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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Bethhy
Ancient Exiles.
2366
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Posted - 2014.09.03 12:54:00 -
[1] - Quote
CCP Rattati wrote:Thanks, have you taken a look at the proposal in the Scrambler thread in I&F forums? This was a really good video, and clearly laid out the problems of the Tac AR and the "efficiency" of the Scrambler, more than my numbers could.
You can tweak a number here and there all you like. This is a Mechanics issue.
Hit detection is horrible... Has been horrible and the entire system has been taken LESS SERIOUSLY then Plants Vs Zombies Hit detection...
How can you build a shooter and the fundamentals to it is a cartoon hit detection system....
Until CCP Shanghai masters a dynamic hit detection system with actual hit scan weapons.. Aiming, Bullet registry, Hit detection.. And the general Shooter feel of a game will be absent.
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Bethhy
Ancient Exiles.
2366
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Posted - 2014.09.03 13:19:00 -
[2] - Quote
Vell0cet wrote:There's an issue in the debate that is relevant, and you're kind of the perfect person to address it. That's how overheat balances the ScR. In my experience, there are 2 circumstances with the ScR. The first is you accept that you're going to overheat and want to pump out as much damage as possible (maybe because you have range and cover/support nearby--or you REALLY want to get the kill on someone). This is easy to test just spamming the R1 until overheat. The second is when you're "holding back" because you're being conscientious of overheat. It would be really interesting to see a video where you went back through your firefights where you were consciously avoiding overheating and compare that to the actual DPS of what would be possible with max DPS minus 1 shot. In other words, when players "hold back" to prevent overheating, what percent of their DPS are they giving up?
This is a big part of what makes the ScR a skill shot weapon. You're probably on the upper end of that curve, getting the most out of it.
When one gun has 18 bullet clips and requires 2x to 3x more reloading to stay relevant in killing potential... The overheat function is moot in comparison. |
Bethhy
Ancient Exiles.
2371
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Posted - 2014.09.04 03:25:00 -
[3] - Quote
Vell0cet wrote:Bethhy wrote:Vell0cet wrote:There's an issue in the debate that is relevant, and you're kind of the perfect person to address it. That's how overheat balances the ScR. In my experience, there are 2 circumstances with the ScR. The first is you accept that you're going to overheat and want to pump out as much damage as possible (maybe because you have range and cover/support nearby--or you REALLY want to get the kill on someone). This is easy to test just spamming the R1 until overheat. The second is when you're "holding back" because you're being conscientious of overheat. It would be really interesting to see a video where you went back through your firefights where you were consciously avoiding overheating and compare that to the actual DPS of what would be possible with max DPS minus 1 shot. In other words, when players "hold back" to prevent overheating, what percent of their DPS are they giving up?
This is a big part of what makes the ScR a skill shot weapon. You're probably on the upper end of that curve, getting the most out of it. When one gun has 18 bullet clips and requires 2x to 3x more reloading to stay relevant in killing potential... The overheat function is moot in comparison. It's not moot at all. They are 2 different mechanics, and it's important to understand how they both affect actual gameplay. Yes the reload on the TAC is important to its balance, but you can always pump out the max DPS without trying to hold back to manage heat. When you finish your clip and start reloading, you can always switch to your sidearm, whereas when you overheat, you're taking damage and a sitting duck for a few seconds. Players do hold back to prevent overheat, and knowing how much DPS they miss out on by doing so in practice (not just on paper) is valuable and can only help inform the discussion.
Your entire argument was that the SCR is balanced because of the overheat mechanic.
The Ammo limits on the TAC AR where imposed when it got 4 separate nerfs at once in a knee jerk reaction nerf from CCP's inability to design recoil and fire mechanics in gun that isn't negated completely by a simple control input macro. (Modded controllers)
Most of the nerfs imposed on the TAC AR in Uprising 1.2 and 1.3 where complete bullshit. Where the Ovehear mechanic on the SCR which is a gun that hasnt changed and has always been relevant competitively since implementation into DUST... somehow balances with a gun that has had it's balls cutt off with a mechanic that was designed and balanced to compete with it when it actually possesed balls.
Now probably that only solution Developers are thinking about to improve it is to crank up the Aim assist and hit box with the gun.
Instead of just undoing the ******** limitations that where imposed based on complaints which mostly came from a place of ignorance.
The problem with the Tac AR in a nuttshell. CCP designed terrible short sighted lazy Recoil and aiming mechanics in a shooter. A $10.00 Modded controller completely negated all of that code and game... So they made a Semi automatic gun... a Gun ment to fire everytime you pull the trigger... Somehow NOT DO WHAT THEY ENTIRE PURPOSE OF A SEMI AUTOMATIC WEAPON DOES.
Your overheat mechanic on a SCR is moot in a comparison to the history of DUST and WHY the Tac AR is a red headed step child of DUST. |
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