Rorek IronBlood
ZionTCD Legacy Rising
746
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Posted - 2012.07.14 03:54:00 -
[1] - Quote
I do not believe that the statistics (attributes) displayed for our character loadouts are actually working properly. More so this is concerned with the higher end gear. Maybe I am wrong, but mathematically it's not adding up. I'll explain.
Example:
Say I am in-game using a scoute (Type-II) drop suit, and I run into an enemy. Say he is wearing heavy (standard) armored drop suit. His basic health is about six to seven hundred in armor hit points (give or take depending on armor plates, and armor enhancement skill that can add a maximum of twenty-five/thirty percent of health of what the base armor hit points originally were.) Now say we get into combat, and say I am using just an ordinary standard shotgun. I can take this player down in less then eight shots if the game registers all of the hits, and that also includes if I do not miss either.
However somehow when it comes to proto armor. Say for the sake of it a proto-assault class varient. Base armor hit points are two hundred and ten. Even with a twenty-five to thirty percent increase using the passive skill it will still be shy of three hundred base armor hit points, and even accounting for shielding too the total number combined should be less then a thousand. Which the proto-heavy is the only known suit to have a base line of a thousand plus. Somehow though! These statistics (attributes) are not what is being displayed in-game. When a person in a proto-suit is not being dropped in either shield, or armor hit points even with two or more people shooting at them. I am bound to believe the math is off, or that something else behind the curtain is not being applied properly. Even granting the variables of proto shielding, or armor plattings. The affects, and negative affects should still be present. Decreased speed is a give away of enhanced armor platting. The amount of CPU, and PG (Power Grid) consumption is high, and adding much of anything else including proto weaponry would be difficult.
I'd like to hear from the developers atleast on this. I'm not greatest player in-game, but when I can take down a heavy armor player, but not a proto without the aid of a minimum of four other players there is a mathematical problem in your equations. Infact the belief that a proto armor player is more threatening then a highend tank with over ten thousand base points of armor and shielding combined is a huge problem. I'm willing to listen, but I want an explanation. Are you adding in mathematical reductions for proto-armor? In which the damage done to them is reduced? That is my only honest explanation on the matter.
I worry about this in earnest -- because, mathematically the balance is there, but putting those equations, and numbers (attributes and statistics) somehow, or something is not working in either tandem or is flawed. The game needs balance. A game without balance will not survive. It will only push the player base away from wanting to play. Again. When you add the numbers up off the battlefield they come up nice, neat, and clean. Just somewhere in-between things go awry. This is a big issue if it is not functioning properly. I suspected the skills, passive or otherwise were not all working in tandem, but this is bigger. Can you still kill a proto? Sure only with a large number of players, or another proto. A proto should have smidgen of advantage though, and again as I have pointed out by the numbers a player is allowed to see this is that case, but the in-game practice is not showing this.
I'll be here, development staff. Please get back to me. I'd rather be paranoid or wrong then right. |