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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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duster 35000
Algintal Core Gallente Federation
10
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Posted - 2014.06.09 08:26:00 -
[2] - Quote
Maybe slightly increase bolt pistol rof, or range before damage dropoff and/or minimum damage gets upped.
Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post.
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DeathwindRising
ROGUE RELICS
316
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Posted - 2014.06.09 08:50:00 -
[3] - Quote
duster 35000 wrote:Maybe slightly increase bolt pistol rof, or range before damage dropoff and/or minimum damage gets upped.
thats a sidearm and this thread is mainly about the rifles.
CCP Rattati wrote: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 - CurrentI began looking at balancing that system, and that effort got me around here: DPS versus Range - TunedHere 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 - Current2) 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 - TunedGo wild, keep it civil and constructive.
if youre going to go with eve lore, youll need to increase the rail rifles optimal range to be much closer to their max effective range |
Haerr
Legio DXIV
782
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Posted - 2014.06.09 09:09:00 -
[4] - Quote
CCP Rattati wrote: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 - CurrentI began looking at balancing that system, and that effort got me around here: DPS versus Range - TunedHere 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 - Current2) 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 - TunedGo wild, keep it civil and constructive. <3
slowdown on hit...
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5999
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Posted - 2014.06.09 09:13:00 -
[5] - Quote
CCP Rattati wrote: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 - CurrentI began looking at balancing that system, and that effort got me around here: DPS versus Range - TunedHere 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 - Current2) 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 - TunedGo wild, keep it civil and constructive.
Bwahahaha, I love the "Range in CM" bit at the bottom
1) I love the idea of eliminating range progression because it brings us closer to Tieracide, which may never happen in Dust 514 but it's something I think we've all generally wanted for a very long time.
2) Breach AR is good but could probably use a little bit more range (not much!) to bring it a bit closer in general feel to the Rail Rifle. I like the Tactical Assault Rifle, it looks very viable and looks like it could compete with the Scrambler Rifle in it's own range.
Just have some back-up plans in-case these changes are a bit over-powering. The Tactical Assault Rifle might be a little powerful considering that it doesn't have to worry about the Overheat.
One request - can we have the names officially changed to Plasma Rifle now?
Useful Links
Aeon Amadi for CPM1
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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 -
[6] - 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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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
491
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Posted - 2014.06.09 09:18:00 -
[7] - Quote
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? |
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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 -
[8] - 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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Stefan Stahl
Seituoda Taskforce Command
567
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Posted - 2014.06.09 09:23:00 -
[9] - Quote
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. |
shaman oga
Nexus Balusa Horizon
2239
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Posted - 2014.06.09 09:24:00 -
[10] - Quote
I was thinking about it yesterday, why does the same rifle should have different efficiency at range depending on its tier, if there is already a bonus on damage?
But i forgot to post, glad you think the same i do.
+1
BTW, can we have standard level variants?
PSN: ogamega
Never f* with a Galdari.
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Malkai Inos
Any Given Day
1355
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Posted - 2014.06.09 09:26:00 -
[11] - Quote
Aeon Amadi wrote:Bwahahaha, I love the "Range in CM" bit at the bottom 1) I love the idea of eliminating range progression because it brings us closer to Tieracide, which may never happen in Dust 514 but it's something I think we've all generally wanted for a very long time. 2) Breach AR is good but could probably use a little bit more range (not much!) to bring it a bit closer in general feel to the Rail Rifle. I like the Tactical Assault Rifle, it looks very viable and looks like it could compete with the Scrambler Rifle in it's own range. Just have some back-up plans in-case these changes are a bit over-powering. The Tactical Assault Rifle might be a little powerful considering that it doesn't have to worry about the Overheat. One request - can we have the names officially changed to Plasma Rifle now? Regarding the Tac, I was thinking about a faux overheat mechanic, with a heat threshold of around 5-7 shots at pre-nerf RoF (more than you could ever place at range, not enough to burst down heavies at melee) and then "enforce" a much lower RoF until you let it cool down. Basically much faster heat build up but without the cooldown delay or overheat.
It's essentially a SCR copy so it might as well share a toned down version of its mechanics.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5999
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Posted - 2014.06.09 09:27:00 -
[12] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Bwahahaha, I love the "Range in CM" bit at the bottom Just for you
Small little addition I want to add is perhaps, if it's necessary, a re-evaluation of the CPU/PG costs of the Scrambler Rifle(s) so they're a bit more on par. They're quite expensive to fit and considering their lack of use, I think it'd be a healthy consideration with the TAR looking like a much more viable alternative for the cost.
EDIT: Also, is there any way to increase the zoom so that it can make better use of it's range?
Useful Links
Aeon Amadi for CPM1
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11046
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Posted - 2014.06.09 09:28:00 -
[13] - Quote
Thank yoooouuuuuu!!!
Soon I will run out of things to complain about. Also I'm kind of scared of the AR in your proposal, I don't know if its too much or not, but go through with it, if its too much DPS, it can always be dialed back. I completely support what you are doing here.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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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 -
[14] - 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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AmlSeb
Molon Labe. General Tso's Alliance
83
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Posted - 2014.06.09 09:34:00 -
[15] - Quote
I don-¦t know if this and thiswould fit into a hotfix but I hope so. It would basically put all the ARs and their variants in line with EVE lore. Range would no longer be a static value but pretty relative as it would be an indicator for the accuracy of the weapon and the damage falloff would be linear and only dependent on the type of weapon system you have. This would make the weapons more player skill based as a very good AR user could possibly outrange a very new RR user.
Also there would be one major point that important for the EVE lore: The distinction The current rifles all are around the same with only a small difference in both range and dps. In EVE you have without bonuses ranges from 20km to 100 km on capital ships and DPSs of about 2k with blasters and 1k with railguns. That-¦s half the dps possible and 5 times the range not that maximum 10% better dps and 2 times better range. The gap between different variants and racial weapons should be much larger same as bonuses.
Range: Tactical(Caldari basic)>Assault(Amarr basic)>Burst(Minmatar basic)>Breach(Gallente basic) DPS: Breach>Burst>Assault>Tactical
Cheers, Aml
First day veteran, Logi and Commander
Soon a Legionnaire
AmlSeb on Twitter
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Zaria Min Deir
Escrow Removal and Acquisition Dirt Nap Squad.
722
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Posted - 2014.06.09 09:34:00 -
[16] - Quote
Aeon Amadi wrote:CCP Rattati wrote:Aeon Amadi wrote:Bwahahaha, I love the "Range in CM" bit at the bottom Just for you Small little addition I want to add is perhaps, if it's necessary, a re-evaluation of the CPU/PG costs of the Scrambler Rifle(s) so they're a bit more on par. They're quite expensive to fit and considering their lack of use, I think it'd be a healthy consideration with the TAR looking like a much more viable alternative for the cost. EDIT: Also, is there any way to increase the zoom so that it can make better use of it's range? Conversely, is there any way to decrease the zoom on the burst AR so that it, too, can make better use of its range?
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11046
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Posted - 2014.06.09 09:41:00 -
[17] - Quote
Actually not sure what the point of the breach is, I like that you substantively buffed it, but less DPS and same range as regular AR, the hipfire accuracy difference between breach and current AR isn't that noticeable, to me at least; make sure other aspects like accuracy and dispersion, etc are high enough to warrant its use. I guess the higher alpha might make it worth it? but I don't know. Just please make sure it actually has a purpose.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Baal Omniscient
L.O.T.I.S.
1596
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Posted - 2014.06.09 09:45:00 -
[18] - Quote
My brain meats just 'sploded. All I can see is lines, letters, numbers and multi-colored dots.... Am I having a seizure?
Also, +1 for #3 alone =D
PSN ID: AlbelNox2569
Cross Atu for CPM1
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Zaria Min Deir
Escrow Removal and Acquisition Dirt Nap Squad.
722
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Posted - 2014.06.09 09:48:00 -
[19] - Quote
CCP Rattati wrote: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 - CurrentI began looking at balancing that system, and that effort got me around here: DPS versus Range - TunedHere 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 - Current2) 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 - TunedGo wild, keep it civil and constructive. 1) This all fine in theory, but you might want to look at some other factors as well. I think there should be a progression between the tiers, if we have them at all. The minor increase in damage alone does not justify the dramatic cost increase going from std to proto level. So, eliminating range progression to make balancing easier may be a great idea, but I ask you to also look into compensating somewhat for that lack of progression in the prices of the weapons then.
2) Yes, YES, yes? Just make sure you don't overdo the TAR buff, we don't want anoter Uprising 1.0 ;)
3) YES! Though, looking at your suggested numbers, I think you are being a little conservative with that ....
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11047
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Posted - 2014.06.09 09:54:00 -
[20] - Quote
Zaria Min Deir wrote:CCP Rattati wrote: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 - CurrentI began looking at balancing that system, and that effort got me around here: DPS versus Range - TunedHere 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 - Current2) 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 - TunedGo wild, keep it civil and constructive. 1) This all fine in theory, but you might want to look at some other factors as well. I think there should be a progression between the tiers, if we have them at all. The minor increase in damage alone does not justify the dramatic cost increase going from std to proto level. So, eliminating range progression to make balancing easier may be a great idea, but I ask you to also look into compensating somewhat for that lack of progression in the prices of the weapons then. 2) Yes, YES, yes? Just make sure you don't overdo the TAR buff, we don't want anoter Uprising 1.0 ;) 3) YES! Though, looking at your suggested numbers, I think you are being a little conservative with that .... Don't fear the TAR, still less range, and less DPS compared to SCR, and SCR is alright. Also SCR has a charge shot which the TAR does not.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Rabbit C515
Die Valkyrja General Tso's Alliance
14
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Posted - 2014.06.09 10:13:00 -
[21] - Quote
after eliminate range progression, does it worth to invest so much more CPU/PG to use prototype weapon as it only give you a small DPS increase? |
MINA Longstrike
845
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Posted - 2014.06.09 11:00:00 -
[22] - Quote
Is it possible for variant rifles to be created to fill the gaps in the chart? Tac rr / cr, breach cr / scr, burst rr / scr?
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Zaria Min Deir
Escrow Removal and Acquisition Dirt Nap Squad.
722
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Posted - 2014.06.09 11:11:00 -
[23] - Quote
KAGEHOSHI Horned Wolf wrote:Zaria Min Deir wrote:CCP Rattati wrote: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 - CurrentI began looking at balancing that system, and that effort got me around here: DPS versus Range - TunedHere 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 - Current2) 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 - TunedGo wild, keep it civil and constructive. 1) This all fine in theory, but you might want to look at some other factors as well. I think there should be a progression between the tiers, if we have them at all. The minor increase in damage alone does not justify the dramatic cost increase going from std to proto level. So, eliminating range progression to make balancing easier may be a great idea, but I ask you to also look into compensating somewhat for that lack of progression in the prices of the weapons then. 2) Yes, YES, yes? Just make sure you don't overdo the TAR buff, we don't want another Uprising 1.0 ;) 3) YES! Though, looking at your suggested numbers, I think you are being a little conservative with that .... Don't fear the TAR, still less range, and less DPS compared to SCR, and SCR is alright. Also SCR has a charge shot which the TAR does not. Who's fearing anything? Just saying, everyone running TAR with a CalLogi was boring then, everyone running TAR with a CalScout would be boring now. :P Point is, I am quite certain there are way more people that have SP in ARs than in SCRs (even though SCR has been considerably more powerful at least on paper for quite a long time now), so there will still be more TARs on the battlefield than SCRs if this buff goes as planned, I'd assume.
Though, shotguns and hmg are still going to be the most common thing on the killfeed...
Have you considered installing the improved keyboard?
"Go Go Power Rangers!"
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Beren Hurin
Onslaught Inc RISE of LEGION
2404
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Posted - 2014.06.09 11:18:00 -
[24] - Quote
I'm a little confused. Isn't this showing the dps of your optimal range but the listed ranges are effective ranges? |
BL4CKST4R
warravens Final Resolution.
2760
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Posted - 2014.06.09 11:44:00 -
[25] - Quote
CCP Rattati wrote: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 - CurrentI began looking at balancing that system, and that effort got me around here: DPS versus Range - TunedHere 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 - Current2) 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 - TunedGo wild, keep it civil and constructive.
This... this is good Range versus DPS - No Range Progression - Tuned
The breach AR needs higher range though, its DPS + range are extremely low, the AR would be a better breach rifle. Also the Burst AR is slightly lacking in dps and range compared to the CR.
TAR and AR are pretty good based on this data though.
supercalifragilisticexpialidocious
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Heinrich Jagerblitzen
Onslaught Inc RISE of LEGION
1822
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Posted - 2014.06.09 12:17:00 -
[26] - Quote
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. 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
Great stuff here, the need for varying ranges in quality is completely unnecessary and creates too much complexity in moment-to-moment decision making. Streamlining the ranges enables players to have a much clearer picture of what engagement range to use with a particular weapon, enabling more meaningful tactical decisions based on a particular weapon you encounter.
After all, while it is easy to tell what weapon is being used against you, it is NOT easy to tell what quality, unless you're keeping track of names, killfeeds, and are able to identify the shooter. This is a lot to ask of players, and by streamlining the ranges across all qualities of a given variant, players can now make much more informed choices when being shot and be able to exert more control over moving themselves into (or out of) effective range.
I wholeheartedly support this approach. |
Heinrich Jagerblitzen
Onslaught Inc RISE of LEGION
1823
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Posted - 2014.06.09 12:20:00 -
[27] - Quote
Rabbit C515 wrote:after eliminate range progression, does it worth to invest so much more CPU/PG to use prototype weapon as it only give you a small DPS increase?
Is this a problem? Players have been frustrated by the power gap between standard and proto for ages now, I see this as a healthy move in the right direction. I'm fine with greater cost for diminished gains - Some players will want to maximize performance and pay the cost, others will realize there's better efficiency in using cheaper gear. This has the desired effect of normalizing some of the power levels encountered and create a more balanced, fun experience. |
Grimmiers
580
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Posted - 2014.06.09 12:26:00 -
[28] - Quote
My idea was to have the racial weapon mimic the other class of assault rifles while keeping their flavor, but that seems like a no no. I'm one of the people that wanted a higher rof on the breach since it was a closer ranged weapon. I do like these proposed changes though since anything that makes these weapons better is a good thing.
50.99 dmg and 500 rof would give the breach AR the same dps as the plasma AR now at 424.92 per second. It's kinda like how the assault rail rifle attempts to reach the plasma rifle's rof, but stops at 600 instead of matching it at 750. They keep their identity while pushing the boundaries of the class their trying to mimic based on their racial perks.
Anyways, the reason the damage is so great between the plasma burst is the rate of fire, so are you thinking about making them the same to close the gap between the 2 tiers? |
Grimmiers
580
|
Posted - 2014.06.09 12:34:00 -
[29] - Quote
Rabbit C515 wrote:after eliminate range progression, does it worth to invest so much more CPU/PG to use prototype weapon as it only give you a small DPS increase?
The fitting cost is sometimes similar to a damage mod without considering the range increase, so it's not like the extra damage isn't worth it. The price difference could always be tweaked though. |
Cat Merc
Onslaught Inc RISE of LEGION
10236
|
Posted - 2014.06.09 12:49:00 -
[30] - Quote
*Hugs Rattati* MY PLASMA RIFLE MY GLORIOUS PLASMA RIFLE IT SHALL RISE FROM THE ASHES ONCE MORE
Feline overlord of all humans - CAT MERC
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