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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Rattati
C C P C C P Alliance
2246
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Posted - 2014.06.09 08:21:00 -
[1] - Quote
Thanks everyone for your input over the last few weeks on this issue. At the heart of every FPS there is the Rifle and it just needs to be fair and balanced.
The current situation is that we have some underperforming weapons and a complex range progression. See here: DPS versus Range - Current
I began looking at balancing that system, and that effort got me around here: DPS versus Range - Tuned
Here are, therefore, our proposals, while our method will be primarily buffing through tweaking fire delays, ROF and damage. We will not be touching the actual maximum effective range of the weapons, as they are heavily influenced by New Eden lore/rules.
1) Eliminate range progression of all rifles. It's unnecessarily complex and very hard to balance dps over range with overlapping bubbles. Therefore, all Standard and Advanced weapon will have the effective range of the matching Prototype weapon.
This is how that scenario looks like, and we can all agree that it is easier on the eyes and brain: Range vs DPS - No Range Progression - Current
2) Then we need to properlybuff some of the weaker variants in general, Breach AR, Burst AR and Tac AR
3) And finally make sure that there is a trade off of range versus dps, I am looking at you Rail Rifle.
And this is a birds eye view of how that might look after this balancing pass: Range versus DPS - No Range Progression - Tuned
Go wild, keep it civil and constructive.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2269
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Posted - 2014.06.09 09:17:00 -
[2] - Quote
Aeon Amadi wrote:Bwahahaha, I love the "Range in CM" bit at the bottom
Just for you
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2284
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Posted - 2014.06.09 09:22:00 -
[3] - Quote
Sole Fenychs wrote:I definitely love the change to normalized ranges. Hell, it might even help with proto stomping.
As for tweaks, keep in mind to keep each weapon's identity. You have already seen the effect of changing identities, when you gave the Scrambler Pistol different behavior and everyone started whining. Another thread had someone propose a higher rof for the Breach AR, for example, which would be the wrong way to go. The Breach is supposed to fire less bullets that hit harder, at slightly longer ranges, but have less of a chance of hitting targets with random spraying. I'm also in favor of giving the Burst AR the five bullet burst back, just for the sake of diversity and to fit in line with the Gallente close-combat affinity. (More bullets = Less chance of missing during the randomness that is close combat)
By the way, will this hotfix also change the name of the Assault Rifle? Or is this planned for later?
I am quite fond myself of adding bullets to the burst, and certainly not increasing ROF for the Breach, instead of dmg. Every bullet from that should hurt.
Changing that name might mess up so many things, all references in all material and descriptions for instance. I worry about that and feel our resources are better used in fixing "real" issues.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2284
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Posted - 2014.06.09 09:33:00 -
[4] - Quote
Stefan Stahl wrote:CCP Rattati wrote:1) Eliminate range progression of all rifles. It's unnecessarily complex and very hard to balance dps over range with overlapping bubbles. Therefore, all Standard and Advanced weapon will have the effective range of the matching Prototype weapon. 1. That's a very important step. I'd like to +2 this if I could. Don't trade it off when the complaints come in. 2. The numbers *look* alright. Though here are my observations: - Why does the BAR advance from 511 to 593 DPS whereas the CR advances from 567 to 594 from ADV to PRO. Are these values correct? The relative increase seems uneven. - What was the thought behind having the ARR being 8% more powerful than the RR itself? - Maybe the whole Assault-tree needs to be toned down a bit. For reference the ACR, maybe the most powerful weapon in the game, is receiving a 9% buff over the current numbers. This seems unnecessary. 3. Would you mind introducing these numbers in steps? You could e.g. go half the way on the changes in hotfix bravo and deploy the rest with the following hotfixes. I'm afraid I can't say anything about these numbers until I've looked at them and if they don't feel well I could only say so after it's too late.
The numbers are not final, they were quick proposals to get this chart out faster. By all means bring me data in spreadsheets.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2390
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Posted - 2014.06.10 07:50:00 -
[5] - Quote
Proposed numbers in a separate tab here:
Numbers
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2390
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Posted - 2014.06.10 08:39:00 -
[6] - Quote
Rabbit C515 wrote:why nerf the rof of scrambler rifle? from pervious discussion rattari you said Quote: Data says that Scramblers are either considerably worse or inhabit a radically different role on the battlefield.
Just number of digits shown in the spreadsheet, 0.085 rounded up to 0.09. Sorry about that.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2487
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Posted - 2014.06.11 12:44:00 -
[7] - Quote
BL4CKST4R wrote:Still waiting on those optimal range figures... nerfing the range of the AR is definately not a thing I am happy about... unless the 8M loss was just to effective range in which case IDC because a Gallente shouldn't be chasing his effective range unless he wants to be brutally destroyed
The ratio of effective to optimal is unchanged and I am not going into that right now as they are not hardcoded numbers but damage curves (that were not changed).
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2501
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Posted - 2014.06.11 17:11:00 -
[8] - Quote
Aeon Amadi wrote:CCP Rattati wrote:BL4CKST4R wrote:Still waiting on those optimal range figures... nerfing the range of the AR is definately not a thing I am happy about... unless the 8M loss was just to effective range in which case IDC b ecause a Gallente shouldn't be chasing his effective range unless he wants to be brutally destroyed The ratio of effective to optimal is unchanged and I am not going into that right now as they are not hardcoded numbers but damage curves (that were not changed). This might've been mentioned before, but here goes. Since you were talking about giving Starter Fits their racial weaponry and were considering giving them the assault variant for ease of use (unless I was mistaken), is there any consideration to adding some militia/standard versions of the rifle variants? Just considered, while running my Caldari Assault and ARR combo, that I would really love to have a Standard Assault Rail Rifle to be able to run this fit without needing a PG Upgrade and keep the fit itself cheap
I like them being specialist weapons you need to earn.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
2501
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Posted - 2014.06.11 17:12:00 -
[9] - Quote
D legendary hero wrote:CCP Rattati wrote:Aeon Amadi wrote:Bwahahaha, I love the "Range in CM" bit at the bottom Just for is it possible to get some other variants for the other rifles now. like a breach combat, breach scramble, and a tacticale Rail? Also, can we get militia variants of CR, Scr, and RR on our militia fits?
I don't see it at all. After Bravo we should have 2 competitive choices for any playstyle of rifles. I prefer honing them before adding more clutter.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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