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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9834
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Posted - 2015.04.29 08:29:00 -
[1] - Quote
Brought up and loosely discussed in this thread. Wanted to expand on it a little bit with it's own thread.
What would the minimum damage threshold be that it wouldn't be entirely broken?
My thoughts are that a Caldari Assault with a Rail Rifle should have an obvious advantage against, say, a Gallente Assault with an Assault Rifle. Using that as a baseline, with the Rail Rifle's optimal range being 75m and the Assault Rifle's optimal being 40m, maybe that should be a good base?
Say that a Caldari Assault has a Shield Damage Threshold of 225 DPS (50% max efficiency). That puts a Basic Assault Rifle at not being able to break the damage threshold at anything past 63m or so and thereby the Cal Assault's shields would continue to regen even while being shot at that range, giving them a notable advantage at longer ranges.
This also gives a higher incentive to use high-alpha damage weaponry against them at long range such as the Sniper Rifle or Scrambler Rifle.
Flat rate or role-based?
Caldari Sentinels obviously have a much different mechanic than Caldari Assaults what with their low depleted shield delay. Should we also assume that'd they'd have different damage thresholds? I could see Commandos and Assaults having much higher tolerances, given their offense-oriented nature, than Sentinels, Scouts, or Logis. Commandos, especially, would benefit from a higher damage tolerance given their penchant for the Sniper Rifle/Rail Rifle combo.
A Minmatar Assault, focusing more on speed and less so ranged combat, would have less tolerance toward damage than either the Cal Commando or Cal Assault, in that case.
But maybe that's not the optimal solution and shields should have a flat rate of damage threshold for balance purposes?
Module interaction?
Should we also assume that a new or existing module would impact the damage threshold? Regulators, focusing more on recovery after-the-fact, could have a negative effect on the damage threshold whereas shield extenders (which increase the shield delay) could consequently increase the damage threshold. A sort of Tanking / Recovery metric between the modules.
What about a new module that exists solely to increase the damage threshold required to break regeneration? Would it be a high slot or a low slot? How would it be balanced?
Or maybe either of those are not good for balance? Maybe we should not have modules interact with the threshold at all?
Discuss
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9838
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Posted - 2015.04.29 10:32:00 -
[2] - Quote
Cat Merc wrote:First, current coding has only a damage per shot thershold available, not DPS.
Second, if you are basing it off of DPS, you have to account for people missing. It's a strafe shooter, missing happens, and shield regen is quite strong. Caution is advised.
I would imagine a thershold of 250DPS would be absurd.
Not so literal as straight DPS - just a round-abouts area of that damage range. Problem with basing it off damage alone though is that certain weapons get exempted because of RoF.
200 DPS on a basic assault rifle is like 15 damage per round, which is fine when you consider the Assault Rifle, doing that damage, would have to be 65m away.... but then you look over at the Assault Combat Rifle which does 16.87 damage (to shields) at it's optimal and suddenly it looks a lot less appealing. ACR would be completely ineffective at breaking the damage threshold at 65m which, I suppose is sort of the 'butter zone' by sheer coincidence.
Albeit, that's a problem unique to projectile weapons because of their low shield damage so I suppose it works out.
The main outlier I see here is that even at a 12 damage threshold the SMG gets gimped against shields pretty hardcore. 35m out (66% efficiency) and the SMG can't break the shield damage threshold, which pales in comparison to the Magsec SMG which extends out to 61m before it can't break the threshold. So I guess that's a -really- good buff for the Magsec SMG by consequence?
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9846
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Posted - 2015.04.29 13:11:00 -
[3] - Quote
Cat Merc wrote:Aeon Amadi wrote:Cat Merc wrote:First, current coding has only a damage per shot thershold available, not DPS.
Second, if you are basing it off of DPS, you have to account for people missing. It's a strafe shooter, missing happens, and shield regen is quite strong. Caution is advised.
I would imagine a thershold of 250DPS would be absurd. Not so literal as straight DPS - just a round-abouts area of that damage range. Problem with basing it off damage alone though is that certain weapons get exempted because of RoF. 200 DPS on a basic assault rifle is like 15 damage per round, which is fine when you consider the Assault Rifle, doing that damage, would have to be 65m away.... but then you look over at the Assault Combat Rifle which does 16.87 damage (to shields) at it's optimal and suddenly it looks a lot less appealing. ACR would be completely ineffective at breaking the damage threshold at 65m which, I suppose is sort of the 'butter zone' by sheer coincidence. Albeit, that's a problem unique to projectile weapons because of their low shield damage so I suppose it works out. The main outlier I see here is that even at a 12 damage threshold the SMG gets gimped against shields pretty hardcore. 35m out (66% efficiency) and the SMG can't break the shield damage threshold, which pales in comparison to the Magsec SMG which extends out to 61m before it can't break the threshold. So I guess that's a -really- good buff for the Magsec SMG by consequence? It would certainly create a dynamic where projectile weaponry struggles in. On another note, Mass Driver can't even deal splash DPS, so that would make it completely ineffective against shields.
I just threw out DPS for an example of the bullet point which was 'what the minimum damage threshold' should be. I didn't mean to insinuate that DPS was the only option.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9858
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Posted - 2015.04.29 21:59:00 -
[4] - Quote
DJINN Jecture wrote:Ok so shield damage threshold gets implemented, we putting an armor damage threshold on too? It only seems fair.
Not really. The entire point here is that Armor Regens passively but cannot attain the same level of regen quantity that shields have - whereas shields are basically screwed if even 1 damage is inflicted on them because they have to wait the full duration for their shield recharge delay.
We could say that the -amount- of damage inflicted, based on a percentage of total HP, dynamically changes the shield recharge delay with smaller damage amounts having shorter down-times between recharging but optimally the best thing to do is to have uninterrupted shield recharge from small amounts of damage to prevent 'whittling' effects; or some dummy with a short range weapon doing miniscule amounts of damage and still causing shields to go down..
DeathwindRising wrote: What I meant is that if a smg is 20 damage per shot for example, then you set the threshold to 20 or 19 depending on how it actually works. So the only way to break shield regen is to:
Not ******* snipe with a smg from 100m away.
Sorry lol. But yea, really I'm looking to give caldari they place on the fields as the long range fighters. Between weapon falloff and a damage threshold, caldari wouldn't have to hug crates so much. It helps caldari more since their weapons have long optimal ranges and higher shield regen. But it doesn't give them any advantages in cqc, which is where they should be weaker
Breaking shield regen should be simple: get closer.
The problem with this logic is that you need to take a look at Protofits.com before making assumptions, lol. With a damage threshold of 20, the SMG is gimped even at it's optimal range of 25m because a standard SMG only does 17.85 damage to shields. That's a hell of a lot different than shooting an SMG at 100m.
Even with a damage threshold of 12 though (proposed earlier) the SMG gets boned at 35m, which is 70% efficiency. No matter how you look at it, unless the damage threshold is dynamic to the weapon, the SMG is going to get screwed over. At 50% efficiency (40m) the SMG is doing just 8.7 damage per shot - which means if we bring the damage threshold that low that it effectively is meaningless to every other weapon in the game just because of how high their damage per shot is (look at the TAR, for instance).
Kaeru Nayiri wrote:Here's an outside-the-box idea for you guys:
Efficiency rating.
If the efficiency rating is below a certain predetermined amount, regardless of what damage is dealt, it will not stop shields from regening.
I'm thinking the 10% area is perfect.
It sounds good on paper but then you have to remember that the system would have to make checks between the offending player and the defending player to assume what the efficiency rating is between the two, based on what weapon it is, which will undoubtedly add to hit detection issues if it's too complex an algorithm.
And this isn't even touching on the Laser Rifle which we also need to consider because of it's unique range mechanics.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9868
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Posted - 2015.04.30 14:11:00 -
[5] - Quote
DJINN Jecture wrote:Imp Smash wrote:DJINN Jecture wrote:Pokey Dravon wrote:DJINN Jecture wrote:Ok so shield damage threshold gets implemented, we putting an armor damage threshold on too? It only seems fair. Armor already has a damage threshold of infinity, since it repairs while taking damage already, regardless of incoming DPS. I think everyone who responded missed the point I was trying to make. Shields also repair whether repaired or not, given built in shield recharge. Given how quickly shields regen in comparison to armor this seems kind of unfair, favoring even one race over another for damage thresholds, not to mention the fact that even shield tankers have armor, you all (for damage threshold changes) seem to think that there is something broken. I do not believe this is the case for the above stated reasons. I see what point you are trying to make. It's just completely wrong. I've highlighted the point that completely refutes the point you were trying to make but you are seeming to ignore. Jecture, do you think that shields are the equal of armor? What is your opinion on the balance currently? Well considering I have been running my Cal Assault a great deal lately, I would have to say they are still UP from armor. This leaves me with the feeling that you guys are pushing for something not really needed. The problem with that point is highlighted above as well. For a loadout that works very well. Std Cal Assault: Energizer, Recharger, Damage mod, Any Pea shooter, Nades for spam, Uplink, Armor repairer. Basic rules of engagement state that finding cover from enemy bullets is preferable to standing in front of them. Finding cover allows shields to regenerate. Play to cover and exploit the armor tanker's weakness by regenerating all your health before he can find you and continue nibbling off his giblets until they are all gone.
Bearing in mind that there is a problem with this logic in that shield extenders increase shield recharge delay, which means that unless you fit a hefty amount of shield regulators the time you'll need to be in cover isn't practical.
Consider this situation:
A Cal Assault using a Rail Rifle against a Gallente Assault with an Assault Rifle.
They start firing at one another and at 70m or so the Rail Rifle is doing it's job at doing damage - but the problem is that the entire time the Gallente Assault is recovering from at least some of the damage. Whereas, the Caldari Assault is incapable of recovering from the damage, so as long as the Gallente Assault stays mobile, diving in and out of cover to abuse the Rail Rifle's charge-up time, and fires he can at least drop the Cal Assault's shields enough that he'll be vulnerable at close range where his playstyle excels.
The Cal Assault dives into cover to regain some shields, but because he has an 8-10 second shield recharge delay, the Gallente Assault can use this opportunity to rush him. Sprinting at 7m/s or so, he can cover anywhere from 56-70 meters, putting him -WELL- within optimal range of his Assault Rifle. That whole time he's been regenerating armor and has a substantial advantage in this fight.
Whereas, if we had damage threshold, perhaps the Caldari Assault wouldn't have had to choose between dying and diving into cover. Perhaps, at that range, the Gallente Assault can't break his damage threshold and can't advance because he'll lose too much HP in the process.
Just a theory.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9869
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Posted - 2015.04.30 15:50:00 -
[6] - Quote
DJINN Jecture wrote:Aeon Amadi wrote:
Bearing in mind that there is a problem with this logic in that shield extenders increase shield recharge delay, which means that unless you fit a hefty amount of shield regulators the time you'll need to be in cover isn't practical.
Consider this situation:
A Cal Assault using a Rail Rifle against a Gallente Assault with an Assault Rifle.
They start firing at one another and at 70m or so the Rail Rifle is doing it's job at doing damage - but the problem is that the entire time the Gallente Assault is recovering from at least some of the damage. Whereas, the Caldari Assault is incapable of recovering from the damage, so as long as the Gallente Assault stays mobile, diving in and out of cover to abuse the Rail Rifle's charge-up time, and fires he can at least drop the Cal Assault's shields enough that he'll be vulnerable at close range where his playstyle excels.
The Cal Assault dives into cover to regain some shields, but because he has an 8-10 second shield recharge delay, the Gallente Assault can use this opportunity to rush him. Sprinting at 7m/s or so, he can cover anywhere from 56-70 meters, putting him -WELL- within optimal range of his Assault Rifle. That whole time he's been regenerating armor and has a substantial advantage in this fight.
Whereas, if we had damage threshold, perhaps the Caldari Assault wouldn't have had to choose between dying and diving into cover. Perhaps, at that range, the Gallente Assault can't break his damage threshold and can't advance because he'll lose too much HP in the process.
Just a theory.
Terrible example, mostly due to your use of a terribad AR. Secondly RR are still op vs armor/shield so..,.dive for cover and git gud. Here's a good example: Dragonfly Assault Tactical Sniper walks up to Pro Gal Logi Sniper and point blank shoots him 2x for a kill...Tru story. The point is that we're all diving for cover, no one is immune to the damage or better able to tank, its damaged or not damaged thats all. I understand your point but fail to accept that it is indeed an issue due to running both shield tanked as well as armor tanked suits. My example happened in a match I fought not 5 minutes ago. I was literally clubbing the other sniper with my tip of my rifle. No I did not have an armor plate fit. The reality of the game is that there are few one v one engagements, most are tank v infantry or ASCRs (multiple) vs one target. This is blobby warfare Aeon, not the lone gunman vs the lone gunman.
It's all good, that was a terrible enough rebuttal.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
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Posted - 2015.05.01 08:40:00 -
[7] - Quote
DJINN Jecture wrote:DeathwindRising wrote:DJINN Jecture wrote:DeathwindRising wrote:DJINN Jecture wrote:Ok so shield damage threshold gets implemented, we putting an armor damage threshold on too? It only seems fair. The shield damage threshold come from following eve. Armor doesn't have one Please cite the source, I am pretty sure I would have noticed this sometime over the last 4-5 years. https://wiki.eveonline.com/en/wiki/Passive_shield_tankingwhen i said damage threshold i was loosely referring to shield peak regen rate. which of course is the amount of incoming dps you can take. every ship in eve has a native peak regen value. armor does not Why not remove the ping to stop shield regen then and modify shield recharge rates to a much much lower value. This would also make sense because this would not make shields OP, unfortunately what has been proposed in here would. It would mean there would need to be more DPS incoming than X amount to affect shields when in actuality, what you describe as being from Eve, is Passive Regen mitigating a portion of incoming DPS. The DPS still affects the shield level, but is regenerated passively over the time needed to regenerate it rather than being ignored. There is absolutely no reason a player should be able to stand in a storm of bullets on open ground and survive. Logi Reps being the exception, and they work on shield tankers too btw, so long as the rep rate is high enough to mitigate incoming DPS.
Sooooo basically make it like exactly like armor? That seems redundant and boring. It also completely invalidates things like shield regulators and Caldari Sentinel low recharge delay.
And I still fail to see how this proposal would make shields OP besides this hilarious logic:
"Terrible example, mostly due to your use of a terribad AR. Secondly RR are still op vs armor/shield so..,.dive for cover and git gud."
"The reality of the game is that there are few one v one engagements, most are tank v infantry or ASCRs (multiple) vs one target. This is blobby warfare Aeon, not the lone gunman vs the lone gunman."
Which, in that case, we might as well balance for 1v10 and call it a day - but that's not how this works. We balance this game in a way that it's possible to do the 1v1 fight and the blob warfare is a circumstance of heavily encouraged squad/team-play. Which isn't necessarily bad but it's a ****** justification for not making something better as a result. Adding more cover isn't an option because we -already- have framerate issues without. Adding in stuff like going prone or some 'shoot from cover' mechanic also isn't practical because of how dev intensive it'd be.
And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9877
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Posted - 2015.05.01 17:48:00 -
[8] - Quote
DJINN Jecture wrote:Aeon Amadi wrote:
And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'.
If the reason is to make it "like eve" and you want the regen to continue while being pinged then yeah. Obviously I am not suggesting changing anything on the shields my response was in merely an illustration of how passive regen works in Eve not a description of how I want things to be. I personally don't like sniffing glue either though. No we shouldn't balance for 1v1, there are rare 1v1s in this game unless you go hide somewhere away from the objectives, then someone will find you. Oh but how about 5v5 lets balance for that or better yet 5v1. This game is more blobby than Eve and it makes no sense why you would want 5 ppl each getting tagged by one stray bullet from an smg at mid range to regenerate their shields as if it were nothing. Incoming DPS on a lone gunman, would obliterate him rather quickly with any rifles. How about we look at a case where a sniper is keeping your squad pinned down and while separately the incoming dps at long range from your rifles will likely not be enough to take him down through his shields with your proposal, 6 people shooting, at range, at him likely wouldn't either. You ask for arguments with 1v1? Player A is using an SMG Player B has an AR and the engagement is mid range at the edge of the SMG's engagement range. I think you know where I'm going with this but, Player A bullet hoses Player B, all shots land on target. Player B's shields don't dip at all. Player B line's up his shots, looks around for snipers then pulls the trigger sending a short burst into Player A's head. We all know who the winner in that engagement is. I see no reason to change this, and btw you are asking them to bring back a CB feature that was tested and proved to be OP even with tuning. It was difficult to kill anyone using any sort of damage threshold, battles were lasting "too long" and there were not enough tears on the forums.
You must have forgotten that I was around during Closed Beta too and there was a hell of a lot more to it than damage threshold (which I don't remember ever being a thing) what with hit detection issues and lack of aim assist. I never once said that this should be "like Eve" although now that you bring it up I will say that there are a few things that we can borrow from a - brace for it - successful game that's had twelve years of experience with these sort of things.
You guys are like a broken record with this "CPM material" business xD Let it go
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9911
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Posted - 2015.05.02 16:41:00 -
[9] - Quote
DJINN Jecture wrote:DeathwindRising wrote:DJINN Jecture wrote:Aeon Amadi wrote:
And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'.
If the reason is to make it "like eve" and you want the regen to continue while being pinged then yeah. Obviously I am not suggesting changing anything on the shields my response was in merely an illustration of how passive regen works in Eve not a description of how I want things to be. I personally don't like sniffing glue either though. No we shouldn't balance for 1v1, there are rare 1v1s in this game unless you go hide somewhere away from the objectives, then someone will find you. Oh but how about 5v5 lets balance for that or better yet 5v1. This game is more blobby than Eve and it makes no sense why you would want 5 ppl each getting tagged by one stray bullet from an smg at mid range to regenerate their shields as if it were nothing. Incoming DPS on a lone gunman, would obliterate him rather quickly with any rifles. How about we look at a case where a sniper is keeping your squad pinned down and while separately the incoming dps at long range from your rifles will likely not be enough to take him down through his shields with your proposal, 6 people shooting, at range, at him likely wouldn't either. You ask for arguments with 1v1? Player A is using an SMG Player B has an AR and the engagement is mid range at the edge of the SMG's engagement range. I think you know where I'm going with this but, Player A bullet hoses Player B, all shots land on target. Player B's shields don't dip at all. Player B line's up his shots, looks around for snipers then pulls the trigger sending a short burst into Player A's head. We all know who the winner in that engagement is. I see no reason to change this, and btw you are asking them to bring back a CB feature that was tested and proved to be OP even with tuning. It was difficult to kill anyone using any sort of damage threshold, battles were lasting "too long" and there were not enough tears on the forums. more blobby than eve +1000 man fleets? i think not You are arguing just to argue at this point. Sorry that we can't put 1000+vs 1000+ on field, still the effect is the same, horde of bodies running after a few or all of whomever spawns in and doesn't leave battle.
So, how on earth do you propose we balance anything at all..?
You guys are like a broken record with this "CPM material" business xD Let it go
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