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Thread Statistics | Show CCP posts - 8 post(s) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5189
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Posted - 2015.03.05 05:31:00 -
[1] - Quote
Not really a fan. I think it waters down the New Eden feel too much in exchange for easier to balance mechanics. Just my personal opinion.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5189
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Posted - 2015.03.05 05:48:00 -
[2] - Quote
CCP Rattati wrote:Pokey Dravon wrote:Not really a fan. I think it waters down the New Eden feel too much in exchange for easier to balance mechanics. Just my personal opinion. That's not the primary reason, as stated. It's user experience and completely new concepts for players coming from other fps's.
Fair enough but do they not have to understand the same concepts while fighting infantry?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5193
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Posted - 2015.03.05 07:15:00 -
[3] - Quote
Avallo Kantor wrote: Agreed with Pokey, players learning this game already will have to become familiar with damage profiles and having exceptions to the rule will hurt overall learning as the players will have to learn the rules (for infantry) and exceptions (vs vehicles)
My main concern there is that the overall complexity will increase, not decrease, due to players already having to learn the rules, and then having to learn additional exception rules. Ex: Current Learning Load: Weapon Profiles vs Shields and Armor Proposed Learning Load: Weapon Profiles vs Shields and Armor, Except for Weapons X, Y, Z.
That said, without the weapon line up to justify it, the imbalance of Shield vs Armor tanks will always be unbalanced while there exist a large disparity between means to fight 'vs shields' against 'vs armor'. So for the current meta game balance, I think this approach would be more beneficial, but long term (assuming new weapons to balance numbers out long term) the damage profiles should remain.
Indeed. I mean if the concern is player understanding, I don't think dumbing it down is the right way to go. I mean we saw this with CCP Z's plan for character progression in Legion where he basically stripped out much of the freedom we have in the skill system for a dumber more linear system like every other game has, simply because "Its too hard to understand". That was met with massive backlash because it stripped away a lot of what made the New Eden experience interesting.
I think this falls under a similar context in that if the issue is that damage profiles are difficult for new players to understand, I don't feel the best choice is to simply get rid of them, but rather make them easier to understand through proper documentation and explanation. I understand this takes additional resources to do, but at the same time a change that gets the desired effect, is not always the best choice if a better choice also accomplishes the same goal. And like Avallo pointed out, adding exceptions to rules actually increases the learning curve, rather than decreasing it.
Additionally as for the benefit of faster balance iterations, I believe that in most cases you should assume neutral damage when it comes to calculating overall DPS. Damage profile (obviously with some minor adjustments) works itself out in the end. Some weapons will simply work better against certain targets than others....that's how all weapons in this game work, infantry and AV alike. I don't think that it's unreasonable to ask someone to bring the right tool to get the job done either. I mean if I have a Laser Rifle and come up against a heavily armored unit...I'm going to get my ass kicked because I didn't have the right tool for the job. I don't see why AV needs to be different.
I understand what you're trying to accomplish and I think it's a noble cause...but I think you're going about it the wrong way.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5196
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Posted - 2015.03.05 08:10:00 -
[4] - Quote
CCP Rattati wrote: So you would want to swap to a shield swarm and back to an armor swarm as AV infantry?
I currently will switch between Swarms and Plasma cannon to fit the target I'm hunting, so switching to EM swarms instead of Explosive swarms would really be no different to me personally. And the fact remains that you don't HAVE to switch, it just makes your life a lot easier if you do. The reason you see such an issue with swarms is because it has the extreme -20/+20 profile...the same thing exists with say the Mass Driver trying to fight heavily shielded enemies....you can kill them without swapping weapons, but it's just going to be a lot tougher.
I mean that's kind of the thing with damage profiles, picking a more extreme one will make you extremely strong against one type and extremely weak against another. Or you can play it safe and go with a more neutral 10/10 weapon and lessen that effect on both ends. I think the main reason people struggle with the current damage profiles is because their options are so limited. Either you're suicidal with a Plasma Cannon, or forced to go with an extreme profile like swarms. If we had more viable 10/10 profile options, people could run a more 'neutral' damage profile if they're worried about having to swap weapons, and for those who dont care if they have to swap weapons, they can use the 20/20 profile ones.
Now I understand what I'm saying basically boils down to "We need more AV weapon options" which may or may not be a possibility, but I am trying to illustrate what I feel the real underlying issue is.
EDIT: Additionally as a sidebar as an improvement to player understanding of damage profiles...a small blurb on the weapon attribute info screen outlining what type of damage and what modifiers it has, would go a long way in helping people better understand profiles. If you wanted to get really fancy, you could list out the damage for both vs armor and vs shields on either the weapon screen or the fitting screen.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5197
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Posted - 2015.03.05 09:26:00 -
[5] - Quote
Luther Mandrix wrote:Pokey said (Additionally as for the benefit of faster balance iterations, I believe that in most cases you should assume neutral damage when it comes to calculating overall DPS. Damage profile (obviously with some minor adjustments) works itself out in the end. Some weapons will simply work better against certain targets than others....that's how all weapons in this game work, infantry and AV alike. I don't think that it's unreasonable to ask someone to bring the right tool to get the job done either. I mean if I have a Laser Rifle and come up against a heavily armored unit...I'm going to get my ass kicked because I didn't have the right tool for the job. I don't see why AV needs to be different.) Luther say's Hmm the Laser Rifle sucks ,Amarr commando sucks hate to say it but their weapons explode damaging themselves. My Amarr frigate lasers haven't exploded in Eve yet ,Why have them explode in dust.If being like Eve is smart what happened to Amarr?
Im not really sure what that has to do with what I said...
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5344
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Posted - 2015.03.11 23:26:00 -
[6] - Quote
CCP Rattati wrote:Breakin Stuff wrote:It's the increasing damage. If you hold a laser rifle with the escalating damage it gets high enough to disintegrate a heavy if you time it right, and that's if you heat the beam. Now combine that with the OTHER five or so seconds of escalation and you can dump more damage per clip than a breach forge Potentially. It's why when I cobbled up the scrambler lance bad idea it does a steady damage and doesn't share the escalation. It's a lot easier to hold a pinpoint laser on a tank than it is to hold it on a smaller dropsuit so the odds of applying 100% of that escalation approaches certainty. Especially from a rooftop perch where turrets cannot elevate and hit. It's why I say that laser rifles are a bad idea as AV weapons. damage is just an efficiency to be balanced. The aiming, sure but drawing a bead on something, while exposing yourself to enemy infantry at the same time, while maximizing damage by being far from the vehicle seems to outweigh a lot of the pros
Do you happen to have the formula on hand on how DPS is calculated for the laser rifle? Obviously it's a non-constant DPS so it's difficult to actually measure what the DPS function is without some seriously fuzzy eyeballing. I'd love to see what the actual function is, if possible. For science.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5371
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Posted - 2015.03.12 07:22:00 -
[7] - Quote
MINA Longstrike wrote:Pokey
damage per individual shot = [BaseDMG + (scalar * # of shots fired consecutively)] * damage mods
Scalar ranges from .85 on basic to 1.10 on proto I believe, with the number of shots capable of being fired ranging from 60 - 80 on basic / proto or up to 120 consecutively on officer laser (which might have a higher scalar).
So for a basic at its 80th round 17 + (.85 * 80 = 68) = 85. A basic laser with amarr assault 5 and no damage mods has a damage per 'full burst' of 4114, the officer laser with its 120 rounds goes up to a damage per 'full burst' of something like 10 000, before damage mods.
Awesome! I use LR from time to time but I've never done much with the number side.
So what we're looking at is potentially a weapon that at 100% efficiency could be doing 10,000 damage to a vehicle in a single magazine...yeah that's going to be pretty insane. So obviously if we went this direction it would need to be tweaked quite a bit.
I'm almost wondering if it would be better to simply make a new weapon altogether rather than try to retrofit a Laser Rifle to properly perform. I mean sure it's less work to just increase the % efficiency against vehicles, but that's pretty boring too.
I think the community would really appreciate (and be willing to wait for) some new variants of existing weapons that are more tailored to be AV weapons rather than just trying to modify existing weapons to be more efficient against vehicles. For example you could do something like a Scrambler Rifle that is Charge Shot only and performs like a Light Assault Forge Gun.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5731
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Posted - 2015.04.08 20:39:00 -
[8] - Quote
RemingtonBeaver wrote:Watched 5 guys all with AV try to take down a proto tank.
The 5 AV guys lost. Tank went 32/0.
3 swarmers and 2 forgers.
I grabbed my forge to help. I'm no slouch when it comes to hitting tanks.
So now its just a ridiculous barrage of swarms and forge shots. I've never seen anything like it.
The swarms and forges didn't budge the tank after his hardeners were up. Tank retreated, rushed in, killed everything he could until his time was up and repeated.
Fix this garbage. Hardeners shouldn't render the tank invincible for 30 seconds. It's insane how good the hardeners work. Sort it the **** out.
Sincerely, everyone that isn't a tanker.
Armor Hardeners should be reduced to 35% and Heavy Passive Repairers need to be converted to Active Modules.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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