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Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.03 12:43:00 -
[1] - Quote
Great work OP,+1. This is valuable information.
My take on what you've done is that you have crunched the numbers(and the AR vs. HMG is an excellent choice as a test case, they minimize the number of assumptions you need to make to get solid numbers) and presented a valid limiting case. You state as much in your post: basically it's a pissing match at 15m. One thing i would suggest is to vary the calculation over your assumption. This does two things: it reveals how robust your results are in the face of your assumptions, and it also reveals any qualitative changes in the argument(e.g.: at what relative accuracies does the calculation say the opposite thing?). I'm thinking the best way to approach that is to set up the equations as functions of your assumed variables and do the calculus, looking for max/min and inflections.
How will that idealized situation be modified by battlefield reality? My guess is cover, tactics, teamwork will serve to stretch out the scale of your results, by a factor of at least 2 or 3. We have to discount noobs in this discussion, i'm sure that's obvious to everybody. It is very difficult to model what differences teamwork, tactics and relative mobility will make to this argument. And many modules(the scanner, for instance) are not in the game yet.
I'm thinking it's too early to have an informed opinion on what needs to be done to the suits or the weapons just yet. For myself, i'm holding off on proposing anything until we have proper corp/team/squad communication tools.
In terms of the specifics of your argument, my experience is that the heavy's biggest advantages are clip size followed closely by buffer tank. The assault's greatest advantage is mobility. I would want to hear from SoTa PoP on this, he has been a kick-ass AR/Heavy for at least 2 builds, iirc.
As an unrelated postscript, 'metagame' in New Eden does not refer to subgames or minigames and their interaction with the main game. It refers to taking the game into RL to accomplish in-game goals. As in any conflict, if one can demoralize the opposition before a single shot is fired victory is far more likely, and in fact you may get what you want without having to fight at all. It also indicates cleverly exploiting or subverting game mechanics for strategic or tactical advantage. My favorite example of this is 'Grid Fu', original research generated by Goon physicists(i kid you not). |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.03 22:28:00 -
[2] - Quote
Noc Tempre wrote:That's a long way of pointing out DPS grows faster, and for cheaper, than EHP. Right now gank and alpha is the way to spec. Very true. One of the first things i tell new players is 'Gank grows faster than tank.'
Makes skill training decisions a lot clearer. |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.05 03:01:00 -
[3] - Quote
Volgair wrote:Vrain Matari wrote:Noc Tempre wrote:That's a long way of pointing out DPS grows faster, and for cheaper, than EHP. Right now gank and alpha is the way to spec. Very true. One of the first things i tell new players is 'Gank grows faster than tank.' Makes skill training decisions a lot clearer. Which by no means is conducive to the supposedly unique thought driven game play that dust was supposed to provide. True, but it does speak to a player's survivability in the early stages of the game. Asking peeps to ingest the fact that they only think they're playing fps is a bit much when a guy is struggling to figure out how to build a character.
I prefer to let peeps discover the rabbithole in their own good time. Many closed beta vets still haven't. |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.05 03:08:00 -
[4] - Quote
Out of curiosity, ISK aside, what is the time-to-death in COD? sounds like it's a fraction of the fraction of a second you're talking about, Volgair.
And same question for BF3.
And maybe most illuminating, in HALO?
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Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.05 14:30:00 -
[5] - Quote
Volgair wrote:Vrain Matari wrote:Out of curiosity, ISK aside, what is the time-to-death in COD? sounds like it's a fraction of the fraction of a second you're talking about, Volgair.
And same question for BF3.
And maybe most illuminating, in HALO?
Ooph, yeah.... I appreciate the curiosity, but I'm not going to touch that one. it would require some dedication and data collection i have no interest in. Understood, you've done a lot for the community with these calculations already.
I wan't really trying to put more on your plate ;)
But if peeps out there with considerable experience in HALO(or these other games) could give feedback on the ratio of time-to-death for pissing match vs. tactical engagement , we'd be reasonably safe in extrapolating that factor to DUST. |
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