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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2120
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Posted - 2014.11.09 20:16:00 -
[1] - Quote
First, a shout out to my test subjects Boss SobanRe and Mexx Dust-Slayer. Without them this test would never have happened.
The purpose: To determine how many pellets a shotgun blast has, and from there calculate a shotguns total damage and DPS.
The test: I used a standard shotgun with no proficiency and no damage mods. This shotgun was used on all tests. Test subjects used Sentinel cko with full rack of extenders, and one militia heavy frame with 1 complex extender.
Procedure: record subjects total shield health before shot, record efficiency of shotgun. Fire one shot into body from 0m away (standing right against him) to ensure all pellets impact subject and none accidentally hit the head. Record shield after shot.
Results were as follows.
1st test: Sentinel cko. 835 total shield, 93% efficiency. Shield dropped to 386 after one shot. Total damage: 449
2nd test: Sentinel cko. 911 total shield, 93% efficiency. Shield dropped to 462 after one shot. Total damage: 449
3rd test: Militia minmatar heavy frame. 585 shields, 110% efficiency. Shield dropped to 57. Total damage: 528
Results: It appears that the standard shotgun does 480 damage assuming all pellets impact. With a damage of 40 per pellet, this gives a total of 12 pellets in a single blast. Now for the math.
(480 damage x 85.71 RPM)/60 seconds gives a dps of 685.68 DPS from a standard shotgun. As a comparison, the standard HMG has a DPS of 720.
Here lies the issue: Not only does the shotgun have a high alpha strike, it also has one of the highest DPS of any weapon. A standard shotgun has comparable DPS to an HMG. By another comparison, the Boundless CR has a DPS of 594 assuming you time all the bursts perfectly. A proto weapon is being outDPSed by a standard weapon by almost 100 DPS. This is where a lot of people have issue. 2 shots for a total of 960 damage can be delivered in under a second. 960 damage in a second from a standard weapon. However, the shotgun also has an extremely short range. 4m optimal range is ridiculous, you have to be hugging someone in order to apply full damage. This is why shotgun scouts are so annoying. There high speed allows them to close the distance quicker, negating this disadvantage. Thus the insane amount of shotgun scouts we have today.
My proposal has two objectives. A. To make the shotgun retain its high alpha strike, while lowering its DPS. B. To make the shotgun useful on frames other than scouts. Here are my changes:
1. Reduce rate of fire considerably. If possible, I would have the shotgun **** between rounds. The animation for it is seen at the end of the shotgun reload. Barring that, a ROF of 50.00 RPM brings the total DPS to about 400. A secondary number would be a ROF of 62.50, which gives a DPS of 500. NOTE THAT THIS IS A STANDARD WEAPON WE ARE TALKING ABOUT. This allows the shotgun to have a high alpha strike, while being low DPS. This allows a suit time to respond to a shotgun threat, assuming it isn't killed outright.
2. Increase range to 15m. If necessary, increase to 20m. This means a shotgun can engage targets from farther away, meaning you don't have to be right next to them in order to apply full damage. With this change, we can have other suits, like mediums and commandos, be viable when using a shotgun, promoting diversity.
In all, the goal is to reduce the shotguns ability to kill anything that isn't a bricked sentinel in under a second by increasing the time between shots, and to increase the range so that other frames have an opportunity to use it without being gimped.
Proof that Rattati/CCP do listen to the playerbase.
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Terry Webber
Molon Labe. General Tso's Alliance
485
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Posted - 2014.11.09 20:35:00 -
[2] - Quote
Pretty convincing data, Alena. I would love to have this kind of change to the shotgun while still being viable for sneak attacks. It would help cut down the surplus of shotgun scouts in this game. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4743
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Posted - 2014.11.09 20:39:00 -
[3] - Quote
show me the spreadsheet.
Please use comparisons to other weapon DPS rates for reference and comparison.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2122
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Posted - 2014.11.09 20:41:00 -
[4] - Quote
Breakin Stuff wrote:show me the spreadsheet.
Please use comparisons to other weapon DPS rates for reference and comparison. Spreadsheet inbound. Give me a few minutes.
Proof that Rattati/CCP do listen to the playerbase.
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XxGhazbaranxX
Endless Hatred
1829
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Posted - 2014.11.09 20:59:00 -
[5] - Quote
These are some sound ideas and you make a compelling argument. The increase in range would offset by the spread of the blast, so in theory you would do less damage, even if the efficiency is 100%.
This would also, like you said, make the weapon viable for other frames that dont have the ability to close the gap like scouts can.
BREACH SHOTTY NEEDS REWORK
Another thing that we also have to rebalance is the breach shotgun. This weapon has 1/4 the clip size, a significantly reduced RoF ( its painfull to actually try to get the second shot to fire ) and only about 10% more damage.
Plasma Cannon Advocate
Dust 514 Survivor
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XxVEXESxX
41
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Posted - 2014.11.09 21:01:00 -
[6] - Quote
Dont think range is an issue. I get killed at 8m on average anyways. Its the dps for sure. those numbers should be on a lvl 5 commando with a proto shotgun and a damage mod, not on the weapons baseline stats.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
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One Eyed King
Land of the BIind
5735
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Posted - 2014.11.09 21:07:00 -
[7] - Quote
I don't mind the proposal, except for the range bit.
But I also super hate shotguns so am not the best to consider it.
1.9 Where cloaked scouts give way to tanked scouts. Problem solved?
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2124
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Posted - 2014.11.09 21:10:00 -
[8] - Quote
XxVEXESxX wrote:Dont think range is an issue. I get killed at 8m on average anyways. Its the dps for sure. those numbers should be on a lvl 5 commando with a proto shotgun and a damage mod, not on the weapons baseline stats. But the range is only mitigatable on scout suits. this shouldn't be. It should be viable on a commando frame as much as a scout frame.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2124
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Posted - 2014.11.09 21:11:00 -
[9] - Quote
OP updated with spreadsheet.
Proof that Rattati/CCP do listen to the playerbase.
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Benjamin Ciscko
Fatal Absolution
3452
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Posted - 2014.11.09 21:20:00 -
[10] - Quote
Why does an alpha weapon have high RoF?
Fatal Absolution Director
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Vitantur Nothus
Nos Nothi
111
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Posted - 2014.11.09 21:50:00 -
[11] - Quote
Barbershop test had similar findings ...
* Full damage potential only reached point-blank range. * Damage output declines exponentially outside of 4-5m. * Damage variance increases with range.
Questions for OP:
1) By your math, how many shotgun blasts are needed to kill a well-fit AM sentinel?
2) Why is it a problem that a weapon with a 4m range can out-DPS weapons with 10x - 20x that range?
3) Assuming range was increased and RoF decreased, why use a shotgun if it has far less range and similar DPS to Fine Rifles? |
Alena Ventrallis
Vengeance Unbound RISE of LEGION
2126
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Posted - 2014.11.09 22:04:00 -
[12] - Quote
Vitantur Nothus wrote:Barbershop test had similar findings ...
* Full damage potential only reached point-blank range. * Damage output declines exponentially outside of 4-5m. * Damage variance increases with range.
Questions for OP:
1) By your math, how many shotgun blasts are needed to kill a well-fit AM sentinel?
2) Why is it a problem that a weapon with a 4m range can out-DPS weapons with 10x - 20x that range?
3) Assuming range was increased and RoF decreased, why use a shotgun if it has far less range and similar DPS to Fine Rifles? 1) At most, a full tank AmSentinel would take 4 shots to down. This is a total of 1920 damage. Of course, 3 shots would leave the AmSentinel with under 300 armor, which is easy to eat through with an SMG.
2) Because only scouts can negate this disadvantage. A commando should be just as viable as a scout with a shotgun. In addition, the shotgun TTK with my changes is still lower than the rifle TTK because of the large alpha damage. ie: the shotgun still kills faster than the rifles, because it takes far fewer shots to kill than the rifles do.
3) Because it has much higher alpha. Many suits would still be OHKO, most would take 2, which is still less TTK than a comparable rifle, and a Sentinel would still take 3 or 4, only now it would have comparable TTK to a rifle.
In short, the range increase and ROF decrease means that more suits can use it, and means that you can't put out near 1000 damage in under a second.
Proof that Rattati/CCP do listen to the playerbase.
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XxVEXESxX
41
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Posted - 2014.11.09 22:10:00 -
[13] - Quote
Alena Ventrallis wrote:XxVEXESxX wrote:Dont think range is an issue. I get killed at 8m on average anyways. Its the dps for sure. those numbers should be on a lvl 5 commando with a proto shotgun and a damage mod, not on the weapons baseline stats. But the range is only mitigatable on scout suits. this shouldn't be. It should be viable on a commando frame as much as a scout frame.
Shotguns should always be CQC. 15m-20m is just making it like the ion pistol.
If a commando could camp a corner with EWAR it would work wouldn't it? that was purposed by Ratatti for EWAR in Features.
Double kinkat on a commando gets him over Med Frame Sprint right? that can be done now but with no EWAR.
Scouts do it no matter the terrain due to their movement and EWAR. Seems we both found the problem.
Its the scout combination. If it took scouts 4 shots to do what a commando can do in 2 then its fixed.
Nerf the shotgun alpha but balance the changes around the commando where its respect is due. Range Dominance.
Hope this helps.
PSN: XxVEXESxX
Minmatar loyalist
MK.0 A/C/L
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Kensai Dragon
DUST University Ivy League
62
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Posted - 2014.11.10 00:00:00 -
[14] - Quote
Balance the shotgun in tiers.
MLT / Basic = 4 pellet (0.410 sg)
Advanced = 8 pellet (20 gauge)
Prototype = 12 pellet (12 gauge)
Officer = 14 pellet (10 gauge)
Or, reduce the DMG per pellet
MLT / Basic = 10 DMG / pellet (# 4 birdshot)
Advance = 20 DMG / pellet (#2 birdshot)
Prototype = 40 DMG / pellet (#00 buckshot)
Officer = 50 DMG / pellet (12 gauge slug)
Additionally, make 2 variants at advanced level and up, full choke for range and open cylinder for close crowd control. Both would still be instant kill at hugging distance. |
manboar thunder fist
Dead Man's Game RUST415
223
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Posted - 2014.11.10 00:05:00 -
[15] - Quote
Kind of ridiculous though when you get 2 shots into a heavy and they turn around and spray you down in half a second before the third can be fired.
Shotguns need high dps because range is a huge limiting factor, as range vs dps is the best way to create balance the shotgun should have highest dps of all weapons. The heavy machine gun needs a dps/overheat nerf in order to reduce heavy spam. With less heavies being spammed, less shot gunners need to be present, as they are counters to each other. A heavy can kill any other suit 1 v 1 in its effective range very easily, but this range is too high, it needs more spread or shorter range. Currently using the AR is very hard to kill heavy since few M and heavy has advantage. The hmg range is too high
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Victor Moody Stahl
Amarr Templars Amarr Empire
102
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Posted - 2014.11.10 00:21:00 -
[16] - Quote
manboar thunder fist wrote:Kind of ridiculous though when you get 2 shots into a heavy and they turn around and spray you down in half a second before the third can be fired.
Shotguns need high dps because range is a huge limiting factor, as range vs dps is the best way to create balance the shotgun should have highest dps of all weapons. The heavy machine gun needs a dps/overheat nerf in order to reduce heavy spam. With less heavies being spammed, less shot gunners need to be present, as they are counters to each other. A heavy can kill any other suit 1 v 1 in its effective range very easily, but this range is too high, it needs more spread or shorter range. Currently using the AR is very hard to kill heavy since few M and heavy has advantage. The hmg range is too high
HMG range is, in fact, too low. Consider just what the HMG is supposed to be- a heavy machine gun. As in, the kind of ordnance that one creative US Marine once used as sniper weapon. Incredible range and firepower... but similarly incredible weight, bulk, and ungainliness.
You should check out Breakin Stuff's thread on that for more information.
With that out of the way... I cannot in any way agree that the shotgun in its present state is a good weapon. The fact that it requires a scout suit to actually make use of it, and is more-or-less useless for medframes and of very limited utility for commandos is simply bad game design. Now, I'm not sure of a 20 meter optimal range; 15 seems like it would be better to at least start with, and then iterate on from there- Rattati has shown a great deal of interest in continued iteration... as evidenced by the continued changes to the racial rifles, and the similar iterations on the Burst HMG and regular HMG heat buildup.
So, overall, I think that the proposed changes are very desirable. 20 meters is, IMO, a tad too much, and 15 would be a better starting point, but that's my opinion on just the range- a rate of fire nerf is pretty desirable IMO, since it keeps the DPS from getting too far out of hand, and the optimal range tweak will nicely compensate for that while also making it much more viable to use on medium frames in general as well as the commandos (most especially GalMando).
Buff Logis | Nerf Scouts
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Vitantur Nothus
Nos Nothi
111
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Posted - 2014.11.10 00:27:00 -
[17] - Quote
@ Manboar
Get out of here with your sound reasoning, good sir! Short-range Shotguns shouldn't out-DPS long-range Rifles in close quarters. Because they OHK militia MedFrames and Scouts!
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Victor Moody Stahl
Amarr Templars Amarr Empire
102
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Posted - 2014.11.10 00:31:00 -
[18] - Quote
Do keep in mind that the proposal doesn't touch the actual damage values in the slightest- a shotgun is still doing just under 500 damage per shot. It just doesn't do it quite as fast, but it does do it from a little further away.
What do you want, ultra-megadeath DPS, or the range to actually apply it and not have to be kissing the eyeballs of your chosen victim?
Buff Logis | Nerf Scouts
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manboar thunder fist
Dead Man's Game RUST415
225
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Posted - 2014.11.10 00:36:00 -
[19] - Quote
One thing you have to consider victor is that most times
1400 armour heavy 450 shields with a gun with HIGHER dps than scout
Vs
150 shield 150 armour scout with an extremely short range weapon that takes over 4 shots to kill the heavy
All the heavy has to do is turn and spray and he will instakill the scout, in pc this is prevalent as heavies destroy even good shotgun scouts . In order to remain balanced between killing assaults and killing heavies the alpha damage Cannot be too high, therefore the dps has to be. Landing more shots takes more skill than one large shot since players react, strafe and jump while back-pedalling.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2126
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Posted - 2014.11.10 00:39:00 -
[20] - Quote
Victor Moody Stahl wrote:manboar thunder fist wrote:Kind of ridiculous though when you get 2 shots into a heavy and they turn around and spray you down in half a second before the third can be fired.
Shotguns need high dps because range is a huge limiting factor, as range vs dps is the best way to create balance the shotgun should have highest dps of all weapons. The heavy machine gun needs a dps/overheat nerf in order to reduce heavy spam. With less heavies being spammed, less shot gunners need to be present, as they are counters to each other. A heavy can kill any other suit 1 v 1 in its effective range very easily, but this range is too high, it needs more spread or shorter range. Currently using the AR is very hard to kill heavy since few M and heavy has advantage. The hmg range is too high HMG range is, in fact, too low. Consider just what the HMG is supposed to be- a heavy machine gun. As in, the kind of ordnance that one creative US Marine once used as sniper weapon. Incredible range and firepower... but similarly incredible weight, bulk, and ungainliness. You should check out Breakin Stuff's thread on that for more information. With that out of the way... I cannot in any way agree that the shotgun in its present state is a good weapon. The fact that it requires a scout suit to actually make use of it, and is more-or-less useless for medframes and of very limited utility for commandos is simply bad game design. Now, I'm not sure of a 20 meter optimal range; 15 seems like it would be better to at least start with, and then iterate on from there- Rattati has shown a great deal of interest in continued iteration... as evidenced by the continued changes to the racial rifles, and the similar iterations on the Burst HMG and regular HMG heat buildup. So, overall, I think that the proposed changes are very desirable. 20 meters is, IMO, a tad too much, and 15 would be a better starting point, but that's my opinion on just the range- a rate of fire nerf is pretty desirable IMO, since it keeps the DPS from getting too far out of hand, and the optimal range tweak will nicely compensate for that while also making it much more viable to use on medium frames in general as well as the commandos (most especially GalMando). 15m is also doable. As long as mediums and commandos can make use of it. There should be multiple suits the shotgun is viable on, not just one.
Proof that Rattati/CCP do listen to the playerbase.
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Vitantur Nothus
Nos Nothi
112
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Posted - 2014.11.10 00:40:00 -
[21] - Quote
Victor Moody Stahl wrote:Do keep in mind that the proposal doesn't touch the actual damage values in the slightest- a shotgun is still doing just under 500 damage per shot. It just doesn't do it quite as fast, but it does do it from a little further away.
What do you want, ultra-megadeath DPS, or the range to actually apply it and not have to be kissing the eyeballs of your chosen victim?
If the shotgun fired a slug, then the thinking in this thread would make more sense.
At 20m, one or two pellets might connect with one blast and five or six in the next. In the best of pellet spread cases, variance would be wild at 20m; militia rifles would put damage on target faster and more reliably than a proto shotgun. Extending optimal to over 9000m! would have the same effect. Because the shotgun does not fire a slug.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2126
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Posted - 2014.11.10 00:41:00 -
[22] - Quote
manboar thunder fist wrote: One thing you have to consider victor is that most times
1400 armour heavy 450 shields with a gun with HIGHER dps than scout
Vs
150 shield 150 armour scout with an extremely short range weapon that takes over 4 shots to kill the heavy
All the heavy has to do is turn and spray and he will instakill the scout, in pc this is prevalent as heavies destroy even good shotgun scouts . In order to remain balanced between killing assaults and killing heavies the alpha damage Cannot be too high, therefore the dps has to be. Landing more shots takes more skill than one large shot since players react, strafe and jump while back-pedalling.
You expect a sentinel loaded with plates to strafe and jump enough to throw off a sneak attack by a shotgun scout?
No weapon should have high alpha and high DPs. That is OP.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2126
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Posted - 2014.11.10 00:43:00 -
[23] - Quote
Vitantur Nothus wrote:Victor Moody Stahl wrote:Do keep in mind that the proposal doesn't touch the actual damage values in the slightest- a shotgun is still doing just under 500 damage per shot. It just doesn't do it quite as fast, but it does do it from a little further away.
What do you want, ultra-megadeath DPS, or the range to actually apply it and not have to be kissing the eyeballs of your chosen victim? If the shotgun fired a slug, then the thinking in this thread would make more sense. At 20m, one or two pellets might connect with one blast and five or six in the next. In the best of pellet spread cases, variance would be wild at 20m; militia rifles would put damage on target faster and more reliably than a proto shotgun. Extending optimal to over 9000m! would have the same effect. Because the shotgun does not fire a slug. And yet, you would still apply more DPs to the target. Dispersion can change, but as it stands, the shotgun is too powerful and not enough range. If only one suit type can use it, there's a problem. If 1000 damage can be dealt in under a second by an unmodified standard weapon, there is a problem.
Proof that Rattati/CCP do listen to the playerbase.
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manboar thunder fist
Dead Man's Game RUST415
225
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Posted - 2014.11.10 00:44:00 -
[24] - Quote
My suggestion:
Fix heavy spam by increasing spread of hmg and overheat Shotgunners running kincats are already nerfed due to active team scans Increase shotgun range on breach to 15 m, add a slug effect and increase ammo capacity Besides, now shotguns have a cloak shooting delay
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Vitantur Nothus
Nos Nothi
112
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Posted - 2014.11.10 00:49:00 -
[25] - Quote
Alena Ventrallis wrote: If 1000 damage can be dealt in under a second by an unmodified standard weapon, there is a problem.
According to protofits, SG RoF is 85.71 ... I believe that translates to roughly 2 blasts every 3 seconds (rather than 2 blasts every 1 second). Is my math wrong? |
manboar thunder fist
Dead Man's Game RUST415
225
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Posted - 2014.11.10 00:53:00 -
[26] - Quote
Roughly is not accurate enough, you have to look at exact times because short range dps is very hit or die.
I.e if you miss your shotgun shot you die
Heavies are much more forgiving because they can kill 20 scouts in a single overheat
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2127
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Posted - 2014.11.10 01:06:00 -
[27] - Quote
Vitantur Nothus wrote:Alena Ventrallis wrote: If 1000 damage can be dealt in under a second by an unmodified standard weapon, there is a problem. According to protofits, SG RoF is 85.71 ... I believe that translates to roughly 2 blasts every 3 seconds (rather than 2 blasts every 1 second). Is my math wrong? Your math is correct, your application is wrong.
85.71 RPM / 60 seconds in a minute gives us 1.4285 shots a second. That 0.4285 translates to a full shot, since you don't shoot any partial shots. Therefore, you can get two shots off in a second. 480x2 shots in a second gives us 960 damage within a second, almost 1000 damage.
Proof that Rattati/CCP do listen to the playerbase.
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manboar thunder fist
Dead Man's Game RUST415
225
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Posted - 2014.11.10 01:08:00 -
[28] - Quote
0.4 shots rounds down not up. You don't get 2 shots a second
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2127
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Posted - 2014.11.10 01:12:00 -
[29] - Quote
manboar thunder fist wrote:0.4 shots rounds down not up. You don't get 2 shots a second You are misunderstanding. If the ROF is 60 rounds a minute, then that's 60 shots / 60 seconds for 1 round a second. 85.71 means you can get rounds off faster than once a second. Therefore, 2 rounds can be shot within a second.
If you want, time it. Start the stopwatch once the first shotgun round goes off, and stop it once the second shot goes off. It will be less than a second.
Anything higher than 60 RPM shoots more than one round a second.
Proof that Rattati/CCP do listen to the playerbase.
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Alena Ventrallis
Vengeance Unbound RISE of LEGION
2127
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Posted - 2014.11.10 01:15:00 -
[30] - Quote
Also, keep in mind we are discussing a standard shotgun with no damage mods and no proficiency. This level of damage is available for 12k sp. We can run numbers with differenttiers and damage mods, but those numbers only help my case.
Proof that Rattati/CCP do listen to the playerbase.
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