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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3798
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Posted - 2014.10.21 16:35:00 -
[1] - Quote
This is a thought exercise on where I think weird artifacts in DUST balance exist. THis isn't accusation, nor indemnification of the Dev team, but more an exploration about what works and what seems to fall flat and create needless difficulty in balance. I recognize that CCP doesn't necessarily like doing it any way but theirs, and they're more than welcome to, but I would like to point out a few places where some of the things in DUST seem to fall flat.
First off, there's the EVE connection and the meta that it breeds of Long-range alpha strikes that do massive damage and short-range, fast-firing weapons that do less damage per hit, but atrocious damage over time. This makes sense as EVE has similarities to modern naval design. Weapons that will reach long distances cost large amounts of money and either take up massive amounts of space (a battleship 16-inch gun shell) or are highly technical and expensive to deploy (cruise missiles). Short range weapons tend to fire fast, penetrate the hulls of enemy ships and explode, causing secondary damage, exposing as much of the internals of the ship to secondary damage, killing crew and perforating a hull at the waterline to maximize water coming in, and minimize compartmental defenses and negate damage control crews. This would translate in EVE to blowing holes in the ship to expose crew to vacuum.
But what it results in overall is the massive single hit alpha at long range we are accustomed to and the fast firing DPS we see in close.
But the problem is this system falls flat when translated to infantry. It works for vehicles, because while the tactics are different, certain principals hold true.
Why is this?
Because Alpha damage is the superior method to utilize in close quarters combat. It winds up being why rail rifles and Scramblers are so effective in CQC, but combat rifles tend to perform better in longer ranges.
Before I continue, I have to break down weapons into types:
DPS weapons are light, fully automatic, and don't tend to hit as hard, making up for the loss in volume of fire. DPS weapons in Infantry combat perform better as long-range weapons. The reasoning behind this is if you fight at long range, you want to avoid getting enemies in close, disrupting your lines. The most efficient way to achieve this is a wall of lead that one cannot afford to blithely walk through. Volume of fire substitutes for accuracy or raw damage.
Alpha weapons are slow-firing, tend to be heavy and pack a lot of stopping power to put a target on it's ass RIGHT NOW! Alpha weapons are generally going to be superior in CQC. Power in CQC is more important than precision, and Rate of fire means nothing if a round isn't heavy enough to drop a target instantly. A classic example is both the shotgun and the M1911 Service Pistol. Both of them have two qualities that make them excellent close range tools. They do massive damage to a body, and the force of the shots will put the target on the floor. It doesn't matter WHERE you hit the target, they're hitting the floor most likely and odds are they will not get back up.
Precision weapons are the oddity to the above rules. using the range of a DPS weapon and the damage of an alpha, they tend to be lumped in with alpha weapons when they are their own category entirely. Encompassing sniper and hunting rifles of all stripes they tend to be the go-to tool of the sniper. Not particularly forgiving weapons to impatient operators, they require a certain level of finesse to use/
Suppression Weapons traditionally encompass things like machineguns and grenade launchers. Their primary purpose is to provide a lethal deterrent to enemy action, forcing them to keep to cover or die, providing allied forces to flank and attack with impunity.
Now currently examples of weapons in DUST we all know but I will list a few.
Alpha weapons: Shotguns, flaylocks, bolt pistols, Rail Rifles, Scrambler Rifles are just a few.
DPS weapons: Assault Rifle, Combat Rifle, (in theory) the HMG, and the MagSec SMG as well as the normal SMG.
Precision Weapons: Tac rifles of varying types, there is scrambler rifle overlap here, Forge guns are precision AV weapons, Sniper Rifles and there isn't a whole lot else.
Suppression Weapons: Mass Driver, Laser Rifle.
Now if we accept for the sake of argument that Alpha is better in CQC and DPS at range, why then is the reverse true in DUST? Because reasons. I dunno unless a Dev speaks up.
But as far as situations go the RR and Scrams are consistently outperforming in close according to many and myriad complaints. This would be because it's easier to apply a few big hits in CQC than it is to apply many small hits usefully in close. The HMG is the outlier but unless a target has over 700 HP it might as well be an Alpha weapon given it's average TTK. It only behaves as a DPS weapon when confronted with other heavy dropsuits with deep HP pools. The Burst variant is pure Alpha, though applied erratically.
But when addressing CQC and brawling Alpha weapons would be the type you'd attack a shield user with fragile armor with, and DPS would be the best way to shave off the heavy protections of armor from long range. What we have right now is a weird reversal of how Infantry work, and I wanted to point it out.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3798
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Posted - 2014.10.21 16:36:00 -
[2] - Quote
Reserved for Dropsuits
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3798
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Posted - 2014.10.21 16:37:00 -
[3] - Quote
Reserved for vehicles.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3800
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Posted - 2014.10.21 17:17:00 -
[4] - Quote
In closing, I gotta say, I love the game, but there are a few things I listed that take verious in-game features and make their roles and function blurry and cause balance to stand on a razor's edge.
As far as my qualifications to comment, I've done time as a USMC Machine Gunner, and have utilized just about every type of man-portable weapon you can conceive and have played a lot of FPS games ranging from bloody awesome to utter crap.
If you made it this far, thanks for reading.
TL;DR: Goldfish are overpowered, nerf their active memory from 30 seconds to 13 seconds.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Travis Stanush
Polish Fighting Chickens
197
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Posted - 2014.10.21 19:20:00 -
[5] - Quote
Breakin Stuff wrote: I've done time as a USMC Machine Gunner,
TL;DR: Goldfish are overpowered, nerf their active memory from 30 seconds to 13 seconds. I knew there was a reason I liked you
Also nerf the crap outta them basterdz
No I will not show you where they touched me!!!
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Thor Odinson42
Molon Labe. General Tso's Alliance
5064
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Posted - 2014.10.21 19:46:00 -
[6] - Quote
Can you produce an audio version?
I wish my avatar was Minmatar.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3808
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Posted - 2014.10.21 20:02:00 -
[7] - Quote
Thor Odinson42 wrote:Can you produce an audio version? No recording Software
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Thor Odinson42
Molon Labe. General Tso's Alliance
5067
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Posted - 2014.10.21 20:11:00 -
[8] - Quote
Breakin Stuff wrote:Thor Odinson42 wrote:Can you produce an audio version? No recording Software
If I read it will you give me ISK?
I wish my avatar was Minmatar.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3809
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Posted - 2014.10.21 20:15:00 -
[9] - Quote
Thor Odinson42 wrote:Breakin Stuff wrote:Thor Odinson42 wrote:Can you produce an audio version? No recording Software If I read it will you give me ISK?
I won't even promise you'll like reading it. And you know I'll wind up stealing your ISK if I pay you.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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ReGnYuM LEGENDof DEI
Bragian Order Amarr Empire
71
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Posted - 2014.10.21 20:22:00 -
[10] - Quote
Great Thread and great read.
Much of what you have posted coincides with what I have been thinking and ranting to anybody caught in my squad. Therefore, it is good to finally see this in writing (because god knows I neither have the time or want to write this up)
Unfortunately, I fear your hard work will go unnoticed. The reforms you're pushing for just require too much work for CCP. |
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13719
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Posted - 2014.10.21 20:30:00 -
[11] - Quote
Thoughts on HAV turrets align with mine.
TL:DR- Sounds great.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
98
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Posted - 2014.10.21 20:59:00 -
[12] - Quote
Excellent read, thank you very much for taking the time to write this. It wasn't wasted. |
Victor Moody Stahl
Amarr Templars Amarr Empire
41
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Posted - 2014.10.22 00:08:00 -
[13] - Quote
So, I think I'm going to have to reread this several times to really distill my thoughts, but on the outset, I don't really see anything I outright disagree with; the only thing that irked me was the ADS comparison (because Mi-24 Hind), but that's really just a personal bugbear of mine.
On infantry weapons, and CQC Alpha>CQC DPS, with the inverse being true for ranged armaments... that makes a lot of sense, and also explains why even a mass driver is a useful CQB weapon (besides being able to sort-of fire around a corner). The HMG being an alpha weapon also makes sense- the DPS is so high that anything with less than six or seven hundred eHP tends to just evaporate instantly.
I think that the current intended design of "high DPS=CQC, high alpha=long range" isn't just a side-effect of EVE's design mentality. It's often the case in all those other FPS titles that guns with high DPS tend to be better at close range- but said games also have player health being pretty much universal.
Battlefield 4, which I admit to sort-of liking, is actually a pretty good example. The high-RoF guns, such as the FAMAS*, absolutely dominate at close range over almost every other type of gun in the game... but player health is universally 100 (as opposed to the wildly variable values in DUST), shotgun- IE alpha weapon- users with good aim are still more likely to win**, and long-range weapons tend to have much lower recoil to compensate for their rate of fire, making the long-range guns incredibly easy to control.
So it seems like it's a legacy thing of "other FPS games do it this way", in addition to "EVE does it this way". Of course, that still makes it something that ultimately does not work in DUST.
Side note: I'd like to say that I personally hope the RR never goes above 600 rpm, simply because the ARR- as bad as I am with it- is basically my space railgun AK. Also, buff logis, nerf goldfish active memory (we WILL turn that into a DUST legend).
*BF4 player thinks 1000 rpm is "high"? MEET MY HMG, 2,400 RPM OF ULTIMATE MURDERDEATHKILL. /wishes to be able to play DUST HMG heavy in BF, the tears would be delicious beyond belief
**Of course, that assume that the lawlRNG shotgun mechanics of BF4 go in the shotgunner's favor... gg DICE, gg. |
Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
2633
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Posted - 2014.10.22 03:33:00 -
[14] - Quote
Respecfully, i couldn't disagree more.
High RoF is king of CQC.
"Minmitar Scout" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
Give the Minja active dampening!--By Bor
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Jathniel
G I A N T
1205
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Posted - 2014.10.22 04:15:00 -
[15] - Quote
There are some points I disagree with (e.g. the Tac weapons [TacAR] could be considered an alpha weapon, not a precision weapon), but I must give you credit. You made your thesis, and drove your point home.
From the get-go you made it clear what this post was going to be, and then had at it. This is a great read.
For the most part, every weapon is behaving as it should. But I just do NOT see what you're saying about RR and Scrambler dominance.
RRs seem to be most effective against Gallente suits (I think this is intended), and I am only seeing the Scrambler used as an anti-scout (the charge short + aim assist is devastating to them). Otherwise, I'm not seeing this alleged RR/ScR dominance in CQC.
Can you provide any kind of example?
(As for AV, I only recently started serious tanking on an alt, so I cannot comment insightfully.)
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Foehammerr
OSG Planetary Operations Covert Intervention
90
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Posted - 2014.10.22 04:22:00 -
[16] - Quote
Gavr1lo Pr1nc 1p wrote:Respecfully, i couldn't disagree more.
High RoF is king of CQC. In the past that may have been true, but now that is false. Case in point; the Assault rifle vs the Breach AR. Before the breach was better for longer range engagements while the Ar was better at CQB. Now that the Breach had its alpha buffed it's flipped (although, it does have a higher dps as well, so that's an issue. Get it together ccp).
On another note, there's the issue of tanking versus infantry weapons. Right now tanking it pretty homogeneous. It's either buffer tank, speed or ewar. There are other options which are already in the game, but are either ineffective, or very difficult to use and are barely viable. Prime example is repair modules.
Currently, even after they got buffed, they still cannot hold up to current DPS and feel as if they were added as an afterthought rather than as a real means of tanking. Even if you were to stack 5 complex reps on a Gallente medium, it's still not enough to tank even the lowest DPS weapons. In this example, if you get hit by a basic RR once a second, you can rep through it. Get hit twice, and your tank is broken. To even begin to fix this, repair modules need to be repairing at least twice their current rate.
Also shield tanking isn't too great either and needs improvement, but I'm less knowledgeable on that matter.
Rangers Lead The Way!
Beta Vet since 2/5/2013
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Foehammerr
OSG Planetary Operations Covert Intervention
90
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Posted - 2014.10.22 04:22:00 -
[17] - Quote
Double post
Rangers Lead The Way!
Beta Vet since 2/5/2013
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3833
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Posted - 2014.10.22 07:08:00 -
[18] - Quote
Gavr1lo Pr1nc1p wrote:Respecfully, i couldn't disagree more.
High RoF is king of CQC.
This is a hollywoodism translated into the majority of FPS games. It doesn't wash with how weapons work. A mossberg pump shotgun is better in CQC than an M-249 SAW. The SAW has a much higher rate of fiere but the mossberg is more likely to get a killshot in CQC.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3833
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Posted - 2014.10.22 09:37:00 -
[19] - Quote
@ jathniel
To clarify it's not RR/ScR DOMINANCE.
They are overperforming because alpha in close. With the RR if you hold the weapon on a target for an average of one second out of 5 you are applying your damage better because each shot hits harder and applies more to target. If a DPS weapon misse at close ranges it'spissing away it's high damage over time which means slow and steady is winning in a brawl via attrition.
It's wasting less ammo and applying more immediate damage to target with a major buffer. Alpha weapons are less likely to suffer hit detection artifacting in close.
But in a DUST CONTEXT which is likely to kill you faster? The gallente AR or the gallente shotgun at 5-10m?
This is a practical application question, not a math check or comparison of individual skill. This is "all considerations are equal except the weapon type" tactical question.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Horizon Limit
Nexus Balusa Horizon
78
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Posted - 2014.10.22 10:20:00 -
[20] - Quote
Do not agree on the large rail cannon, it's way too difficult now. BP does not have travel time and BP spool time is way faster, but more than this turrets aren't mobile as rifles, you can't do 360-¦ spin, you can't aim downward, if you shoot 4 times in a row it overheats, you are not free to shoot whenever you want (if you charge half, you have to wait a cool down).
No, i would not define the large rail easy and no, it's easier to use an assault forge gun, at least in my opinion.
Are minmatar communists?
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
603
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Posted - 2014.10.22 11:54:00 -
[21] - Quote
excellent post. great work |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3837
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Posted - 2014.10.22 12:44:00 -
[22] - Quote
Horizon Limit wrote:Do not agree on the large rail cannon, it's way too difficult now. BP does not have travel time and BP spool time is way faster, but more than this turrets aren't mobile as rifles, you can't do 360-¦ spin, you can't aim downward, if you shoot 4 times in a row it overheats, you are not free to shoot whenever you want (if you charge half, you have to wait a cool down).
No, i would not define the large rail easy and no, it's easier to use an assault forge gun, at least in my opinion. I said firing mechanic, not performance.
Right now the railgun is a POS across the board both light and heavy. Why do you think I state that vehicles aren't in a good spot? Its bad damage application via upscaled infantry weapons that are intended to kill vehicles but aren't good at doing it. Railtanks tend to hang back and snipe because closing and engaging isn't really doable.
But the current HAV turrets mimic designs intended as infantry weapons. They don't act like their own class of weapon, which they should be. A tank turret should not behave like an infantry weapon. Nor should it behave like a light turret. A light turret should behave similarly to a heavy weapon that a heavy might carry but with a differing grade of performance.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Horizon Limit
Nexus Balusa Horizon
79
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Posted - 2014.10.22 13:19:00 -
[23] - Quote
Breakin Stuff wrote:Horizon Limit wrote:Do not agree on the large rail cannon, it's way too difficult now. BP does not have travel time and BP spool time is way faster, but more than this turrets aren't mobile as rifles, you can't do 360-¦ spin, you can't aim downward, if you shoot 4 times in a row it overheats, you are not free to shoot whenever you want (if you charge half, you have to wait a cool down).
No, i would not define the large rail easy and no, it's easier to use an assault forge gun, at least in my opinion. I said firing mechanic, not performance. Right now the railgun is a POS across the board both light and heavy. Why do you think I state that vehicles aren't in a good spot? Its bad damage application via upscaled infantry weapons that are intended to kill vehicles but aren't good at doing it. Railtanks tend to hang back and snipe because closing and engaging isn't really doable. But the current HAV turrets mimic designs intended as infantry weapons. They don't act like their own class of weapon, which they should be. A tank turret should not behave like an infantry weapon. Nor should it behave like a light turret. A light turret should behave similarly to a heavy weapon that a heavy might carry but with a differing grade of performance. I can understand what you have in mind for large turrets, but i don't think large rails are similar to any infantry weapon. BTW how do you imagine a large blaster to be?
Are minmatar communists?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3837
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Posted - 2014.10.22 13:35:00 -
[24] - Quote
Horizon Limit wrote:Breakin Stuff wrote:Horizon Limit wrote:Do not agree on the large rail cannon, it's way too difficult now. BP does not have travel time and BP spool time is way faster, but more than this turrets aren't mobile as rifles, you can't do 360-¦ spin, you can't aim downward, if you shoot 4 times in a row it overheats, you are not free to shoot whenever you want (if you charge half, you have to wait a cool down).
No, i would not define the large rail easy and no, it's easier to use an assault forge gun, at least in my opinion. I said firing mechanic, not performance. Right now the railgun is a POS across the board both light and heavy. Why do you think I state that vehicles aren't in a good spot? Its bad damage application via upscaled infantry weapons that are intended to kill vehicles but aren't good at doing it. Railtanks tend to hang back and snipe because closing and engaging isn't really doable. But the current HAV turrets mimic designs intended as infantry weapons. They don't act like their own class of weapon, which they should be. A tank turret should not behave like an infantry weapon. Nor should it behave like a light turret. A light turret should behave similarly to a heavy weapon that a heavy might carry but with a differing grade of performance. I can understand what you have in mind for large turrets, but i don't think large rails are similar to any infantry weapon. BTW how do you imagine a large blaster to be? It's a perspective thing. If you took the firing and targeting mechanic of a large railgun and made it into something resembling a caldari tactical rifle it'd be effective because it's not bad.
But to answer your question I'd envision a large rail as something that was around 1500-1600 (pre-skill/mod) raw damage with about a six-second refire delay and a 5-meter blast radius at about 400 damage. Heavy hit, scares the random yard trash, makes them dive for cover and provides meaningful support to allied infantry. also great for clearing a doorway.
But for blasters, imagine something that fires about as fast as an Assault Forge Gun with much shorter range. Since it's an unstable plasma discharge it's direct damage is going to be lessened but the blast will be about as big and only a little less damaging than the impact. Since it's shorter range and the blast is meant to be meaningful call this one in at about 650 damage per shot with a similar 400 damage blast because it's not a penetration strike. it's a saturation strike intended to affect as much shield surface as possible. Both weapons hit the same area of effect for about the same damage, but the Blaster starts to pull ahead as it's firing a fourth or fifth shot by the time a rail has lobbed off the second shot.
Now is this necessarily a good vision? Who the hell knows? but the slow-ass cannon shot is present in both cases. And since I would not touch the Forge Gun damage, it would literally make tanks the most efficient means of terminating tanks on the field, and make armored warfare more brutal, tricky and fast-paced while leaving efficiency at killing infantry firmly in the hands of... say a mass driver which can lunk off six shots during a railgun refire cycle.
In short I'd like to see tanks used to hammer defensive hardpoints and soften them up for an attack, or as a finisher in support, not the initial attack, the main thrust and finisher all at once, or the current jokeworthy Infantry killing power it has now.
The problem with arranging vehicles so they CANNOT effectively kill infantry is that it makes them less and less able to fight back effectively against infantry AV. I feel that Infantry AV should be effective, yes, but in a 1v1 the mechanical advantage should be in the vehicle driver's hands. Mechanical advantages can always be trumped via creative application by a good AV gunner.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Victor Moody Stahl
Amarr Templars Amarr Empire
43
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Posted - 2014.10.23 00:04:00 -
[25] - Quote
So, I've collected a few thoughts after thinking about this a bit:
I like the idea of CQB-oriented guns being changed for a more alpha-damage style. In particular, with the Gallente blaster rifle, this much more accurately matches the blaster turrets in EVE- said turrets do not have an especially high rate of fire, but do have the highest per-shot damage (and the shortest range); since they do have a fairly moderate rate of fire, the high per-shot alpha means they end up with the highest DPS... but it all ends up being in big chunks of alpha, rather than a continuous barrage of lower-damage shots.
So changing the Gallente weapons to be more breach-style rather than "assault" style is, IMO a good idea. Perhaps a little bit because it would likely prompt the "AR" to be changed to the "Blaster Rifle", which would be awesome.
So, given that EVE-blasters are basically DUST-breach weapons, changing the AR to be much more alpha-oriented is actually quite logical. It's even consistent with the shotgun and the charge mechanic of the ion pistol (the latter needs some work though). Caveat: this likely means that rails will because the assault archetype. Please do not make RR firerate higher than 600-650 RPM. I like my space railgun AK with that sort of firing cadence, it just sounds better. But that's just a personal thing.
I do think that blaster turrets should not act like giant plasma cannons, however. It doesn't feel consistent with what they're called and the EVE analogues (yes yes, DUST != EVE). What I'd like to see is just have a really low firerate, perhaps around 120-180 rpm. This gives a turret that's sort-of-okayish at killing infantry (with the current dispersion mechanics and a reduced firerate, you'd be relying heavily on lucky hits), and is reasonably good at killing lighter vehicles.
However, this would likely mean that blaster turrets would be... suboptimal, for killing other tanks. IMO, however, that's not necessarily a bad thing. If large blaster turrets are adapted to be more of a slow-firing modern autocannon analogue, then we could potentially add a "plasma turret" that functions more similarly to the plasma cannon, and the large blaster turret is then used as the turret of choice for HAV pilots that fit their vehicles to be speed/scout style, the idea being it's supposed to hunt down and destroy lighter vehicles, like LAVs and the eventual MAVs.
Of course, that could all be undone by a. MAVs not being in the game, and/or b. medium blaster turrets functioning as I described a potential large blaster concept.
The other angle, of course, is dropping rate of fire even lower- say, comparable to current small rails, just without spool times or the pinpoint accuracy. This means using a large blaster on infantry isn't impossible, but is more like playing the lottery. Of course, I'd also like to see large blasters get a little bit of splash damage- not a lot, but just enough that infantry will want to get behind cover a little more than they might usually do.
I do, however wonder about a 6-second firing time for large rails. I'm certain that you know, but for posterity's sake (you know, those suckers who don't like math) I'll note that this is pretty much 10 rpm on the dot. I really don't like that sort of figure for large rails. Mostly because rails have never been an especially slow firing, high-alpha weapon that that RoF would tend to correlate with. I don't know offhand what large rail firerate is, but I'd say something around 20-30 (or even 40!) rpm would perhaps be more appropriate; simply balance this with a larger heat buildup so that it isn't generally practical to actually achieve and maintain that sort of firerate.
This then also allows for the eventual artillery turrets to be more distinct in having higher alpha and slower firerate.
Overall though, I like what you're getting at with CQB/long-range weapons being switched from DPS/alpha, respectively, to alpha/DPS, as well as your thoughts on vehicles.
Side note: I absolutely agree that heavies should not be "CQB point defense" (or at least not just that*), but I'd like to see the HMG be more of a sort of medium-range weapon rather than an actual long-ranged weapon. This then opens the door for other heavy weapons to diversify the ability of heavy suits to function in different conditions... but does require said heavy weapons to be brought in *looks at CCP*.
I do think heavies as CQB point defense should be something doable- and even, perhaps, desirable- but that that should be merely one of, and likely not even the best use, of a heavy in a defensive role. After all, a core aspect of the heavy suit is it's supposed ability to engage vehicles on an equal footing- and it's difficult to do so except in a defensive fashion, and almost implies that heavy weapons are quite deadly to vehicles regardless of whether or not it's an AV weapon.
Perhaps HMGs should be more lethal to LAVs and derpships... mostly just LAVs, I think.
*Mostly because I like the whole "enemies lemming into wall of HMG MURDERDEATHKILL" part of point defense... when they happen to stop by, anyways. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
13754
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Posted - 2014.10.23 00:31:00 -
[26] - Quote
Victor Moody Stahl wrote:So, I've collected a few thoughts after thinking about this a bit:
I like the idea of CQB-oriented guns being changed for a more alpha-damage style. In particular, with the Gallente blaster rifle, this much more accurately matches the blaster turrets in EVE- said turrets do not have an especially high rate of fire, but do have the highest per-shot damage (and the shortest range); since they do have a fairly moderate rate of fire, the high per-shot alpha means they end up with the highest DPS... but it all ends up being in big chunks of alpha, rather than a continuous barrage of lower-damage shots.
So changing the Gallente weapons to be more breach-style rather than "assault" style is, IMO a good idea. Perhaps a little bit because it would likely prompt the "AR" to be changed to the "Blaster Rifle", which would be awesome.
So, given that EVE-blasters are basically DUST-breach weapons, changing the AR to be much more alpha-oriented is actually quite logical. It's even consistent with the shotgun and the charge mechanic of the ion pistol (the latter needs some work though). Caveat: this likely means that rails will because the assault archetype. Please do not make RR firerate higher than 600-650 RPM. I like my space railgun AK with that sort of firing cadence, it just sounds better. But that's just a personal thing.
I do think that blaster turrets should not act like giant plasma cannons, however. It doesn't feel consistent with what they're called and the EVE analogues (yes yes, DUST != EVE). What I'd like to see is just have a really low firerate, perhaps around 120-180 rpm. This gives a turret that's sort-of-okayish at killing infantry (with the current dispersion mechanics and a reduced firerate, you'd be relying heavily on lucky hits), and is reasonably good at killing lighter vehicles.
However, this would likely mean that blaster turrets would be... suboptimal, for killing other tanks. IMO, however, that's not necessarily a bad thing. If large blaster turrets are adapted to be more of a slow-firing modern autocannon analogue, then we could potentially add a "plasma turret" that functions more similarly to the plasma cannon, and the large blaster turret is then used as the turret of choice for HAV pilots that fit their vehicles to be speed/scout style, the idea being it's supposed to hunt down and destroy lighter vehicles, like LAVs and the eventual MAVs.
Of course, that could all be undone by a. MAVs not being in the game, and/or b. medium blaster turrets functioning as I described a potential large blaster concept.
The other angle, of course, is dropping rate of fire even lower- say, comparable to current small rails, just without spool times or the pinpoint accuracy. This means using a large blaster on infantry isn't impossible, but is more like playing the lottery. Of course, I'd also like to see large blasters get a little bit of splash damage- not a lot, but just enough that infantry will want to get behind cover a little more than they might usually do.
I do, however wonder about a 6-second firing time for large rails. I'm certain that you know, but for posterity's sake (you know, those suckers who don't like math) I'll note that this is pretty much 10 rpm on the dot. I really don't like that sort of figure for large rails. Mostly because rails have never been an especially slow firing, high-alpha weapon that that RoF would tend to correlate with. I don't know offhand what large rail firerate is, but I'd say something around 20-30 (or even 40!) rpm would perhaps be more appropriate; simply balance this with a larger heat buildup so that it isn't generally practical to actually achieve and maintain that sort of firerate.
This then also allows for the eventual artillery turrets to be more distinct in having higher alpha and slower firerate.
Overall though, I like what you're getting at with CQB/long-range weapons being switched from DPS/alpha, respectively, to alpha/DPS, as well as your thoughts on vehicles.
Side note: I absolutely agree that heavies should not be "CQB point defense" (or at least not just that*), but I'd like to see the HMG be more of a sort of medium-range weapon rather than an actual long-ranged weapon. This then opens the door for other heavy weapons to diversify the ability of heavy suits to function in different conditions... but does require said heavy weapons to be brought in *looks at CCP*.
I do think heavies as CQB point defense should be something doable- and even, perhaps, desirable- but that that should be merely one of, and likely not even the best use, of a heavy in a defensive role. After all, a core aspect of the heavy suit is it's supposed ability to engage vehicles on an equal footing- and it's difficult to do so except in a defensive fashion, and almost implies that heavy weapons are quite deadly to vehicles regardless of whether or not it's an AV weapon.
Perhaps HMGs should be more lethal to LAVs and derpships... mostly just LAVs, I think.
*Mostly because I like the whole "enemies lemming into wall of HMG MURDERDEATHKILL" part of point defense... when they happen to stop by, anyways.
Blasters are not Alpha weapons but instead DPS weapons.
One of several reasons I can kite a Catalyst out to 13km and still be out of his blaster range.
"We were commanded to burn the system...We did. I mourn the loss of the innocents caught in our fires" -Kador Ouryon
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Victor Moody Stahl
Amarr Templars Amarr Empire
43
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Posted - 2014.10.23 01:25:00 -
[27] - Quote
Perhaps I should have clarified; when I say "highest per-shot damage", I mean of the short-ranged turrets. Autocannons have incredibly high rates of fire, pulse lasers have great range- blasters have megadeath damage.
How they accomplish that is moderate rate of fire, with high(er) per shot damage than the other turrets. As far kiting a Catalyst goes... well, yeah. Since blaster turrets generally have an optimal range of about 1-1.5 km at the small turret size, and a falloff of only about 4 km, then there's something of an inability to project damage even as far as scram range for a blasterboat, like the Catalyst.
The reason why I describe blasters as being "alpha" weapons is the same reason that Breakin describes RRs as being "alpha" weapons- they tend do most of their damage in big heaping chunks rather than a steady stream of fire. It may have been a while since I played EVE (I prefer to not have a monthly subscription when I am unemployed), but I certainly remember how blasters work. |
Jathniel
G I A N T
1206
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Posted - 2014.10.23 08:19:00 -
[28] - Quote
Breakin Stuff wrote:@ jathniel
To clarify it's not RR/ScR DOMINANCE.
They are overperforming because alpha in close. With the RR if you hold the weapon on a target for an average of one second out of 5 you are applying your damage better because each shot hits harder and applies more to target. If a DPS weapon misse at close ranges it'spissing away it's high damage over time which means slow and steady is winning in a brawl via attrition.
It's wasting less ammo and applying more immediate damage to target with a major buffer. Alpha weapons are less likely to suffer hit detection artifacting in close.
But in a DUST CONTEXT which is likely to kill you faster? The gallente AR or the gallente shotgun at 5-10m?
This is a practical application question, not a math check or comparison of individual skill. This is "all considerations are equal except the weapon type" tactical question. I blame aim assist for this. I mean, people call the bolt pistol OP, not because the weapon itself is imbalanced, but because it's hard to actually miss a hipfire shot with it. Fully auto dps weapons, in my observation, don't get the same aim assist buff past the first couple rounds, but a lot of alpha weapons like the ScR and TAR do.
Basically, alphas aren't being allowed to miss enough, and dpsers are missing too much. That's just what I think, because the stats on the weapons seem balanced enough. Aim assist needs to be tweaked down a bit.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3854
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Posted - 2014.10.23 08:33:00 -
[29] - Quote
I use a mouse.
No aim assist.
I get better mileage out of alpha hipfire and ADS in CQC than I do via DPS.
It's not the aim. It's the fact that one landed alpha shot does more damage than two landed DPS shots. Hitting harder is critical in CQC but volume of fire is more useful at range.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3854
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Posted - 2014.10.23 09:55:00 -
[30] - Quote
Heavy Blasters cannot be balanced for the Dev team objective of making it AV only without it being used as an infantry farming tool without nerfing it so hard that it's too frustrating for most people to use.
That's why the machinegun firing pattern needs to go. Machineguns were conceptualized as infantry killing tools. It's the very nature of the design.
For the heavy blaster to be AV it needs to be a cannon profile that does more damage over time faster than a rail while lacking the horrendous range and alpha.
Both turrets need to be usable in support of an infantry push or to break an attack or else we are simply pushing vehicles into a corner where they can only effectively play with each other and occasionally be preyed upon by infantry AV for the funzies.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Victor Moody Stahl
Amarr Templars Amarr Empire
44
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Posted - 2014.10.23 23:57:00 -
[31] - Quote
I suppose my big issue is that large blaster turrets functioning more akin to gigantic plasma cannons... for some reason it just doesn't jive with me.
TBH, it really just comes down to a preference issue; maybe it's like how I think that, despite the fact I feel like it's somewhat broken, Ganjas should keep their damping bonus... but OTOH, I also feel like Canjas should lose their damping/scan range bonuses in favor of a precision bonus*. On the Ganja part, it's mostly because the traditional Gallente Scout bonus is that it's the damping scout, and taking that away is kind of like taking away the sidearm slot of the Amarr Logi. People WILL freak out and complain, and I'm not entirely sure it would be unjustified to complain about taking away the Ganja damp bonus.
*Of course, I also think no scout should have more than one EWAR bonus, and that the Amarr should be the biotic scout with an efficacy bonus to biotic modules (NOT just stamina, but also kincats and maybe myofibs), the Minja is the speedhacker/stabby-stab scout, and the Caldari scout is the precision scout. Canja being max precision with Ganja being max damp creates an interesting interplay...
Though I also think that EWAR bonuses should be to module efficacy, and the EWAR skills should also be module efficacy, and that a 4 damp Ganja should only avoid a 4 precision Canja by using a proto cloak (because both are already sacrificing, and a Canja by default would lose the scan range bonus and has only two lows at ADV/PRO so is difficult to get long passive scan range anyways). |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3893
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Posted - 2014.10.24 08:00:00 -
[32] - Quote
EWAR is a ball of crap I dont want to touch.
You can't wash out the smell.
It doesn't need tweaks. It needs to be taken out back and put down like Old Yeller.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Powerh8er
The Rainbow Effect
492
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Posted - 2014.10.24 08:59:00 -
[33] - Quote
Ive been saying almost the same about the HMG for ages, it makes no sense designing the HMG as a CQC weapon.
It sometimes feels almost nightmarish to be in that role the heavy is now, only able to engage infantry(scrubs) at very close range.
Also i think heavies should have the best passive scans. What, armor too thick for the dropsuits sensors?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3893
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Posted - 2014.10.24 09:01:00 -
[34] - Quote
Powerh8er wrote:Ive been saying almost the same about the HMG for ages, it makes no sense designing the HMG as a CQC weapon.
It sometimes feels almost nightmarish to be in that role the heavy is now, only able to engage infantry(scrubs) at very close range.
Also i think heavies should have the best passive scans. What, armor too thick for the dropsuits sensors?
Sentinel CQC being the meta in PC was inevitable. All it needed was the correct maps.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Victor Moody Stahl
Amarr Templars Amarr Empire
48
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Posted - 2014.10.24 17:16:00 -
[35] - Quote
Breakin Stuff wrote:EWAR is a ball of crap I dont want to touch.
You can't wash out the smell.
It doesn't need tweaks. It needs to be taken out back and put down like Old Yeller.
I'm not going to dispute that EWAR is a terrible terrible thing right now. I do think, however, that it's pretty much the best we'll get in DUST, so we pretty much have to figure out a way around it.
Which sucks, because it seems like we've had a lot more problems with EWAR being brokenly good for scouts than anything else- active scanners were pretty bad and all, but you knew when you were scanned, most people ran the ADV Quantum scanner (because they wanted long paint times but were too cheap for proto scanners), and it was possible to actually get under it if you fitted for it.
Quite frankly, I almost wonder if we set it up so that the EWAR core skills were module efficacy bonuses, the EWAR scout skills were module efficacy bonuses, we wouldn't fix a lot of issues. OTOH, I also feel like it's the scan range bonus that is the most broken one, and should probably be dropped wholesale.
Buff Logis | Nerf Goldfish
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