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Cody Sietz
Tritan's Onslaught RISE of LEGION
566
|
Posted - 2013.07.19 04:33:00 -
[1] - Quote
They only care if the suits and weapons they use work and or work really well.
Don't get me wrong, there some who do care...
But most people refuse to see the game from anyone elses perspective. |
Iron Wolf Saber
Den of Swords
6242
|
Posted - 2013.07.19 04:35:00 -
[2] - Quote
That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by. |
DRDEEZE TWO POINTO
Foxhound Corporation General Tso's Alliance
21
|
Posted - 2013.07.19 04:37:00 -
[3] - Quote
Yeah but ccp has their head head to far up their ass to even look look at a balance. |
Buster Friently
Rosen Association
1211
|
Posted - 2013.07.19 04:38:00 -
[4] - Quote
Iron Wolf Saber wrote:That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by. The point is to have a diverse and fun game with interesting options. Currently AR 514 falls pretty short of that mark. |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
342
|
Posted - 2013.07.19 04:43:00 -
[5] - Quote
Iron Wolf Saber wrote:That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by.
atm are you having fun being killed by flaylock pistol ?
unless your really crafty and some how get them to kill them self or you run shotgun and get within there tracking speed range so they can't hit you
i really doubt you like it
Don't get me wrong you are 100% correct
its ccp's job to make things fun to play and fun to be played against
but when you put up stuff like - you had to invest to get this - it cost isk to use it (then you get one shot by some one using a sniper and see he is going 11/0) while other people i have seen said they take excitement in the gamble of your suit when i take a step back and look at it
i make x isk and i have to spend y isk to make that much
it's not fun at all =/ (but the game is still a fun thing to play its just no in terms of balance) also match making would kinda make things fun |
Rusty Shallows
Black Jackals
153
|
Posted - 2013.07.19 06:02:00 -
[6] - Quote
Cody Sietz wrote:I hate to say it, but most people here don't care about balance... Subscribe
They only care if the suits and weapons they use work and or work really well.
Don't get me wrong, there some who do care...
But most people refuse to see the game from anyone elses perspective. It doesn't help that we have a strong forum metagame. If paying attention to real politics hadn't prepared me first I would have deleted this game my PS3. You really do have to take everything said by other people with a grain of salt and some healthy skepticism. |
Void Echo
Internal Error. Negative-Feedback
756
|
Posted - 2013.07.19 06:06:00 -
[7] - Quote
dust 514 isn't like other fps games, we actually personalize everything here, we decide what specific skills we want to use (most of them are broken), we decide what we want to be and thus go down that path, in other fps games its just aim and shoot aim and shoot. im not saying this game is the best because its far from it but it definitely wins the in depth award |
Ghost Kaisar
Intrepidus XI EoN.
156
|
Posted - 2013.07.19 06:24:00 -
[8] - Quote
Iron Wolf Saber wrote:That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by.
The point is to give each role a purpose.
I.e: Scouts that scout. Logi's that support (NOT attack), Assaulter's that make up the front lines, Heavies that take coordinated efforts to bring down, Dropships that survive long enough to give air support, Tanks that require coordinated efforts to be taken down, LAV's that actually SUPPORT infantry (lightning raids, rapid transportation, hit and run (not splatter and run))
Make the suits have some balance against eachother.
Make scouts great in 1v1's and CQC, but unable to survive sustained fire, making battle's against groups of enemies futile (thats the Assaulter's job). Give them WP for doing their job. Scanners should give WP on kills on detected enemies.
Make Logi's tough enough to SURVIVE behind the front lines. They should not be on the front lines (that's the Assaulter's job), they should give the Assault's a reason to fall back if need be. Mainly for health and ammo. They rez teammates after they push up, not sprinting to the front lines in a rambo revive (you have a 30 second timer for a reason)
Make Assaulter's versatile, and a "Jack of all Trades". They should be tough, yet flexible. Leave specialization to the other classes, you are there to be a Soldier. Proficient with your weapon of choice, and skilled at using it in that role. AR's should be an all around weapon, yet not outshine any other weapons specialization (Skilled in all, Master of None).
Make Heavies a force to be reckoned with. They should be the pushers, and the defenders. A heavy should be so tough, it should make the front line focus on him to take him down. They should help push the front line forward, by making the enemy fall back to cover. They should be able to shut down hallways, and mow down infantry and small vehicles with the HMG.
Dropships should be a form of air support and rapid transport. Think of the Transport chopper in BF3. Dang useful when used right. It could allow you to drop a whole squad in from the air, and even let your gunners clear the LZ, or help in an assault. Just like a chopper would.
Tanks need to shred though Armor, and Infantry at long-mid range. Close range is their weakness, but they should require coordinated efforts by AV to take down. They are the "big boys" for a reason. A lone AV should discourage attack but not kill. Two should wound a Tank FORCING it to move or be killed. Three AV should be the magical kill zone, (assuming standard meta level, ADV AV vs. ADV Tank, etc etc.)
If you fix these things, you WILL get your tactical shooter that most CPM's claim to want. I know this will not be instant, but I can wait, so long as I know that you are headed in this direction.
Feel free to lol, troll, agree, or debate as you see fit. This is just my 0.02 ISK. |
Lightning Bolt2
DUST University Ivy League
70
|
Posted - 2013.07.19 06:34:00 -
[9] - Quote
Yea, I get it. if somethings OP ( I mean weapons ) I just have to spec into standard before I can decide how OP/UP something is... thinking of getting laser rifles now lol |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
748
|
Posted - 2013.07.19 06:35:00 -
[10] - Quote
Cody Sietz wrote:They only care if the suits and weapons they use work and or work really well.
Don't get me wrong, there some who do care...
But most people refuse to see the game from anyone elses perspective. Don't get me wrong Ill ***** and moan all day about Armour being ****..... even though it should be good....
MAKE ARMOUR GOOD! |
|
Lightning Bolt2
DUST University Ivy League
70
|
Posted - 2013.07.19 06:41:00 -
[11] - Quote
Ghost Kaisar wrote:Iron Wolf Saber wrote:That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by. The point is to give each role a purpose. I.e: Scouts that scout. Logi's that support (NOT attack), Assaulter's that make up the front lines, Heavies that take coordinated efforts to bring down, Dropships that survive long enough to give air support, Tanks that require coordinated efforts to be taken down, LAV's that actually SUPPORT infantry (lightning raids, rapid transportation, hit and run (not splatter and run)) Make the suits have some balance against each other. For example; The speed of a scout makes it effective against lone heavies, allowing them to outmanuver their slower foe, and their high DPS in CQC should make short work of him. However, an Assault at mid range would be very deadly to a scout if he were to try to attack. A scout should still be able to run away (thats what his speed is for right?), and to successfully kill a scout trying to run away, would require planning and probably more than one person. It would be the same as finding a criminal running in a building. You put men at the exits, and you box him in until he has nowhere left to run. Medium Frames should be effective in all scenario's yet not a master in them. Their prime area is their versatility, being able to adapt their tactics to fit the need, always trying to get the enemy at a disadvantage, NOT themselves at an advantage. For example, engage scouts at mid-range (Scouts are only good in CQC). Attack heavies in groups (Give him more than one target to shoot at, he can only fire in one direction. Concentrated fire will kill him). They should move up to engage longer range opponents by moving from cover to cover, using their average speed and health to allow them to survive until the target is at a disadvantage. Heavy Frames should be effective against medium suits at close-mid range with that HMG. That gun should shread through people not under cover, and force people to take cover. This allows the front-line to move forward. Since you are Aggro'ing at that point, the high eHP is important, allowing you to tank damage long enough for your front lines to move up. You stay still, they move up, you heal, rinse, repeat. How the classes should be: Make scouts great in 1v1's and CQC, but unable to survive sustained fire, making battle's against groups of enemies futile (thats the Assaulter's job). Give them WP for doing their job. Scanners should give WP on kills on detected enemies. Make Logi's tough enough to SURVIVE behind the front lines. They should not be on the front lines (that's the Assaulter's job), they should give the Assault's a reason to fall back if need be. Mainly for health and ammo. They rez teammates after they push up, not sprinting to the front lines in a rambo revive (you have a 30 second timer for a reason) Make Assaulter's versatile, and a "Jack of all Trades". They should be tough, yet flexible. Leave specialization to the other classes, you are there to be a Soldier. Proficient with your weapon of choice, and skilled at using it in that role. AR's should be an all around weapon, yet not outshine any other weapons specialization (Skilled in all, Master of None). Make Heavies a force to be reckoned with. They should be the pushers, and the defenders. A heavy should be so tough, it should make the front line focus on him to take him down. They should help push the front line forward, by making the enemy fall back to cover. They should be able to shut down hallways, and mow down infantry and small vehicles with the HMG. Dropships should be a form of air support and rapid transport. Think of the Transport chopper in BF3. Dang useful when used right. It could allow you to drop a whole squad in from the air, and even let your gunners clear the LZ, or help in an assault. Just like a chopper would. Tanks need to shred though Armor, and Infantry at long-mid range. Close range is their weakness, but they should require coordinated efforts by AV to take down. They are the "big boys" for a reason. A lone AV should discourage attack but not kill. Two should wound a Tank FORCING it to move or be killed. Three AV should be the magical kill zone, (assuming standard meta level, ADV AV vs. ADV Tank, etc etc.) If you fix these things, you WILL get your tactical shooter that most CPM's claim to want. I know this will not be instant, but I can wait, so long as I know that you are headed in this direction. Feel free to lol, troll, agree, or debate as you see fit. This is just my 0.02 ISK.
this is pretty close to whats needed but I spot 1 problem (other than CCP) It's called assaults if this becomes a tactical game they'll whine on the forums about things being OP (like tanks right now only the best of tankers need 2 (skilled)AV guys to take out) the assaults won't like not being to 1v1 heavies anymore, they won't like not being master of all trades anymore, they won't like anything being able to outshine their AR in 1 aspect (like range in the description its a close-mid range weapon, assaults want enough range to countersnipe) |
Cody Sietz
Tritan's Onslaught RISE of LEGION
568
|
Posted - 2013.07.19 12:58:00 -
[12] - Quote
Iron Wolf Saber wrote:That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by. I agree, 100 percent.
But what I mean is, people don't care about suit or weapon balance...unless its the ones they are using.
I know the grass is always greener, and we have to fight to get our way but we also have to give in sometimes as well. |
Soldiersaint
Deepspace Digital
215
|
Posted - 2013.07.19 13:10:00 -
[13] - Quote
Cody Sietz wrote:They only care if the suits and weapons they use work and or work really well.
Don't get me wrong, there some who do care...
But most people refuse to see the game from anyone elses perspective. I see the game from many different views...but i still do not care about balance....i am a amarr logi who uses the scrambler rifle...and as you can imagine im not to happy with the suit or weapon right now....will i cry about? no thats just me though....you have to understand that just because you care about balance that doesnt mean that every one else has to care. this is just my opinion nothing more...please feel free to reply back |
Ghost Kaisar
Intrepidus XI EoN.
158
|
Posted - 2013.07.19 14:08:00 -
[14] - Quote
Lightning Bolt2 wrote:Ghost Kaisar wrote:Iron Wolf Saber wrote:That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by. The point is to give each role a purpose. I.e: Scouts that scout. Logi's that support (NOT attack), Assaulter's that make up the front lines, Heavies that take coordinated efforts to bring down, Dropships that survive long enough to give air support, Tanks that require coordinated efforts to be taken down, LAV's that actually SUPPORT infantry (lightning raids, rapid transportation, hit and run (not splatter and run)) Make the suits have some balance against each other. For example; The speed of a scout makes it effective against lone heavies, allowing them to outmanuver their slower foe, and their high DPS in CQC should make short work of him. However, an Assault at mid range would be very deadly to a scout if he were to try to attack. A scout should still be able to run away (thats what his speed is for right?), and to successfully kill a scout trying to run away, would require planning and probably more than one person. It would be the same as finding a criminal running in a building. You put men at the exits, and you box him in until he has nowhere left to run. Medium Frames should be effective in all scenario's yet not a master in them. Their prime area is their versatility, being able to adapt their tactics to fit the need, always trying to get the enemy at a disadvantage, NOT themselves at an advantage. For example, engage scouts at mid-range (Scouts are only good in CQC). Attack heavies in groups (Give him more than one target to shoot at, he can only fire in one direction. Concentrated fire will kill him). They should move up to engage longer range opponents by moving from cover to cover, using their average speed and health to allow them to survive until the target is at a disadvantage. Heavy Frames should be effective against medium suits at close-mid range with that HMG. That gun should shread through people not under cover, and force people to take cover. This allows the front-line to move forward. Since you are Aggro'ing at that point, the high eHP is important, allowing you to tank damage long enough for your front lines to move up. You stay still, they move up, you heal, rinse, repeat. How the classes should be: Make scouts great in 1v1's and CQC, but unable to survive sustained fire, making battle's against groups of enemies futile (thats the Assaulter's job). Give them WP for doing their job. Scanners should give WP on kills on detected enemies. Make Logi's tough enough to SURVIVE behind the front lines. They should not be on the front lines (that's the Assaulter's job), they should give the Assault's a reason to fall back if need be. Mainly for health and ammo. They rez teammates after they push up, not sprinting to the front lines in a rambo revive (you have a 30 second timer for a reason) Make Assaulter's versatile, and a "Jack of all Trades". They should be tough, yet flexible. Leave specialization to the other classes, you are there to be a Soldier. Proficient with your weapon of choice, and skilled at using it in that role. AR's should be an all around weapon, yet not outshine any other weapons specialization (Skilled in all, Master of None). Make Heavies a force to be reckoned with. They should be the pushers, and the defenders. A heavy should be so tough, it should make the front line focus on him to take him down. They should help push the front line forward, by making the enemy fall back to cover. They should be able to shut down hallways, and mow down infantry and small vehicles with the HMG. Dropships should be a form of air support and rapid transport. Think of the Transport chopper in BF3. Dang useful when used right. It could allow you to drop a whole squad in from the air, and even let your gunners clear the LZ, or help in an assault. Just like a chopper would. Tanks need to shred though Armor, and Infantry at long-mid range. Close range is their weakness, but they should require coordinated efforts by AV to take down. They are the "big boys" for a reason. A lone AV should discourage attack but not kill. Two should wound a Tank FORCING it to move or be killed. Three AV should be the magical kill zone, (assuming standard meta level, ADV AV vs. ADV Tank, etc etc.) If you fix these things, you WILL get your tactical shooter that most CPM's claim to want. I know this will not be instant, but I can wait, so long as I know that you are headed in this direction. Feel free to lol, troll, agree, or debate as you see fit. This is just my 0.02 ISK. this is pretty close to whats needed but I spot 1 problem (other than CCP) It's called assaults if this becomes a tactical game they'll whine on the forums about things being OP (like tanks right now only the best of tankers need 2 (skilled)AV guys to take out) the assaults won't like not being to 1v1 heavies anymore, they won't like not being master of all trades anymore, they won't like anything being able to outshine their AR in 1 aspect (like range in the description its a close-mid range weapon, assaults want enough range to countersnipe)
Yeah, and the real troubling thing is, since they make up such a huge amount of the player base, Chances are, CCP will listen to the 75% and Ignore the 25%. So yeah, if CCP wants this to become AR 514, all they need to do is ignore the minority
***EDIT*** Heck I'm just gonna take this monster of a post and make my own thread with it. See if I can't get some CPM response. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
574
|
Posted - 2013.07.19 15:33:00 -
[15] - Quote
Ghost Kaisar wrote:Lightning Bolt2 wrote:Ghost Kaisar wrote:Iron Wolf Saber wrote:That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by. The point is to give each role a purpose. I.e: Scouts that scout. Logi's that support (NOT attack), Assaulter's that make up the front lines, Heavies that take coordinated efforts to bring down, Dropships that survive long enough to give air support, Tanks that require coordinated efforts to be taken down, LAV's that actually SUPPORT infantry (lightning raids, rapid transportation, hit and run (not splatter and run)) Make the suits have some balance against each other. For example; The speed of a scout makes it effective against lone heavies, allowing them to outmanuver their slower foe, and their high DPS in CQC should make short work of him. However, an Assault at mid range would be very deadly to a scout if he were to try to attack. A scout should still be able to run away (thats what his speed is for right?), and to successfully kill a scout trying to run away, would require planning and probably more than one person. It would be the same as finding a criminal running in a building. You put men at the exits, and you box him in until he has nowhere left to run. Medium Frames should be effective in all scenario's yet not a master in them. Their prime area is their versatility, being able to adapt their tactics to fit the need, always trying to get the enemy at a disadvantage, NOT themselves at an advantage. For example, engage scouts at mid-range (Scouts are only good in CQC). Attack heavies in groups (Give him more than one target to shoot at, he can only fire in one direction. Concentrated fire will kill him). They should move up to engage longer range opponents by moving from cover to cover, using their average speed and health to allow them to survive until the target is at a disadvantage. Heavy Frames should be effective against medium suits at close-mid range with that HMG. That gun should shread through people not under cover, and force people to take cover. This allows the front-line to move forward. Since you are Aggro'ing at that point, the high eHP is important, allowing you to tank damage long enough for your front lines to move up. You stay still, they move up, you heal, rinse, repeat. How the classes should be: Make scouts great in 1v1's and CQC, but unable to survive sustained fire, making battle's against groups of enemies futile (thats the Assaulter's job). Give them WP for doing their job. Scanners should give WP on kills on detected enemies. Make Logi's tough enough to SURVIVE behind the front lines. They should not be on the front lines (that's the Assaulter's job), they should give the Assault's a reason to fall back if need be. Mainly for health and ammo. They rez teammates after they push up, not sprinting to the front lines in a rambo revive (you have a 30 second timer for a reason) Make Assaulter's versatile, and a "Jack of all Trades". They should be tough, yet flexible. Leave specialization to the other classes, you are there to be a Soldier. Proficient with your weapon of choice, and skilled at using it in that role. AR's should be an all around weapon, yet not outshine any other weapons specialization (Skilled in all, Master of None). Make Heavies a force to be reckoned with. They should be the pushers, and the defenders. A heavy should be so tough, it should make the front line focus on him to take him down. They should help push the front line forward, by making the enemy fall back to cover. They should be able to shut down hallways, and mow down infantry and small vehicles with the HMG. Dropships should be a form of air support and rapid transport. Think of the Transport chopper in BF3. Dang useful when used right. It could allow you to drop a whole squad in from the air, and even let your gunners clear the LZ, or help in an assault. Just like a chopper would. Tanks need to shred though Armor, and Infantry at long-mid range. Close range is their weakness, but they should require coordinated efforts by AV to take down. They are the "big boys" for a reason. A lone AV should discourage attack but not kill. Two should wound a Tank FORCING it to move or be killed. Three AV should be the magical kill zone, (assuming standard meta level, ADV AV vs. ADV Tank, etc etc.) If you fix these things, you WILL get your tactical shooter that most CPM's claim to want. I know this will not be instant, but I can wait, so long as I know that you are headed in this direction. Feel free to lol, troll, agree, or debate as you see fit. This is just my 0.02 ISK. this is pretty close to whats needed but I spot 1 problem (other than CCP) It's called assaults if this becomes a tactical game they'll whine on the forums about things being OP (like tanks right now only the best of tankers need 2 (skilled)AV guys to take out) the assaults won't like not being to 1v1 heavies anymore, they won't like not being master of all trades anymore, they won't like anything being able to outshine their AR in 1 aspect (like range in the description its a close-mid range weapon, assaults want enough range to countersnipe) Yeah, and the real troubling thing is, since they make up such a huge amount of the player base, Chances are, CCP will listen to the 75% and Ignore the 25%. So yeah, if CCP wants this to become AR 514, all they need to do is ignore the minority ***EDIT*** Heck I'm just gonna take this monster of a post and make my own thread with it. See if I can't get some CPM response. It is a amazing post that sums the game up perfectly. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
219
|
Posted - 2013.07.19 15:35:00 -
[16] - Quote
I know exactly where Cody is coming from. If you follow the threads enough you see some people railing against a weapon but then go into another thread and they have every excuse for why another weapon or suit or vehicle is just fine.
And to the poster about how to fight a flaylock - no wonder you are pissed off, why are you trying to get closer ??? You are making it easier for them - keep range between you so you can dodge missiles; use a pistol AR, ScR or TAR
And I dont say that defending the Flaylock as I acknowledge it must be brought in line but that is the main reason people are raging so hard, they are going against the weapon the wrong way on the battlefield.
I know the spam could be bad from multiple users, but so it can be from 2-3 MD users or a group of AR's. Try to respawn in a different area if the position is being overrun. |
Grief PK
An Eye For An Eye AN EYE F0R AN EYE
19
|
Posted - 2013.07.19 15:45:00 -
[17] - Quote
Iron Wolf Saber wrote:That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by.
*some of them want to use you... some of them want to abuse you..." |
semperfi1999
Internal Error. Negative-Feedback
673
|
Posted - 2013.07.19 16:15:00 -
[18] - Quote
This was a good topic (although immediately brought down from its height by posts calling Dust AR 514 when the AR has not been the dominate weapon at the very least since the TAC Nerf)
I agree......people come on the forums trying to petition to get the weapon they use to be buffed and try to make it more powerful while also attempting to argue all other weapons should be weaker.
The people who can actually look more objectively at balance issues are (for the most part) called names because by and large the people who know best how to balance weapons also tend to be the best in the game......and the result is what you have here. Noob FPS players attempting to give suggestions on weapon balancing while the majority of skilled (and by skilled I mean have played FPS games competitively...like in real tournaments...not just clan matches between corps who think of themselves as good) players have left or dont even bother anymore since they know their thought will fall on deaf ears.
In all honesty if CCP had given imperfects the task of balancing weapons (not that this would every happen but lets say it did in theory) then we probably would have had all of the weapons balanced within a week. I already know the trolls will come out and flame this but I dont care because its the truth. As imperfects we had alot of players who play or have played FPS games competitively. People just get caught up in the rhetoric and they either forget or dont realize that imperfects back in the beta actually tested every single weapon. I can confidentally say that only CCP had more testing data than the imperfects when it came to the different weaponry. Yet people here seem to believe that imperfects were only AR stars and that we didnt want any balancing to weaponry that gave the AR recoil or other some rediculous nonsense....when in reality we were the first to state that the AR had lost its recoil and that this needed to be adjusted.
So peoples biases go much further than just their preferred weapon. In the end CCP failed in their own attempts at balancing weapons and when they did listen to the playerbase it seems like they listened more to the poor-casual players and not the players who actually know what a good FPS needs for weapon balancing. These two problems have just come together to make CCPs balancing problems even worse then they would have been if they never had listened to the playerbase whatsoever.
|
Buster Friently
Rosen Association
1223
|
Posted - 2013.07.19 16:29:00 -
[19] - Quote
semperfi1999 wrote:This was a good topic (although immediately brought down from its height by posts calling Dust AR 514 when the AR has not been the dominate weapon "as in OP" at the very least since the TAC Nerf)
I agree......people come on the forums trying to petition to get the weapon they use to be buffed and try to make it more powerful while also attempting to argue all other weapons should be weaker.
The people who can actually look more objectively at balance issues are (for the most part) called names because by and large the people who know best how to balance weapons also tend to be the best in the game......and the result is what you have here. Noob FPS players attempting to give suggestions on weapon balancing while the majority of skilled (and by skilled I mean have played FPS games competitively...like in real tournaments...not just clan matches between corps who think of themselves as good) players have left or dont even bother anymore since they know their thought will fall on deaf ears.
In all honesty if CCP had given imperfects the task of balancing weapons (not that this would ever happen but lets say it did in theory) then we probably would have had all of the weapons balanced within a week. I already know the trolls will come out and flame this but I dont care because its the truth. As imperfects we had alot of players who play or have played FPS games competitively. People just get caught up in the rhetoric and they either forget or dont realize that imperfects back in the beta actually tested every single weapon. I can confidentally say that only CCP had more testing data than the imperfects when it came to the different weaponry. Yet people here seem to believe that imperfects were only AR stars and that we didnt want any balancing to weaponry that gave the AR recoil or other some rediculous nonsense....when in reality we were the first to state that the AR had lost its recoil and that this needed to be adjusted.
So peoples biases go much further than just their preferred weapon. In the end CCP failed in their own attempts at balancing weapons and when they did listen to the playerbase it seems like they listened more to the poor-casual players and not the players who actually know what a good FPS needs for weapon balancing. These two problems have just come together to make CCPs balancing problems even worse then they would have been if they never had listened to the playerbase whatsoever.
The AR has been dominant for some time, and continues to be so. |
Iron Wolf Saber
Den of Swords
6250
|
Posted - 2013.07.19 16:56:00 -
[20] - Quote
Grief PK wrote:Iron Wolf Saber wrote:That's the main point of balancing though isn't it?
To make things interesting to use on other people,
and to make things interested to get used on by. *some of them want to use you... some of them want to abuse you..."
Well the idea is that it should be a fun and interesting experience to have been shot by a flaylock instead of a frustrating and annoying one.
Right now getting shot by a flaylock is probably not fun. While it may be neat for the shooter to use it the shootee is not having a good time. Its not like nova knives or shotguns or many other weapons in the game where it becomes cat and mouse once fully engaged. |
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