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Dusters Blog
Galactic News Network
371
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Posted - 2013.07.05 13:46:00 -
[1] - Quote
One of Dusts worst aspects is how the game translates splash damage. While splash is a constant in FPS, rewarding 'aim by proximity' is a bad idea in a hardcore tactical shooter. While grenades and orbital strikes should have splash damage that is close to direct damage they are the only weapons that should.
giving missiles, flaylock pistols, forge guns and mass drivers splash damage that is even remotely close to direct damage is bad at the core and make player skill irrelevant. A bad idea in a shooter.
Any weapon it is a good idea to shoot at the feet of the enemy instead of actually at them means game design is poor. Splash damage on even the most powerful weapons cant be more than 40-80 pts of damage so that 'accuracy by proximity' isnt a useful tactic. |
Oso Peresoso
RisingSuns
120
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Posted - 2013.07.05 13:53:00 -
[2] - Quote
Dusters Blog wrote:hardcore tactical shooter.
Which game are you playing? |
RoundEy3
Metal Mind Industries
173
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Posted - 2013.07.05 14:00:00 -
[3] - Quote
I like the rewards of being accurate, but I don't like playing games where explosives feel toned down or laughable just to make them not do what they should.
A respectful no to this |
GVGISDEAD
Sinq Laison Gendarmes Gallente Federation
17
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Posted - 2013.07.05 14:09:00 -
[4] - Quote
CCP doesn't cares about balancing such noobtubes, just give up and move on |
ChromeBreaker
SVER True Blood Public Disorder.
632
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Posted - 2013.07.05 14:32:00 -
[5] - Quote
If the forge gun had splash remotely close to its direct dmg... instantly most OP weapon in the game |
Reiki Jubo
Amarr Templars Amarr Empire
185
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Posted - 2013.07.05 15:11:00 -
[6] - Quote
+1 to this. |
BL4CKST4R
WarRavens League of Infamy
405
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Posted - 2013.07.05 15:57:00 -
[7] - Quote
Dusters Blog wrote:One of Dusts worst aspects is how the game translates splash damage. While splash is a constant in FPS, rewarding 'aim by proximity' is a bad idea in a hardcore tactical shooter. While grenades and orbital strikes should have splash damage that is close to direct damage they are the only weapons that should.
giving missiles, flaylock pistols, forge guns and mass drivers splash damage that is even remotely close to direct damage is bad at the core and make player skill irrelevant. A bad idea in a shooter.
Any weapon it is a good idea to shoot at the feet of the enemy instead of actually at them means game design is poor. Splash damage on even the most powerful weapons cant be more than 40-80 pts of damage so that 'accuracy by proximity' isnt a useful tactic.
Flaylock pistol |
Harpyja
DUST University Ivy League
184
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Posted - 2013.07.05 16:01:00 -
[8] - Quote
ChromeBreaker wrote:If the forge gun had splash remotely close to its direct dmg... instantly most OP weapon in the game Hybrid/kinetic weapons such as railguns and forge guns won't be changed. Those kinds of weapons have an impact (direct) damage that is much higher than any collateral (splash) damage. In other words, imagine a sniper round impacting dirt: the round is lethal at the point of impact but the dirt that is sent off as collateral damage has much lower energy.
Only weapons that are explosive in nature such as MDs and missiles should deal full damage at 0m and exponentially decrease to 0 damage at its max splash range. Read a little on pressure waves and you'll see how their strength decreases rapidly over distance (an exponential decrease).
As far as the OP goes, I highly disagree. |
Buster Friently
Rosen Association
882
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Posted - 2013.07.05 16:02:00 -
[9] - Quote
Dusters Blog wrote:One of Dusts worst aspects is how the game translates splash damage. While splash is a constant in FPS, rewarding 'aim by proximity' is a bad idea in a hardcore tactical shooter. While grenades and orbital strikes should have splash damage that is close to direct damage they are the only weapons that should.
giving missiles, flaylock pistols, forge guns and mass drivers splash damage that is even remotely close to direct damage is bad at the core and make player skill irrelevant. A bad idea in a shooter.
Any weapon it is a good idea to shoot at the feet of the enemy instead of actually at them means game design is poor. Splash damage on even the most powerful weapons cant be more than 40-80 pts of damage so that 'accuracy by proximity' isnt a useful tactic.
First off, most of the weapons you list are considerably harder to use than hitscan weapons like the AR. This is because all of the weapons with splash also have projectile travel time. Most also have projectile drop. Also the splash radius on these weapons isn't very large.
The weapons require more player skill than weapons like the AR in order to get kills. Please stop calling for nerfs on things you don't understand.
Now, if you really insist that splash damage should go away, then that would be fine if: AR weapons, well all weapons, have projectiles that travel as slow as MD rounds, and have bullet drop, and small ass clips, and slow rate of fire - just like the weapons you are disparaging.
They are balanced, it's your skills that aren't. |
Cosgar
ParagonX
2219
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Posted - 2013.07.05 16:19:00 -
[10] - Quote
Except for grenades, all splash damage weapons deal more direct damage than splash. If a MD or Core FP user can tak you out in 1-2 shots, they're not hitting your feet.
Also, glad to see the MD being relevant again for people to QQ about. I've grown parched from the lack of tears since Uprising 1.0 |
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