'm not opposed to normalizing by variant but there are some tough individual instances to figure out. Example...how well do you think Burst Rail Rifle would work? The other factor of that concerns me is that the variations (particularly in range vs DPS) is so wide it convolutes any attempt make a healthy set of all weapons; right now there is pretty much always a small group of weapons out in the cold. One of my longer term concerns is having strongly defined weapon categories (rifle, specialty LW, SMG, pistol, etc) and at the moment my subjective assessment is that simplifying things a little will help. To your point about individual feel and personality for weapons - 100% on board with you. My opinion is that we can still achieve that by focusing on aesthetics, smaller impact trade offs, damage profiles, and weapon mechanics and feel in combat and at the same time making all basic infantry weapons more viable in a general sense. I guess I don't see what would be so wrong with a Burst Rail Rifle. I would start with the combat rifle (since it's the archetype of the burst weapons) add a modest amount of range to it, give it maybe a 4 round burst, increase dispersion, normalize the DPS with the CR factoring in the charge-up time, subtract a small percent (to counterbalance the range advantage) and it should be a fairly reasonable weapon. Maybe I'm just being naive. You could approach all variants with a similar process and they would all be fairly tightly grouped with each other.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2901
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Posted - 2015.04.03 16:41:00 -
[12] - Quote
Jaysyn Larrisen wrote:Vell0cet wrote:Jaysyn Larrisen wrote:Vell0cet wrote:I've been listening to the new episode (still haven't finished) but I wanted to comment on Jaysyn's point about "normalizing" the weapons. While I usually agree with him on most things, I think he's wrong here. The fact that the assault rifles have their own "feel" and personality is something I love about this game, and dislike about games like Destiny where most of the weapons feel so similar. The end-goal of his proposal is good though. I think a better way to achieve it would be to "normalize" the rifles across the variants (e.g.. all assault variants, all tactical variants, etc. should be closer together). That's a more elegant solution, which preserves the uniqueness and personality of the different racial styles, while improving balance. Of course this necessitates filling in the missing racial variants. I'm not opposed to normalizing by variant but there are some tough individual instances to figure out. Example...how well do you think Burst Rail Rifle would work? The other factor of that concerns me is that the variations (particularly in range vs DPS) is so wide it convolutes any attempt make a healthy set of all weapons; right now there is pretty much always a small group of weapons out in the cold. One of my longer term concerns is having strongly defined weapon categories (rifle, specialty LW, SMG, pistol, etc) and at the moment my subjective assessment is that simplifying things a little will help. To your point about individual feel and personality for weapons - 100% on board with you. My opinion is that we can still achieve that by focusing on aesthetics, smaller impact trade offs, damage profiles, and weapon mechanics and feel in combat and at the same time making all basic infantry weapons more viable in a general sense. I guess I don't see what would be so wrong with a Burst Rail Rifle. I would start with the combat rifle (since it's the archetype of the burst weapons) add a modest amount of range to it, give it maybe a 4 round burst, increase dispersion, normalize the DPS with the CR factoring in the charge-up time, subtract a small percent (to counterbalance the range advantage) and it should be a fairly reasonable weapon. Maybe I'm just being naive. You could approach all variants with a similar process and they would all be fairly tightly grouped with each other (at least on paper--obviously these would still need to be tweaked based on actual usage data and player feedback). Burst rifles operate on the principal of delivering several bursts in quick succession to put down a target. Spool time pretty much kills that. As an experiment try using a burst AR or CR by NOT trigger spamming. Just hold the trigger back and let the burst cycle naturally. run couple matches that way - no cheating and trigger spamming. Now imagine that same experience but much less responsive and that would give you a burst RR experience. As an aside - dispersion is a stat that should pretty much go away for the vast majority of weapons. What you're describing isn't what I was proposing. Because the DPS would still be normalized between the burst RR and the CR (including the charge time), then each burst would hit a lot harder. It would be closer to the fusion rifle from Destiny.
I'm going to use VERY fake numbers just to make the math a bit easier. So for argument's sake let's say that the CR does 300 DPS and can pulse 2 bursts per second. That means each burst is doing 150 damage (or about 50 damage per round). Let's say the spool-time on the burst RR is 0.5 secs, and the time to fire it's 4-round burst is also 0.5 seconds (just to make the math simple). Since it will have the same DPS as the CR, that means it will do 300 damage for each 4-round burst, or 75 damage per round. Now because the Burst RR would have a slight range advantage over the CR (maybe 10% more range) then it would have less DPS (maybe 10%). If we subtract 10% from each round we end up with about 67.5 damage per round. Obviously these numbers are way off, but that would give you an idea of how it can be done. That weapon wouldn't be nearly as frustrating to use as the experiment you described.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
2939
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Posted - 2015.04.13 15:20:00 -
[13] - Quote
You guys mentioned something really interesting in this episode. You said that all skills and fits were loaded into memory at the start of each battle. This immediately made me wonder why this is. It seems they could get a decent performance boost if skills were calculated prior to joining a match after you complete the editing of a fit as a set of modified stats for the player, and fits could be reduced down to modifiers and the associated weapons/equipment/models/skins instead of calculating each module's effect dynamically during a battle.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
3019
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Posted - 2015.04.23 17:28:00 -
[14] - Quote
Fox Gaden wrote:I actually like Dommination, and I have flipped domination matches after my MCC was into armor on many occasions.
How about reset Squad size in PUB Skirmish to 4 members, and allow you to run larger squads in FW? That might encourage more people to do FW. I like Dom too, but if the issue is queues getting too small for the matchmaker to work properly, then replacing Dom with Acquisition is reasonable since they're fairly similar.
Honestly if it were up to me, I'd have pubs limited to only Ambush and Acquisition, with Skirmish being available in FW and PC. If the player numbers began to rise again to the point where we could have more modes available and still maintain good matches, then of course we should bring them back. I know it's probably a controversial opinion but I feel it's more important to have fewer options and a great experience with those options than to have a broad choice of options and have all of them be missing lots of players and/or having really long queue times.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
3019
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Posted - 2015.04.24 15:55:00 -
[15] - Quote
Soraya Xel wrote:Vell0cet wrote:Honestly if it were up to me, I'd have pubs limited to only Ambush and Acquisition, with Skirmish being available in FW and PC. If the player numbers began to rise again to the point where we could have more modes available and still maintain good matches, then of course we should bring them back. I know it's probably a controversial opinion but I feel it's more important to have fewer options and a great experience with those options than to have a broad choice of options and have all of them be missing lots of players and/or having really long queue times. The problem is that Ambush is terrible and we don't know how good Acquisition will play out. So while you say you want a "great experience" with fewer options, it might be a "terrible experience" with fewer options. Right now, Skirmish is the only good game mode. I hope Acquisition will be #2. Well we're talking about going with the least-bad choice as opposed to the ideal (in which we had a massive active player base and the matchmaker could build awesome matches with all game modes). In my opinion, having empty matches and long wait times is worse than limiting pubs to Ambush (which really isn't THAT bad--especially with balanced teams) and Acquisition. Personally, I'm very optimistic about Acquisition.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
3028
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Posted - 2015.04.27 16:50:00 -
[16] - Quote
Really amazing episode. CCP Rattati was awesome, and you guys did a really great job of asking intelligent questions and having a very smart discussion. As far as Rattati not playing EVE, I think we need to get him to join RvB and do a bunch of fast-paced frig brawls. I'll donate a PLEX to the cause.
I was surprised and disappointed to hear the new MM didn't radically improve the new player retention numbers. I would have thought it would have made a massive difference, but I guess there is still more work to do. I agree that the MM changes were important and I'm glad they did it.
The plans for PC sound really smart. It solves many of the existing problems. I love the direction they're going with that.
Oh and templar scouts! Awesome.
Great work guys. Thanks for your year of hard work and effort. This podcast is really valuable to the community. o7
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations Covert Intervention
3
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Posted - 2015.06.02 18:15:00 -
[17] - Quote
Really interesting discussion this week. As far as how I would change things for logi if I were in charge and had unlimited resources: 1. Caldari & Minmatar would have bonus to shield rep tool, Amarr & Gallente would have bonus to armor rep tool. 2. Add capacitors to suits so active equipment can't be spammed indefinitely. Logis would have big cap pools with very good cap regen, making them much better at using active equipment. It also means you can't stack 4 scanners and run them non-stop. You will have to be judicious about when you use your rep tool, as it can't be spammed indefinitely. 3. Add resistance plating for armor and invulnerability fields for shields. Each would resist a percent of a certain damage type, and one would resist all damage types at a much smaller percent (this should produce a smaller buffer than adding a plate or extender). Maybe 25% resistance to a specific damage type at PRO? 12% for across-the-board resistances at PRO? Of course stacking penalties would apply. 4. Resistance modules would increase the power of rep tools, since they're repping less damage. 5. I'd add capacitor modules like batteries and rechargers. 6. I'd add a module that improves lock time (sensor booster). I'd probably change locking mechanics: L1 Locks, R1 applies reps (using cap) 7. I'd probably make logis even a touch slower and tanky (perhaps via innate resistances) with low regen. This follows the EVE model. They rely on their team for protection, and their team has to stay within range or they can't get reps. It's a major force multiplier, but also a potential achillies heal. You have to weigh the risk/reward of running ahead of your logi to gain a tactical advantage, or sacrifice your speed to give your logi protection and have reps. 8. I would decrease the cost of equipment, increase the fitting costs of equipment while also increasing the fit bonus on logi suits. 9. I'd add ECM grenades that act like a flashbang: Disables tacnet (no red/blue dots/chevrons etc.) and prevents locking for x seconds. 10. I'd add neut grenades. 11. As far as speed goes. I'd add a mass stat. Speed, sprint speed, strafe speed, rate of stamina use, jump height, etc. would all be derived from mass. Suits would have a mass stat based on frame size/role. Plates would add constant mass, so they would radically slow down a scout, compared to a sentinel. All of this would be dynamically calculated at fitting-time and cached as values in the fit so it won't affect performance or loading times. 12. Still unsure about how I'd handle equipment bonuses though. Amarr = links, Caldari = hives, Gallente = scans and Minmatar = ??? maybe explosives/mines but seems weird.
I'd like to see combat be more EVE-like but in the context of things that make sense for an FPS. A lot of the things absent from DUST that exist in EVE are why we have the balance issues we have. E.g. if we have capacitors, that's one major variable to help differentiate the logi from the assault. If we have resistance modules, that's a big buff to logistics, it also prevents FOTM because you can build fits to counter them.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations
3
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Posted - 2015.08.18 19:07:00 -
[18] - Quote
Another great episode. Regarding the port vs. DUST 2.0, I think the distinction is largely semantic. The correct way to approach it is to systematically work through the existing code, converting it to the new platform, cleaning it up/refactoring as they go. Some systems may need to be heavily modified (like movement, hit detection), but it would be a huge mistake to start with a blank text file and literally start over from scratch. That approach would result in 2 more years of bug fixes after launch. The code we have has been said to be a mess, and there are aspects that are broken, but it mostly works, and a lot of the problems have already been ironed out. Throwing all of that away would be a massive mistake.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations
3
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Posted - 2015.09.30 03:33:00 -
[19] - Quote
I did some math on the swarm lock changes and it's pretty interesting. While a nerf of 25m lock-on range does sound pretty small (roughly 14.3% less range from what we have now), it's actually a pretty major nerf. Lock on range creates a dome of influence on the map. If you calculate the volume of the dome (the sphere divided in half) and compare the difference, that 25m lock-on range nerf translates into a whopping 37% reduction in the volume of airspace that it can control. Furthermore, if you exclude the volume immediately around the swarm launcher (because realistically you're almost never fighting dropships at point blank range with swarms), that percentage reduction is even higher.
I'm not saying the swarm nerf is a bad idea, but I do think it's a much larger nerf than it sounds when you hear "25m lock-on range reduction."
Fox Gaden wrote:Heavy Laser:
I like the idea of a Heavy Laser. Give it a bit more damage than the Laser Rifle, and 100% damage against vehicles.
Many have suggested a Heavy Laser weapon based on the Scrambler (pulse laser) model, but I have always preferred the idea of a Heavy Laser (Beam Laser).
How about a larger version of the Laser Rifle with two focal lengths? Have the actually optimal and effective range change when you switch from hip fire to ADS. As balance, have the near distance damage drop-off shift out as well. So damage builds up as you get closer to the focal length, stays steady within the optimal, and then drops off again as the beam gets out of focus with range. It could be a powerful short range weapon when hip firing, and a powerful long range weapon when ADS, but have it mediocre at mid range in both modes. (Basically pushing L2 switches the focus crystal from a short focal length crystal to a long focal length crystal.)
So have Optimal be 10m to 20m in hip fire, and 60m to 100m in ADS, but have 40m be beyond the effective range for hip fire but still short of the focal range for ADS. This way the dps would drop off steadily between 20m and 35m, be very low between 35m and 45m, and then build again between 45m and 60m. That would provide a weakness that could be exploited by rifle users, while making the weapon both effective against infantry in CQC and against vehicles at a distance. Don't give it any Zoom on ADS mode so the distance setting is better for larger targets (AV) than infantry.
I agree with the heavy laser being a beam laser. I think the ranges are wrong though, I'm thinking it should be 150-200ish range and weaker up close. This would make it terrible vs. infantry with no zoom, but effective vs vehicles. I'd also change the beam color to denote it's range (maybe infrared orange/red would be appropriate).
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations
3
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Posted - 2015.10.01 04:47:00 -
[20] - Quote
Soraya Xel wrote:Excellent point, Vell0cet. I might just have to quote that next week. No worries Xel. You might want to double-check my math, but it should be right. Also, I'm not saying the changes are right/wrong. I don't fly much or swarm so I don't have a strong opinion on how that balance should work. This is a pretty severe nerf though.
Best PvE idea ever!
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Vell0cet
OSG Planetary Operations
3
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Posted - 2015.10.23 01:38:00 -
[21] - Quote
Soraya Xel wrote:We need some more material to talk about. Capacitors! EVE-style e-war: Neuts, webs, ECM flashbangs, target painters, etc. Ways to reimagine the NPE.
Best PvE idea ever!
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