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Thread Statistics | Show CCP posts - 12 post(s) |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5976
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Posted - 2014.06.07 12:40:00 -
[1] - Quote
What are the axes? They lack titles
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5976
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Posted - 2014.06.07 14:13:00 -
[2] - Quote
CCP Rattati wrote:Exactly, I am just trolling on a saturday evening. Forgive me.
This allows us to identify and rectify the damage versus range curves, as well as normalize each path, IE strongly buff TAR's, somewhet BRAR's and BAR's, and play a little with the Assault variants.
Might want to tone it down just a tad. Not trying to tell you how to live your life but the average player isn't going to derive values from 6,000 - 11,000 as range. Just saying, I'm smart enough to derive that 6,000 is (what I assume to be) 60 meters after you tell me that it's range... but at first glance it's not quite so obvious to a guy who spends his time creating and admiring graphical design more than programming and coding.
EDIT: Or perhaps it's just my being used to the way things are in America.
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5976
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Posted - 2014.06.07 14:42:00 -
[3] - Quote
Arkena Wyrnspire wrote:It seems painfully apparent along the various rows of that table that there is no DPS tradeoff for range.
Also, 'theoretical maximum DPS'? I notice the burst weapons (CR and burst AR) are both treated as if there's no burst delay. I'm pretty sure there's a burst delay - looking at the SDE:
Burst assault rifle: m_fBurstInterval0.08
Combat rifle: m_fBurstInterval0.06
This is also noticeable whilst using the weapons - they have a 'rhythm' to them as a result.
The top row on first glance shows horrendous skew, but it's not like normal humans tap the trigger fast enough for the SCR to max out on DPS. That said, the overheat isn't really much more of a drawback than the clip size on the TAR. I'd argue that the clip size is actually more restrictive as you need to reload while the SCR can cool down for short moment before finishing off a target. The overheat allows a similar number of shots off before overheating to the TAR clip - but overheating doesn't necessarily happen if you're smart about it.
Been preaching about this since last year. Although a more recent post sums up my thoughts: https://forums.dust514.com/default.aspx?g=posts&m=2194365#post2194365
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5976
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Posted - 2014.06.07 15:06:00 -
[4] - Quote
Arkena Wyrnspire wrote:I'm not really a fan of the TAR and breach being the ones 'euthanised' though. If some variants have to go, I think it should be the ones that don't really have as much of a unique role. The breach is just another full-auto rifle with a different RoF:damage per shot balance. The burst isn't much different from the combat rifle other than just having worse damage/RoF - and a tweaked balance of them. The TAR, though, could actually serve a role as an ease-of-use semi-automatic. The SCR performs admirably well in the semi-automatic category but with the overheat it's a little different from what I would say is a 'normal' semi-auto. Of course, the overheat barely counts as a drawback when being compared to the TAR on account of the pitiful clip size that the TAR has, but the point still stands - if the TAR wasn't in a position where it was flat out worse than the SCR then of all the variants it has the most potential to fill its own role.
The 'euthanized' bit was addressed later on in the thread but I'll elaborate my position a bit better so there's no further confusion.
The reason I said they should be euthanized is because if we buff them, it's a long-shot that we get all three of the variants right on the first roll. It's probably going to take a few hotfixes to get them to where they're both viable and well-balanced. If there's a strong desire to keep them and people are comfortable knowing that there's a likely chance it's not going to be perfect on the first iteration, then sure - be my guest.
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5976
|
Posted - 2014.06.07 15:42:00 -
[5] - Quote
CCP Rattati wrote:Aeon Amadi wrote:CCP Rattati wrote:Exactly, I am just trolling on a saturday evening. Forgive me.
This allows us to identify and rectify the damage versus range curves, as well as normalize each path, IE strongly buff TAR's, somewhet BRAR's and BAR's, and play a little with the Assault variants. Might want to tone it down just a tad. Not trying to tell you how to live your life but the average player isn't going to derive values from 6,000 - 11,000 as range. Just saying, I'm smart enough to derive that 6,000 is (what I assume to be) 60 meters after you tell me that it's range... but at first glance it's not quite so obvious to a guy who spends his time creating and admiring graphical design more than programming and coding. EDIT: Or perhaps it's just my being used to the way things are in America. Less about the numbers than the pattern, AR short range and RR long range, left to right, that sort of thing. How are things different in America?
Well, there's only a completely different system of measurement for starters, lol. Average American, at least here in the south, still measure rifle ranges in Yards.
What I was trying to convey is that, at first glance, I'm not going to think of rifle ranges being measured in units of centimeters. Given the amount of confusion that was being conveyed by others in the thread, I'd say it's a pretty common trait among the player-base thus far Might not be quite as obvious as you'd think. At first it just looked like a bunch of numbers scaled from 6000-11000.
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5977
|
Posted - 2014.06.07 15:59:00 -
[6] - Quote
CCP Rattati wrote:The Unreal 3 engine is not in yards
Just... Nevermind, lol. Going to request that we label the axes in the future as to not cause unnecessary confusion. Still have people asking me what the axes are.
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Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5992
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Posted - 2014.06.09 03:16:00 -
[7] - Quote
CCP Logibro wrote:Mobius Kaethis wrote:I assume that your not saying you will normalize all 'assault' type weapons only that all GAR will have the same range as the Duvolle. In that case I am all in favor of the change. No comments on my little graphs? Yes, all the Assault/Plasma Rifles will have the same range as the Duvolle and all the Tactical Assault/Plasma Rifles will have the same range as the Duvolle Tactical No comments yet as it's still the weekend. I'll take a look next week when I'm back in the office. SponkSponkSponk wrote:In legion. CCP devs have already stated that they won't be changing the name of the AR in Dust. That was the initial plan, but it's not off the table. No guarantees though.
Is there an effort being made toward slowly implementing tieracide in Dust 514 or is this something that's going to be reserved for Legion?
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