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Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.03 17:18:00 -
[61] - Quote
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. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2013.02.03 17:32:00 -
[62] - Quote
fred orpaul wrote:yep just got out of a match where the only tactic that mattered was rolling around in a giant mob with AR assaults with damage mods, anything else melted in seconds so any other tactic was useless. so my squad rolled an AR assault with damage mods, unfortunately the other team had more so it didn't matter.
In a fight with other set ups you can use MDs or grenades, use an LR/sniper to scatter the mob, you can flank the mob, or just out capture them so they die out and lose support. This is not the case with AR assaults they kill so fast all that matters is who pulls the trigger first, so all you have to do in a fight like that is run a mob and kill every thing, and you win. Its a fine strategy but a game breaking one.
Im not saying team work is op Im saying the mob is OP, teamwork requires a strategy other then Zerg rushing. And the reason the MOB is OP is because damage scales up so drastically, that support rolls, defensive modules, Tactics, and other "gimmicks" become liabilities not force multipliers.
This is a fairly accurate picture of possible "endgame" for pubs if that is where we all stay for the rest of our lives.
But at the end of the last build there was one weapon that at prototype levels, with the same sharpshooter skills trained up and damage mod stacking would almost always tear trough those assault packs when used by players of about equal skill. Lasers. When laser packs got a strategic position where they could out-range the assault rifle packs they ripped **** up. Probably why there is a reported laser nerf incoming. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 17:37:00 -
[63] - 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.
That's effectively what i am saying, but i did so with a little self provided number crunching to back up my claim. |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2013.02.03 17:39:00 -
[64] - Quote
Volgair 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. That's effectively what i am saying, but i did so with a little self provided number crunching to back up my claim.
Forgot to say I added +1. Once people start realizing this we can start discussing if this is okay. I dislike it immensely, personally. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 17:57:00 -
[65] - Quote
trollsroyce wrote:HMG's inherent potential and niche is the clip size. Realistically, unless anything drastic happens, dust will boil down to single "ideal" gun choice for a role, like CS did in its day: ak and m4 were pretty much the only used weapons along awp.
The ideal gun for heavies, frankly, is not HMG. Balac's ar is the most likely candidate for me. Comparison of heavies with hmg (which is built to suppress fire) and ar (which is built to quick kill) is, to me, a waste of time. Heavy ar vs. Assault ar is the more logical choice, if you want to get a feel of the end game as it's shaping up atm.
Nah, the HMG in its environment still preforms very well. The issue is that the TTL is lower then it should be. If you added a scaling 10% EHP from militia to Proto that would give us 30% more TTL. Add some heavy variant modules and enhance currently available modules so that they perform their job more adequately extending us out another optional 30%. Add roll bonuses to specific dropsuits 20%.
if you did something like that the TTL would get stretched to greater then a second almost two witch is the sweet spot for the game weapons wouldn't feel like foam darts and people would have time to react to situations better. with this you could even keep the current stacking weapon mods. reliance on damage mods to improve your ability to kill would no longer be the optimal choice, but instead simply a choice to fit some ones game stile/ preference. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 18:03:00 -
[66] - Quote
Noc Tempre wrote:Volgair 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. That's effectively what i am saying, but i did so with a little self provided number crunching to back up my claim. Forgot to say I added +1. Once people start realizing this we can start discussing if this is okay. I dislike it immensely, personally.
Discussion is the purpose of this thread, and you are free to your own opinion. I think TTL should scale and be extended by 1.8 times current value when cross compared to same meta level gear. You disagree, and that's just fine. |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
|
Posted - 2013.02.03 18:08:00 -
[67] - Quote
Nerf ar damage and limit damage mods to 1 per suit |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 18:26:00 -
[68] - Quote
Sev Alcatraz wrote:Nerf ar damage and limit damage mods to 1 per suit
The AR nerf solves nothing long term. people will gravitate to the next most powerful weapon, or weapon of choice. Limiting the number of modules you can put on a suit mitigates this games customization options... Both of those are off of the table for the sake of this discussion. |
King Kobrah
SyNergy Gaming
33
|
Posted - 2013.02.03 18:28:00 -
[69] - Quote
wait, people still use damage mods? i dropped those a long time ago, you MIGHT kill someone 1 or 2 bullets sooner AT THE VERY MOST
extra shields are much more valuable in my opinion. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 18:37:00 -
[70] - Quote
King Kobrah wrote:wait, people still use damage mods? i dropped those a long time ago, you MIGHT kill someone 1 or 2 bullets sooner AT THE VERY MOST
extra shields are much more valuable in my opinion.
That's your opinion, and its not a bad one. However most in the high end would disagree. If you peel off those shield extenders and threw on 2 damage mods i guarantee you will be the more viable in combat. That's 21% more damage on a weapon that does a complex shield extender's worth of damage in less then .2 of a second.
EDIT: Keep in mind here, this is a thread about Time to live and the need to extend it. I want you to say shields extenders are better and be able to back up that claim, but right now, you can not. First to fire in the high end almost always wins.
Damage > EHP Opportunity > Skill |
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Blue DeVille
Tritan-Industries Legacy Rising
25
|
Posted - 2013.02.03 18:38:00 -
[71] - Quote
I think the problem lies with CCP's thought process of pandering to their players. Yes, they need to listen to suggestions (and that's what makes EVE so great), but it would appear that they are nerfing/buffing at the drop of a hat, rather then trying to find better solutions... leave the nerf/buff hammer at home, and come up with ideas that are outside the box. Instead of hammering equipment, how bout you add missing equipment to see if they balance out/counteract something that the community feels is OP without the need for hammering. |
King Kobrah
SyNergy Gaming
33
|
Posted - 2013.02.03 18:41:00 -
[72] - Quote
Volgair wrote:King Kobrah wrote:wait, people still use damage mods? i dropped those a long time ago, you MIGHT kill someone 1 or 2 bullets sooner AT THE VERY MOST
extra shields are much more valuable in my opinion. That's your opinion, and its not a bad one. However most in the high end would disagree. if you peel off those shield extenders and threw on 2 damage mods i guarantee you will be the more viable in combat. That's 21% more damage on a weapon that does a complex shield extender's worth of damage in less then .2 of a second. there's supposed to be a stacking penalty so you can't do things like that. I'll try throwing 2 complex mods in my advanced suit and see what happens, maybe my 4.1 KDR will jump into the 5s. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 18:48:00 -
[73] - Quote
King Kobrah wrote:Volgair wrote:King Kobrah wrote:wait, people still use damage mods? i dropped those a long time ago, you MIGHT kill someone 1 or 2 bullets sooner AT THE VERY MOST
extra shields are much more valuable in my opinion. That's your opinion, and its not a bad one. However most in the high end would disagree. if you peel off those shield extenders and threw on 2 damage mods i guarantee you will be the more viable in combat. That's 21% more damage on a weapon that does a complex shield extender's worth of damage in less then .2 of a second. there's supposed to be a stacking penalty so you can't do things like that. I'll try throwing 2 complex mods in my advanced suit and see what happens, maybe my 4.1 KDR will jump into the 5s.
I edited this earlier response and no, there is no stacking penalty. |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2013.02.03 19:07:00 -
[74] - Quote
Not sure if someone said this already but 1.8 sec survivability vs 1.0 something according to the author's calculation is a huge difference in favor of the heavy. in FPS 0.8 seconds is far from trivial. I think, although, he made an excellent post and put a lot of work into the calcs I think his math defeats his thesis. I'd say I favor the performance of the Heavy based on his numbers. As far as the cost is concerned I think it's great to keep things unbalanced for the meta game of territorial control when that actually becomes available. This will give an incentive to ppl to risk more isk (more expensive suit) even for a marginal combat advantage if this means that your corp in the end is able to accomplish an imprortant conquest.
Lastly, I do think that both EHP progression and weapon damage progression have been nerfed too much to not make it worthwhile to buy more expensive stuff. I will say though that even though the suits all have the same hp (approx) as the base model, extra slots are an effective incentive for suit advancement. With weapons though, proto are about the same as militia making them superfluous. I think CCP takes huge swings to and from nerfs instead of little tweaks which makes no sense to me. In the past duvole AR was ridiculously OP compared to base AR, but now it's not at all different. I think there is gotta be a middle ground - I am thinking that advanced weapons should be 12-15% more powerful than militia, and proto 20-25% more powerful than militia - this would probably land things in a reasonable balance |
Evicer
Holdfast Syndicate Amarr Empire
13
|
Posted - 2013.02.03 19:08:00 -
[75] - Quote
Volgair wrote:
Now on to why i did this. First I wanted a table with which to make reference to current damage of weapons. Second I wanted to point out how grossly inadequate endgame EHP is compared to endgame damage potential.
With that out of the way I can make a "ideal scenario" for a Proto AR assault Vs similarly fit Proto HMG Heavy. This will allow me to give a comparative efficiency rate, (isk/Time to Live(TTL)) for both weapon platforms.
Heavy VK.1 (246,800) Weapon-Boundless HMG/ none (118,040) High- AUR Complex Heavy Damage Mod X2, Complex Shield Extender (7920, 80) Low- Enhanced Armor Rep, Enhanced Shield Regulator (10,880) Gr- AV (1,920) Eq- N/A
Dam(DPS/DPS missing1/3 @ 15m)- 25.696( 856.533/ 573.877) S/A(EHP)- 482/527.5(1009.5) Price isk/ AUR- 385560 / 80 (We'll just call this 420,000 for the sake of simplicity) TTL- 1.8025 seconds isk/TTL- 233009.7isk per second
Assault VK.1 (91,200) Weapon- Duvolle/ none (53,840) High- Complex Light Damage Mod X2, Complex Shield Extender X2 ( 18,520) Low- Complex CPU Extention, Complex Shield Regulator, Basic Armor Rep ( 36,560) Gr- AV (1,920) Eq- None (0)
Dam(DPS/DPS missing 1/10 @ 15m)- 49.781( 622.2625/ 560.03625) S/A(EHP)- 446.25/131.25(577.5) Price isk/ AUR- 202,040 / 0 TTL- 1.0063 seconds isk/TTL- 200775.1 isk per second
Your math makes a lot of assumptions.The first one being that the AR user only misses 1/10 of his bullets....ok people miss more than that and because of your mobility as a heavy you feel that but scouts and other assaults are a different matter. 15m? really ?so your argument is that the HMG should be a long range weapon. Put down the part where every thing between you and 15 meters gets melted...instantly.Example turn a corner and boom Hmg heavy...melted.You example is if the heavy is out in the open....which he shouldnt be.Hevies should be in the objectives not out in the open.
Being a closed beta tester I have had the opportunity to see alot of good tactics and alot of chicanery.But the best are when people use there suit as intended..
Scouts cross the field and drop a uplink near the objective letter and before you know it 4 heavies spawn in and its murder time.I would also like to point out that....CHICAGOCUBSFOREVER,HowdthatTaste,BlondieRoads,ExmapleCore,Aldin Kan......All way up on the leaderboards, and all are Heavies.HMG melts people in the short range.
I was one of the people that actually helped to get the Hwss a little better for heavies and reduce the heat build up for HMG's and I dont even play a heavy....but yer not happy with that.People just want to keep on complaining.
This thread hides under the guise that its scientific with scewed/misleading math.This thread in now way draws comparison between the HMG magazine size and the AR's Mag size.
This is just the age old argument of HMG versus AR'S in every shooter.....
Why cant my LMG have the same accuracy,range and weapon handling as the AR? because you have a larger magazine capacity thats why .....
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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 19:30:00 -
[76] - Quote
Ludvig Enraga wrote:Not sure if someone said this already but 1.8 sec survivability vs 1.0 something according to the author's calculation is a huge difference in favor of the heavy. in FPS 0.8 seconds is far from trivial. I think, although, he made an excellent post and put a lot of work into the calcs I think his math defeats his thesis. I'd say I favor the performance of the Heavy based on his numbers. As far as the cost is concerned I think it's great to keep things unbalanced for the meta game of territorial control when that actually becomes available. This will give an incentive to ppl to risk more isk (more expensive suit) even for a marginal combat advantage if this means that your corp in the end is able to accomplish an imprortant conquest.
Lastly, I do think that both EHP progression and weapon damage progression have been nerfed too much to not make it worthwhile to buy more expensive stuff. I will say though that even though the suits all have the same hp (approx) as the base model, extra slots are an effective incentive for suit advancement. With weapons though, proto are about the same as militia making them superfluous. I think CCP takes huge swings to and from nerfs instead of little tweaks which makes no sense to me. In the past duvole AR was ridiculously OP compared to base AR, but now it's not at all different. I think there is gotta be a middle ground - I am thinking that advanced weapons should be 12-15% more powerful than militia, and proto 20-25% more powerful than militia - this would probably land things in a reasonable balance
A small part of this is that soon the only logical choice is going to be the AR Assault, for all levels of play. Nothing else scales as well by the numbers as the Proto assault when you look at Cost, Power, Survivability, Utility and Mobility. An extension to the EHP of ALL Dropsuits means that niche rolls become available. With out the change, the game will devolve into he who shoots first usually wins.
I posted this earlier but its easier to visualize then slog through a block of text.
Damage > EHP Oportunity > Skill
We need to extend EHP or reduce damage across the board (i want the prior) to allow strategy to over come opportunity. Then skill would be allowed to act as an X factor enhancing both.
This is what i would like to see
Damage < EHP Strategy > Opportunity < Skill
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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 19:47:00 -
[77] - Quote
Evicer wrote:Volgair wrote:
Now on to why i did this. First I wanted a table with which to make reference to current damage of weapons. Second I wanted to point out how grossly inadequate endgame EHP is compared to endgame damage potential.
With that out of the way I can make a "ideal scenario" for a Proto AR assault Vs similarly fit Proto HMG Heavy. This will allow me to give a comparative efficiency rate, (isk/Time to Live(TTL)) for both weapon platforms.
Heavy VK.1 (246,800) Weapon-Boundless HMG/ none (118,040) High- AUR Complex Heavy Damage Mod X2, Complex Shield Extender (7920, 80) Low- Enhanced Armor Rep, Enhanced Shield Regulator (10,880) Gr- AV (1,920) Eq- N/A
Dam(DPS/DPS missing1/3 @ 15m)- 25.696( 856.533/ 573.877) S/A(EHP)- 482/527.5(1009.5) Price isk/ AUR- 385560 / 80 (We'll just call this 420,000 for the sake of simplicity) TTL- 1.8025 seconds isk/TTL- 233009.7isk per second
Assault VK.1 (91,200) Weapon- Duvolle/ none (53,840) High- Complex Light Damage Mod X2, Complex Shield Extender X2 ( 18,520) Low- Complex CPU Extention, Complex Shield Regulator, Basic Armor Rep ( 36,560) Gr- AV (1,920) Eq- None (0)
Dam(DPS/DPS missing 1/10 @ 15m)- 49.781( 622.2625/ 560.03625) S/A(EHP)- 446.25/131.25(577.5) Price isk/ AUR- 202,040 / 0 TTL- 1.0063 seconds isk/TTL- 200775.1 isk per second
Your math makes a lot of assumptions.The first one being that the AR user only misses 1/10 of his bullets....ok people miss more than that and because of your mobility as a heavy you feel that but scouts and other assaults are a different matter. 15m? really ?so your argument is that the HMG should be a long range weapon. Put down the part where every thing between you and 15 meters gets melted...instantly.Example turn a corner and boom Hmg heavy...melted.You example is if the heavy is out in the open....which he shouldnt be.Hevies should be in the objectives not out in the open. Being a closed beta tester I have had the opportunity to see alot of good tactics and alot of chicanery.But the best are when people use there suit as intended.. Scouts cross the field and drop a uplink near the objective letter and before you know it 4 heavies spawn in and its murder time.I would also like to point out that....CHICAGOCUBSFOREVER,HowdthatTaste,BlondieRoads,ExmapleCore,Aldin Kan......All way up on the leaderboards, and all are Heavies.HMG melts people in the short range. I was one of the people that actually helped to get the Hwss a little better for heavies and reduce the heat build up for HMG's and I dont even play a heavy....but yer not happy with that.People just want to keep on complaining. This thread hides under the guise that its scientific with scewed/misleading math.This thread in now way draws comparison between the HMG magazine size and the AR's Mag size. This is just the age old argument of HMG versus AR'S in every shooter..... Why cant my LMG have the same accuracy,range and weapon handling as the AR? because you have a larger magazine capacity thats why .....
You realize i was top 200 on 2 characters last build with a 5 to 1 and 4.1 to 1 KDR right? Would have been, and would currently be top 50 if i could combine them. As it stands Im top 300 on one and top 400 on the other. Would be higher but I'm doing this whole forum warrior thing because the games combat is starting to feel broken, punctuated, and simplified.
I now that my credibility is out of the way im not asking for a change in the way the weapons handle or the comparison betwixt the two. I want a deeper EHP to elongate combat times at the high end. I could have created 100 scenarios 40 of which would have painted the HMG over powered 40 of which would have made the AR look over powered. instead i chose one of the middle ground 20 where the two are at a trade off.
This is not about HMG's being better then the AR or vice versa. Its about making this game more then he who shoots first wins.
Edit; If you look back in the first 100 pages of this forum you'll see that i have been here since may 2012 with the first issue of fanfest keys and started on the forums in June, look at my veterans tag. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.02.03 22:28:00 -
[78] - 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. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
|
Posted - 2013.02.03 22:50:00 -
[79] - Quote
Fantastic Post. |
Sontie
VENGEANCE FOR HIRE
95
|
Posted - 2013.02.03 23:06:00 -
[80] - Quote
And then .8 build rolls out and all this speculation is made moot. |
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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 23:09:00 -
[81] - Quote
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. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.03 23:17:00 -
[82] - Quote
Sontie wrote:And then .8 build rolls out and all this speculation is made moot.
Or we say nothing and the DEV's roll out all that new gear with inferior EHP to damage potential, and i go from doomsayer to that guy that called how end game boils down.
I made this thread to in time, hopefully be proven wrong. |
Sev Alcatraz
Tritan-Industries Legacy Rising
185
|
Posted - 2013.02.04 01:55:00 -
[83] - Quote
I agree 200% |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.04 01:57:00 -
[84] - Quote
Sev Alcatraz wrote:I agree 200%
Really Sev? Thanks for the bump, but really? |
rebecca watson
Universal Allies Inc.
41
|
Posted - 2013.02.04 19:49:00 -
[85] - Quote
Volgair, Let's acknowledge this:
1. You wanted to boil some factors down, and come up with some basic metrics whereby you could compare basic EHP vs. DPS figures between suits, and you poured a lot of time and effort into that.
2. In order to do so, you needed to make many assumptions to come up with the numbers with which we could compare, as well as leaving out many other factors in order to focus on just some basic stats. Those assumptions and factors included/not included are up for debate, which everyone is doing a surprisingly civil job of doing
2. (a) my 2 cents, is that different fitting configurations, as well as tactical play, honesty do throw your simplified calculations out of the window....
***************************
I think your point about Assault suits doing the job of killing the most efficiently, in the majority of situations, is correct. Feature Working As IntendedGäó
However, DUST will not just be about KDR, even though if you want to play it like that, go ahead. Many EVE players only play for the killboards.
But in both EVE and DUST, the gameplay is much larger, and a central part of the game will revolve around winning matches for your team, and the other suits, weapons, and playstyles act as force-multipliers which are hugely important for carrying your team to victory. I personally quite like the non-traditional styles of play myself, but realize they are meant to be a compliment to my more effectively-deadly teammates. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.04 20:55:00 -
[86] - Quote
rebecca watson wrote:Volgair, Let's acknowledge this: 1. You wanted to boil some factors down, and come up with some basic metrics whereby you could compare basic EHP vs. DPS figures between suits, and you poured a lot of time and effort into that. 2. In order to do so, you needed to make many assumptions to come up with the numbers with which we could compare, as well as leaving out many other factors in order to focus on just some basic stats. Those assumptions and factors included/not included are up for debate, which everyone is doing a surprisingly civil job of doing 2. (a) my 2 cents, is that different fitting configurations, as well as tactical play, honesty do throw your simplified calculations out of the window.... *************************** I think your point about Assault suits doing the job of killing the most efficiently, in the majority of situations, is correct. Feature Working As IntendedGäó However, DUST will not just be about KDR, even though if you want to play it like that, go ahead. Many EVE players only play for the killboards. But in both EVE and DUST, the gameplay is much larger, and a central part of the game will revolve around winning matches for your team, and the other suits, weapons, and playstyles act as force-multipliers which are hugely important for carrying your team to victory. I personally quite like the non-traditional styles of play myself, but realize they are meant to be a compliment to my more effectively-deadly teammates.
First let me say that I appreciate you bumping this off of page 5. I was sure that people were bored with the idea and just wanted to p*ss and moan about each others weapons being OP.
Now, the reason i spent so much time into this is that all play stiles if the time to live isn't extended across the board, will all be boiled down to who shot first most often. Every facet of the game will suffer because of that. Meaning pub matches to high end corp matches will boil down to who can get rounds on most efficiently. As it turns out the most efficient way of doing that is the Assault AR when you factor in mobility.
I have said this in response before to other people on this thread, I could have chosen 100 scenarios 40 that make the AR seem OP 40 that make the HMG seem OP i chose one of the middle 20 where there is some ambiguity to elaborate my point. Every thing else the game currently offers wont matter because TTL will be so short that any alternatives will be relegated down to amusing parlor tricks.
I'll even give you this a chart for ideal TTL for Proto suits against other Proto suits given the situation.
---------Current----------Ideal----------Foam Dart Heav.---1.93--------------3.8---------------5 Logi.----.87----------------2.1-------------- 3 (This is only for the slow tank logi, the fast one can get a linear buff with the rest.) Assa.---1.04--------------2.08---------------3 Scou.---.46----------------1.0---------------1.5
Edit; This is something my room mate brought up, but yes its still possible to kill a heavy in one mag. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.02.05 03:01:00 -
[87] - 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
|
Posted - 2013.02.05 03:08:00 -
[88] - 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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Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.05 04:33:00 -
[89] - Quote
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. |
Volgair
Tritan-Industries Legacy Rising
200
|
Posted - 2013.02.05 05:00:00 -
[90] - Quote
All right the community looks to be getting bored with the topic, and supporting subject matter. What would it take to get a little GM or Dev input on the thread? If nothing more then an attempt to rekindle the discussion. |
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