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Thread Statistics | Show CCP posts - 1 post(s) |
BL4CKST4R
Villore Sec Ops Gallente Federation
2833
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Posted - 2014.06.20 00:31:00 -
[1] - Quote
https://docs.google.com/spreadsheets/d/1XLKQOSker6X38Flzxd8EzLcNIPKdi9E2xOO0xO8DM2c/edit?usp=sharing
Sidearms are a pretty unbalanced aspect in Dust 514. Some sidearms are or were so powerful that they took the place of Light weapons, while others are so useless that you are better off running without a sidearm.
Another imbalanced aspect of sidearms is pistols versus submachine guns. In my opinion a pistol should have a higher DPS than a submachine gun but be more specific in usage, while a submachine gun should be a bit more of a generalist weapon.
Also range v DPS should also apply to side arms, meaning that the DPS scale should go Gallente (at highest) - Minmatar - Amarr - Caldari (at lowest) while the range scale would be the inverse.
Spreadsheet v.1 suggested changes:
>Equalized the range of the Bolt Pistol (45), Magsec SMG (40), and the Ion Pistol (24) >Bolt pistol received a 5% Damage increase >Magsec SMG received a 5% Damage reduction (recoil should be slightly decreased to compensate) >Ion Pistol received a 25% Damage increase >Ion Pistol received a +3 clip increase >Ion Pistol should overheat at around 80% or enough so 3-4 shots will overheat it after the charged shot. >Submachine gun received a 5% Damage increase (no changes to variants yet) >Equalized the blast radius of the flaylock pistol tiers to 1.50 meters
Items required for spreadsheet v.2 are: feedback on v.1, optimal ranges for the Scrambler pistol and its variants, optimal ranges for the Submachine gun and its variants, and any ideas you have (that can be done server side) to help fix sidearms.
supercalifragilisticexpialidocious
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BL4CKST4R
Villore Sec Ops Gallente Federation
2833
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Posted - 2014.06.20 00:56:00 -
[2] - Quote
deezy dabest wrote:The basic scrambler pistol should go to 60 damage and 375 rounds per minute. That keeps the DPS very close to current, makes it more comfortable to fire, and nerfs the insane headshot bonus.
The assault and burst variants can be scaled accordingly. Even after spending plenty of time with it after the nerf I feel useless with it against these strafers.
That also makes it more like my suggested Ion pistol and it nerfs scrambler DPS a little bit. Although this is a good idea for the Assault Scrambler pistol. I do think strafing should be fixed though, so refer to this post https://forums.dust514.com/default.aspx?g=posts&t=165655&find=unread
supercalifragilisticexpialidocious
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BL4CKST4R
Villore Sec Ops Gallente Federation
2834
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Posted - 2014.06.20 03:14:00 -
[3] - Quote
Gavr1Io Pr1nc1p wrote:BL4CKST4R wrote: >Equalized the blast radius of the flaylock pistol tiers to 1.50 meters
please tell me that thats a joke. The flay lock is the only sidearm that is worse than the ion pistol the blast radius should be like 3m for all tiers, not 1.5. Also, the ion pistol doesn't need a 25% damage increase if you reduce heat buildup, as it will do > damage than a shotgun before overheating. Other than that, I do like the changes, as they seem semi balanced (other than OP ion pistol)
Ion pistol has 24M range and the DPS is just a tad bit higher than a scrambler pistol... as for the heat build up the problem with that is that the DPS of the ion pistol is actually lower if you use the charge function rather than the single shot function. Thus using the gun as is, even if it didn't overheat itself to death would lead to lower DPS values. So the gun requires its DPS increased.
As for the flaylock pistol 1.5 splash radius is just a start would love some feedback on how to fix it but I faintly remember the flaylock when it was godly and its blast radius was just shy of 1.8 for the core and that was pretty OP.
EDIT: Damage of the flaylock was increased... starting at 297.61 on basic.
supercalifragilisticexpialidocious
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BL4CKST4R
Villore Sec Ops Gallente Federation
2834
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Posted - 2014.06.20 03:21:00 -
[4] - Quote
Ghost Kaisar wrote:BL4CKST4R wrote:https://docs.google.com/spreadsheets/d/1XLKQOSker6X38Flzxd8EzLcNIPKdi9E2xOO0xO8DM2c/edit?usp=sharing
Sidearms are a pretty unbalanced aspect in Dust 514. Some sidearms are or were so powerful that they took the place of Light weapons, while others are so useless that you are better off running without a sidearm.
Another imbalanced aspect of sidearms is pistols versus submachine guns. In my opinion a pistol should have a higher DPS than a submachine gun but be more specific in usage, while a submachine gun should be a bit more of a generalist weapon.
Also range v DPS should also apply to side arms, meaning that the DPS scale should go Gallente (at highest) - Minmatar - Amarr - Caldari (at lowest) while the range scale would be the inverse.
Spreadsheet v.1 suggested changes:
>Equalized the range of the Bolt Pistol (45), Magsec SMG (40), and the Ion Pistol (24) >Bolt pistol received a 5% Damage increase >Magsec SMG received a 5% Damage reduction (recoil should be slightly decreased to compensate) >Ion Pistol received a 25% Damage increase >Ion Pistol received a +3 clip increase >Ion Pistol should overheat at around 80% or enough so 3-4 shots will overheat it after the charged shot. >Submachine gun received a 5% Damage increase (no changes to variants yet) >Equalized the blast radius of the flaylock pistol tiers to 1.50 meters
Items required for spreadsheet v.2 are: feedback on v.1, optimal ranges for the Scrambler pistol and its variants, optimal ranges for the Submachine gun and its variants, and any ideas you have (that can be done server side) to help fix sidearms. Flaylock needs a lot more than just blast radius increase. Problems: Damage. With a 3 round clip, you look at a damage of 462 per clip with splash (544 with direct) Also: Remember that every suit has shields. At least 150 in most cases. Sometimes more. You require 1 shot to get rid of shields (Direct). Heavies also have splash resistance, so splash damage doesn't work well against them. Solution: Increase direct damage. Direct damage needs to hit HARD. Make it 200, 250, 300 for the tiers. With direct shots to armor, you could take down a heavy if you had good aim. Leave splash damage where it's at. Splash is for finishing off targets quickly. Direct is for surprise take downs or for heavily tanked targets that move slow. Problems: Splash application. Flaylock is useless at Basic. Barely Useable at ADV and Decent at PRO. Splash is the reason. Make 1.5m splash universal (Which you already did) Max Skills buff it out to ~1.9m splash. Very good. The splash damage is low, so this should balance itself out a bit. You now have a powerful anti-armor sidearm, and a decent finisher. Direct Damage is necessary to get full effect out of the gun, and shield suits will still be a problem. NEVER TOUCH THE ROF. NEVER AGAIN. That is all. EDIT: Problem with the Ion Pistol. You can technically fire it indefinitely without charge. You only overheat if you hold down the trigger too long while firing (And the gun attempts to part charge each individual shot) If you make charge shots only heat up to 80%, you could fire the shot, and then empty the clip without problems. A less elegant solution would be to make the gun consume 8 shots to fire a charge, and then to remove overheat.
What I was thinking is increasing the Ion pistol heat cost to (assuming 100%) 6% per single shot and 80% for a charged shot.
Without a charged shot (+ the cool down and reload) the gun will never overheat by normal firing it nor carry over a charge, but using one charged shot and a follow up of 4 shots will overheat the gun.
supercalifragilisticexpialidocious
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BL4CKST4R
Villore Sec Ops Gallente Federation
2837
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Posted - 2014.06.20 13:35:00 -
[5] - Quote
Bump, spreadsheet has more numbers now :)
supercalifragilisticexpialidocious
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BL4CKST4R
Villore Sec Ops Gallente Federation
2837
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Posted - 2014.06.20 15:21:00 -
[6] - Quote
Fox Gaden wrote:The SMG and the Scrambler Pistol are balanced with each other. The SMG is more popular because the Scrambler Pistol requires you to be a good shot to realize its potential. Pistols are meant to be Skill Shot weapons.
The MagSec SMG is balanced. It does a lot of damage and has a long range, but this is balanced by a significant amount of kick, even when fully skilled. While it is less user friendly than the SMG, it is a good choice when combined with short range weapons such as the HMG. It has its place and does its job.
The Ion Pistol and Flaylock pistol are underpowered. They should be buffed to be closer in effectiveness to the Scrambler Pistol. (Personally I think the Ion Pistol should be a pocket Shotgun.)
I have not used the Bolt Pistol. How does it compare to the Scrambler Pistol?
The bolt pistol is pretty bad specially since it is a charged weapon you really have to aim very well between those charges or it will miss all the time. I increased the damage in the spreadsheet so it's dps doesn't suck but the above still remains true.
As for the magsec I did reduce the damage slightly so it's easier to balance it in the short range- long range aspect but I did add that it's recoil should be slightly reduced to counteract this.
As for the smg and scrambler I made no changes except a rof increase to the scrambler and some changes to the terrible variants but I do like how they perform now vanilla.
Do appreciate the feedback
supercalifragilisticexpialidocious
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BL4CKST4R
Villore Sec Ops Gallente Federation
2837
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Posted - 2014.06.20 16:00:00 -
[7] - Quote
XxGhazbaranxX wrote:There is no reason to reduce the range of the bolt pistol down to the standard level on all three tiers. It should be homogenous with proto level since its the defining aspect of the weapon and the subpar dps. Range over power. With some of the range buffs proposed in the sheet, to maintain balance there should be a clear cut winner in range.
Increased the range a little bit, the problem is the more the range goes up the harder it is so find a good balance between range and DPS.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2921
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Posted - 2014.08.17 16:58:00 -
[8] - Quote
Edited and bumped for hotfix delta.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2922
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Posted - 2014.08.17 20:02:00 -
[9] - Quote
Pseudogenesis wrote:I'm really hesitant to nerf things like the ScP or SMG. In my opinion both are at the level that sidearms should be at, and the other sidearms simply need to be brought up to the same level of effectiveness. SMG probably needs a nerf. I think ScP is at the level of balance that all other sidearms should be.
Just DO NOT TOUCH THE NOVA KNIVES. They are perfect. I'd kill for a backpedal penalty, but even without one they're still a complete blast.
Didnt nerf any side arms except the Assault SCP and the Magsec got a very tiny DPS reduction so its DPS is slightly under the SMG.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2922
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Posted - 2014.08.17 22:37:00 -
[10] - Quote
I've seen it, although one thing is that the DPS of pistols is pretty much the same all around which means the one with the longest range will obviously be the better one (the bolt or scrambler), something I am trying to avoid.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2924
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Posted - 2014.08.18 02:21:00 -
[11] - Quote
Mobius Kaethis wrote:BL4CKST4R wrote:I've seen it, although one thing is that the DPS of pistols is pretty much the same all around which means the one with the longest range will obviously be the better one (the bolt or scrambler), something I am trying to avoid. I totally agree that pistols need to have the same inverse relationship between damage and range which I put in but kept the difference rather small. I agree that this is something that could be made more dramatic. I will extend the same invite to you that I extended to Kagehoshi. In the interest of presenting a single unified proposal to the Dev's from the community would you like to comine forces and spreadsheets? Message me in game if you are interested with your gmail account and I'll set you up with editing access on my spreadsheet. Perhaps we can combine this thread into Kagehoshi's thread too or vice versa.
Sure just make a copy of my spreadsheet and edit as you please or just copy what you like to your spreadsheet as long as the Dev's find use for our work idc what happens I just want to have something powerful on my hip ;)
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2929
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Posted - 2014.08.20 00:51:00 -
[12] - Quote
ladwar wrote:Smg= fine Scambler ;switch charge with ion. Add more heat to single shots less to charge but cost more ammo and doesnt overheat with one charge. Flaylock; drop bonus to area and make it direct damage, normalize area to 1.75m for non breach reduce splash add direct damage . Ion pistol ; remove charge and heat , make mag size 24. Done Nk; fine, vehicle damage should go to 20% but not a priority Bolt pistol ; add range and damage , lower dps with lower rof. increase headshoot to 250% -400%, somewhere in that range. And this will probably go on deaf ears but thats how they should be balanced.
>Ion pistol ; remove charge and heat , make mag size 24. Done
>DPS will still suck on it.
>Bolt pistol ; add range and damage , lower dps with lower rof. increase headshoot to 250% -400%, somewhere in that range.
>Headshot damage should remain exactly how it is with the scrambler. 400% damage of a bolt pistol shot is close to 600 or more damage. That would be extremely OP, specially with longer range and damage as you suggest.
All in all I would rather not change the mechanics of any of the weapons, i.e making the scrambler pistol charged etc.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
2934
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Posted - 2014.08.22 01:45:00 -
[13] - Quote
ladwar wrote:Not only a bumb but to revist the ion pistol dps was brought up to me and i went to actually look at its dps. As it stands now its less then the smg so with an added 12 damage across the board w/ minor scaling on teirs above this would be all that is needed. This even acounts 4 its semi auto fire. 62 base damage 4 standard from 50 with rof remaining the same.
Buffing the damage is a good start but I would also like the ccharge shot mechanic also get looked it because as of right now and even if single shots gets buffed it is relatively useless.
supercalifragilisticexpialidocious
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