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Jak Picholen
L.O.T.I.S. Legacy Rising
4
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Posted - 2013.03.26 15:07:00 -
[1] - Quote
A couple of weeks ago I happily fitted my Prototype Railgun to my tank. Costs as much as ~2 tank hulls to fit. It has been worth the SP, and has been plenty of fun.
This weekend I engaged an enemy railgun tank at long range on Manus Peak, though I saw hit 'bursts' no damage was seeming to be done.
Intro: As I sparred with the tank (we both lost one that match, though he got me a second time right before match end) he and I both realized we were at exactly max range- using the same gun. He managed to best me utilizing forward and backward movement to beat the range mechanic, staying out of range just long enough poke in and whallop me.
I was positioned at the NE corner of E6 of Manus Peak, firing at the SE corner of A3.
As this is roughly 3 diagonal block lengths away. Basic geometry says if we call the sides of a block L, the max range of a railgun tank with the best railgun in game is only [ 3 * sqrt(2) * L].
This is 4.24L or ~4.25 map blocks total range.
The majority of current SMALL maps are larger than this. How will this play out when maps and territories disputed are expanded?
This means that this amazing, expensive, futuristic, ultra-destructive railgun can only shoot 2/3 of the way across many of our maps.
Linking into the projectile speed line item I mentioned in a separate tank Bug thread (which I noted was mentioned in the weekly updates as being 'looked into' - Thanks!) This really negates the value and ability of these expensive machines to act in their roles.
Modern tanks can fire conventional munitions at ~3000-5000 f/s (~900-1500 m/s) at targets miles away utilizing discarding sabot rounds. Railguns promise faster projectiles, longer ranges. The range hard-cap seems to be less than the sniper rifle, which seems to regularly make shots beyond this range.
I do not no the dimensions of the map grid as it relates to the in game range units- but I know 4 blocks can not be significant range in Meters compared to what distances long-range tanks SHOULD be able to do combat at. |
Herrick Arcos
The Shadow Cavalry Mercenaries
79
|
Posted - 2013.03.27 00:03:00 -
[2] - Quote
Yep. But remember, tanks are OP so not being able to engage targets 1/8th of the way across the map will just balance rail sniping. Also, tanks should be painted in the same explosive paint that dropships are so that militia swarms can solo them like the gods intended.
On a serious note, this has been something me and a few corpmates have been discussing. It seems strange that there is a max range so minuscule on something that is supposed to be one of the most advanced weapons on the battlefield. People complain about tanks sitting in the hills sniping yet today's tanks can engage targets well over 5 miles away. I am pretty sure our tanks today would best DUST's rail tanks in their current state. |
KalOfTheRathi
Talon Strike Force LTD Sleepless Knights Alliance
274
|
Posted - 2013.03.27 04:30:00 -
[3] - Quote
Another BS, Kitten Eating, Ninja Nerf from Wang and The Nerf Hammer Of Doom.
Forge Guns have been cut to 299 meters.
I don't have the exact distance on the HAV Turrets but when I do I will try to update this post.
This is getting Boring Kitten Wang. I realize your team doesn't believe in documentation but I didn't suspect it was so that you could arbitrarily change the game out from under us with no resource Ever being tasked with telling us what actually is supposed to happen. The better to Kitten us out of SP, AUR and ISK no doubt. |
Jak Picholen
L.O.T.I.S. Legacy Rising
4
|
Posted - 2013.03.27 16:06:00 -
[4] - Quote
I know there is some current focus on iterating HAVs and the aspects of HAV physics, combat, etc. We should make sure to get as much information as we can to CCP over the next few weeks before Fanfest hits- as they have time now to work on the new build because our May 6 Uprising build will be heading into Sony QA. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
394
|
Posted - 2013.03.27 17:07:00 -
[5] - Quote
Jak Picholen wrote:Intro:A couple of weeks ago I happily fitted my Prototype Railgun to my tank. Costs as much as ~2 tank hulls to fit. It has been worth the SP, and has been plenty of fun. This weekend I engaged an enemy railgun tank at long range on Manus Peak, though I saw hit 'bursts' no damage was seeming to be done. As I sparred with the tank (we both lost one that match, though he got me a second time right before match end) he and I both realized we were at exactly max range- using the same gun. He managed to best me utilizing forward and backward movement to beat the range mechanic, staying out of range just long enough poke in and whallop me. Breakdown:I was positioned at the NE corner of E6 of Manus Peak, firing at the SE corner of A3. As this is roughly 3 diagonal block lengths away. Basic geometry says if we call the sides of a block L, the max range of a railgun tank with the best railgun in game is only [ 3 * sqrt(2) * L]. This is 4.24L or ~4.25 map blocks total range. The majority of current SMALL maps are larger than this. How will this play out when maps and territories disputed are expanded? This means that this amazing, expensive, futuristic, ultra-destructive railgun can only shoot 2/3 of the way across many of our maps. Comments:Linking into the projectile speed line item I mentioned in a separate tank Bug thread (which I noted was mentioned in the weekly updates as being 'looked into' - Thanks!) This really negates the value and ability of these expensive machines to act in their roles as long range sluggers. Modern tanks can fire conventional munitions at ~3000-5000 f/s (~900-1500 m/s) at targets multiple miles (1 Mile= ~5500 feet = ~1700 meters) away utilizing discarding sabot rounds. Railguns promise faster projectiles, longer ranges. Railguns, if you just increase these conventional numbers a mere 25% for thousands of years of technology, should have almost no perceptible delay at current ranges. The range hard-cap seems to be less than the sniper rifle, which seems to regularly make shots beyond this range. I do not know the dimensions of the map grid as it relates to the in game range units- but I know 4 blocks can not be significant range in Meters compared to what distances long-range tanks SHOULD be able to do combat at. Hate to do this to ya bro, but I gotta pull the balance card out on this one. Game Balance>Realism. And TBH having a weapon that can one shot kill anything but another well fitted tank that could shoot further than a sniper rifle is just too much from a game balance perspective. It's bad enough that they can shoot across 2/3 of the map and OHK all but well fitted tanks, we don't need to tack on more range. More direct damage? Sure, they OHK me as it is, so it won't bother me if you tack on more damage. Slight increase to splash radius? As long as forge guns get it too, I'm cool with that as well. But adding more range would push it too far. |
Jak Picholen
L.O.T.I.S. Legacy Rising
4
|
Posted - 2013.03.28 16:38:00 -
[6] - Quote
Gotta disagree with you Baal:
1) Balance: This is important- to an end. What I am concerned with is the balance ongoing. I can deal with, not be happy about, only shooting 2/3 of current map length. The problem comes in that these maps are but small subsets of maps to come. The lack of range will only be more and more evident, and make rail-guns more deficient, as maps expand.
2) Damage: I don't think damage is needed. Splash increase would make me happy sure- but quite likely would be unbalanced. I can already rock infantry at range with limited splash. Plus Railgun projectile shouldn't splash much realism-wise.
3) Realism VS Balance: The short term goal with DUST514 is a badass game, but the long-term goal of CCP is not to make a badass game, but to make the most badass, comprehensive, immersive and massive Sci-Fi simulator in existence. The realism can't be the end-all be-all. Balance and technological limitations must be taken into account, but we can't discount the realism.
4) Range VS Map Balance: Weapon ranges in general could increase for almost every weapon. Increasing Optimal & Falloff- or simply falloff range- would be viable for almost every weapon. Range shouldn't affect the game and make it unbalanced. Solid Map design negates this range. Most maps you cant have shots that long, or if you do, you only have a few degrees of view angle.
** What increased range does is allow those clever enough and skilled enough to get the drop on an unsuspecting enemy, whether we are discussing infantry weapons or tank weapons, to make incredibly difficult shots where one on-screen millimeter is the difference between a hit and missing by 50ft. We are talking about difficult and skilled shots that are not always simply point and shoot- especially with projectile speed delay meaning 1.5s-2s before shots impact.**
5) Range as OP: If me shooting you at ~1000yds (Where nothing but another tank can hurt me) isn't OP now, why is me shooting at ~1500yds or ~1700yds (where nothing but another tank can hurt me) OP if changed? |
Baal Omniscient
L.O.T.I.S. Legacy Rising
405
|
Posted - 2013.03.28 20:42:00 -
[7] - Quote
Jak Picholen wrote:Gotta disagree with you Baal:
1) Balance: This is important- to an end. What I am concerned with is the balance ongoing. I can deal with, not be happy about, only shooting 2/3 of current map length. The problem comes in that these maps are but small subsets of maps to come. The lack of range will only be more and more evident, and make rail-guns more deficient, as maps expand.
2) Damage: I don't think damage is needed. Splash increase would make me happy sure- but quite likely would be unbalanced. I can already rock infantry at range with limited splash. Plus Railgun projectile shouldn't splash much realism-wise.
3) Realism VS Balance: The short term goal with DUST514 is a badass game, but the long-term goal of CCP is not to make a badass game, but to make the most badass, comprehensive, immersive and massive Sci-Fi simulator in existence. The realism can't be the end-all be-all. Balance and technological limitations must be taken into account, but we can't discount the realism.
4) Range VS Map Balance: Weapon ranges in general could increase for almost every weapon. Increasing Optimal & Falloff- or simply falloff range- would be viable for almost every weapon. Range shouldn't affect the game and make it unbalanced. Solid Map design negates this range. Most maps you cant have shots that long, or if you do, you only have a few degrees of view angle.
** What increased range does is allow those clever enough and skilled enough to get the drop on an unsuspecting enemy, whether we are discussing infantry weapons or tank weapons, to make incredibly difficult shots where one on-screen millimeter is the difference between a hit and missing by 50ft. We are talking about difficult and skilled shots that are not always simply point and shoot- especially with projectile speed delay meaning 1.5s-2s before shots impact.**
5) Range as OP: If me shooting you at ~1000yds (Where nothing but another tank can hurt me) isn't OP now, why is me shooting at ~1500yds or ~1700yds (where nothing but another tank can hurt me) OP if changed? To the first point, you don't balance a game based on what you plan to have in it down the road, you balance it based on what you have and adjust it as you add more over time.
To point 3, you are talking about realism in a world where consciousness can be transferred between cloned bodies and people pilot ships from inside a pod. This game is not only set in the future, but is based around 4 different societies that each pretty much had to rebuild their scientific knowledge from scratch after the collapse of the Eve gate that connected to the Milkyway galaxy (forgive me if my Eve lore is a little shaky, I've only read through the backstory a couple of times), meaning earth science bears no power over it. They may have limitations that we do not, and they may have advantages that we do not. The laws of physics still apply, but just as CCP created New Eden, they can create their own laws of physics for it. Sure, they tend to keep it similar to allow immersion, but in order to make a game that can be balanced they have to allow for odd physics.
If you were to argue this point, you would also have to argue that HMG's, SMG's, missiles, swarms and forge guns should all have devastatingly long ranges as well. HMG's and SMG's are both projectile weapons, which means they should be able to shoot from the snipers hill above Bravo in Manus Peak all the way over to Charlie with just a slight amount of bullet drop due to the distance. They would also shoot much more accurately under earth physics. Missiles and swarms should travel just about as far as the rail gun you want, though much more slowly, and would each deal much more damage. Forge guns would have approximately the same range and speed as the rail you want though.
However, if you did all of this the game would be completely unbalanced.
Rails need a limited range since it's OHK and can hit almost anything it can see. Just like HMG's and SMG's need a limited range since their ROF makes them far too powerful to be a mid-long range weapon. Just like missiles need limited damage and range to prevent a catastrophe like what happened this past November. Real life physics are fine and good when they work well within what you are trying to do, but balance has to be the end goal otherwise you end up with an unplayable mess. |
gbghg
L.O.T.I.S. Legacy Rising
883
|
Posted - 2013.03.28 21:01:00 -
[8] - Quote
I have to agree with baal on this one, I can understand why rails should get a range buff but on our current maps particularly manus peak that would mean they would be able to shoot pretty much everything they had LOS on from the redline, once we get bigger maps sure, give them a range increase but for now, leave it as it currently stands. |
Void Echo
A.I.
33
|
Posted - 2013.03.28 21:58:00 -
[9] - Quote
Jak Picholen wrote:Intro:A couple of weeks ago I happily fitted my Prototype Railgun to my tank. Costs as much as ~2 tank hulls to fit. It has been worth the SP, and has been plenty of fun. This weekend I engaged an enemy railgun tank at long range on Manus Peak, though I saw hit 'bursts' no damage was seeming to be done. As I sparred with the tank (we both lost one that match, though he got me a second time right before match end) he and I both realized we were at exactly max range- using the same gun. He managed to best me utilizing forward and backward movement to beat the range mechanic, staying out of range just long enough poke in and whallop me. Breakdown:I was positioned at the NE corner of E6 of Manus Peak, firing at the SE corner of A3. As this is roughly 3 diagonal block lengths away. Basic geometry says if we call the sides of a block L, the max range of a railgun tank with the best railgun in game is only [ 3 * sqrt(2) * L]. This is 4.24L or ~4.25 map blocks total range. The majority of current SMALL maps are larger than this. How will this play out when maps and territories disputed are expanded? This means that this amazing, expensive, futuristic, ultra-destructive railgun can only shoot 2/3 of the way across many of our maps. Comments:Linking into the projectile speed line item I mentioned in a separate tank Bug thread (which I noted was mentioned in the weekly updates as being 'looked into' - Thanks!) This really negates the value and ability of these expensive machines to act in their roles as long range sluggers. Modern tanks can fire conventional munitions at ~3000-5000 f/s (~900-1500 m/s) at targets multiple miles (1 Mile= ~5500 feet = ~1700 meters) away utilizing discarding sabot rounds. Railguns promise faster projectiles, longer ranges. Railguns, if you just increase these conventional numbers a mere 25% for thousands of years of technology, should have almost no perceptible delay at current ranges. The range hard-cap seems to be less than the sniper rifle, which seems to regularly make shots beyond this range. I do not know the dimensions of the map grid as it relates to the in game range units- but I know 4 blocks can not be significant range in Meters compared to what distances long-range tanks SHOULD be able to do combat at.
I found a way at the end hehehe, gg |
Jak Picholen
L.O.T.I.S. Legacy Rising
5
|
Posted - 2013.03.29 15:36:00 -
[10] - Quote
Baal Omniscient wrote:Jak Picholen wrote:Gotta disagree with you Baal:
1) Balance: This is important- to an end. What I am concerned with is the balance ongoing. I can deal with, not be happy about, only shooting 2/3 of current map length. The problem comes in that these maps are but small subsets of maps to come. The lack of range will only be more and more evident, and make rail-guns more deficient, as maps expand.
2) Damage: I don't think damage is needed. Splash increase would make me happy sure- but quite likely would be unbalanced. I can already rock infantry at range with limited splash. Plus Railgun projectile shouldn't splash much realism-wise.
3) Realism VS Balance: The short term goal with DUST514 is a badass game, but the long-term goal of CCP is not to make a badass game, but to make the most badass, comprehensive, immersive and massive Sci-Fi simulator in existence. The realism can't be the end-all be-all. Balance and technological limitations must be taken into account, but we can't discount the realism.
4) Range VS Map Balance: Weapon ranges in general could increase for almost every weapon. Increasing Optimal & Falloff- or simply falloff range- would be viable for almost every weapon. Range shouldn't affect the game and make it unbalanced. Solid Map design negates this range. Most maps you cant have shots that long, or if you do, you only have a few degrees of view angle.
** What increased range does is allow those clever enough and skilled enough to get the drop on an unsuspecting enemy, whether we are discussing infantry weapons or tank weapons, to make incredibly difficult shots where one on-screen millimeter is the difference between a hit and missing by 50ft. We are talking about difficult and skilled shots that are not always simply point and shoot- especially with projectile speed delay meaning 1.5s-2s before shots impact.**
5) Range as OP: If me shooting you at ~1000yds (Where nothing but another tank can hurt me) isn't OP now, why is me shooting at ~1500yds or ~1700yds (where nothing but another tank can hurt me) OP if changed? To the first point, you don't balance a game based on what you plan to have in it down the road, you balance it based on what you have and adjust it as you add more over time. To point 3, you are talking about realism in a world where consciousness can be transferred between cloned bodies and people pilot ships from inside a pod. This game is not only set in the future, but is based around 4 different societies that each pretty much had to rebuild their scientific knowledge from scratch after the collapse of the Eve gate that connected to the Milkyway galaxy (forgive me if my Eve lore is a little shaky, I've only read through the backstory a couple of times), meaning earth science bears no power over it. They may have limitations that we do not, and they may have advantages that we do not. The laws of physics still apply, but just as CCP created New Eden, they can create their own laws of physics for it. Sure, they tend to keep it similar to allow immersion, but in order to make a game that can be balanced they have to allow for odd physics. If you were to argue this point, you would also have to argue that HMG's, SMG's, missiles, swarms and forge guns should all have devastatingly long ranges as well. HMG's and SMG's are both projectile weapons, which means they should be able to shoot from the snipers hill above Bravo in Manus Peak all the way over to Charlie with just a slight amount of bullet drop due to the distance. They would also shoot much more accurately under earth physics. Missiles and swarms should travel just about as far as the rail gun you want, though much more slowly, and would each deal much more damage. Forge guns would have approximately the same range and speed as the rail you want though. However, if you did all of this the game would be completely unbalanced. Rails need a limited range since it's OHK and can hit almost anything it can see. Just like HMG's and SMG's need a limited range since their ROF makes them far too powerful to be a mid-long range weapon. Just like missiles need limited damage and range to prevent a catastrophe like what happened this past November. Real life physics are fine and good when they work well within what you are trying to do, but balance has to be the end goal otherwise you end up with an unplayable mess.
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Jak Picholen
L.O.T.I.S. Legacy Rising
5
|
Posted - 2013.03.29 15:48:00 -
[11] - Quote
Baal Omniscient wrote: If you were to argue this point, you would also have to argue that HMG's, SMG's, missiles, swarms and forge guns should all have devastatingly long ranges as well. HMG's and SMG's are both projectile weapons, which means they should be able to shoot from the snipers hill above Bravo in Manus Peak all the way over to Charlie with just a slight amount of bullet drop due to the distance. They would also shoot much more accurately under earth physics. Missiles and swarms should travel just about as far as the rail gun you want, though much more slowly, and would each deal much more damage. Forge guns would have approximately the same range and speed as the rail you want though.
I agree- more range to all weapons period. Swarms should fire farther distance flying straight than if having to slow down and turn to track targets- fuel, flight time, acceleration etc. I think we should be able to actually shoot at what we see- it is not the freaking Napoleonic wars where we have to be within 200m to (maybe) land a shot with an infantry weapon.
Map design is how you balance weapon ranges. Not arbitrarily having bullets disappear 100m or 200m or 300m away.
Though I would argue with you that the limited size of a Forge Gun power source should mean it does comparable damage to a railgun, albeit at shorter range compared to a tank with a full size power plant. You could flip this and say they do less damage at similar ranges, but think DMG nerf to forge gun would be bad unbalance in favor of vehicles.
Baal Omniscient wrote: However, if you did all of this the game would be completely unbalanced.
Why? If you did it to one gun- may unbalance it. But if all weapons had a 50% optimal range boost, would at least begin to move in the right direction. Not hitting someone witha SMG or Shotty because of bullet SPREAD - or recoil - is one thing. Not hitting someone with your single shot Tac AR or pistol because the bullet vanished 10 feet in front of them is silly.
Really the only thing that makes sense having an arbitrary range cutoff is the laser. This is my main infantry weapon, but it makes sense to have it stop being effective at X range due to atmospheric distortion of the beam. This is actually a real occurrence.
Baal Omniscient wrote: Rails need a limited range since it's OHK and can hit almost anything it can see. Just like HMG's and SMG's need a limited range since their ROF makes them far too powerful to be a mid-long range weapon. Just like missiles need limited damage and range to prevent a catastrophe like what happened this past November.
My Protoype Cannon, with 2x 10% damage mods and 31% bonus skill-based damage, still only OHK poorly-fit militia tanks. Fought another Madrugar just yesterday absorbed 3 shots without dying. False premise is false.
Why would increased range on HMG or SMG be OP, neither has much accuracy at current max ranges. Within HMG max range I still out dance many with laser rifle. Really HMG should have drastically increased range to make them fill their suppression role better and not be laser-meat. An HMG is only a super-fast infantry gun now, should be able to put a heavy wielding the HMG in strategic location, to provide actual HMG support and suppression. Not just some guy with a high RoF, low per-shot dmg, infantry AR replacement weapon- as it is used now- another guy running about with a short ranged gun.
Segue: Missile nerf was tragic, not balance, now the 'missiles' (that are actually rockets) have almost no splash damage OR radius- in addition to being direct damage nerfed. That attempt at balance negated all good effects in missiles. If I was a skilled enough shot to hit near a running infantryman from a fast moving LAV or Dropship, you used to kill him with a 2-3 well placed splashes or one dead-on hit. Now you don't, either you have to whallop him directly (Many times more than once!) while moving 50m/s in the opposite direction, or don't get kills. This is perfect example where realism would help. Create two module branches from our actually effective original missiles- one decreases direct damage / splash and increase radius (fragmenting rounds in reality)- One that is increased direct damage and splash but drastically reduced radius (Anti-Armor rockets in reality).
Logic and realism is the cure not the problem. |
Baal Omniscient
L.O.T.I.S. Legacy Rising
426
|
Posted - 2013.03.29 23:01:00 -
[12] - Quote
Oh boy.... a lot of work to do here....
The overriding theme in this post is that you ignore the whole beginning of the post I wrote before. If map size goes up considerably, then it would be possible to increase the range of weapons like the rail gun that are geared towards vehicle destruction. Until that time however, you have to remember that games are balanced based on what is already there, not what is coming down the road from now.(ie larger maps)
As for why HMG's and SMG's need a limited range... actually, since you started with saying they would be fine with the current level of spread, let me remind you that your beef is realism. Last I checked the M2 Browning stayed marginally accurate up to around 1,800 meters, and that was developed way back in WWI, so surely Eve tech could improve on that. Realism, right? It would basically make the current HMG into an infinite range 2000 RPM sniper rifle with no scope. It would make it impossible for anyone to cross open ground. We would have heavies on hills watching every square inch of the map with 2000 RPM death cannons that could hit you from across the map.
I'm all for supression, but that would break this game in a heartbeat. This game is focused around each weapon being made for it's intended range, and HMG's & SMG's are intended for short range. The real world weapons are not made so that the other team has a chance of winning, video games are, therefore realism needs to be checked by balance.
Adding range to all weapons so you could hit anything you could see would make sharpshooter skills redundant, would break the weapon balancing system and cause CCP to have to rework every weapon in the game, and force the game to be played completely differently. This would no longer be the same game, it would be COD with huge maps and vehicles. And don't get me wrong, I don't hate COD, but if I wanted to play it I'd pop it into the ps3 and do so. Range limitations make this game what it is, makes the gameplay work the way it does, and removing them would make this game something entirely different altogether.
Apart from that, CCP has said that handling that many bullets at once over that long a distance would be impossible for their servers, let alone our hardware. I brought up the question of projectiles from projectile weapons disappearing after a distance, and this was the answer. Which means every weapon will have to have SOME range limitations. The more bullets it puts out, likely the shorter it's range will be.
EDIT: And as for the OHK comments I gave earlier, I was referring to all things none tank. A rail like that will 1 shotany drop suit, LAV, perhaps not a tanked out high level dropship, that might take two. Basically 90% of what a rail tank runs into in battle, it can OHK. It's not a false premise if you don't hone in on just the topic of tanks. |
Jak Picholen
L.O.T.I.S. Legacy Rising
5
|
Posted - 2013.04.01 19:56:00 -
[13] - Quote
Baal Omniscient wrote: The overriding theme in this post is that you ignore the whole beginning of the post I wrote before. If map size goes up considerably, then it would be possible to increase the range of weapons like the rail gun that are geared towards vehicle destruction. Until that time however, you have to remember that games are balanced based on what is already there, not what is coming down the road from now.(ie larger maps)
I didnGÇÖt ignore your comments; I just wasnGÇÖt clear with mine. What I meant by GÇÿMap DesignGÇÖ in my most recent post is the actual architecture, not the raw size, of maps. Excepting Manus Peak, there are few maps with long-range sightlines coupled with large degrees of visibility. Most maps only allow long-range sightlines over a few degrees of horizontal sight. This means whether we are discussing RailGuns or snipers or HMGs- the Map Design will be the primary factor in balancing any weapon ranges.
I think the problems will be exacerbated when maps expand- but are significant now.
These are skilled ranges, not everyone can even make these shots count first of all, and doing so repeatedly is difficult even when skilled.
Baal Omniscient wrote: As for why HMG's and SMG's need a limited range... actually, since you started with saying they would be fine with the current level of spread, let me remind you that your beef is realism. Last I checked the M2 Browning stayed marginally accurate up to around 1,800 meters, and that was developed way back in WWI, so surely Eve tech could improve on that. Realism, right? It would basically make the current HMG into an infinite range 2000 RPM sniper rifle with no scope. It would make it impossible for anyone to cross open ground. We would have heavies on hills watching every square inch of the map with 2000 RPM death cannons that could hit you from across the map.
My beef is range, then justified by realism. You just focused in on realism because you didnGÇÖt like my premise that it is important. Someone else can start a GÇÿspreadGÇÖ post. The HMG is rather accurate already, when zeroGÇÖed in and crouching,.
LetGÇÖs stay on topic though. HMG should be able to stay on a hill and suppress; Then other HMG, Sniper, Tac rifle & etc must kill or suppress them.
You shouldnGÇÖt be covering open ground anyways simply because of snipers. Tactically is is silly, even without long range weapons the enemy sees you coming and can prepare. Justifying the lack of range with the idea that it allows people to use shoddy tactics better isnGÇÖt convincing to me. People shouldnGÇÖt be silhouetting themselves over hills or running across fields unless they want and expect to get shot.
On top of this, we arenGÇÖt talking about scopes and zoom on every gun. I say if we increased the range, and you take out your HMG, then tell me if using dumb-sights if you can hit at 1800m or any semblance of long range. Just because a gun, fixed in a mount at a shooting-range, is accurate to 1800m GÇô does not mean you as its user can see or hit the ENEMY with it at that range.
Baal Omniscient wrote: I'm all for suppression, but that would break this game in a heartbeat. This game is focused around each weapon being made for it's intended range, and HMG's & SMG's are intended for short range. The real world weapons are not made so that the other team has a chance of winning, video games are, therefore realism needs to be checked by balance.
Break the game? Kinda dramatic, no?
Explain to me what GÇÿThe game is focused around each weapon being made for its intended range.GÇÖ means? IGÇÖve been playing near a year now and see no evidence the game is GÇÿfocusedGÇÖ on this. Really the intended focus seems to be teamwork and tactics between members (having a logi with your heavy etc.)- Which ironically, would be the solution to being suppressed by long range weapons; Tactics and Teamwork.
Explain to me the balance of this: I can back up 3 feet from an enemy using a tac rifle at long range, his bullets now disappearing just in front of my face, and snipe him mercilessly, when he had the jump on me- and I am in militia sniper gear. I might even call that game-breaking. These would be available to everyone, not just one team, how would this affect GÇÿthe other team having a chance at winning.GÇÖ If all gunsGÇÖ ranges are increased drastically this is not imbalance, simply a universal modification. This is mainly because guns do not do full damage out to their full range.
(For anyone reading along that does not get EVE/DUST Optimal/Falloff mechanic: Weapons do full damage for their entire GÇÿOptimalGÇÖ range. Once that range is exceeded the damage drops to 0 over the distance of falloff range. EXAMPLE: Optimal 10m, Falloff 10m. 100% damage at 10m, est. 50% damage at 15m, 0% damage at 20m.)
If CCP increased the OPTIMAL, you still are doing reduced damage at the GÇÿextendedGÇÖ range. This change would mostly increase mid-range efficiency. I think a drastic increase in FALLOFF (50%-100%), simply extending the range of damage degradation, would have the desired effect without making guns imbalanced at extended ranges.
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Jak Picholen
L.O.T.I.S. Legacy Rising
5
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Posted - 2013.04.01 19:57:00 -
[14] - Quote
Baal Omniscient wrote: Adding range to all weapons so you could hit anything you could see would make sharpshooter skills redundant would break the weapon balancing system and cause CCP to have to rework every weapon in the game, and force the game to be played completely differently. This would no longer be the same game; it would be COD with huge maps and vehicles. And don't get me wrong, I don't hate COD, but if I wanted to play it I'd pop it into the ps3 and do so. Range limitations make this game what it is, makes the gameplay work the way it does, and removing them would make this game something entirely different altogether.
I think tossing out CoD comparison is rather cheap shot, knowing the community opinion of the CoD solo-blueberries.
Forcing players to play differently damn near describes all of DUST. I do not see how having more weapons range would turn DUST into a twitch hallway shooter like CoD, which requires little teamwork and has rather short sightlines and overall ranges. If anything would necessitate more teamwork and more tactics GÇô as you pointed out yourself with your GÇÿsuppressionGÇÖ comments above.
In either case Sharpshooter skills affect optimal range (max damage range), and unless you made range unlimited, or eliminated falloff, would not make skills redundant. Drastic increase does not mean infinite. Increasing ALL weapons evenly is not a cause for a weapons rework completely- is like adding to both sides of the GÇÿ=GÇÖ sign. As long as it is implemented as a universal change to every weapon in the engine would be effective without slamming the balance out of whack.
Baal Omniscient wrote: Apart from that, CCP has said that handling that many bullets at once over that long a distance would be impossible for their servers, let alone our hardware. I brought up the question of projectiles from projectile weapons disappearing after a distance, and this was the answer. Which means every weapon will have to have SOME range limitations. The more bullets it puts out, likely the shorter it's range will be.
EDIT: And as for the OHK comments I gave earlier, I was referring to all things none tank. A rail like that will 1 shotany drop suit, LAV, perhaps not a tanked out high level dropship, that might take two. Basically 90% of what a rail tank runs into in battle, it can OHK. It's not a false premise if you don't hone in on just the topic of tanks.
The technical issues you mention above are the one factor I expect to be the real limiter here.
Well when youGÇÖre not talking about shooting tanks at long range Baal- the rules change a bit on that OHK premise. LetGÇÖs spawn my railgun tank, you drive, and letGÇÖs see what LAVs or infantry you can hit with the railgunGÇÖs limited zoom, projectile delay and the targetGÇÖs relative motion.
Your premise, which you re-qualified to GÇÿnon-tankGÇÖ was that the range limitation of railguns was based on railguns being a OHK. If the railgun is incredibly difficult to aim at range, and has drastic projectile delay, and infantry targets are about the size of a pixel, while LAVs move fast enough to beat your tracking speed while zoomed, then I think actually scoring a hit when you manage to aim right wouldnGÇÖt be unbalanced.
A Dev should probably move this to Feedback/Requests if one is reading along, this has digressed to general weapon range discussion.
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Jak Picholen
L.O.T.I.S. Legacy Rising
5
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Posted - 2013.04.02 16:48:00 -
[15] - Quote
Anyone else have input on weapons ranges? Particularly vehicle weapons?
Any GM/DEV paying attention, please move to feedback. Consensus seems range limitations are by design not oversight. |
Judy Maat
Rebelles A Quebec Orion Empire
11
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Posted - 2013.04.02 17:11:00 -
[16] - Quote
This is a pure description of how a HARD range cap is a HUGE GAMEPLAY NIGHTMARE. this other guys killed you using a BROKEN mechaninc being on the edge of a VIRTUAL WALL that BLOCK damage as soon as you hit this invisible wall of range cap. This is ridiculus. they could impliment the limit with reduced damage or reduced accuracy but the current mechanic is PLAIN STUPID. |
Jak Picholen
L.O.T.I.S. Legacy Rising
5
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Posted - 2013.04.02 17:46:00 -
[17] - Quote
Judy Maat wrote:This is a pure description of how a HARD range cap is a HUGE GAMEPLAY NIGHTMARE. this other guys killed you using a BROKEN mechaninc being on the edge of a VIRTUAL WALL that BLOCK damage as soon as you hit this invisible wall of range cap. This is ridiculus. they could impliment the limit with reduced damage or reduced accuracy but the current mechanic is PLAIN STUPID.
The falloff and scatter mechanics do offer some reduced damage and accuracy at range.
Baal mentions above that server limitations on processing or memory mean that there has to be some sort of hard cap.
The real question comes down to: Can we increase weapon range limits universally to avoid the current immersion breaking experience of the range cap, or abuse of range cap, without hitting technical computing limits?
You could still implement a hard cap, but at a range that would rarely if ever be noticed by players, and still reduce the negative effects of tracking wild rounds for too long. |
Jak Picholen
L.O.T.I.S. Legacy Rising
5
|
Posted - 2013.04.04 17:41:00 -
[18] - Quote
Any way I can get a DEV/GM to move this over to 'Feedback' please?
Unless short ranges are a bug |
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