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Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.07 23:57:00 -
[1] - 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.
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.08 02:19:00 -
[2] - 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.
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Adipem Nothi
Nos Nothi
16
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Posted - 2015.10.08 03:08:00 -
[3] - 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.
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