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Scottie MaCallan
Krusual Covert Operators Minmatar Republic
10
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Posted - 2013.05.31 02:37:00 -
[1] - Quote
this solution is really only applicable to snipers, TAC, etc.
what about mass drivers? shotguns? flaylock? SMG? remote explosives?
headshots != infallible measure of skill
for example, when I traverse the map in my minmatar shotgun scout, the majority of my skill shows when I am able to avoid my enemy's line of sight long enough to get within shotgun range. While getting a headshot is fun and all, landing the entire shotgun spread on their head is not what the shotgun is about. Maybe if you use breach that's another type of skill. but to me, my skill lies in utilizing cover and flanking tactics.
This is not to say I can't aim. My sidearm of choice is a flaylock. I can usually land a direct hit, even at range. Although again, headshots are not a strong suit of that style of play. What's more important is that I land the direct hit on the target. This is great for finishing heavy armor tanks.
so yea, basically:
alpha != snipers/marksmen
although
sniper == alpha (usually) |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
10
|
Posted - 2013.05.31 02:40:00 -
[2] - Quote
I'm not saying that HP is perfectly balanced. I'm pointing out you'd be essentially doubling the TTK on non-headshot reliant classes. and that headshots are not the only measure of FPS skill |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
10
|
Posted - 2013.05.31 02:54:00 -
[3] - Quote
they are one metric through which relative skill can be measured
there's also situational awareness, tactical flanking, use of cover, weapon choice, etc.
shotguns, mass drivers, etc. fall under weapon choice, and each require other skills to be effective (tactical flanking & use of cover for shotguns, use of cover & situational awareness for mass drivers) All of these skills are important, and each player is stronger in different areas. You're trying to promote tracking & headshot ability above the others. It doesn't matter how well I can use cover and flank if the second after I open fire (and with 2 or so more shotgun shots left to kill), someone turns around and uses your 2.4x headshot multiplier to obliterate my scout suit just as fast as they can now. |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
10
|
Posted - 2013.05.31 03:08:00 -
[4] - Quote
you're still overemphasizing one metric of skill over all the others. So now if I miss my first headshot I have little chance of recovery. Yet mr. logi-slayer, if he fucks up and forgets how to flank, or use cover, or asses a tactical situation, will have time to turn around and headshot me with his AR. despite the fact that I surprised him with a point blank shotgun, I have little chance of survival if my aim is slightly off, and if even say 20-30% of my spread misses his face |
Scottie MaCallan
Krusual Covert Operators Minmatar Republic
11
|
Posted - 2013.05.31 03:33:00 -
[5] - Quote
you're ignoring spread and AOE on weapons. AOE and spread are both not optimal for headshots, splash damage does not work that way, and weapons like the HMG or the shotgun do not send bullets directly where you aim. that's how spread works. they're CQC and purposefully not hyper accurate. it's part of their design. Emphasizing headshots like you are gives an innate advantage to weapons like the AR, the SCR, the sniper, and other weapons that deliver their damage through a single bullet at a time, instead of AOE explosions or spread (like the shotgun), or blanket/high RPM (with built in spread) like the HMG. The entire point of these weapons is that they are counters for quickscoping or marksman style AR's, they are designed to be more effective than those guns in certain situations. This is at the expense of increased accuracy, which means they are much more difficult to get headshot with. EIther because they physically cannot, or because they shoot out lots of low damage bullets in a spread out area. you're suggesting that we make this game centered on a single style of FPS play.
I'm not saying headshots shouldn't be rewarded, they are a valid form of skill. but telling everyone they need to HTFU and start playing your headshot game is not a constructive solution. If you want to talk about tweaking existing stats on weapons or hit multipliers in specific areas that you feel are OP or not working in an enjoyable way, that's fine, but don't push a dramatic blanket change like this.
I'd also like to point out a recent dramatic blanket change to the entire game: the range changes in Uprising. There were obviously a lot of unexpected problems that arose out of that, and combined with a couple other problems, several gameplay styles are currently suffering big time. Mass Drivers and lasers, to name a few. So I'd say that, while you might have valid concerns on hit multipliers, TTK, and different weapon's effectiveness, this is not the way to fix those concerns, and too vaguely addresses all options. This solution will have unforseen ramifications, in the same way that removing sharshooter and nerfing damage, combined with the hard range cap, dramatically changed the gun game.
so yea, if you want to debate TTK and balancing issues related to that, sure, let's do it, but let's take it weapon by weapon, and do it by assessing various situations and which weapons should be more effective, combined with all the diferent types of player skill.
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