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KA24DERT
TeamPlayers Negative-Feedback
1082
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Posted - 2015.03.04 09:04:00 -
[1] - Quote
I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths.
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KA24DERT
TeamPlayers Negative-Feedback
1082
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Posted - 2015.03.04 10:17:00 -
[2] - Quote
Breakin Stuff wrote:KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. Get out. Forge guns take 3.25 seconds to fire at the fastest. That's less than 500 DPS. Rifles are higher. No. Get out. Rail turrets are similar DPS is hardly a factor if the alpha is higher than 95% of dropsuit EHP. Charge time is hardly a factor if forges and rails usually dictate engagement terms due to their range.
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KA24DERT
TeamPlayers Negative-Feedback
1084
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Posted - 2015.03.04 20:35:00 -
[3] - Quote
Spkr4theDead wrote:KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. So you want to nerf aim? Go away Nope, I don't want to nerf aim, that was another thread by somebody else. The problem with the random dispersion idea is that it will also affect AV capabilities.
This is strictly a damage reduction nerf specifically against Infantry, in the same manner rifles can barely hurt Vehicles. With this change I'd like to bring splash back, which would make it easier to inflict damage and suppress infantry without the insta-gib.
If Remotes are ever fixed, this will be the next point of frustration.
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KA24DERT
TeamPlayers Negative-Feedback
1084
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Posted - 2015.03.04 21:33:00 -
[4] - Quote
True Adamance wrote:Uh how do you propose to explain why a tank turret did less damage to your clone?
Moreover why does a KE rounds like a Rail Rifle slug do full damage against and infantry man but a significantly larger calibre slug like an 80gj Railgun rounds not kill you outright.
I can explain it like this: because it's an unbalanced and frustrating mechanic.
But if you need someone to heisenberg-compensate this away, you can say that the rail slugs are are energized with plasma that is specifically tailored to delaminate metallic armor, and is thrown off the large biological composition of dropsuits.
Also nanites.
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KA24DERT
TeamPlayers Negative-Feedback
1084
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Posted - 2015.03.04 22:58:00 -
[5] - Quote
True Adamance wrote:KA24DERT wrote:True Adamance wrote:Uh how do you propose to explain why a tank turret did less damage to your clone?
Moreover why does a KE rounds like a Rail Rifle slug do full damage against and infantry man but a significantly larger calibre slug like an 80gj Railgun rounds not kill you outright.
I can explain it like this: because it's an unbalanced and frustrating mechanic. But if you need someone to heisenberg-compensate this away, you can say that the rail slugs are are energized with plasma that is specifically tailored to delaminate metallic armor, and is thrown off the large biological composition of dropsuits. Also nanites. Why bother with a specific kind of technology that deliberately limits your weapons destructive potential when existing examples are present that do not require this kind of modification? Because video game rules can be arbitrary but should submit to FUN.
Also nanites.
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KA24DERT
TeamPlayers Negative-Feedback
1084
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Posted - 2015.03.04 23:07:00 -
[6] - Quote
Stefan Stahl wrote:I'm going to go ahead and suggest that instead all AV weapons need to have a useful anti-infantry component to them to make them enjoyable to use.
Much like the Plasma Cannon. Within its range it's pretty awesome against shield vehicles (if used on a commando suit) but also lots of fun against infantry. I recently suggested a more anti-infantry inclined Forgegun variant (the tactical Forgegun at 1.3 s charge time, 500 damage a shot and ~90 m range) and I'd absolutely support the return of Swarm Launcher dumb fire mode (~200 splash damage every ~2 seconds at 2 meter splash per missile).
Is anyone against reintroducing Forgegun Splash damage? Even if it's just ~200 damage at 2 meter radius. It'd be helpful. That sounds like a good direction.
I don't think any AV should be useless to infantry, and should have some killing ability. I think 200 splash for base damage is fine for most AV, and 300 for a direct hit is reasonable.
But applying the full damage of AV against AI makes them too good.
I think Rattati's recent data dump showed that rail tanks are ranked the #6 killer in PCs, and I doubt most of those are tank kills.
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KA24DERT
TeamPlayers Negative-Feedback
1089
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Posted - 2015.03.05 00:02:00 -
[7] - Quote
Imp Smash wrote:I really didn't want to post. I'm annoyed at all the people who responded basically forcing me to post.
If you haven't read the OP's posts, go read some of them. See what kind of thinking you are working with.
And stop responding to his threads so they just fall off and disappear from the forums. Watching this **** get bumped flabbergasts me. Needing to bump this to post this so it can stop does as well.
Seriously folks. Just let it go and it'll go away. Troll threads go in General Discussion.
Threads where I get shouted down by people comfortable with broken mechanics go in Feedback.
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KA24DERT
TeamPlayers Negative-Feedback
1089
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Posted - 2015.03.05 00:04:00 -
[8] - Quote
True Adamance wrote:KA24DERT wrote:True Adamance wrote:KA24DERT wrote:True Adamance wrote:Uh how do you propose to explain why a tank turret did less damage to your clone?
Moreover why does a KE rounds like a Rail Rifle slug do full damage against and infantry man but a significantly larger calibre slug like an 80gj Railgun rounds not kill you outright.
I can explain it like this: because it's an unbalanced and frustrating mechanic. But if you need someone to heisenberg-compensate this away, you can say that the rail slugs are are energized with plasma that is specifically tailored to delaminate metallic armor, and is thrown off the large biological composition of dropsuits. Also nanites. Why bother with a specific kind of technology that deliberately limits your weapons destructive potential when existing examples are present that do not require this kind of modification? Because video game rules can be arbitrary but should submit to FUN. Also nanites. Fun for you but not me or any vehicle pilots who already are relying on either luck due to dispersion or accuracy which you want to punish them for having by removing their killing power. How do you justify compromising my enjoyment of a specific role that functions similarly throughout the entire gaming genre. Aka- I shoot you with a tank round you die. (( I've seen his other threads. I have me my pile of salt right here))
I justify it by telling you to get into a tank with a Blaster or Missile turret.
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KA24DERT
TeamPlayers Negative-Feedback
1091
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Posted - 2015.03.05 07:35:00 -
[9] - Quote
Xocoyol Zaraoul wrote:Anyone have that document handy? I'd love to see this PC document again and look up the Forge Gun in how it's ranked for kills Pokey put it into a Google Doc: https://docs.google.com/spreadsheets/d/1bUltXQYBFeUqpvWsTbX72PEcSkUKlrqi8MSfWm3il0c/edit
The forges are way down there, but the Rails being so high on the kill count probably means there's a problem.
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KA24DERT
TeamPlayers Negative-Feedback
1095
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Posted - 2015.03.05 21:55:00 -
[10] - Quote
Pokey Dravon wrote:I guarentee you, the reason large rails are even remotely high is because they're often used to guard hack points, where people are forced to stand still for extended periods of time. It's a common tactic to use a rail to defend a point, but it is not indicative that the rails themselves are over performing against infantry. I'm not sure how much experience you have using large rails, but there are many factors working against them, which makes them difficult to use.
- Zoom is crappy for very small targets
- Turret rotation speed is difficult to use against small targets, especially at close range
- Charge cannot be held, meaning you have to predict where the target will be after the charge fires
- Projectile has travel time, so not only do you have to predict where the target will be be after the charge time, but you also have to account for travel time for the shot to get there
- No splash damage means it has to be a direct hit
- This is a glitch, but the projectile rarely hits where the aiming dot is, typically you have to compensate by not pointing directly at what you're shooting.
So again....sure, if infantry are standing still its easy to snipe them, but thats true for any weapon. Under actual battle conditions where the target is moving, it actually takes quite a lot of skill to snipe infantry on a consistent basis with a large railgun. I'm sure it requires skill to rail snipe, but those skills are prevalent, and the reality is that there's rail tankers sniping infantry in every other match, and doing so effectively.
I've seen rail gunners hit moving targets, and many of my deaths are on the move horizontally to the tank. But even assuming that ALL rail turret kills are against horizontally still targets, this is still a problem as there are many vital chokepoints (like hack panels) that generate those types of targets, and a single direct hit will kill most dropsuits.
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KA24DERT
TeamPlayers Negative-Feedback
1095
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Posted - 2015.03.05 22:24:00 -
[11] - Quote
Pokey Dravon wrote:KA24DERT wrote: I'm sure it requires skill to rail snipe, but those skills are prevalent, and the reality is that there's rail tankers sniping infantry in every other match, and doing so effectively.
I've seen rail gunners hit moving targets, and many of my deaths are on the move horizontally to the tank. But even assuming that ALL rail turret kills are against horizontally still targets, this is still a problem as there are many vital chokepoints (like hack panels) that generate those types of targets, and a single direct hit will kill most dropsuits.
The same argument could be made that skilled players can consistently kill infantry in 1 shot with a Plasma Cannon. Do you have an issue with that as well? Additionally a Sniper is more than capable of dominating a choke point as well, do you have an issue with that? The skill and luck required to land a plasma cannon shot at range are in a different league compared to a rail turret. If some of the same constraints (projectile speed, range, arc, reload) were applied to Rails, sniping infantry with rails would be much less prevalent, and Blaster turrets would fill the AI niche in a much more sane way. But besides that I've mentioned before that I'd be happy with a 4-shot plasma cannon with reduced damage for the very reason you illustrate.
Also most snipers need 2-3 hits to kill a dropsuit, so not really comparable when the BASE rail turret is a one shot kill with no damage modifiers. Snipers can control a choke point sure, but Rails absolutely dominate them.
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KA24DERT
TeamPlayers Negative-Feedback
1095
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Posted - 2015.03.05 23:04:00 -
[12] - Quote
Pokey Dravon wrote:KA24DERT wrote:Pokey Dravon wrote:KA24DERT wrote: I'm sure it requires skill to rail snipe, but those skills are prevalent, and the reality is that there's rail tankers sniping infantry in every other match, and doing so effectively.
I've seen rail gunners hit moving targets, and many of my deaths are on the move horizontally to the tank. But even assuming that ALL rail turret kills are against horizontally still targets, this is still a problem as there are many vital chokepoints (like hack panels) that generate those types of targets, and a single direct hit will kill most dropsuits.
The same argument could be made that skilled players can consistently kill infantry in 1 shot with a Plasma Cannon. Do you have an issue with that as well? Additionally a Sniper is more than capable of dominating a choke point as well, do you have an issue with that? The skill and luck required to land a plasma cannon shot at range are in a different league compared to a rail turret. If some of the same constraints (projectile speed, range, arc, reload) were applied to Rails, sniping infantry with rails would be much less prevalent, and Blaster turrets would fill the AI niche in a much more sane way. But besides that I've mentioned before that I'd be happy with a 4-shot plasma cannon with reduced damage for the very reason you illustrate. Also most snipers need 2-3 hits to kill a dropsuit, so not really comparable when the BASE rail turret is a one shot kill with no damage modifiers. Snipers can control a choke point sure, but Rails absolutely dominate them. Except rails DO have constraints, as I listed above. Not the exact same constraints as the PLC, but they're there. The fact remains that you're literally aiming at a couple pixels on the screen and the hit detection on it is dubious at best. It is not easy to consistently hit people with the large railgun, and saying "skill is OP" really isn't a valid argument.
The PLC has almost every constraint you listed, sometimes a worse constraint.
Zoom: -1 to PLC, it has NO zoom Rotation: +1 to PLC, no turn limit Charge: 0, equal constraint, PLC can't hold charge either. Travel Time: -1, PLC travels much slower Splash: +1 to PLC, has splash Hit Glitch: 0, PLC has the same issue with direct hits
In addition, the PLC user:
Is not in a 5k HP tank Has LESS range than a Rail Needs to adjust for arc Has a MUCH longer time between shots.
Again though, my preferred PLC is a 4 shot weapon with less damage because I don't think insta-kills are a good mechanic.
Either way, those few limitations on the Rail are not enough of a skill barrier to prevent the current reality, but instead of adding more restrictions ala PLC, I'd rather preserve the rail's effectiveness against vehicles and just curb it's usage against infantry with a damage modifier.
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KA24DERT
TeamPlayers Negative-Feedback
1095
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Posted - 2015.03.07 00:43:00 -
[13] - Quote
True Adamance wrote:KA24DERT wrote:Pokey Dravon wrote:[quote=KA24DERT][quote=Pokey Dravon]
Except rails DO have constraints, as I listed above. Not the exact same constraints as the PLC, but they're there. The fact remains that you're literally aiming at a couple pixels on the screen and the hit detection on it is dubious at best. It is not easy to consistently hit people with the large railgun, and saying "skill is OP" really isn't a valid argument. The PLC has almost every constraint you listed, sometimes a worse constraint. Zoom: -1 to PLC, it has NO zoom Rotation: +1 to PLC, no turn limit Charge: 0, equal constraint, PLC can't hold charge either. Travel Time: -1, PLC travels much slower Splash: +1 to PLC, has splash Hit Glitch: 0, PLC has the same issue with direct hits
In addition, the PLC user: Is not in a 5k HP tank Has LESS range than a Rail Needs to adjust for arc Has a MUCH longer time between shots.
Again though, my preferred PLC is a 4 shot weapon with less damage because I don't think insta-kills are a good mechanic. Either way, those few limitations on the Rail are not enough of a skill barrier to prevent the current reality, but instead of adding more restrictions ala PLC, I'd rather preserve the rail's effectiveness against vehicles and just curb it's usage against infantry with a damage modifier. Consider also as negatives of the Railgun - Tracking Speeds - Elevation of Depression [ depending on the tank you can't even aim down] - Overheat and Cooldown - Limited weapon to HAV - Also has charge up time - Tiny Splash Radius
Yep, there's a list of things that makes Rails hard to use against infantry, but the reality is that sniping infantry is a common activity despite that list. The reason for that is that the benefits Rail sniping outweigh the high barrier of operation. Once you wipe the sweat off your brow from setting up your tank properly, you get to one-shot infantry with impunity from a safe distance.
And that's just too one-sided.
Blaster and Missile tanks are a much better design for an anti-infantry role due to increased risk on the part of the tanker.
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KA24DERT
TeamPlayers Negative-Feedback
1095
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Posted - 2015.03.07 01:56:00 -
[14] - Quote
PLAYSTTION wrote:KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. NO. Would a 120mm cannon hit a person and scratch him? NO. So a forge gun could completely destroy a merc. Plus have you ever tried FG sniping? You hit 1/4 shots and that one is usually someone who stood still to long. Rails are similar, what does a 20mm cannon do to a person? Rip them apart. A railgun should do just that. Yesterday I got shot by a hobo on the way back from work, my guts spilled all over the sidewalk, it was pretty terrible.
But I had 23 armor left so it's all good.
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KA24DERT
TeamPlayers Negative-Feedback
1101
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Posted - 2015.03.08 21:07:00 -
[15] - Quote
Kain Spero wrote:KA24DERT wrote:I think it's time we admit that Rails and Forges are too effective at sniping infantry.
I can't think of any other AV weapon in the game that doubles as an AI weapon in a MORE deadly capacity than it's AV role. The current balance is as silly as letting rifles do 100% damage against vehicles, with the added frustration that these "AV" weapons kill infantry in one hit.
I propose that the efficiency of the Rail turret be reduced to 20% against infantry, reducing the damage for the base railgun turret from 1395 damage to 195.75 damage. And for that matter, they can get their splash damage bumped to 100.
A similar reduction for the forge reduces damage from 1200 to 180 damage.
I think these are much more sane values and will improve gameplay via reduction of frustrating deaths. I actually think that reducing the prevalence of one-hit kill weapons in the game would actually be beneficial. Also I think the approach of reduced direct hit damage while adding back splash so these weapons can be suppressive would be a balanced way to reduce the direct damage to infantry. Not sure about the specific numbers, but I think the idea has merit.
That's my gist. Most of the insta-gibs should go away or be restricted.
- Plasma Cannon should be a 3-4 shot weapon with lower overall damage (the jump buff will bring this to the forefront...) - REs should be re-tooled into a trap-only weapon (requiring placement and a 5 second initialization) - Rails and Forges shouldn't be able to 1-shot infantry (but splash should be added to let them still kill/suppress) etc...
You're pointing to a more holistic rebalance, but getting the conversation started on "nerfs" is always rough, even when it's painfully obvious.
I wish more tankers/forgers would come up with better numbers for what's fair against infantry, but so far it appears that "fair" is 1200 damage.
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KA24DERT
TeamPlayers Negative-Feedback
1101
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Posted - 2015.03.08 22:38:00 -
[16] - Quote
Pokey Dravon wrote:KA24DERT wrote:I wish more tankers/forgers would come up with better numbers for what's fair against infantry, but so far it appears that "fair" is 1200 damage. So, when a new player comes into the game, I should tell them "This is a Large Railgun, It's used to kill vehicles. It will take 2-4 shots to kill the vehicle. Oh and it'll take the same number of shots to kill infantry too" and the new player will look at me and laugh because he thinks I'm joking. If you want to make Large Rails harder to use against infantry, that's fine. But as I told Kane in the Skype chat, there are half a dozen attributes that affect the performance of Large Railguns against infantry, and people are only focusing on the damage. Do I think it should be easy to snipe infantry? No. But god damn if I hit them they need to be liquified. Also a multi shot Plasma Cannon does does less damage per shot? We have that already, it's called the Breach Mass Driver. Why do we need another weapon that does the same thing? Plasma Cannon is anti shield. It wouldn't be the same thing. By that logic we should go back to just having the AR, but that's besides the point.
Regarding realism, most of the weapons in this game would kill in one hit, dropsuit or not, if it were real life. Hell, a few weeks ago Lockheed tested a laser against a ground target and burnt a hole in it from 1 mile away. In the year 2015. What would a laser rifle TWENTY THOUSAND years in the future do? Certainly more than the annoying buzzing it does in Dust.
And what does "armor" mean? How does one bullet always equate to the removal of a certain unit of "armor"? How do skills work? How can I "learn" more armor?
You explain these idiosyncrasies to the noob the same way you explain everything else: "Because that's the way it is in this game, if you want real, join the army"
The question isn't whether or not it's "realistic" or not, it's whether it's a good mechanic or not. Realism is a silly thing to be dogmatic about when designing a video game. You have no traction there.
Also, it doesn't matter how "hard" rail/forge sniping is, the barrier to entry has been surmounted by enough players to make it a common occurrence.
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KA24DERT
TeamPlayers Negative-Feedback
1101
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Posted - 2015.03.09 00:43:00 -
[17] - Quote
Pokey Dravon wrote:KA24DERT wrote: Plasma Cannon is anti shield. It wouldn't be the same thing. By that logic we should go back to just having the AR, but that's besides the point.
Because the natural weapon of Assault Rifle, Scrambler Rifle, Rail Rifle, and Combat rifle are all different? If you want to have a variant with multiple weaker shots of the Plasma Cannon, sure. But the nature of weapon in terms of AV is highly dependent upon it's high alpha damage. Are you saying we should make it less effective against vehicles because you don't like getting 1-shotted as an infantry? It wouldn't necessarily be less effective. You can modify direct damage, rounds per clip, reload, and time between shots to strike a balance.
It's also possible to preserve the current Plasma Cannon, but I would like that variant to have low efficiency against infantry to prevent most insta-kills.
I'm not saying that AV should be less effective against vehicles. This whole thread is about reducing AV alpha damage against infantry specifically.
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KA24DERT
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1101
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Posted - 2015.03.09 05:32:00 -
[18] - Quote
Doc DDD wrote:Swarms should be able to lock onto infantry.
That's how much sense this thread makes.
Dert... I could maybe see pushing for a slightly smaller OHK hitbox on infantry, if there already isn't one.. but less damage is a tough one.. I would argue that a better analogy is rifles doing 100% damage to tanks.
But your hitbox idea is even harsher than what I'm proposing though. I don't want rails/forges to lose their ability to hit infantry, in fact I think it's ok for rails and forges to kill infantry with 3-4 rounds of splash, or 2 direct hits, or a combination thereof.
The idea isn't to remove the ability to hit infantry, it's to remove the ability to kill infantry with no warning.
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KA24DERT
TeamPlayers Negative-Feedback
1101
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Posted - 2015.03.09 10:09:00 -
[19] - Quote
Pokey Dravon wrote:KA24DERT wrote:Pokey Dravon wrote:KA24DERT wrote: Plasma Cannon is anti shield. It wouldn't be the same thing. By that logic we should go back to just having the AR, but that's besides the point.
Because the natural weapon of Assault Rifle, Scrambler Rifle, Rail Rifle, and Combat rifle are all different? If you want to have a variant with multiple weaker shots of the Plasma Cannon, sure. But the nature of weapon in terms of AV is highly dependent upon it's high alpha damage. Are you saying we should make it less effective against vehicles because you don't like getting 1-shotted as an infantry? It wouldn't necessarily be less effective. You can modify direct damage, rounds per clip, reload, and time between shots to strike a balance. It's also possible to preserve the current Plasma Cannon, but I would like that variant to have low efficiency against infantry to prevent most insta-kills. I'm not saying that AV should be less effective against vehicles. This whole thread is about reducing AV alpha damage against infantry specifically. You ....don't use Plasma Cannons all that much do you? Because the kinds of changes you're proposing (Because apparently you feel that Plasma Cannon kills on infantry are rampant enough to merit a change) would indeed make them less effective in the kinds of AV roles they fill. *facepalm* Just nevermind, I give up. It's clear we have very different views on how the game works and I'm not going to bicker. I would however love to see you try to land multiple 3-4 consecutive railgun or plasma cannon shots onto a moving infantry, before they kill you.
I use the plasma cannon every day. I could give you some long spiel about how hard it is to use, how much skill is involved, but it's irrelevant, ultimately myself and others are popping people in one hit on a regular basis.
But this argument is boiling down into 2 camps:
1) The Low TTK instagib camp 2) The High TTK no instagib camp
If you swing one way or the other you can achieve your desired dynamic with all sorts of mechanic changes.
The core disagreement is over TTK. You guys think instant deaths are crucial to fun game design, and I think it's more fun to have drawn out brawls with time to react.
I'll let the player retention speak for itself on that.
But yeah, of course, if you like low ttk and instagibs, this thread is a hilarious heresy to you.
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