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Red at Math
Royal Uhlans Amarr Empire
41
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Posted - 2012.08.17 04:52:00 -
[1] - Quote
There has been much discussion regarding the balance of various weapon types against one another (HMGs vs ARs vs SMGs etc) that I feel constantly overlooks a critical piece of information. I feel like any discussion on the topic of weapon balance is being impeded by this missing piece of the puzzle, and would ask that CCP would please weigh in to help make the feedback we're providing in the beta better. Let's begin.
The usual argument being made is that a Scout with a Sub Machinegun facing off against an Assault suit with an AR should win 50% of the time, given that both players are equally skilled. Further, the same arguments state that either of those Class and Weapon combos facing off against a Heavy with a Heavy Machinegun should likewise win 50% of the time given equal skill on the part of both players. This argument is completely sound given a standard FPS environment with class or weapon selections open to all players. However, this ignores an integral part of what makes DUST unique; the Cost of items, both in ISK and SP invested.
First up, is item cost. (Figures are rounded estimations to make the math easier to digest)
- Prototype SMGs Cost ~50kisk.
- Prototype ARs Cost ~75kisk
- Prototype HMGs Cost ~150kisk
Followed by skill multipliers for the 3 weapon groups.
- Sidearm Support Skills 1x
- Light Weapon Support Skills 2x
- Heavy Weapon Support Skills 3x
What is CCP's intention in making them that way?
Are ARs, which are 150% the cost of SMGs in both ISK and SP intended to be 50% better? Are HMGs, which are 300% the cost of SMGs in both ISK and SP intended to be 200% better? Are HMGs intended to be 50% better than ARs? If the answer is no, then what justifies the cost of these weapons? If the answer is yes, then I think we need to be discussing weapon balance in a completely different way, as no one is arguing for HMGs to be 3x the weapons that SMGs are.
Please CCP, give us some feedback on this. We're in the dark here and it means we're not providing the best feedback we can. |
Youknowutimsayin
196
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Posted - 2012.08.17 04:55:00 -
[2] - Quote
I agree. Can we get an answer to this CCP? |
Valklear Leosude
20
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Posted - 2012.08.17 04:57:00 -
[3] - Quote
I feel that HMGs should play an infantry suppression role on the battlefield. These guns just dont fulfill that role.
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Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.08.17 05:22:00 -
[4] - Quote
Maybe a breech hmg with slow rate of fire, and slow over heat for suppression? Minigun/microgun/gatling cannon fire to many bullets to use as suppression. Some Russian models fire 5,000 rounds per minute, and vehicles carry about 900 rounds, 10-11 sec to empty.
Hmg should have all their ammo in drum ready to fire, no reload just over heat.
Slot matters in weapon balance too. |
Kleanur Guy
SyNergy Gaming
154
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Posted - 2012.08.17 08:02:00 -
[5] - Quote
RaM you bring up a very good point! |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.17 08:06:00 -
[6] - Quote
Take the LAV vs HAV for example. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.08.17 10:31:00 -
[7] - Quote
+1
If anything, sidearms should be the most expensive since they can be used with any fit, hence more bang for you SP buck. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.08.17 10:40:00 -
[8] - Quote
??? Where is the point? The weapon prize depends on the complexity of the weapon. Requirement SP are based ont he rank of the skill. Simple as that: A weapon for every class (like SMG or Scrams) are the lowest rank, while specialised weapons need more experience. Why is this difficult to understand?
A complex specialist weapon costs more isk and SP. That's why a sniper rifle costs more than a Mass Driver. That's why a gun that can take down a tank in three shots costs more than a pistol that would barely scratch the paint. |
Grit Breather
BetaMax.
660
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Posted - 2012.08.17 10:43:00 -
[9] - Quote
This makes sense to me also. |
Darkz azurr
Royal Uhlans Amarr Empire
105
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Posted - 2012.08.17 11:48:00 -
[10] - Quote
smg and pistol costs the least due to it being a secondary weapon and anyone can use it, It also needs to be cheap so you can fit a seconday and a primary at decent cost. the price increases for primary weapons ,wich should out perform the seconday's in most cases. and price increases again for more specialist weapons like the hmg/ forgegun . thats what i think. also i need my amarr ar ccp. i neeyd eet |
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Red at Math
Royal Uhlans Amarr Empire
41
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Posted - 2012.08.17 12:29:00 -
[11] - Quote
Seran Jinkar wrote:??? Where is the point? The weapon prize depends on the complexity of the weapon. Requirement SP are based ont he rank of the skill. Simple as that: A weapon for every class (like SMG or Scrams) are the lowest rank, while specialised weapons need more experience. Why is this difficult to understand?
A complex specialist weapon costs more isk and SP. That's why a sniper rifle costs more than a Mass Driver. That's why a gun that can take down a tank in three shots costs more than a pistol that would barely scratch the paint.
I'm sorry that you've missed the point. I will try to explain it better.
Weapon Prices and Skill Point Requirements are Different across weapon groups. Weapons are not subsequently better than other Weapons to compensate for this additional cost. If Assault Rifles and Heavy Machineguns are Balanced against one another, then a player investing 10m SP in Light Weapons will simply come out ahead of a player investing 10m SP in Heavy Weapons. He will end up with more skill levels in a weapon that is cheaper to field.
If it's not supposed to be that way, if Higher Cost weapons are supposed to be better, then we need to seriously reexamine the way we've been discussing balance on these forums as it's leading to a situation where SMGs are just as good as any weapon, yet require 1/2 or 1/3 the Cost to field.
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Darkz azurr
Royal Uhlans Amarr Empire
105
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Posted - 2012.08.17 12:57:00 -
[12] - Quote
i think (s) sidearm/seconday weapons should perform like other fps games, that weapon you go to in those oh kitten moments, they shouldnt do as much dmg as a primary (L) weapon and shouldnt cost as much sp or isk. the (L) class (light/primary) weapons should perform a little better than the secondary (s) slot weapons with slightly increased sp and isk requirements.. not sure about (H) weapons, they are technically a primary weapons, just a heavy version. |
Captain-Awesome
38
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Posted - 2012.08.17 12:57:00 -
[13] - Quote
Seran Jinkar wrote:??? Where is the point? The weapon prize depends on the complexity of the weapon. Requirement SP are based ont he rank of the skill. Simple as that: A weapon for every class (like SMG or Scrams) are the lowest rank, while specialised weapons need more experience. Why is this difficult to understand?
A complex specialist weapon costs more isk and SP. That's why a sniper rifle costs more than a Mass Driver. That's why a gun that can take down a tank in three shots costs more than a pistol that would barely scratch the paint.
the issue is that the sp requirements are correct, but the quality of the weapons are not - smg should not == AR/HMG. But it does. |
Naturi Riclenore
BetaMax.
120
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Posted - 2012.08.17 13:02:00 -
[14] - Quote
Seran Jinkar wrote:??? Where is the point? The weapon prize depends on the complexity of the weapon. Requirement SP are based ont he rank of the skill. Simple as that: A weapon for every class (like SMG or Scrams) are the lowest rank, while specialised weapons need more experience. Why is this difficult to understand?
A complex specialist weapon costs more isk and SP. That's why a sniper rifle costs more than a Mass Driver. That's why a gun that can take down a tank in three shots costs more than a pistol that would barely scratch the paint.
Yes you need more SP, but an SMG is just as "balanced" (as in effectiveness) as an HMG, so why spend 10 mil SP in HMG, when if you spend it in SMG, you come out ahead. Meaning, for cheaper costs, I can get the same functionality. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
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Posted - 2012.08.17 13:03:00 -
[15] - Quote
Well in the case of balancing it throughout the weapon classes I suggest following: How much ISK damage does each class?
Sidearms do the least damage to property as they are just able to damage dropsuits seriously. So the worst damage to a team can be done by destroying a Heavy Proto suit (As you mentioned is possible.)
Light Weapons range from Assault Rifles and Shotguns (which are equivalents to SMG and pistol) to MAss Drivers and Swarm Launcher. With the Light Weapon class you are able to destroy Light Vehicles and Dropships .. and maybe some tanks. Which will do seriously more ISK damage as there is usually somebody inside and the vehicle cost just rised recently.
Heavy Weapons on the other hand consist of forge guns and HMGs at the moment. So we have an Anti-Infantry and Anti-Vehicle spectrum as well in this class. But here the borders are slightly soft as a good forge shooter may take fown infantry and a HMG can damage LAVs and Dropships too. BUT here come the reason why heavy needs to have the 3x multiplier: The impact of a Heavy weapon on the wallet of the enemy is actually the highest. Forge Gunners take out installation and Vehicles as part of their usual role description which will lead to a loss of up to several millions in case of a Sagaris Tank with decent modules.
I don't deny that certain weapons need to be tweaked to have a more specific role (like HMG). I just want to clarify that the point made is not suitable. It doens't matter how "good" or "bad" a weapon is. What matters is:
How much impact does the weapon have on the overall balance of battle? Can it kill a tank or just a suit?
How versatile is it? Sniping range, splash damage, targeting, CQC abilities etc. all count into this field.
Is it able to fulfill the purpose compared to other weapons? Here is it where it comes to being "better" or "worse", but only compared to the role and not the "interspecies" comparision.
And when we look at the Heavy that needs more SP and ISK to advance than a scout it's a simple matter of weapon versatility which already showed in Heavies using ARs in the last build. Would it have been fair to the Assaults and Scouts , having much less AP and shield, if the heavies would need to spend the equal amount of SP and ISK? I think not... |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.17 13:38:00 -
[16] - Quote
I have to agree on the arugment about the isk damage from heavy weapons is unbelivable in the new build.
Also another thing to consider training multipliers is how difficult the gun is really to operate.
Its much easier to train people to use weapons that where very familiar with before they became immortal.
How often did the non dusters get thier hands on a man portable HMG? probably never. Forge gun was recently made as wellt here isnt anything else in the known eve universe that operates like these guns. Where as rifles and pistols have much lower powered versions regular security forces are quite familar with.
Also price per gun is semi sensible.
Vulcan cannons are typically vehicle weapons costs waaaay more than any sniper cannon ever did. |
Red at Math
Royal Uhlans Amarr Empire
41
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Posted - 2012.08.17 13:48:00 -
[17] - Quote
Seran Jinkar wrote:*SNIP*
I think you're presenting a solution to the question I presented. But I'm not actually looking for a solution...I'm looking for an answer. The way I see it you either
A) Make every weapon balanced against every other weapon. Everything costs the same ISK, every weapon skill has the same multiplier. Every weapon is a good choice to make, with differences largely based on the preferences of the player. This is the standard approach an Arcade Shooter takes.
B) You make weapons that cost more ISK and SP better than weapons that cost less. This has the disadvantage of not feeling as "fair" to the casual observer, however it seems to be more in line with the Skill system and ISK cost of items in DUST.
The problem is, if we're intending B, we're also listening to people that call for a damage nerf to HMGs because they're better than ARs or a charge slowdown nerf to Forge Guns because they're better than Swarms, we're increasing the range on SMGs because they're inferior to ARs, the list goes on. We're moving towards an equilibrium of weapon balance because we have a bunch of players coming to this game from other FPS titles that believe that inherent unbalance of a weapon is simply bad game design instead of an intended mechanic.
What I'm asking is simply, "Which is it?" |
Red at Math
Royal Uhlans Amarr Empire
41
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Posted - 2012.08.17 13:50:00 -
[18] - Quote
Iron Wolf Saber wrote:I have to agree on the arugment about the isk damage from heavy weapons is unbelivable in the new build.
Also another thing to consider training multipliers is how difficult the gun is really to operate.
Its much easier to train people to use weapons that where very familiar with before they became immortal.
How often did the non dusters get thier hands on a man portable HMG? probably never. Forge gun was recently made as wellt here isnt anything else in the known eve universe that operates like these guns. Where as rifles and pistols have much lower powered versions regular security forces are quite familar with.
Also price per gun is semi sensible.
Vulcan cannons are typically vehicle weapons costs waaaay more than any sniper cannon ever did.
What you're ignoring is that in the world of video games, choosing these "difficult...to operate" weapons is an inferior choice for the player. If my 10m SP doesn't get me as many levels in ARs as it does in SMGs, but the two weapons are otherwise equal, then I am fool for training the AR and an even bigger one for training the HMG. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.17 16:07:00 -
[19] - Quote
Red at Math wrote:Iron Wolf Saber wrote:I have to agree on the arugment about the isk damage from heavy weapons is unbelivable in the new build.
Also another thing to consider training multipliers is how difficult the gun is really to operate.
Its much easier to train people to use weapons that where very familiar with before they became immortal.
How often did the non dusters get thier hands on a man portable HMG? probably never. Forge gun was recently made as wellt here isnt anything else in the known eve universe that operates like these guns. Where as rifles and pistols have much lower powered versions regular security forces are quite familar with.
Also price per gun is semi sensible.
Vulcan cannons are typically vehicle weapons costs waaaay more than any sniper cannon ever did. What you're ignoring is that in the world of video games, choosing these "difficult...to operate" weapons is an inferior choice for the player. If my 10m SP doesn't get me as many levels in ARs as it does in SMGs, but the two weapons are otherwise equal, then I am fool for training the AR and an even bigger one for training the HMG.
Yet isk damage possible per gun makes the HMG superior I have cut down entire squads with the HMG before they'd didnt appecaiate that one bit. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.17 21:47:00 -
[20] - Quote
Ill say this.
Based on sitituations some hulls are worth thier cost while in others they are not.
Scewing with your earlier argument.
An equally skilled frigate pilot will always win agaisnt an equally skilled battleship pilot. Yet frigates cost 1/100th of the price of a battleship.
Is it fair that bigger should be badder? that more isk you spend the better it should be? it all depends on the situation.
Because even though a frigate of good skill can always kill some of the more competent battleship pilots a frigate doesnt stand a sneezing chance in killing capital ships. Where as the battleship can.
Now take the same kind of trading cards and shove dust 514 objects into them and you'll get the rather similar input of sp and isk = output of power. That power however can be measured in odd ways though finess and tidal wave force so to say.
An SMG would have a harder time bringing down a dropship. where as a Simpler HMG would give a prototype AR a run for its money on the same situation. |
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Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.08.17 21:49:00 -
[21] - Quote
The guns should not all be equal on open terain. The SMG should be great for close Q, Assault for medium to ranged, HMG slow to move around, but devestating if you get hit HMG's should need to be supported by others to cover his flanks or the scout with SMG will sneak up on him and cut him down. If a SMG can go toe to toe with a HMG then something is seriously off. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.17 21:52:00 -
[22] - Quote
Skihids wrote:The guns should not all be equal on open terain. The SMG should be great for close Q, Assault for medium to ranged, HMG slow to move around, but devestating if you get hit HMG's should need to be supported by others to cover his flanks or the scout with SMG will sneak up on him and cut him down. If a SMG can go toe to toe with a HMG then something is seriously off.
On an open plain and facing off with both heavy suits and both aimed at each others heads yeah no way thats '50%' I swear whoever though that smg is supposed to be matched against an MG 50% of the time is imaginigng things. This isnt warhammer table top. |
Kivverg
12
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Posted - 2012.08.17 21:59:00 -
[23] - Quote
Honestly, I think it's waaay too early to chime in on weapon balance. A lot of things that are strong in open-play are going to be weaker in competitive team play.
Right now a lot of what I see is people running around with short range rapid-fire weapons - the best they can fit - and mopping up people in tier 0 or tier 1 suits. Makes sense - they get easy kills right now, but they also paint huge targets on themselves in the process - making them easy prey for vehicles. Later in the life of the game, I think we'll see more people in tier 2 and 3 suits who don't die quite so quickly, giving teammates more time to react and kill the attacker. The run-and-gun crowd might start going five-for-five instead of ten-for-two... and that cost begins to add up fast. After a few games like that they may end up dropping from tier 3 rifles to tier 2 to save some ISK, at which point their effectiveness drops even further.
Or maybe not. What I'm getting at is that a lot of what constitutes "balance" in Dust is going to be emergent gameplay. It'll depend on maps, and on the meta-game being played by top teams. |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2012.08.17 22:10:00 -
[24] - Quote
I rather let the numbers talk over time, see which guns are hated and which ones arent used and how far apart people are killed with certain weapons.
I mean its not like skill multipliers or isk cost is final. |
Red at Math
Royal Uhlans Amarr Empire
41
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Posted - 2012.08.18 22:39:00 -
[25] - Quote
Kivverg wrote:Honestly, I think it's waaay too early to chime in on weapon balance.
This is a point worth addressing (and since Iron Wolf wouldn't show up in a frigate to fight my Battleship in EVE, I had nothing else to do). I'm not really trying to address the balance of these weapons right now. What I am trying to do is get an answer on how CCP wants these weapons balanced, because the answer to that question will greatly change how the feedback on weapon balance is given. For instance, are Heavy Weapons currently weak because they're not 3x as effective as Sidearms? Are they too strong because they're better than Sidearms at all? This is what we need established before good feedback on weapon balance can happen, otherwise you're just going to get people giving wildly differing advice because they don't understand the intent of the game designer. |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
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Posted - 2012.08.18 22:42:00 -
[26] - Quote
Cost will eventually be set by supply and demand with market manipulations thrown in. Prices now are almost irrelevant. |
Red at Math
Royal Uhlans Amarr Empire
41
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Posted - 2012.08.19 16:23:00 -
[27] - Quote
SILENTSAM 69 wrote:Cost will eventually be set by supply and demand with market manipulations thrown in. Prices now are almost irrelevant.
That's not quite true...raw material costs (be those NPC sell orders or a materials from a manufacturing process) will always set a floor for the prices. But CCP has ultimate control over what that floor is. Also, supply and demand will never affect SP multipliers. |
Tawkis Tawharr
Sanmatar Kelkoons Minmatar Republic
4
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Posted - 2012.08.19 17:17:00 -
[28] - Quote
Red at Math wrote:Seran Jinkar wrote:*SNIP* I think you're presenting a solution to the question I presented. But I'm not actually looking for a solution...I'm looking for an answer. The way I see it you either A) Make every weapon balanced against every other weapon. Everything costs the same ISK, every weapon skill has the same multiplier. Every weapon is a good choice to make, with differences largely based on the preferences of the player. This is the standard approach an Arcade Shooter takes. B) You make weapons that cost more ISK and SP better than weapons that cost less. This has the disadvantage of not feeling as "fair" to the casual observer, however it seems to be more in line with the Skill system and ISK cost of items in DUST. The problem is, if we're intending B, we're also listening to people that call for a damage nerf to HMGs because they're better than ARs or a charge slowdown nerf to Forge Guns because they're better than Swarms, we're increasing the range on SMGs because they're inferior to ARs, the list goes on. We're moving towards an equilibrium of weapon balance because we have a bunch of players coming to this game from other FPS titles that believe that inherent unbalance of a weapon is simply bad game design instead of an intended mechanic. What I'm asking is simply, "Which is it?"
More expensive =/= better, except maybe within the silo of each weapon.
I would suggest the answer is neither. I think you're forgetting that this isn't a shooter where you get one main weapon and one sidearm.
What you're leaving aside is fitting requirements, and fitting for your role..
The AR is a great all around weapon, it useful just about everywhere. Good range, good damage, you'll find very few situations where it sucks.
The SMG is a sidearm, it's a punchy backup. That being said, I use one on my Logistics fit because it uses less CPU. That lets me do other stuff that I consider more important.
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