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Thread Statistics | Show CCP posts - 14 post(s) |
IgniteableAura
Pro Hic Immortalis
1723
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Posted - 2014.09.04 20:53:00 -
[1] - Quote
I think this is a great start, but I think you are looking at the data incorrectly. This also stems from the fact that as long as you are inside your rifles optimal range you deal full damage. Instead it should be similar to the laser rifle where its on a bell curve with its optimal damage vs range. The laser rifle does full damage only inside its optimal, go closer or farther away and it does less damage.
I think to really give the rifles purpose, balance and utility. They need similar DPS only in their optimal ranges and outside those optimal range your DPS falls off like a bell curve.
So for example (these are not realistic numbers) Clarification: outside of optimal range means getting closer or farther away from it.
Assault rifles: Burst: Optimal range 6800, @ optimal range it does 600 DPS for every meter outside that it does 1% less damage. Breach: Optimal range 6000, @ optimal range it does 700 DPS for every meter outside it does 2% less damage. Standard: Optimal range 6500, @ optimal range it does 650 DPS for every meter outside that it does 1% less damage. Tactical: Optimal range 9000, @ optimal range it does 600 DPS for every meter outside that it does 1% less damage.
Combat Rifle: Standard: Optimal range 8000, @ optimal range it does 600 DPS for every meter outside that it does 1% less damage. Assault: Optimal range 7300, @ optimal range it does 700 DPS, for every meter outside that it does 2% less damage.
Scrambler Rifle: Assault: Optimal Range 8200, @ optimal range it does 700 DPS, for every meter outside that it does 2% less damage. Standard: Optimal Range 9500, @ optimal range it does 600 DPS, for every meter outside that it does 1% less damage.
ETC ETC ETC.
Would be best if optimal range/DPS would fall into a bell curve instead of linear as above example states, but it gets wordy. I assume you understand what I mean when I say bell curve.
You get uniformity and balance. Each weapon type falls into a category of short vs long. DPS will be derived from its optimal range. Its easier to balance this way because it allows you to get inside and outsides someones optimal range. Each rifle is built for a purpose as opposed to choosing the weapon with the highest DPS for its range.
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IgniteableAura
Pro Hic Immortalis
1724
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Posted - 2014.09.04 21:11:00 -
[2] - Quote
Boot Booter wrote:IgniteableAura wrote:snip It's an interesting balancing idea for sure, but is this realistic? Why would a rail rifle slug do less damage at 5 m than 50m. It just doesn't make any physical sense. I think a better balancing mechanic is the hip fire dispersion. It should be quite large on long range weapons and relatively smaller on CQC weapons. In essence I think the plot should be 3 dimensional (dps, range, accuracy (dispersion))??
Because its a video game and balance is more important than having things be realistic. It could be that the bullet velocity takes 80m to get up to its full damage potential. Velocity is just as important as the mass of the bullet in calculating kinetic energy.
Having large dispersion can balance it to some effect, but if people spam the bullets in short range you feel cheated if they kill you. It becomes a luck factor instead of skill/tactics.
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IgniteableAura
Pro Hic Immortalis
1724
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Posted - 2014.09.04 21:21:00 -
[3] - Quote
BL4CKST4R wrote:IgniteableAura wrote:Boot Booter wrote:IgniteableAura wrote:snip It's an interesting balancing idea for sure, but is this realistic? Why would a rail rifle slug do less damage at 5 m than 50m. It just doesn't make any physical sense. I think a better balancing mechanic is the hip fire dispersion. It should be quite large on long range weapons and relatively smaller on CQC weapons. In essence I think the plot should be 3 dimensional (dps, range, accuracy (dispersion))?? Because its a video game and balance is more important than having things be realistic. It could be that the bullet velocity takes 80m to get up to its full damage potential. Velocity is just as important as the mass of the bullet in calculating kinetic energy. Having large dispersion can balance it to some effect, but if people spam the bullets in short range you feel cheated if they kill you. It becomes a luck factor instead of skill/tactics. Balance is possible with realism in mind. Which brings to question why would the bullet take 80M to do full damage? Velocity would be at it's peak when it leaves the barrel since the bullet has more energy pushing it.
Not if the bullet has internal propulsion to ensure it goes the distance. How is having high dispersion any more realistic?
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IgniteableAura
Pro Hic Immortalis
1724
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Posted - 2014.09.05 01:05:00 -
[4] - Quote
Monkey MAC wrote: In terms of putting a bell curve on all the rifles. 1) What's the point of a general purpose rifle? 2) What's the laser rifles unique feature? 3) In terms of the laws of physics has it feasible? 4) Why would I use a long range weapon that peanilises me for getting to far away? 5) Why would I use a short range weapon that peanilises me fot getting to close?
1. We currently have all the rifles as "general purpose" they all do full damage inside their optimal ranges. Which means the Combat Rifle is just as good in CQC as the Assault Rifle. Which IMO makes balancing difficult. Whichever has the highest avg DPS is the winner. Which means the rifle that encompasses the vast majority of encounters in their optimal ranges.
2. Why does the laser rifle have a unique feature anyway? It really doesn't make sense for the laser rifle to under perform in all situations besides the "most optimal" when no other weapon behaves this way. The laser rifle is probably the least used for that reason. All other weapons outperform it because the laser has to be in a very specific range to be effective. It doesn't have a bell curve, its more like a steep peak outside of its optimal.
3. I don't think physics has much to do with video games, as described previously, you can "justify" it however you want. You don't have to break immersion to do so.
4. You already are penalized for using long range weaponry by getting to far away. Once you exceed the optimal range you lose effectiveness. The closer you get outside your optimal, you still do the same damage. So the only way to mitigate damage is to gain range on an opponent. Speed tanking would actually be a viable strategy as you could get inside enemies optimal ranges quickly.
5. Same as above.
Creating bell curved damage profiles allow weapons to exceed in their designated "area" without becoming OP outside of those zones. It would homogenize the DPS of the rifles while still allowing them to exceed in their zone of engagement. The AR will underperform if its DPS is below other rifles because it has such short range.
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