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Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
6
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Posted - 2013.03.03 23:54:00 -
[1] - Quote
Everyone gets mad when their favorite weapon gets nerfed, so about about we make militia versions weaker and proto versions equally stronger. that way, if you feel you're getting destroyed, it's bc that person paid for it, there's no reason a proto railgun that costs $140,000 shouldnt be able to snipe a man from 3 miles away and do 1500 dmg bc that is expensive. stop nerfing everything; instead, increase the price! |
James TrendalI
BetaMax.
4
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Posted - 2013.03.04 00:07:00 -
[2] - Quote
I agree.
Or if you must insist on nerfing something Nerf everything equally. Take 200dmg from a railgun but take 200 dmg from all other AV options |
gbghg
L.O.T.I.S. Legacy Rising
478
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Posted - 2013.03.04 00:09:00 -
[3] - Quote
How do those change things? in the first case it just means everything becomes way too expensive to bother investing in, stalling progression in the second idea the problem remains just with lower numbers |
Bojo The Mighty
Bojo's School of the Trades
484
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Posted - 2013.03.04 00:18:00 -
[4] - Quote
Charlotte O'Dell wrote:Everyone gets mad when their favorite weapon gets nerfed, so about about we make militia versions weaker and proto versions equally stronger. that way, if you feel you're getting destroyed, it's bc that person paid for it, there's no reason a proto railgun that costs $140,000 shouldnt be able to snipe a man from 3 miles away and do 1500 dmg bc that is expensive. stop nerfing everything; instead, increase the price! That's not going to work on player seeded market |
Rachoi
HavoK Core
17
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Posted - 2013.03.04 03:16:00 -
[5] - Quote
i think they should be shuffled a slight bit, Proto gear SHOULD be better, they already have damage boosts, and accuracy boosts, and for the explosives a splash range boost, but that does tend to get unnoticed.
granted, Snipers could do with a slight tweaking, so could HMG, LR, tanks, dropships, and a few other things, they might get shifted al ittle, but hopefully not entirely broken |
Ulysses Knapse
Nuevo Atlas Corporation
73
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Posted - 2013.03.04 06:43:00 -
[6] - Quote
Charlotte O'Dell wrote:there's no reason a proto railgun that costs $140,000 Funny, I didn't think that New Eden accepted United States currency. Oh well.
Either way, increasing the price of more advanced modules is NOT the way to go. They are simply too puny. Whereas the difference between Tech 1 and Tech 2 in EVE was meaningful, the difference between Standard and Prototype in Dust 514 is pitiful, therefore the price should be much lower. |
KalOfTheRathi
CowTek
185
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Posted - 2013.03.04 12:34:00 -
[7] - Quote
Oddly enough that is Exactly what the Nerfing was all about. And it has been quite successful in that the range between weapons is not nearly as wide as it was. Not nearly as wide as the River of QQ from OP Nerf Kittens, however.
I doubt CCP would go back to the way it was as the basic direction changes are driven by QQ. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
249
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Posted - 2013.03.04 19:12:00 -
[8] - Quote
Price tuning does NOTHING to the real balance issues.
This idea should be forgotten. |
Severus Smith
ZionTCD Legacy Rising
175
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Posted - 2013.03.04 20:18:00 -
[9] - Quote
Ulysses Knapse wrote:\Either way, increasing the price of more advanced modules is NOT the way to go. They are simply too puny. Whereas the difference between Tech 1 and Tech 2 in EVE was meaningful, the difference between Standard and Prototype in Dust 514 is pitiful, therefore the price should be much lower. Agree on the pitiful difference. In EVE Tech I turret vs Tech II turret is worth the immense price difference. Example below:
Light Electron Blaster (Tech I) Rate of Fire: 2s Damage Modifier: 1.75 Accuracy Falloff: 1.50 km Optimal Range: 1000m Price: ~15,000 ISK
Light Electron Blaster (Tech II) Rate of Fire: 2s Damage Modifier: 2.1 (20% increase) Accuracy Falloff: 1.50 km Optimal Range: 1200m (20% increase) Price: ~840,000 ISK
Thats 20% better there for 56x the price. Then add on the ammunition (Tech I and Tech II)...
Depleted Uranium Charge (Tech I) Kinetic Damage: 6 HP Range Bonus: -25% Price 8 ISK
Void Charge (Tech II) Kinetic Damage: 7.7 HP (28.3% increase) Range Bonus: -25% Price: 210 ISK
Thats 28.3% better for 26.25x the price.
In total you get 10.5 damage per shot from Tech I and 16.17 damage per shot from Tech II (a 54% increase) plus 20% more range. That increase will cost you a lot more though.
That's the beauty of Tech I vs Tech II. And it's missing here in DUST where Proto weapons do a palsy 10% more damage than their Militia partners while still costing 50x more.
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Gusk Hevv
Circle of Huskarl Minmatar Republic
0
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Posted - 2013.03.04 20:24:00 -
[10] - Quote
Severus Smith wrote:Ulysses Knapse wrote:\Either way, increasing the price of more advanced modules is NOT the way to go. They are simply too puny. Whereas the difference between Tech 1 and Tech 2 in EVE was meaningful, the difference between Standard and Prototype in Dust 514 is pitiful, therefore the price should be much lower. Agree on the pitiful difference. In EVE Tech I turret vs Tech II turret is worth the immense price difference. Example below: Light Electron Blaster (Tech I) Rate of Fire: 2s Damage Modifier: 1.75 Accuracy Falloff: 1.50 km Optimal Range: 1000m Price: ~15,000 ISK Light Electron Blaster (Tech II) Rate of Fire: 2s Damage Modifier: 2.1 (20% increase) Accuracy Falloff: 1.50 km Optimal Range: 1200m (20% increase) Price: ~840,000 ISK Thats 20% better there for 56x the price. Then add on the ammunition (Tech I and Tech II)... Depleted Uranium Charge (Tech I) Kinetic Damage: 6 HP Range Bonus: -25% Price 8 ISK Void Charge (Tech II) Kinetic Damage: 7.7 HP (28.3% increase) Range Bonus: -25% Price: 210 ISK Thats 28.3% better for 26.25x the price. In total you get 10.5 damage per shot from Tech I and 16.17 damage per shot from Tech II (a 54% increase) plus 20% more range. That increase will cost you a lot more though. That's the beauty of Tech I vs Tech II. And it's missing here in DUST where Proto weapons do a palsy 10% more damage than their Militia partners while still costing 50x more.
Hence why you should get a gang of 10 people in T1 Cruisers and gank , It's more bang for your buck!!
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Severus Smith
ZionTCD Legacy Rising
175
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Posted - 2013.03.04 20:37:00 -
[11] - Quote
Gusk Hevv wrote:Hence why you should get a gang of 10 people in T1 Cruisers and gank , It's more bang for your buck!!
Yah, that's where I'm hoping they go with DUST. Corp A has to decide whether to invest 10 million ISK into fitting 50 mercs with Basic gear or fitting 5 mercs out in full Proto.
At current levels (where Proto is 10% better) its a non-decision. But if Proto gives a 50% increase over Basic then it would be a smarter investment where matches are limited to 16 v 16. In EVE, you can always throw more pilots into the mix. In DUST, once you hit 16 on your side you can only throw in better gear.
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Altina McAlterson
TRUE TEA BAGGERS
368
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Posted - 2013.03.04 20:56:00 -
[12] - Quote
Damage between weapon levels was halved not too long ago from 10% to 5%. I preferred the old way simply because by narrowing the difference you render some proto weapons almost completely useless. I liked it better before but it's also good now. There is a bit less crying (although not by much)
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Ulysses Knapse
Nuevo Atlas Corporation
74
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Posted - 2013.03.04 22:04:00 -
[13] - Quote
Severus Smith wrote:Ulysses Knapse wrote:\Either way, increasing the price of more advanced modules is NOT the way to go. They are simply too puny. Whereas the difference between Tech 1 and Tech 2 in EVE was meaningful, the difference between Standard and Prototype in Dust 514 is pitiful, therefore the price should be much lower. Agree on the pitiful difference. In EVE Tech I turret vs Tech II turret is worth the immense price difference. Example below: Light Electron Blaster (Tech I) Rate of Fire: 2s Damage Modifier: 1.75 Accuracy Falloff: 1.50 km Optimal Range: 1000m Price: ~15,000 ISK Light Electron Blaster (Tech II) Rate of Fire: 2s Damage Modifier: 2.1 (20% increase) Accuracy Falloff: 1.50 km Optimal Range: 1200m (20% increase) Price: ~840,000 ISK Thats 20% better there for 56x the price. Then add on the ammunition (Tech I and Tech II)... Depleted Uranium Charge (Tech I) Kinetic Damage: 6 HP Range Bonus: -25% Price 8 ISK Void Charge (Tech II) Kinetic Damage: 7.7 HP (28.3% increase) Range Bonus: -25% Price: 210 ISK Thats 28.3% better for 26.25x the price. In total you get 10.5 damage per shot from Tech I and 16.17 damage per shot from Tech II (a 54% increase) plus 20% more range. That increase will cost you a lot more though. That's the beauty of Tech I vs Tech II. And it's missing here in DUST where Proto weapons do a palsy 10% more damage than their Militia partners while still costing 50x more. I'm glad someone did the math, because ain't nobody else got time for that. I remember when I first got Tech II modules and ships. I was like "OMGWTFBBQ". They were just so much better than the competition. Prototype equipment in Dust 514 is sorely overpriced, and only slightly better. To this day I almost always go with Militia Gear simply because it is cheap and works well. Maybe not as well as prototype, but still. I understand that CCP didn't want to give a major advantage to Prototype-users, but honestly, the price is too damn high. |
kyan west
D3ath D3alers RISE of LEGION
20
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Posted - 2013.03.06 04:26:00 -
[14] - Quote
Ulysses Knapse wrote:Charlotte O'Dell wrote:there's no reason a proto railgun that costs $140,000 Funny, I didn't think that New Eden accepted United States currency. Oh well. win |
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