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Daemonn Adima
Y.A.M.A.H
303
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Posted - 2015.10.07 21:46:00 -
[1] - Quote
Condensed from 2 buried threads, I think this information alone let's us know that something is wrong when a new player vs vet in ofc gear needs to land ~112% more shots to kill the vet. Change matchmaking ASAP. This is a huge aspect of why the game doesn't work in its current form.
Please, tryhard protostompers, help me understand why you think this is OK and working as intended?
Sorry to steal your info Shaun, I hope you don't mind me reposting it. All credit goes to him, I'm just a copypasta machine.
Shaun Iwairo wrote: I think we should also consider the effect skills have on a dropsuit.
Basic level player:
Armor Plating I Dropsuit Armor Upgrades I
+5% base dropsuit armor HP, + 2% armor module HP
Combat Rifle Proficiency 0 Augmented Ammo 0
+15% damage vs armor
Proto level player:
Armor Plating 5 Dropsuit Armor Upgrades 5
+25% base dropsuit armor HP, + 10% armor module HP
Combat Rifle Proficiency 5 Augmented Ammo 5
+35% damage vs armor
Just with these two players in the exact same same loadout, the vet gets 20% more hp from their suit and 8% more hp from their modules, and does 20% more damage. How many more shots does the newberry have to land on the vet (edit: compared to the vet on the newberry) to take them out? What other FPSs can you think of that give vets such an advantage?
"But that's just the way of New Eden"
This system works in Eve because you can pick your fights. There is no d-scan to see what's in that plex in Dust. There is no pulling range and warping off in Dust. You fight against who and whatever Scotty tells you to.
I realize this won't be a popular opinion but to me it's just crazy for Dust to not have some sort of mode where all stats are equalized. A mode where I don't have to think 'did I just die because I got outplayed or because that guy just has more hp and does more damage than me?'
I agree to a point, skills are less detrimental than STD vs PRO. I do believe that passive modifiers are detrimental enough to cause a problem.
I've been wanting to work this out for a while, so this is mostly because I'm interested to see the numbers.
Using an Assault M1 with 2 x Basic Shield Extenders, 2 x Basic Ferroscales, 2x Basic Light Damage Mods and a Combat Rifle the new player that has just unlocked the gear has: 288 Shield HP 271 Armor HP and does: 24 HP/round damage to Shield 32.8 HP/round damage to Armor
Conversely, the vet with V's in the applicable skills and augmented ammo V has: 335.1 Shield HP 314.5 Armor HP and does: 25.2 HP/round damage to shield 39.6 HP/round damage to Armor
For the new player to take down the vet they need to land (335.1/24) + (314.5/32.8) =~ 23.5 rounds For the vet to take down the new player they need to land (288/25.2) + (271/39.6) =~ 18.3 rounds
Even in the exact same suit, a new player going toe to toe with a vet needs to land about 30% more shots to come out on top.
Looks like today is going to be a numbers day for me. Keep in mind that what I outlined almost never happens, that is a vet going into a pub in STD gear.
Keeping the new player in STD gear (because let's face it, isk and SP limits are real for them) and;
Putting the vet into the same fit with everything at ADV level gives them: 372.5 Shield HP 347.5 Armor HP and they do: 27.3 HP/round to Shield 43.1 HP/round to Armor
For the new player to take down the vet they need to land (372.5/24) + (347.5/32.8) =~ 26.1 rounds For the vet to take down the new player they need to land (288/27.3) + (271/43.1) =~ 16.8 rounds
A new player going toe to toe with a vet in ADV gear needs to land about 55% more shots to come out on top.
Now things get nasty Putting the vet into the same fit with everything at PRO level gives them: 407.7 Shield HP 402.5 Armor HP and they do: 30.45 HP/round to Shield 46.8 HP/round to Armor
For the new player to take down the vet they need to land (407.7/24) + (402.5/32.8) =~ 29.25 rounds For the vet to take down the new player they need to land (288/30.45) + (271/46.8) =~ 15.2 rounds
A new player going toe to toe with a vet in PRO gear needs to land about 93% more shots to come out on top.
I admit this is a rare(ish) case, but if the vet puts on their try hard pants and pulls out an officer weapon:
For the new player to take down the vet they need to land (407.7/24) + (402.5/32.8) =~ 29.25 rounds For the vet to take down the new player they need to land (288/33.6) + (271/51.5) =~ 13.8 rounds
A new player going toe to toe with a vet in PRO gear with an OFC weapon needs to land about 112% more shots to come out on top.
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Ahkhomi Cypher
Opus Arcana
1
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Posted - 2015.10.07 22:13:00 -
[2] - Quote
We also have to look at skill level and not just level of gear because some people just suck at the game while others are better.
Through all of this meta talk thats one bigass factor that people are leaving out of the equation.
Some people suck at the game. Some people are really good at it.
In a PC you can kinda expect guys like D4GG3R and Arianna to do well. In a meta locked/tier locked game mode they're still gonna be styling on hoes.
TBD ringleader | Yep Squad Spokesman
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Daemonn Adima
Y.A.M.A.H
303
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Posted - 2015.10.07 22:18:00 -
[3] - Quote
That's natural dichotomy. Every game always has that and always will. Some players are inherently better than others. Except we don't balance games around that concept, we try and normalize what the players have access to so that the better players, even when stacked don't near instant kill people.
Two players with the same gear, one sucks and one wrecks - the bad player needs to take efforts to improve his game. This is FAIR. Two players in different gear who both wreck, and one loses 9/10 times because of an hp and damage advantage, isn't fair.
Can't balance someone's skill, but we can balance the way you gain advantages over other players through equipment. |
maybe deadcatz
TRUE TEA BAGGERS Smart Deploy
968
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Posted - 2015.10.07 22:27:00 -
[4] - Quote
I kinda run apex or standard suits only in pubs. I have 500 sheild and 194 armour (rasetsu) or 440ish armour and 194sheilds(in my gall assault) I repair and regen sheild really quickly at the cost of super stacked HP. Just apply enough alpha damage before I can react or wear me down from multiple fights.
Becuase everyone deserves a fair chance. I avoid reps by logis(they can wp ***** off of someone who is actually trying) I don't always die to milita but when I do its because he saw me near dead after giving someone in proto a whuping with a supposedly "underpowered weapon" (assault rifles best ftw beetches). Only in PC or sometimes fw I will run proto. Maybe one match of pubs in proto but that's when I feel like I have some isk to spare.
Ha! You can't kill me! I'm already dead!
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jdom503
world wide killaz
11
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Posted - 2015.10.07 22:32:00 -
[5] - Quote
Call me crazy but I enjoy the challenge. I know of alot of friends that I run with that hate proto stompers but if you have a good round and it's against basic, adv, bpos, apex or starter fits it isn't the same feeling to me as having a good one against a team with officer/proto. If people want to loose it in a pub match then awesome. My main rule in Dust is don't run what you don't want to loose. A good note as how to run if you're getting stomped and can't do anything kill wise is to run logi and rep as there's gonna be alot of damaged clones out there. |
Daemonn Adima
Y.A.M.A.H
303
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Posted - 2015.10.07 22:46:00 -
[6] - Quote
You're right, I too enjoy the challenge. It's extremely satisfying to know they are spending double, triple and beyond to run that kit. I have no issue with proto here and there, it's the consistent stomps that are strangling this game to death (among the laundry list of other things).
I was gifted an APEX and standard BPO recently. Prior to that, when I was in standard and adv. I would often go is negative because I refused to leave games, even trying to play logi is impossible in some stomps because you're either all sitting back in the mcc or redline avoiding the 10 to 20 deaths coming your way.
I'm all for a challenge, but running by the numbers it's like unmodded civic trying to race a turbo fully nodded civic. **** ain't gonna happen, unless the turbo driver fails at life and can't drive the car.
Same with proto, unless you suck at the game you should be able to take anyone with lesser kit. When a newer player has to land 90-112% more shots, that's not a challenge. That's idiocy. And those numbers are not exceptionally rare cases, that's the norm now in games. Pro suits and officer weapons all day. |
HOWDIDHEKILLME
Dying to Reload
1
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Posted - 2015.10.07 22:50:00 -
[7] - Quote
To the OP. People wouldn't risk their proto/officer gear even half as much if they aren't squaded up ( other than Thales ect. ) prolly never officer gear solo.
One or two people running good gear won't cause a stomp, squading in pubs is much more powerful. Most people will never know the feeling of seeing 12+ people from the same Corp opposing them in pubs... I saw it for years.
The playerbase is to small to divide it further. Get rid of fire teams in pubs and people will be forced to play what they can afford. Just because some people want to go full lemming at the objective and don't care about strategy because they only run cheap gear dosnt mean we all want to play that way. This isn't call of duty **** costs isk. |
xavier zor
XxAMBUSH FTWxX
2
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Posted - 2015.10.07 23:02:00 -
[8] - Quote
Ahkhomi Cypher wrote:We also have to look at skill level and not just level of gear because some people just suck at the game while others are better.
Through all of this meta talk thats one bigass factor that people are leaving out of the equation.
Some people suck at the game. Some people are really good at it.
In a PC you can kinda expect guys like D4GG3R and Arianna to do well. In a meta locked/tier locked game mode they're still gonna be styling on hoes.
Ahkhomi Cypher wrote:In a PC you can kinda expect guys like D4GG3R.
LOL
D4GG3R??? That is fu*king hilarious man. dagger really isn't good at all
sLaYeR
I'm a knifing pussy ^-^/
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Thor Odinson42
Ancient Exiles. Bleeding Sun Conglomerate
7
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Posted - 2015.10.07 23:04:00 -
[9] - Quote
I wish they could somehow easily make meta locks happen.
I also wish we could have a weekly update of stats from all the folks clamoring for it. Just so we could point at them and laugh.
Seriously, port it.
Hurry
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Daemonn Adima
Y.A.M.A.H
335
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Posted - 2015.10.07 23:14:00 -
[10] - Quote
HOWDIDHEKILLME wrote:To the OP. People wouldn't risk their proto/officer gear even half as much if they aren't squaded up ( other than Thales ect. ) prolly never officer gear solo.
One or two people running good gear won't cause a stomp, squading in pubs is much more powerful. Most people will never know the feeling of seeing 12+ people from the same Corp opposing them in pubs... I saw it for years.
The playerbase is to small to divide it further. Get rid of fire teams in pubs and people will be forced to play what they can afford. Just because some people want to go full lemming at the objective and don't care about strategy because they only run cheap gear dosnt mean we all want to play that way. This isn't call of duty **** costs isk.
Do you even pub? Go play 10 games. Record how many times you die to proto/ofc players across those matches. I think you'll find its a lot more common than you think.
And you're not dividing anything. You're restricting what can be used. At any point they can choose not to use their pro/ofc kits and fight at the top of the pub brackets. Then for higher levels of play like FW and PC, anything goes. I think the only issue would be proto/ofc players who refuse to change how they play, if they queue pubs in that gear, it should fill the game with players of similar meta.
If the only detriment is pro/ofc players waiting in longer PUB queues, so be it. It will help so many aspects of the game, I could give a **** about the high end players waiting in pub queues because they refuse to change their kit.
No one is forced into anything. Like you want the "lemmings" to git gud, I want the pro/ofc stompers to git real. |
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Joseph Ridgeson
WarRavens Imperium Eden
4
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Posted - 2015.10.07 23:18:00 -
[11] - Quote
I agree that this is a problem, a fairly big one earlier in the game's life. I have often wondered why the bonuses are not more flattened. For example, EVE did a massive re-work on their skills. It used to be that X Missile Operation would give you 2% damage per level and X Missile Specialization gave you like 5% more damage per level. Now Operation was an easier skill to level than Specialization, so it was easy to get a small benefit and very hard to get the huge benefit. The change made it to where the easier skill would give you the bigger number and the harder skill the smaller number. They did it with most weapon skills.
DUST could certainly do the same thing. Buff Shield, Armor, CPU, and PG on Suits but lower the effectiveness on Engineering, Electronics, and the skills that govern defensive stats. It would mean that the difference between "I have 2 million SP" and "I have 15 million SP unspent because I have everything I want" would be smaller but one would still clearly be better. Engineering would be nerfed to be only 10% PG rather than 25% but every suit would have a PG buff so that Level 5 Engineering would be the same but people with lower skills invested would have a bigger benefit.
The change can also be done by front loading skills. The first level would give you 50% of the total bonus and the next 4 levels would fill in the rest. IE, Engineering would give 12.5% more PG at level 1 but levels 2, 3, 4, and 5 would only give 3.125%. Total is still 25%.
And if DUST weren't fully dependent on like 2,200ish veterans that continue to play, I think it would be a bigger concern. There are virtually no new players coming into the game. Anyone who is still playing this game at this point is a veteran. The people that are still playing have probably been playing long enough to have amassed enough money to run prototype. It is the same thing that happened to me when I finally realized "Why am I still using Standard gear when I have 80,000,000 ISK?" That wasn't "locked PC" or "playing in Squads"; that was just "I played the game long enough that it built up." If my mediocre ass can do it, I assure that anyone can.
Trying to help the newer player now is like trying to figure out the best way to prevent white rhinos from killing people; there is a larger concern here.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Daemonn Adima
Y.A.M.A.H
335
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Posted - 2015.10.07 23:30:00 -
[12] - Quote
Joseph Ridgeson wrote:I agree that this is a problem, a fairly big one earlier in the game's life. I have often wondered why the bonuses are not more flattened. For example, EVE did a massive re-work on their skills. It used to be that X Missile Operation would give you 2% damage per level and X Missile Specialization gave you like 5% more damage per level. Now Operation was an easier skill to level than Specialization, so it was easy to get a small benefit and very hard to get the huge benefit. The change made it to where the easier skill would give you the bigger number and the harder skill the smaller number. They did it with most weapon skills.
DUST could certainly do the same thing. Buff Shield, Armor, CPU, and PG on Suits but lower the effectiveness on Engineering, Electronics, and the skills that govern defensive stats. It would mean that the difference between "I have 2 million SP" and "I have 15 million SP unspent because I have everything I want" would be smaller but one would still clearly be better. Engineering would be nerfed to be only 10% PG rather than 25% but every suit would have a PG buff so that Level 5 Engineering would be the same but people with lower skills invested would have a bigger benefit.
The change can also be done by front loading skills. The first level would give you 50% of the total bonus and the next 4 levels would fill in the rest. IE, Engineering would give 12.5% more PG at level 1 but levels 2, 3, 4, and 5 would only give 3.125%. Total is still 25%.
And if DUST weren't fully dependent on like 2,200ish veterans that continue to play, I think it would be a bigger concern. There are virtually no new players coming into the game. Anyone who is still playing this game at this point is a veteran. The people that are still playing have probably been playing long enough to have amassed enough money to run prototype. It is the same thing that happened to me when I finally realized "Why am I still using Standard gear when I have 80,000,000 ISK?" That wasn't "locked PC" or "playing in Squads"; that was just "I played the game long enough that it built up." If my mediocre ass can do it, I assure that anyone can.
Trying to help the newer player now is like trying to figure out the best way to prevent white rhinos from killing people; there is a larger concern here.
+1
That would be a huge over haul, but I can see its merit for sure. It would go a long way in balancing new and veteran players.
I only disagree about the new player thing. I run into new players almost every day. Or players that have never gotten past std. or adv. gear because of time and/or the many facets of this game. I played EVE so this wasn't a totally unfamiliar interface and set up, but it took me a solid month of playing everyday to really feel confident in creating a load out and understanding the dynamics.
For totally new players I can only imagine what this or EVE would look like to untrained eyes. Combine trying to learn what is arguably the most complicated FPS and then veteran players putting them down like sick dogs, they will barely have a reason to git gud and progress. If it's not fun, why would people do it?
Learning Dust wasn't a walk in the park, and I'm surprised there's so many vets who don't give a ****. Let's complain about a dying game while we stomp on its windpipe. |
Shaun Iwairo
Simple Minded People Pty. Ltd.
37
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Posted - 2015.10.07 23:32:00 -
[13] - Quote
Daemonn Adima wrote: Sorry to steal your info Shaun, I hope you don't mind me reposting it. All credit goes to him, I'm just a copypasta machine.
No problem, I put it out there because I think it's worth discussing.
Ahkhomi Cypher wrote:We also have to look at skill level and not just level of gear because some people just suck at the game while others are better.
This is one of the reasons that I'm for some sort of tier + SP equalized mode. How can a newer player judge their skill (and any improvements in it) when they're going up against other players with a pretty significant HP/DPS differential? In a firefight they may make the right decision but instead of being rewarded with a kill they ended up getting punished because their opponent simply has higher stats. It messes up the learning experience to always have to question every death with 'was that actually a bad move or was that death just a result of the bad guy having higher (E: tier) gear and higher SP than me?'
I think there will always be a place in DUST for the extra layer of choice that STD/ADV/PRO adds on top of regular loadout choices, but for the health of the game I think there needs to be a space where players can test their skill without tier and SP modifiers confounding the outcome. |
Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.07 23:57:00 -
[14] - Quote
One player's gear and SP should not outweigh another's skill, planning and/or superior tactics.
In my opinion a high-skill, early career player should not have difficulty outplaying a low-skill, late-career player (provided he brings the right tools for the job). For this reason, I'm inclined to agree that the performance disparity presently afforded by gear and SP is too significant.
Not sure how to fix it, but I will say that the problem was less readily apparent in Chromosome. I don't consider myself to be an excellent player, but as a broke newbro in STD gear at the time, I had no issue taking out the vets in high-end gear in those [rare] instances wherein I outplayed them.
I personally believe that TTK is key; everyone died faster in Chromosome. I'm very much concerned that we're moving in the wrong direction with regard to TTK, and I anticipate that NPE will suffer as direct result.
Dropsuit Usage Rates
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Shaun Iwairo
Simple Minded People Pty. Ltd.
37
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Posted - 2015.10.08 00:38:00 -
[15] - Quote
Adipem Nothi wrote:For this reason, I'm inclined to agree that the performance disparity presently afforded by gear and SP is too significant.
I appreciate that from a player on the other end of the spectrum.
Adipem Nothi wrote:I personally believe that TTK is key; everyone died faster in Chromosome. I'm very much concerned that we're moving in the wrong direction with regard to TTK, and I anticipate that NPE will suffer as direct result.
I guess TTK is what my numbers all boil down to. Very generally speaking a vet has a 93% higher TTK than a new player, so trying to shorten it on the higher end is inevitably going to cause death-by-stray-bullet problems on the lower end. To be fair, credit to whichever devs do the numbers on that stuff. Bringing a game to a 'playable' state, knowing that two players running the same class could have a 93% difference in TTK must be a nightmare. |
xavier zor
XxAMBUSH FTWxX
2
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Posted - 2015.10.08 00:42:00 -
[16] - Quote
HOWDIDHEKILLME wrote:To the OP. People wouldn't risk their proto/officer gear even half as much if they aren't squaded up ( other than Thales ect. ) prolly never officer gear solo.
One or two people running good gear won't cause a stomp, squading in pubs is much more powerful. Most people will never know the feeling of seeing 12+ people from the same Corp opposing them in pubs... I saw it for years.
a lot of people here know this feeling. keep your random sh*t talking out of serious threads.
sLaYeR
I'm a knifing pussy ^-^/
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Shaun Iwairo
Simple Minded People Pty. Ltd.
37
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Posted - 2015.10.08 00:54:00 -
[17] - Quote
HOWDIDHEKILLME wrote:One or two people running good gear won't cause a stomp, squading in pubs is much more powerful.
xavier zor wrote:a lot of people here know this feeling. keep your random sh*t talking out of serious threads.
I'm willing to concede I'm completely missing something here, but:
Nearly every other fps has a 'squad' mechanic, yet very few of them suffer the frequency of pubstomping that Dust does. Other than the gear that squadded up mercs run, what makes squads in Dust so much more powerful? |
Daemonn Adima
Y.A.M.A.H
335
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Posted - 2015.10.08 01:24:00 -
[18] - Quote
HOWDIDHEKILLME is under the impression that players in squads are a greater detriment to pub play than the performance disparity between new and veteran players.
As you said, every other fps has this feature, yet none of the same extreme stomping at the same frequency as Dust.
I don't know how he can ignore the numbers in this very thread and instead blame a tried and true mechanic. |
xavier zor
XxAMBUSH FTWxX
2
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Posted - 2015.10.08 01:26:00 -
[19] - Quote
Shaun Iwairo wrote:HOWDIDHEKILLME wrote:One or two people running good gear won't cause a stomp, squading in pubs is much more powerful. xavier zor wrote:a lot of people here know this feeling. keep your random sh*t talking out of serious threads. I'm willing to concede I'm completely missing something here, but: Nearly every other fps has a 'squad' mechanic, yet very few of them suffer the frequency of pubstomping that Dust does. Other than the gear that squadded up mercs run, what makes squads in Dust so much more powerful?
totally not sp
sLaYeR
I'm a knifing pussy ^-^/
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Lost Apollo
Moose Knuckle Pros
117
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Posted - 2015.10.08 01:34:00 -
[20] - Quote
I can agree that pubstomping sucks. I really hate corps like Carne Con Papas. Protostompers in pubs, all the time. Proto and officer stomps all damn day. It amazes me that an AR can out-range a RR, and out dps the damn thing too. I have around 700 eHP on my Rasetsu and these mother ******* melt me like butter.
However, MKNP (Moose Knuckle Pros) has been doing well lately. Me and my squad run either starter fits or LP/Apex suits and we stomp sometimes. My CEO went 30/18 and I went 29/10.
The thought behind that is, as some have stated, skill level. I believe some type of gear lock would help to reduce stomps.
My armor is weak, but my shields are relentless.
State "Kampo" Logistics
Born - April 1, 2013
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lamo guys
Corrosive Synergy
61
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Posted - 2015.10.08 01:46:00 -
[21] - Quote
I think it depends on what squad you face really. It could be just some randoms, or you get 4 man team of straight up team work and communication! Plus suits to deal with anything on the battlefield. I know if I go solo I take my chances with what I get for players, but if I squad with my corp I know we will either win or die trying. Loosing a close battle is well worth the lost isk than a boring blowout! So when ransoms get the snot pounded out of them its no fun for either side, but that's just me. I'm sure there are plenty of people that enjoy killing a team but really how does that make you a better player? Plus I think skirm is a way better battle to play then Dom, so tired of it.
Don't blink it will be over quick
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Mortishai Belmont
G.L.O.R.Y
1
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Posted - 2015.10.08 01:51:00 -
[22] - Quote
And if you do manage to kill them, what's the % of isk loss compared to yours?
I think they lose like 10,000% more isk then you do so, how is that not fair?
The C.E.O. of G.L.O.R.Y,
(~..)~ Now on Youtube ~(..~)
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Thor Odinson42
Ancient Exiles. Bleeding Sun Conglomerate
7
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Posted - 2015.10.08 01:54:00 -
[23] - Quote
Shaun Iwairo wrote:HOWDIDHEKILLME wrote:One or two people running good gear won't cause a stomp, squading in pubs is much more powerful. xavier zor wrote:a lot of people here know this feeling. keep your random sh*t talking out of serious threads. I'm willing to concede I'm completely missing something here, but: Nearly every other fps has a 'squad' mechanic, yet very few of them suffer the frequency of pubstomping that Dust does. Other than the gear that squadded up mercs run, what makes squads in Dust so much more powerful?
Communication and familiarity
Seriously, port it.
Hurry
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Shaun Iwairo
Simple Minded People Pty. Ltd.
37
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Posted - 2015.10.08 01:58:00 -
[24] - Quote
Thor Odinson42 wrote:Shaun Iwairo wrote:HOWDIDHEKILLME wrote:One or two people running good gear won't cause a stomp, squading in pubs is much more powerful. xavier zor wrote:a lot of people here know this feeling. keep your random sh*t talking out of serious threads. I'm willing to concede I'm completely missing something here, but: Nearly every other fps has a 'squad' mechanic, yet very few of them suffer the frequency of pubstomping that Dust does. Other than the gear that squadded up mercs run, what makes squads in Dust so much more powerful? Communication and familiarity
I agree, but every 'squad' in an fps gains this advantage which is why I don't think it's a contributing factor to Dusts unusually high frequency of pubstomping. |
Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.08 02:19:00 -
[25] - Quote
Shaun Iwairo wrote:Adipem Nothi wrote:For this reason, I'm inclined to agree that the performance disparity presently afforded by gear and SP is too significant. I appreciate that from a player on the other end of the spectrum. Adipem Nothi wrote:I personally believe that TTK is key; everyone died faster in Chromosome. I'm very much concerned that we're moving in the wrong direction with regard to TTK, and I anticipate that NPE will suffer as direct result. I guess TTK is what my numbers all boil down to. Very generally speaking a vet has a 93% higher TTK than a new player, so trying to shorten it on the higher end is inevitably going to cause death-by-stray-bullet problems on the lower end. To be fair, credit to whichever devs do the numbers on that stuff. Bringing a game to a 'playable' state, knowing that two players running the same class could have a 93% difference in TTK must be a nightmare.
While I appreciate the math in the OP, the TTK disparity between a given newbro and a given vet is not necessarily a "constant" shared among all newbros and vets. HP levels vary by class, by tier and by loadout. A PRO Assault unit, for example, can fit high-end HP modules whereas a STD Assault unit cannot. Directly buffing shield extenders, for example, would benefit both the PRO and STD Cal Assault units, though the PRO unit would benefit by greater degree as the delta at complex tier would exceed that at standard or advanced tier. And compared to a Cal Commando, for instance, our Cal Assault units would benefit by far greater degree, due to difference in slot count between the two classes.
Adjustments to TTK -- whether up or down -- do not impact all classes, loadouts and tiers by the same degree.
Dropsuit Usage Rates
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KGB Sleep
1
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Posted - 2015.10.08 02:39:00 -
[26] - Quote
HTFU cheapskates
Because beer, that's why.
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Shaun Iwairo
Simple Minded People Pty. Ltd.
37
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Posted - 2015.10.08 02:41:00 -
[27] - Quote
Adipem Nothi wrote:Shaun Iwairo wrote:Adipem Nothi wrote:I personally believe that TTK is key; everyone died faster in Chromosome. I'm very much concerned that we're moving in the wrong direction with regard to TTK, and I anticipate that NPE will suffer as direct result. I guess TTK is what my numbers all boil down to. Very generally speaking a vet has a 93% higher TTK than a new player, so trying to shorten it on the higher end is inevitably going to cause death-by-stray-bullet problems on the lower end. To be fair, credit to whichever devs do the numbers on that stuff. Bringing a game to a 'playable' state, knowing that two players running the same class could have a 93% difference in TTK must be a nightmare. While I appreciate the math in the OP, the TTK disparity between a given newbro and a given vet is not necessarily shared among all newbros and vets. HP levels vary by class, by tier and by loadout. A PRO Assault unit, for example, can fit high-end HP modules whereas a STD Assault unit cannot. Directly buffing HP modules would benefit both the PRO and STD Assault units, assuming they're both running HP modules, but the PRO unit would benefit by greater degree. And compared to a Commando , for example, the PRO Assault (in this scenario) would benefit by far greater degree, due to difference in slot count between the two classes. Adjustments to TTK -- whether up or down -- do not impact all classes, loadouts and tiers by the same degree.
Yep I'm with you on all your points. I realize my statement of '93% higher TTK' is kinda flawed, hence my caveat of 'very generally speaking', but I do believe it serves it's purpose of showing the basic impact of tier and SP on TTK. If the difference in stats between STD/ADV/PRO/OFC and also those provided by skills were all brought closer in line with each other then making tweaks to a more global TTK goal would be much easier. Even if it's just in one unique mode, removing the effect of those differences completely would bring on some of the most balanced gameplay Dust has ever seen. Scotty has a pretty good idea of the skill of the players he's putting up against each other, but he has no idea what gear they're going to bring.
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.08 03:08:00 -
[28] - Quote
Shaun Iwairo wrote: If the difference in stats between STD/ADV/PRO/OFC and also those provided by skills were all brought closer in line with each other then making tweaks to a more global TTK goal would be much easier. Even if it's just in one unique mode, removing the effect of those differences completely would bring on some of the most balanced gameplay Dust has ever seen. Scotty has a pretty good idea of the skill of the players he's putting up against each other, but he has no idea what gear they're going to bring.
I don't know what you mean by "more global TTK goal", but I also favor the idea of slight performance advantages at exponentially increasing costs. Gear and SP should afford only a slight advantage in combat.
I suspect that's been the general idea all along, actually. It was the case in Chromosome. Somewhere along the way, substantial performance disparity set it in. Superior skill, planning, positioning, tactics, teamwork, having the right tool for the job, etc ... these should matter more in a gunfight than having a shinier suit, more SP and moar HP than one's opponent. Specifically how to go about getting there -- and whether or not it'd be a good idea for DUST at this juncture -- I honestly don't know. But I do know that performance disparity at opposing ends of the experience spectrum has worsened with HP Creep, and I doubt seriously that a solution to this problem will be found in more HP Creep.
PS (Tangent): If you want consistently well-balanced matches, I'll give you a shortcut. Your very best bet is a solo Ambush queue. This would make for a far quicker, cleaner and less bumpy fix than trying to narrow all the gaps which separate early career mercs from late career mercs.
Dropsuit Usage Rates
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Summa Militum
Art.of.Death
1
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Posted - 2015.10.08 03:14:00 -
[29] - Quote
maybe deadcatz wrote:I kinda run apex or standard suits only in pubs. I have 500 sheild and 194 armour (rasetsu) or 440ish armour and 194sheilds(in my gall assault) I repair and regen sheild really quickly at the cost of super stacked HP. Just apply enough alpha damage before I can react or wear me down from multiple fights.
Becuase everyone deserves a fair chance. I avoid reps by logis(they can wp ***** off of someone who is actually trying) I don't always die to milita but when I do its because he saw me near dead after giving someone in proto a whuping with a supposedly "underpowered weapon" (assault rifles best ftw beetches). Only in PC or sometimes fw I will run proto. Maybe one match of pubs in proto but that's when I feel like I have some isk to spare.
Every time I play against members of your Corporation in Public Contracts all they run is Proto and they are always squaded up. |
Lost Apollo
Moose Knuckle Pros
117
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Posted - 2015.10.08 03:28:00 -
[30] - Quote
maybe deadcatz wrote:I kinda run apex or standard suits only in pubs. I have 500 sheild and 194 armour (rasetsu) or 440ish armour and 194sheilds(in my gall assault) I repair and regen sheild really quickly at the cost of super stacked HP. Just apply enough alpha damage before I can react or wear me down from multiple fights.
Becuase everyone deserves a fair chance. I avoid reps by logis(they can wp ***** off of someone who is actually trying) I don't always die to milita but when I do its because he saw me near dead after giving someone in proto a whuping with a supposedly "underpowered weapon" (assault rifles best ftw beetches). Only in PC or sometimes fw I will run proto. Maybe one match of pubs in proto but that's when I feel like I have some isk to spare. I have never seen a person from your corp that doesn't run proto gear man. FW, pubs, PC... it is always proto... Of course, I have never ran into you that I can recall tbh.
My armor is weak, but my shields are relentless.
State "Kampo" Logistics
Born - April 1, 2013
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