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Clone D
Solo Zen
1765
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Posted - 2015.05.08 12:54:00 -
[1] - Quote
After a charged shot with the ion pistol, a cooldown is an acceptible balance control, but the weapon sticks to your hand like a bad reputation sticks to CCP.
Really, I can't change weapons because I just fired a charged shot? ... Game designers ...
It's like I go into shock or something ... OMG ... I just fired a charged shot ... I don't know what to do. I forgot how to change weapons. |
Clone D
Solo Zen
1773
|
Posted - 2015.05.08 17:27:00 -
[2] - Quote
Ripley Riley wrote:The cooldown would be almost nullified. Charge, fire, +50 KILL, switch to light weapon to continue firing without a pause.
I see why they did it, but yeah, it doesn't make sense.
/me holds tight to his ScR after it overheats for some reason.
These kind of overbearing CCP policies are so annoying. Making your player r*tarded for X seconds balances out power. Whatever. ScR stick, cloak slow arm, etc. All that bs takes the fun and competence out of the game. If the weapon overheats and stops working, fine, but that shouldn't include neural overload.
Weapons sticking in your hand are unnecessary because it takes time to change weapons, plus there's the strong chance of encountering the weapon changing glitch, stalling the process even further. It's not instantaneous.
There are endless overlording policies like this in the game that need reevaluation. Are they adding balance? Or are they bringing the game to its knees as people drift away because it has the potential of being fun, but it didn't quite hit the mark?
@CCP Let people master skills. Don't artificially dumb down their abilities so that it's easier for everyone else to keep up. |
Clone D
Solo Zen
1773
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Posted - 2015.05.08 18:08:00 -
[3] - Quote
Ripley Riley wrote:Either way, I'm going with "Yes" these are in place for balancing purposes. Also, for some variety between pistols.
There is still variety, even if you could holster it immediately while it went through the cool down phase. It's a pistol with a charged shot. The drawback is charge time and one chance to hit followed by cooldown.
I am under the impression that balancing is what homogenizes the game. The disparity of weapon abilities and effectiveness are something for players to explore, and would be best experienced unhindered by CCPs goofy mechanics and rules. Yes, some weapons rise in popularity, but there are always underdogs who equip the gimpy gear. But it seems that just when something about the game feels like it should, and people start to identify with some aspect of the game, bam, it is changed, and then a litany of forum grumblings ensues.
And besides, Ratatti's concept of balancing may be statistically based (On what data points? Do we know?), but there are clearly weapons and gear with huge advantages over others. The entire balance system seems more whimsical than anything else, and that is primarily what my problem is: They say that they are adding balance controls for x purpose, but it is experienced as some arbitrary result that shows absolutely no foresight, and merely shifts FOTM.
Prime example: how many times have I heard players say "That dangdon bolt pistol is OP" in game. Yet according to CCP it is functioning as intended, and is well balanced. There is a huge chasm between player experience and what CCP claims is good for the game. They need to stop adding nonsensical mechanisms, like weapon's stuck to hands, because they arbitrarily feel that it balances the game. Bs like that removes the cool! from the experience. |
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