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BL4CKST4R
La Muerte Eterna Dark Taboo
3185
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Posted - 2014.10.03 11:01:00 -
[1] - Quote
One thing I hate about the range gap is that CCP now considers effective range as the longest range a weapon is useful, trust me that if I take out my AR and start using it at 50-70 meters I will run out of bullets before I can kill anything. The ARs optimal and effective range is 40, that it after 40 it's useless so I would love for them to stop trying to a balance it around the effective range when it is not effective at all at anything past 40. Unless of course they give the range graph a lower slope.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3185
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Posted - 2014.10.03 11:48:00 -
[2] - Quote
Breakin Stuff wrote:In EVE there is no cover, no hills. You cannot hide. Only tank incoming fire.
Unevn terrain and obstacles will define engagements rather than twitchy shooting.
We have afterburners and microwarpdrives, along with the slower tracking of long range weapons, specially against faster targets. So although there is no cover, the faster you move in against a longer ranged ship the harder it is for them to hit you and equally the easier it is for you to close the distance.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3185
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Posted - 2014.10.03 12:15:00 -
[3] - Quote
Breakin Stuff wrote:BL4CKST4R wrote:Breakin Stuff wrote:In EVE there is no cover, no hills. You cannot hide. Only tank incoming fire.
Unevn terrain and obstacles will define engagements rather than twitchy shooting. We have afterburners and microwarpdrives, along with the slower tracking of long range weapons, specially against faster targets. So although there is no cover, the faster you move in against a longer ranged ship the harder it is for them to hit you and equally the easier it is for you to close the distance. Not the same thing at all. Gunnery in EVE is automated. DUST firefights are subject to human error so it's less math equation. But for argument let's say we give caldari significant range. You are shooting at a galssault at 240m. He sprints to cover 30m away. You have 5 seconds to track, aim and kill him. You fail. 20 seconds later his armor is recovered. He sprints again while his buddies lay blaster fire at you. You're out of their optimal but in effective so whenever you pop out you risk fire. He gains another 30m. He now has 10m to his optimal. Suddenly your range advantage is less insurmountable unless you can kill him in his sprint window. Once he is in his optimal your caldari suit is in imminent danger.
Well that is a lot different because you are using your range formula of 240-180, I was basing the comment on distance on 292-170 which would be the 4x the range of everything. I was disagreeing with quadrupling the range of everything which is why I posted two alternative range propositions, one of those being yours, well an expansion of yours.
Quote:AR-----170M---259----180 aCR---212M---269----194 aSCR-233M---274----204 aRR---280M---289----234 RR-----292M---292----240
First row is range x4, second row is range of RR x4 and then follows the range penalty of every gun as we have them now, third row is RR base 240, AR base 180 and doubled range penalty scaling down from the RR.
That being said I agree with your range formula as it allows ample room for tactical usage without hindering the long range balance, infact adding more balance to long range-short range engagements than what we have now because the range gap is now smaller, just as the DPS gap is small. Although we would also need to specifically state what is short-mid-long range. To properly categorize the AR as a short to mid range weapon, which was its original intention, mid range would have to end at around 160-180M.
supercalifragilisticexpialidocious
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BL4CKST4R
La Muerte Eterna Dark Taboo
3185
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Posted - 2014.10.03 16:27:00 -
[4] - Quote
Kaeru Nayiri wrote:Breakin Stuff wrote:Define short-med-long by optimal
150-200 = short range.
201-350 = midrange
350-500 = long
Sniper = extreme ( use a jeep to get closer) You're talking about heaven ! I'd really love to roam around with a squad in a dropship through those kinds of distances. I believe the original Dust made with their original game engine was supposed to be that "vast".
Yeah but even if we expanded I wonder if the game can handle more than 32 peeps, I would love to have two maps active in one match, would love to just spawn 3 drop ships and drop down our entire squad 1km away while the tanks a approach in the site for infantry support. Any Merc foolish enough to escape the hot zone getting picked off by snipers, since the area between maps is basically a desert or mountainous regions.
supercalifragilisticexpialidocious
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