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Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.01.03 00:40:00 -
[1] - Quote
Ydubbs81 RND wrote:Remember in Codex..each tier was separated by a complex damage mod? Militia was 30, Gek was 33, and duvolle was 36. Now, they are separated by an enhanced damaged mod.
That is why the militia grade was bumped up.
Exile x 1.05 = GEK. GEK x 1.05 = Duvolle
Realizing this...I'm not sure how I feel about the changes now. Because the militia wasn't buffed just to buff it.....but to ensure that the difference between the weapons were uniform (percentage-wise).
Any significance of this to you guys? Nice analysis, Ydubbs81. Having the facts lets us make a coherent, reasoned argument to the devs.
Thanks for the insight. |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.01.03 08:23:00 -
[2] - Quote
Th3rdSun wrote:Overlord Ulath wrote:Telcontar Dunedain wrote:Belzeebub Santana wrote:Exile isn't militia (probably know this) and militia has twelve less bullets so it is still a bad gun to run. Interested in seeing how they fix this problem of no one using ADV or PROTO. I'm guessing a sizable price drop. Once this and customization comes the QQing over flattening might disapate. Nerfing prices is a terrible fix. We are trying to play a game that requires risk. Without some ISK on the table when you fight whats the point? Rebuff the weapons. Do you not recall the huge price increase on AR's way back when? AR's used to be cheaper until CCP realized they were worth a lot more at higher levels. If you consider that the gap was shrunk and now the difference is dimmunitive so that now the higher levels are worth less, it only makes sense that the price should shrink back as well. Nope,that just makes too much sense. Seriously though,if CCP really thought that advanced and proto AR's were a problem,they should have just continued to raise the price on them to make them cost what they were really worth,instead of nerfing them to hell and making them almost completely worthless. I'm really beginning to notice that CCP doesn't have a real concept of how to value thing in this game.Not just weapons,but skills as well.
It is always a bad idea to balance using ISK, too many things can and will change in the future and then things get unbalanced again. The only coherent, rational, stable way to balance is through item attributes. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.03 16:01:00 -
[3] - Quote
GLOO GLOO wrote:You're just talking about damage, but what about the Duvoil's accuracy ? Long range ? And it does need skill to use it properly with iron sight...
Well, it does not sound bad to me, but you're not totally wrong... Very true. We're tending to focus this discussion around dps but clip size, dispersion, optimal, damage envelope and falloff need to be considered too. Remember the great range chart a player produced that showed us that the difference between the GEK and the Killswitch was the size of the damage envelope. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.03 16:30:00 -
[4] - Quote
EnglishSnake wrote:Back in the day ppl complained that those with proto gear were gods because of extra health and weapons were god like because ther used to be a few pts difference between each lvl so proto was like 10pts if nt more than the basic
But the community said no and that the scrub starting out should have a chance in milita gear and soon the plague spread across to everything including vehicles
Now we dont bother skilling up for anything half the time or even getting out of milita because milita can do the same job as proto except better because its free
Back in the day the Weaponry skill magnified the difference between the weapon tiers by 5%/lvl iirc, now it's only 2%/lvl.
This whole discussion has been skewed by the fact that we're all jammed into the same matches together and adjustments are being made by CCP not only on the basis of player wailing, but also on the basis of beta testing and game design.
The next build is the one that will get reviewed by everyone and their dog, by then we've gotta have a tier system that works for noobs and vets.
Personally I really like Ydubbs81 RND Enhanced+Militia 8% difference between the levels. It means a merc can have next-tier weapon performance, but with seriously suit-gimping consequences.
However, it's not that easy. If we're serious about pitching the idea to CCP, all the other weapon stats(but NOT what they cost in ISK) need to be part of the argument too. And I don't think we've analyzed what differences exist for these extra variables between the racial variants that are coming(3 more for each weapon!). |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.07 02:17:00 -
[5] - Quote
With the 10% from Weaponry and a single 10% damage upgrade this gives us:
Standard: 100% base damage, 120% with bonuses[387.5dps, 465dps for AR] Advanced: 105% base damage, 126% with bonuses[406.9dps, 488.3dps for AR] Prototype: 110% base damage, 132% with bonuses[426.25, 511.5dps for AR]
That's 124dps difference between a dirty ol' protobeast and a virgin recruit, with dispersion, range, kick etc., all being heavily in the protobeast's favor.
It's a 46 dps difference if the battle is broke protobeast vs. wealthy protobeast - in a quickdraw gunfight when the militia protobeast drops the rich protobeast will have at least 74 hp left, prolly more like 100 with the improved dispersion and recoil characteristics of the proto weapon.
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