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Thread Statistics | Show CCP posts - 9 post(s) |
BL4CKST4R
WarRavens Final Resolution.
2764
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Posted - 2014.06.10 11:21:00 -
[91] - Quote
CCP Rattati wrote:Proposed numbers in a separate tab here: Numbers
You are showing effective range not optimal range, so I am assuming that the optimal range value is -30 meters. To me optimal range is far more important than effective since as a Gallente shooting anything outside of my optimal even just 5 meters out is like throwing sprinkles at my target.
Would like some optimal range values though...
DPS for automatic AR should be higher, specially with its range reduced to 40 meters (not to happy about that :/).
Range of the Assault rail should be lower by about 10 meters or its dispersion should be considerably higher so as to not make it a true "assault" weapon.
Breach AR range should be higher by about 10 meters.
Burst AR range is good.
Tactical rifle also looks good.
Please remember that all burst and tactical type weapons should have a burst delay to avoid abuse. This also had the side effect of helping the weapon not nerf itself in situations of high lag.
This feedback could of been better but I noticed that my head is unable to process much of this data as I cannot see range values clearly. Range would be much better if you displayed optimal range values as weapons only do 30% damage at effective range.
supercalifragilisticexpialidocious
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Beren Hurin
Onslaught Inc RISE of LEGION
2404
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Posted - 2014.06.10 11:24:00 -
[92] - Quote
BL4CKST4R wrote:CCP Rattati wrote:Proposed numbers in a separate tab here: Numbers You are showing effective range not optimal range, so I am assuming that the optimal range value is -30 meters. To me optimal range is far more important than effective since as a Gallente shooting anything outside of my optimal even just 5 meters out is like throwing sprinkles at my target. Would like some optimal range values though... DPS for automatic AR should be higher, specially with its range reduced to 40 meters (not to happy about that :/). although I am having a hard time converting that number to raw rof per minute/per sec. Or if it even represents rof. Range of the Assault rail should be lower by about 10 meters or its dispersion should be considerably higher so as to not make it a true "assault" weapon. Breach AR range should be higher by about 10 meters. Not sure about dps, I can't figure it out. Burst AR range is good. Not sure about its DPS. Tactical rifle also looks good. Please remember that all burst and tactical type weapons should have a burst delay to avoid abuse. This also had the side effect of helping the weapon not nerf itself in situations of high lag.
I keep on saying this, but it hasn't been responded to yet. However, I don't think all optimals are a flat 30m under effective. |
BL4CKST4R
WarRavens Final Resolution.
2764
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Posted - 2014.06.10 11:27:00 -
[93] - Quote
Beren Hurin wrote:BL4CKST4R wrote:CCP Rattati wrote:Proposed numbers in a separate tab here: Numbers You are showing effective range not optimal range, so I am assuming that the optimal range value is -30 meters. To me optimal range is far more important than effective since as a Gallente shooting anything outside of my optimal even just 5 meters out is like throwing sprinkles at my target. Would like some optimal range values though... DPS for automatic AR should be higher, specially with its range reduced to 40 meters (not to happy about that :/). although I am having a hard time converting that number to raw rof per minute/per sec. Or if it even represents rof. Range of the Assault rail should be lower by about 10 meters or its dispersion should be considerably higher so as to not make it a true "assault" weapon. Breach AR range should be higher by about 10 meters. Not sure about dps, I can't figure it out. Burst AR range is good. Not sure about its DPS. Tactical rifle also looks good. Please remember that all burst and tactical type weapons should have a burst delay to avoid abuse. This also had the side effect of helping the weapon not nerf itself in situations of high lag. I keep on saying this, but it hasn't been responded to yet. However, I don't think all optimals are a flat 30m under effective.
At prototype level they are.
supercalifragilisticexpialidocious
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Beren Hurin
Onslaught Inc RISE of LEGION
2405
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Posted - 2014.06.10 11:32:00 -
[94] - Quote
BL4CKST4R wrote:Beren Hurin wrote:BL4CKST4R wrote:CCP Rattati wrote:Proposed numbers in a separate tab here: Numbers You are showing effective range not optimal range, so I am assuming that the optimal range value is -30 meters. To me optimal range is far more important than effective since as a Gallente shooting anything outside of my optimal even just 5 meters out is like throwing sprinkles at my target. Would like some optimal range values though... DPS for automatic AR should be higher, specially with its range reduced to 40 meters (not to happy about that :/). although I am having a hard time converting that number to raw rof per minute/per sec. Or if it even represents rof. Range of the Assault rail should be lower by about 10 meters or its dispersion should be considerably higher so as to not make it a true "assault" weapon. Breach AR range should be higher by about 10 meters. Not sure about dps, I can't figure it out. Burst AR range is good. Not sure about its DPS. Tactical rifle also looks good. Please remember that all burst and tactical type weapons should have a burst delay to avoid abuse. This also had the side effect of helping the weapon not nerf itself in situations of high lag. I keep on saying this, but it hasn't been responded to yet. However, I don't think all optimals are a flat 30m under effective. At prototype level they are.
Are these no longer the ranges? But yes, I assume this would mean that optimal ranges would now become what the old PRO optimals were? |
BL4CKST4R
WarRavens Final Resolution.
2764
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Posted - 2014.06.10 11:34:00 -
[95] - Quote
Ahh your right, sorry. Though optimal range values would still be very nice to see.
supercalifragilisticexpialidocious
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medomai grey
WarRavens Final Resolution.
802
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Posted - 2014.06.10 12:04:00 -
[96] - Quote
Approve of removing range progression.
Afraid of tinkering with rifle variants will repeat the "copies" outperforming the "originals". It's funny because all the real rifle originals, the "copies", are plasma rifles because that was the place holder weapon for all other "original" rifles.
If rail rifle DPS needs reducing, please lower the rate of fire so that it feels different from firing the plasma rifle.
Medium frame EHP is not medium
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Beren Hurin
Onslaught Inc RISE of LEGION
2405
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Posted - 2014.06.10 12:13:00 -
[97] - Quote
medomai grey wrote:Approve of removing range progression.
Afraid of tinkering with rifle variants will repeat the "copies" outperforming the "originals". It's funny because all the real rifle originals, the "copies", are plasma rifles because that was the place holder weapon for all other "original" rifles.
If rail rifle DPS needs reducing, please lower the rate of fire so that it feels different from firing the plasma rifle.
Or give it a bit more kick over time. |
The-Errorist
SVER True Blood
739
|
Posted - 2014.06.10 13:00:00 -
[98] - Quote
Adipem Nothi wrote:Adipem Nothi wrote:The-Errorist wrote:Adipem Nothi wrote:Apart from the TAR buff and a range boost to low-end weapons, I see little difference between the Current and Proposed visualizations.
Not much is changing. Let's roll it out as-is then finetune as needed.
Current has far more circles of the same type across more horizontal space, which means that there is a range progression with the tiers, and the current also has a big imbalance: RR not sacrificing much DPS for it's range and plasma rifles not getting a lot of DPS for their short range. The proposed plan would alleviate a lot of those problems. Wait ... Doublechecking the math OK ... done now. See Response to DataYou were saying? I was saying that the proposed plan would alleviate a lot of those problems of rifle imbalance. The proposed plan would make it so that for each class of weapon (breach, assault, tactical, & burst) the range you have, the less dps you would have.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Cardio Therapy
Tech Guard RISE of LEGION
39
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Posted - 2014.06.10 13:02:00 -
[99] - Quote
I would suggest touching the dmg of the standard AR and not the rof to achieve the desired dps. This is because the rof will affect the clip time to empty and it is balanced for the current rof. Like the weapons with higher rof have usually higher magazine size. Also it will affect the time you will finish your ammunitions.
Then there will come the complaint from the clip size not corresponding to the new rof and will need another fix. Also by increasing the rof Ar is becoming closer to the CR which is not good.
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BL4CKST4R
WarRavens Final Resolution.
2765
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Posted - 2014.06.10 13:24:00 -
[100] - Quote
Edited copy of your hotfix Bravo numbers with some of my suggestions, includes the addition of optimal ranges (assumed, rate of fire per minute, and DPS figures with your new proposed numbers. Along with my own suggested changes to some weapons, including but not limited to range, rof, and damage.
Burst delays for all tactical and burst weapons... or we can have this again
https://www.youtube.com/watch?v=OYrZVASVPsA
Weapons whom I did not change but I think should be change are (because I like my head attached to my body):
Assault rail rifle >It is an assault weapon yet so it should perform well in CQC but its range is that of the Rail rifle. It's range should be lowered (possible to 66-70M) and dispersion and kick reduced, or have its DPS increased.
Gallente Burst rifle >It's DPS should be slightly increased to compensate for its lower range.
Tacitcal Assault rifle >It's DPS should be slightly increased to compensate for its lower range.
supercalifragilisticexpialidocious
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The-Errorist
SVER True Blood
739
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Posted - 2014.06.10 13:26:00 -
[101] - Quote
Argetlam Thorson wrote: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 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. Just keep the overheat of the ScR in mind if you start looking at tweaking it vs TAR. It does damage to you and renders you uuseless and vulnerable for that period of time. I think its already being considered since the the scrambler rifle has more dps, can fire more shots than the mag size of the TAR without stopping, bigger magazine size, but it has to cool down, charge shots heat it up a lot, overheating damages you in addition to making you unable to do much, and it has to worry about mag size and heat.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621
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Adipem Nothi
Nos Nothi
1591
|
Posted - 2014.06.10 13:47:00 -
[102] - Quote
New Numbers (The Buffs, ranked)
- Tactical Assault Rifles (All) +27% to RoF, +15% DMG, +7% Range
- Burst Assault Rifles (Adv) +17% to RoF, +15% DMG
- Burst Assault Rifles (Pro) +6% to RoF, +18% DMG
- Breach Assault Rifles (All) +7% to RoF, +13% DMG
- Assault Rifles (All) +6% to RoF
New Numbers (The Nerfs, ranked) Note: Lower-tier ranges buffed to fit prototype range profile. Note: Prototype (normalized) effective range profiles reduced as follows:
- Assault Rifles -10% Range
- Assault Combat Rifles -6% Range
- Assault Rail Rifles -5% Range
- Breach Assault Rifles -5% Range
- Assault Scrambler Rifle -2% Range
- Rail Rifle -2% Range
Shoot scout with yes...
- Ripley Riley
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Beren Hurin
Onslaught Inc RISE of LEGION
2408
|
Posted - 2014.06.10 13:51:00 -
[103] - Quote
Adipem Nothi wrote:New Numbers (The Buffs, ranked)
- Tactical Assault Rifles (All) +27% to RoF, +15% DMG, +7% Range
- Burst Assault Rifles (Adv) +17% to RoF, +15% DMG
- Burst Assault Rifles (Pro) +6% to RoF, +18% DMG
- Breach Assault Rifles (All) +7% to RoF, +13% DMG
- Assault Rifles (All) +6% to RoF
- *
[i]Note: Lower-tier range profiles buffed to fit prototype range profile. Note: Prototype (normalized) effective range profiles reduced as follows: New Numbers (The Nerfs, ranked)
- Assault Rifles -10% Range
- Assault Combat Rifles -6% Range
- Assault Rail Rifles -5% Range
- Breach Assault Rifles -5% Range
- Assault Scrambler Rifle -2% Range
- Rail Rifle -2% Range
No. This is where there is miscommunication starts. He has shown effective ranges not optimals. And he is using base optimal damage so it isn't as straightforward as you show. We don't know what they are doing with optimals.
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Cat Merc
Onslaught Inc RISE of LEGION
10262
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Posted - 2014.06.10 13:51:00 -
[104] - Quote
When you put it like that... The AR did get the lowest buff but the highest nerf at the same time.
:<
Feline overlord of all humans - CAT MERC
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Adipem Nothi
Nos Nothi
1593
|
Posted - 2014.06.10 13:56:00 -
[105] - Quote
Beren Hurin wrote: No. This is where there is miscommunication starts. He has shown effective ranges not optimals. And he is using base optimal damage so it isn't as straightforward as you show. We don't know what they are doing with optimals.
"Not knowing what they're doing with optimals" is not an excuse to ignore the data we've been provided. My calculations are responsive to the data provided, and are offered in followup to my earlier calculations.
There is no miscommunication, intended or otherwise. I'll underline "effective" in my post above. Just for you. Kisses.
Shoot scout with yes...
- Ripley Riley
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Beren Hurin
Onslaught Inc RISE of LEGION
2409
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Posted - 2014.06.10 14:07:00 -
[106] - Quote
Adipem Nothi wrote:Beren Hurin wrote: No. This is where there is miscommunication starts. He has shown effective ranges not optimals. And he is using base optimal damage so it isn't as straightforward as you show. We don't know what they are doing with optimals.
"Not knowing what they're doing with optimals" is not an excuse to ignore the data we've been provided. My calculations are responsive to said data and are offered in followup to my now-defunct earlier calculations posted here. There is no miscommunication, intended or otherwise. I'll underline "effective" in my post above. Just for you. Kisses.
Sorry, my point is more that they've been the ones not acknowledging anything about optimals yet. |
Adipem Nothi
Nos Nothi
1595
|
Posted - 2014.06.10 14:39:00 -
[107] - Quote
Beren Hurin wrote: Sorry, my point is more that they've been the ones not acknowledging anything about optimals yet.
Roger that, and thanks for the clarification. o7
It stands to reason that if effective ranges are normalized, optimal ranges will follow. Can't imagine why they wouldn't.
Logibro / Rattati?
PS: The proposed changes look good.
Shoot scout with yes...
- Ripley Riley
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Y-BLOCK
BioCyberDevelopment
11
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Posted - 2014.06.10 17:02:00 -
[108] - Quote
If we have to spend our hard earned SP & ISk to get access to a higher tier weapon variant, then the value of the increase of damage of that weapon should also correlate with an increased range. To not do so would very much seem unfair; otherwise lower the cost or Sp requirements for all rifles. |
The-DON of-DOT-MAFIA
The DOT MAFIA
17
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Posted - 2014.06.10 17:24:00 -
[109] - 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.
I know that you cannot make changes in regards to my following statement. CCP failed to tie players race, to their kit therefore "playstyles" where broken from the get go. RACE + Race's suit + race's weapons should= 100% effectiveness all other combos should be penalised.
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Iron Wolf Saber
Den of Swords
15422
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Posted - 2014.06.10 17:40:00 -
[110] - Quote
The-DON of-DOT-MAFIA 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. I know that you cannot make changes in regards to my following statement. CCP failed to tie players race, to their kit therefore "playstyles" where broken from the get go. RACE + Race's suit + race's weapons should= 100% effectiveness all other combos should be penalised.
Should not be penalized; Dust 514 and eve is about freedom of fitting instead of shoehorning; true suit bonuses causes a bit of shoehorning but that's the deal when you start to specialize.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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Maximus Stryker
Who Are Those Guys
997
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Posted - 2014.06.10 18:14:00 -
[111] - 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.
...Some Cool Stuff...
Although I am not about to dive into this data (I'll leave that to others), I just wanted to say thank you for putting it together and sharing with us, it is truly awesome to see behind the scenes data like this!
Best Idea For Legion
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Lynn Beck
Heaven's Lost Property
1742
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Posted - 2014.06.10 18:17:00 -
[112] - Quote
Likin the idea behind all of this, one question:
How difficult would it be to swap the recoils on the Rr and CR? I'd love to have caldari be the 'long range' sniper type, being able to put consistent(although lower) DPS on targets. While the CR puts unwieldly DPS in people's faces, sometimes even hitting multiple targets, and then escaping, reloadin and then returning to finish them off.
For instance- give the CR a bigger hipfire, and make it's DPS gap to AR less than, say the DPS gap between Ascr and ARR, to account for your bullets literally spraying the entire wall.
Also: Tactical CR please? I would love a variant that does 50 or so damage, with a 30 clip and higher range.
Breach Scr would be neat too.
General John Ripper
Like ALL the things!!!
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The-DON of-DOT-MAFIA
The DOT MAFIA
18
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Posted - 2014.06.10 18:25:00 -
[113] - Quote
Iron Wolf Saber wrote:The-DON of-DOT-MAFIA 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. I know that you cannot make changes in regards to my following statement. CCP failed to tie players race, to their kit therefore "playstyles" where broken from the get go. RACE + Race's suit + race's weapons should= 100% effectiveness all other combos should be penalised. Should not be penalized; Dust 514 and eve is about freedom of fitting instead of shoehorning; true suit bonuses causes a bit of shoehorning but that's the deal when you start to specialize.
Does the USA have export restrictions on gear and systems-YES. Do contractors and companies, such as XE receive waivers for the systems-YES I you show your MIL ID can you buy milspec items such as scopes-YES
Is it unreasonable for a game to follow RL logic-YES? GTFU!
As for lore a Caldari arms manufacturer would not sell Tier-1 kit to a Gallente. The operating sytems of race suits and weapons from foriegn sources would not work to spec.
Most importantly you negate play styles, and thus balance. Map design is important and an RP'ing MIN or CAL can only run around 50 meters from an objective-where the snipers shoot and the tanks roll, because shields SUCK- so wehave range.
If you give the metal monsters more rifle punch you best off get ready to buff Cal/Min assaults, shield, scan range and movement if you expect any of them to get near an objective.
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
501
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Posted - 2014.06.10 18:30:00 -
[114] - Quote
Y-BLOCK wrote:If we have to spend our hard earned SP & ISk to get access to a higher tier weapon variant, then the value of the increase of damage of that weapon should also correlate with an increased range. To not do so would very much seem unfair; otherwise lower the cost or Sp requirements for all rifles. Higher tier weapons are supposed to give you an edge. More range is not an edge. It flat-out changes the fight from "I have a slightly better gun" to "Hahaha he can't even hit back!". I do agree that the advantage should be meaningful, but not via range. It makes more sense to increase mag size or reduce the drawback or something.
The-DON of-DOT-MAFIA wrote: I know that you cannot make changes in regards to my following statement. CCP failed to tie players race, to their kit therefore "playstyles" where broken from the get go. RACE + Race's suit + race's weapons should= 100% effectiveness all other combos should be penalised.
No, a race's equipment should be fitting to that race's playstyle, not increasing the effectiveness artifically. A Gallente should want a Gallente weapon because his suit is best used in close combat. A Minmatar should prefer a Minmatar weapon because it fits his hit and run-oriented suit. And any player should be able to consciously use another faction's equipment for specific roles. That's why we even have a fitting system.
Bonuses should be in-character, not metagaming. An Assault shouldn't give a bonus to a faction's weapon, but rather give a bonus that makes all weapons a bit more like the faction's weapon - Meaning that the faction's weapon profits the most, because it's already the strongest in the areas that are getting even stronger. A close-combat bonus on a Rail Rifle is worth less than a close combat bonus on a Plasma Rifle, because the load-up of the Rail Rifle will always be detrimental in that situation.
Edit: And yes, this means that the Logi equipment is quite silly right now. According to this logic, the Amarr should have the repair tool, due to being brick tankers. Ideally, you would be capable of filling your ranks with a single faction, due to appropriate synergy. |
The-DON of-DOT-MAFIA
The DOT MAFIA
18
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Posted - 2014.06.10 18:40:00 -
[115] - Quote
Sole Fenychs wrote:Y-BLOCK wrote:If we have to spend our hard earned SP & ISk to get access to a higher tier weapon variant, then the value of the increase of damage of that weapon should also correlate with an increased range. To not do so would very much seem unfair; otherwise lower the cost or Sp requirements for all rifles. Higher tier weapons are supposed to give you an edge. More range is not an edge. It flat-out changes the fight from "I have a slightly better gun" to "Hahaha he can't even hit back!". I do agree that the advantage should be meaningful, but not via range. It makes more sense to increase mag size or reduce the drawback or something. The-DON of-DOT-MAFIA wrote: I know that you cannot make changes in regards to my following statement. CCP failed to tie players race, to their kit therefore "playstyles" where broken from the get go. RACE + Race's suit + race's weapons should= 100% effectiveness all other combos should be penalised.
No, a race's equipment should be fitting to that race's playstyle, not increasing the effectiveness artifically. A Gallente should want a Gallente weapon because his suit is best used in close combat. A Minmatar should prefer a Minmatar weapon because it fits his hit and run-oriented suit. And any player should be able to consciously use another faction's equipment for specific roles. That's why we even have a fitting system. Bonuses should be in-character, not metagaming. An Assault shouldn't give a bonus to a faction's weapon, but rather give a bonus that makes all weapons a bit more like the faction's weapon - Meaning that the faction's weapon profits the most, because it's already the strongest in the areas that are getting even stronger. A close-combat bonus on a Rail Rifle is worth less than a close combat bonus on a Plasma Rifle, because the load-up of the Rail Rifle will always be detrimental in that situation. Edit: And yes, this means that the Logi equipment is quite silly right now. According to this logic, the Amarr should have the repair tool, due to being brick tankers. Ideally, you would be capable of filling your ranks with a single faction, due to appropriate synergy.
Thank you for the secret FOTM formula.
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Cat Merc
Onslaught Inc RISE of LEGION
10269
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Posted - 2014.06.10 19:32:00 -
[116] - Quote
Might I suggest increasing the AR's clip size to 64 bullets? The increased fire rate means it will eat bullets faster, resulting in more frequent reloads on the rifle with the 2nd slowest reload time. And considering it's a CQC rifle, that's not something that you want.
Feline overlord of all humans - CAT MERC
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The-DON of-DOT-MAFIA
The DOT MAFIA
18
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Posted - 2014.06.10 19:53:00 -
[117] - Quote
Cat Merc wrote:Might I suggest increasing the AR's clip size to 64 bullets? The increased fire rate means it will eat bullets faster, resulting in more frequent reloads on the rifle with the 2nd slowest reload time. And considering it's a CQC rifle, that's not something that you want.
Gallente the metal monster with high cyclical rate of fire, a hip fire bonus and 64
Are you pushing for a bath and a flea dip? |
The-DON of-DOT-MAFIA
The DOT MAFIA
18
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Posted - 2014.06.10 19:54:00 -
[118] - Quote
Cat Merc wrote:Might I suggest increasing the AR's clip size to 64 bullets? The increased fire rate means it will eat bullets faster, resulting in more frequent reloads on the rifle with the 2nd slowest reload time. And considering it's a CQC rifle, that's not something that you want.
Gallente the metal monster with high cyclical rate of fire, a hip fire bonus and 64
Are you pushing for a bath and a flea dip? |
Iron Wolf Saber
Den of Swords
15427
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Posted - 2014.06.10 19:56:00 -
[119] - Quote
The-DON of-DOT-MAFIA wrote:
Does the USA have export restrictions on gear and systems-YES. Do contractors and companies, such as XE receive waivers for the systems-YES If you show your MIL ID can you buy milspec items such as scopes-YES
Is it unreasonable for a game to follow RL logic-YES? GTFO!
As for lore a Caldari arms manufacturer would not sell Tier-1 kit to a Gallente. The operating sytems of race suits and weapons from foriegn sources would not work to spec.
Most importantly you negate play styles, and thus balance. Map design is important and an RP'ing MIN or CAL can only run around 50 meters from an objective-where the snipers shoot and the tanks roll, because shields SUCK- so we have range.
If you give the metal monsters more rifle punch you best get ready to buff Cal/Min assaults, shield, scan range and movement if you expect any of them to get near an objective.
From a lore point Concord has final authority to immortal controlled armaments which basically states that there shall not be a exclusivity monopoly of tech made available to capsuleers. Period. Caldari in all of their bureaucracy and money lost massively on the last time they challenged this law trying to pass off the electronic attack frigate being dissimilar from other frigates in a case to match to how the scorpion is dissimilar as a battleship. Concord investigated and ruled the notion out declaring the EAS as a new class of ship and forced La Dai to share the tech with designated corporations in other empires.
Also no race is above using other races weapons' RP or not. Minmatar weapons are highly favored due to their low powered shipboard applications and emp proofing usually. Its quite common to find a weapons locker of such weapons in every special forces group in the galaxy.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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bogeyman m
Krusual Covert Operators Minmatar Republic
250
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Posted - 2014.06.10 20:02:00 -
[120] - Quote
The-DON of-DOT-MAFIA 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. I know that you cannot make changes in regards to my following statement. CCP failed to tie players race, to their kit therefore "playstyles" where broken from the get go. RACE + Race's suit + race's weapons should= 100% effectiveness all other combos should be penalised. This.
Duct tape 2.0 ... Have WD-40; will travel.
Cross Atu for CPM1
Appia Vibbia for CPM1
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