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Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.07.30 11:29:00 -
[1] - Quote
My Idea on how to improve the balancing procedure for weapons in this test.
To create a balance between the weapons the properties of said weapons have to be sharing the same numerical base.
The first step would be a Positive Unit that is represented by the area of a multiaxis web diagram of the wepon properties. I made a sketch so you can see what i mean. I used only 4 but the ingame weapons share quite some more properties. Compairing the ROF, damage clip size and Accuracy the HMG has a higher Positive Unit than the Sniper Rifle.
So as a TLDR: Every Positive Thing needs a negative thing to balance it out.
That's why the Positive Unit needs a balancing factor. We know them as ISK, Skill limits, PG and CPU. Another Measure is the Weapon Slot which is either H, L or S. With H having the highest limiting factor as it is limited to one class. If you put up another multiaxis web diagram of this you will end with another area representing the Negative Unit.
A balanced weapon would then always be the one where the area of the positive web is similar to the negative web. So you can either have a single shot rocket launcher for Scouts or a class restricted machine gun.
All it comes down to then is the actual scale of the axes (the mathematic, not the big metallic ones) which needs some testing until it feels right. but the BENEFIT would be:
If the balance feels wrong it is easier to address the damage or the ROF axis scale in an overall sense and not tweak on 40 screws at once, not knowing what will crack if you screw one too tight. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.07.30 13:11:00 -
[2] - Quote
Wow Textwall :) Okay, Yeah I get your point on this. But actually an increased prize or a reduced damage output is nothing different than a change to the axis scale or actual value of the specific weapon. You just add the idea of a dynamic market or balancing which is of course a way to integrate the scaling of the axes.
In the end it's still up to a determination of how well a positive function can be negated by a negative function. Let's say a strong and fast firing weapon is implemented and everyone and their mothers ( I love this ^^) uses it as you can beat everything from tank to scout with it. As you said it can be balanced by price in a dynamic market as with every use of the bpc the market value rises, or in a player economy every Copying station is running this weapon and still couldn't fill the needs of the market. So this sounds to me exactly like the value on the prize axis going up, increasing the negative unit of the weapon and balance it's use like it is right now supposed with the Sagaris. But before this happens it will have forced everyone that wants to be able to compete with the supergun to either use it themselves (and pushing the price) or adapt with a tatic that counters it. In the end everything will just evolve around the supergun and the supergun countering. This doesn't sounds fun to me, but more like a stalemate without end.
The modification of the weapon damage scale is even worse as it counteracts the whole point of classes. Just look at the Creodon Breach Assault Rifle right now. Everyone with an L slot is on second place after the tanks. Now let your weapon adjustment work. The damage will reduce and the next best thing is chosen. Then the CBAR will rise above the other again and it will turn out as a stalemate between the two things again.
What I suggest is a balancing that goes away from the single weapon or value and creates a comparable positive and negative figure. In the end it's just about finding the similarities inbetween the weapons. And if there are non like it is with AR and lock-on wepons like the Swarm Launcher the lock on has to equalized based on tests. (Which we are here for.)
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Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.07.30 13:11:00 -
[3] - Quote
Garrett Blacknova wrote:You may need to consider more stats when comparing weapons.
Rate of fire, direct damage, splash damage, splash radius, clip size, reload speed, total ammo capacity, overheat rate, accuracy, projectile speed, optimal range...
There's a LOT to consider before you start saying any weapons are OP in comparison with others.
And another balancing factor you're ignoring with the HMG/Sniper comparison is fitting restrictions - at present, Heavies are the ONLY suit type that can equip the HMG, meaning you automatically have to face a HUGE speed restriction to carry the gun, Snipers can be equipped by EVERY current suit type.
I know :) It's just a sketch to show what I mean with a multiaxis web diagram and the area of it. |
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