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D legendary hero
THE WARRIORS OF LEGEND
509
|
Posted - 2013.08.02 18:11:00 -
[1] - Quote
it boils down to TTK or time to kill. When all guns had low damage people complained that it took to long to kill. so every weapon was buffed. the HMG got a decent buf to 18 damage plus the 10% everyone else got. its still weaker but ok, a buff is a buff....
The factor of the matter is a nerf makes something weaker, where as a buff makes something else stronger. instead of nerfing a gun to make it ineffective you should buff the gun people are using against it to make their more effective.
why does this work? if i complain that shotguns are OP, for example (they are not but just an example). instead of nerfing shotguns, the devs should look at who is the demographic asking to nerf shotguns and why.
Are they asking his because they are losing in CQC or mid range combat? what weapon is this demographic using? if the demographic is a population of AR users, and complaints are about CQC combat, no nerf or buff is required, but the AR users would need to be reminded to engage shotguns in midrange combat. if the population of AR users are losing to shotguns out side of the shotguns effective range, then a buff to ARs would be necessary to discourage shotgunners from to engaging in midrange combat.
so the formula for balance is:
1. identify the complaining group and their weaponry 2. identify the circumstances under which they deem the weapon OP. generally classified by range 3. identify the purposes of the weaponry involved 4. when the complaining group is found correct buff them 5. double check that the weaponry of all groups involved still accmplish and are inline with their purpose. |
Shattered Mirage
The Enclave Syndicate Dark Taboo
51
|
Posted - 2013.08.02 18:55:00 -
[2] - Quote
D legendary hero wrote:it boils down to TTK or time to kill. When all guns had low damage people complained that it took to long to kill. so every weapon was buffed. the HMG got a decent buf to 18 damage plus the 10% everyone else got. its still weaker but ok, a buff is a buff....
The factor of the matter is a nerf makes something weaker, where as a buff makes something else stronger. instead of nerfing a gun to make it ineffective you should buff the gun people are using against it to make their more effective.
why does this work? if i complain that shotguns are OP, for example (they are not but just an example). instead of nerfing shotguns, the devs should look at who is the demographic asking to nerf shotguns and why.
Are they asking his because they are losing in CQC or mid range combat? what weapon is this demographic using? if the demographic is a population of AR users, and complaints are about CQC combat, no nerf or buff is required, but the AR users would need to be reminded to engage shotguns in midrange combat. if the population of AR users are losing to shotguns out side of the shotguns effective range, then a buff to ARs would be necessary to discourage shotgunners from to engaging in midrange combat.
so the formula for balance is:
1. identify the complaining group and their weaponry 2. identify the circumstances under which they deem the weapon OP. generally classified by range 3. identify the purposes of the weaponry involved 4. when the complaining group is found correct buff their advantages but leave the disadvantages (i.e. if advantage is fast reload, make it reload faster, etc) 5. double check that the weaponry of all groups involved still accmplish and are inline with their purpose.
I strongly agree with this. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
2195
|
Posted - 2013.08.02 19:06:00 -
[3] - Quote
Rather than buff everything, why not just nerf the AR? I'd think balancing every weapon against each other again would be much harder, more time consuming, and more prone to FotM solutions compared to reducing the AR's effectiveness.
EDIT: I should also throw out there that whenever they do decide to nerf something, it's accompanied by data and graphs, not feels. |
low genius
the sound of freedom Renegade Alliance
244
|
Posted - 2013.08.02 19:37:00 -
[4] - Quote
ar's are alpha volley weapons (in eve terms). they do the most damage available to them at the onset, and then they do lower damage as time goes on.
HMG's do their most effective damage at the 1.5 second mark, and by the 3 second mark they're mostly useless.
i can kill a target faster (at any range) with my exile assault rifle than i can with ANY hmg. |
Cosgar
ParagonX
3836
|
Posted - 2013.08.02 19:49:00 -
[5] - Quote
TheAmazing FlyingPig wrote:Rather than buff everything, why not just nerf the AR? I'd think balancing every weapon against each other again would be much harder, more time consuming, and more prone to FotM solutions compared to reducing the AR's effectiveness.
EDIT: I should also throw out there that whenever they do decide to nerf something, it's accompanied by data and graphs, not feels. Damage is fine, but effectiveness outside of optimal range are huge issues. |
Buster Friently
Rosen Association
1422
|
Posted - 2013.08.02 20:22:00 -
[6] - Quote
TheAmazing FlyingPig wrote:Rather than buff everything, why not just nerf the AR? I'd think balancing every weapon against each other again would be much harder, more time consuming, and more prone to FotM solutions compared to reducing the AR's effectiveness.
EDIT: I should also throw out there that whenever they do decide to nerf something, it's accompanied by data and graphs, not feels. This is the right approach in the case of the AR.
Dust isn't meant to be twitch, therefore longer TTKs are a good thing. This adds to tactics rather than the typical twitch result of whoever sees first wins, half a second later.
CCP has been nerfing all the other weapons that come close to the utility the AR. It is now the AR's turn. After that nerf it might make sense to look in to a new approach, but not before. The weapon is broken. |
Meeko Fent
Seituoda Taskforce Command Caldari State
491
|
Posted - 2013.08.02 20:23:00 -
[7] - Quote
D legendary hero wrote:it boils down to TTK or time to kill. When all guns had low damage people complained that it took to long to kill. so every weapon was buffed. the HMG got a decent buf to 18 damage plus the 10% everyone else got. its still weaker but ok, a buff is a buff....
The factor of the matter is a nerf makes something weaker, where as a buff makes something else stronger. instead of nerfing a gun to make it ineffective you should buff the gun people are using against it to make their more effective.
why does this work? if i complain that shotguns are OP, for example (they are not but just an example). instead of nerfing shotguns, the devs should look at who is the demographic asking to nerf shotguns and why.
Are they asking his because they are losing in CQC or mid range combat? what weapon is this demographic using? if the demographic is a population of AR users, and complaints are about CQC combat, no nerf or buff is required, but the AR users would need to be reminded to engage shotguns in midrange combat. if the population of AR users are losing to shotguns out side of the shotguns effective range, then a buff to ARs would be necessary to discourage shotgunners from to engaging in midrange combat.
so the formula for balance is:
1. identify the complaining group and their weaponry 2. identify the circumstances under which they deem the weapon OP. generally classified by range 3. identify the purposes of the weaponry involved 4. when the complaining group is found correct buff their advantages but leave the disadvantages (i.e. if advantage is fast reload, make it reload faster, etc) 5. double check that the weaponry of all groups involved still accmplish and are inline with their purpose. I agree with this, however I find that Buffing weapons would be a bad things in the range department.
SG says the AR has too long of range.
Buff shotgun range.
ARs say SG has too long range.
Buff AR range.
SnR say ARs have too long range.
Buff SnR range.
And due to map design, the SGs, or whatever gun could then just run the map due to the ARs having such a Useful range through Map Design that the SnR would be pointless, and the SGs would have such a good range that they could ru....
I'm getting long winded.
I Agree with your idea.
But some aspects shouldn't be outright buffed, such as Range, or RoF (RoF can dictate very much about how a weapon feels to use), or if they are to be buffed, make it very slight, as to not change how the gun behaves. |
Oso Peresoso
RisingSuns
514
|
Posted - 2013.08.02 20:25:00 -
[8] - Quote
no. Balance requires buffs and nerfs together. Buffing everything continuously is as destructive as nerfing everything continuously. I'm wary of anything that starts with "identify the complaining group." |
D legendary hero
THE WARRIORS OF LEGEND
515
|
Posted - 2013.08.02 22:17:00 -
[9] - Quote
Meeko Fent wrote:D legendary hero wrote:it boils down to TTK or time to kill. When all guns had low damage people complained that it took to long to kill. so every weapon was buffed. the HMG got a decent buf to 18 damage plus the 10% everyone else got. its still weaker but ok, a buff is a buff....
The factor of the matter is a nerf makes something weaker, where as a buff makes something else stronger. instead of nerfing a gun to make it ineffective you should buff the gun people are using against it to make their more effective.
why does this work? if i complain that shotguns are OP, for example (they are not but just an example). instead of nerfing shotguns, the devs should look at who is the demographic asking to nerf shotguns and why.
Are they asking his because they are losing in CQC or mid range combat? what weapon is this demographic using? if the demographic is a population of AR users, and complaints are about CQC combat, no nerf or buff is required, but the AR users would need to be reminded to engage shotguns in midrange combat. if the population of AR users are losing to shotguns out side of the shotguns effective range, then a buff to ARs would be necessary to discourage shotgunners from to engaging in midrange combat.
so the formula for balance is:
1. identify the complaining group and their weaponry 2. identify the circumstances under which they deem the weapon OP. generally classified by range 3. identify the purposes of the weaponry involved 4. when the complaining group is found correct buff their advantages but leave the disadvantages (i.e. if advantage is fast reload, make it reload faster, etc) 5. double check that the weaponry of all groups involved still accmplish and are inline with their purpose. I agree with this, however I find that Buffing weapons would be a bad things in the range department. SG says the AR has too long of range. Buff shotgun range. ARs say SG has too long range. Buff AR range. SnR say ARs have too long range. Buff SnR range. And due to map design, the SGs, or whatever gun could then just run the map due to the ARs having such a Useful range through Map Design that the SnR would be pointless, and the SGs would have such a good range that they could ru.... I'm getting long winded. I Agree with your idea. But some aspects shouldn't be outright buffed, such as Range, or RoF (RoF can dictate very much about how a weapon feels to use), or if they are to be buffed, make it very slight, as to not change how the gun behaves.
please review steps 4 and 5. buffs only should be used to increase the weapons strengths and shou;d only balance against its purpose. this is a fail safe, so if i say that i want my HMG to fire DM driver rounds, well step 4 would ensure any buff to the HMG is only to its already nonexistent advantages... and that when buffed inline with its purpose (suppression) i won't end up with being OP. because my HMGs purpose is not area denial and its not a mass driver it won't fire grenades.
almost all the nerfs that we have seen happened to weapons working withint their optimal save for the tac AR.
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D legendary hero
THE WARRIORS OF LEGEND
515
|
Posted - 2013.08.02 22:20:00 -
[10] - Quote
Oso Peresoso wrote:no. Balance requires buffs and nerfs together. Buffing everything continuously is as destructive as nerfing everything continuously. I'm wary of anything that starts with "identify the complaining group."
step 1 identify the complaining group is the most important. if AR noobs are complaining that Shotguns are killing them. now you know where to start.
the next step asks where the problem occurs. if it occurs in close range, no buff is needed, nor nerf the gun is operating as programed. problem solved.
remeber the third step is identifying the purpose of the gun in question or that one is complaining about. if AR noobs are comlaining about shotguns having too much range, well it depends on how many meters, but if those meters fall with in the CQC to close-mid range category then the gun is balanced and no buff nor nerf is nessesary as the PURPOSE of a shotgun is CQB.
step 4 in this case would be skipped as no buffs are nessesary.
step 5 is simply a double check. for example, lets say purhaps that the shotgun was perfectly balanced but the AR noobs perhaps use breach ARs were found ineffective at mid range, then those guns perhaps would need a slight buff. (of course we know tat AR need no buffs, in fact they would need a nerf, but i would be happy with buffing everything else except ARs.)
1. identify the complaining group and their weaponry 2. identify the circumstances under which they deem the weapon OP. generally classified by range 3. identify the purposes of the weaponry involved 4. when the complaining group is found correct buff their advantages but leave the disadvantages (i.e. if advantage is fast reload, make it reload faster, etc) 5. double check that the weaponry of all groups involved still accmplish and are inline with their purpose. |
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D legendary hero
THE WARRIORS OF LEGEND
515
|
Posted - 2013.08.02 22:25:00 -
[11] - Quote
the idea is that if for example everything but the AR was buffed, AR noobs couldnt complain tat they were nerfed because they are still just as effective, but now there are other guns that are just as effective in their areas of expertise. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
846
|
Posted - 2013.08.02 22:36:00 -
[12] - Quote
D legendary hero wrote:the idea is that if for example everything but the AR was buffed, AR noobs couldnt complain tat they were nerfed because they are still just as effective, but now there are other guns that are just as effective in their areas of expertise.
So you're saying that everything but the ARs (and its variants) should get a 10% or 15% increase to damage?
I really like that idea, but I doubt it would really happen and the Scrubstick users would cry just as much as if they had been nerfed. |
Draco Cerberus
Hellstorm Inc League of Infamy
242
|
Posted - 2013.08.02 22:40:00 -
[13] - Quote
I like this Nerf the Nerf hammer thread +1 |
D legendary hero
THE WARRIORS OF LEGEND
518
|
Posted - 2013.08.02 22:48:00 -
[14] - Quote
Alaika Arbosa wrote:D legendary hero wrote:the idea is that if for example everything but the AR was buffed, AR noobs couldnt complain tat they were nerfed because they are still just as effective, but now there are other guns that are just as effective in their areas of expertise. So you're saying that everything but the ARs (and its variants) should get a 10% or 15% increase to damage? I really like that idea, but I doubt it would really happen and the Scrubstick users would cry just as much as if they had been nerfed.
well, the AR isn't really getting nerfed. they still do 425 DPS. but everything else now will do 10%-15% more damage so the DPS will be where is is supposed to. |
Draco Cerberus
Hellstorm Inc League of Infamy
243
|
Posted - 2013.08.02 22:52:00 -
[15] - Quote
I find that with equal levels of skill the guns are balanced. We need to move our focuses from the nerf/buff mode to what we need in game that would improve gameplay not just which gun hits hardest (there will always be BFGs). |
Malkai Inos
Opus Arcana Covert Intervention
970
|
Posted - 2013.08.02 23:10:00 -
[16] - Quote
D legendary hero wrote:the idea is that if for example everything but the AR was buffed, AR noobs couldnt complain tat they were nerfed because they are still just as effective, but now there are other guns that are just as effective in their areas of expertise. I kinda like your OP as it shows nicely that nerfing is in fact not the only solution for balance. With that said i can't agree with this statement without a caveat.
If "they are still just as effective" refers to the psychological effect that nerfs and buffs have on players and the fact that buffs are generally better received because no one has to deal with his toy being weaker by the numers alone i can agree to this.
If it means that buffs have no indirect effects on weapons that are not touched then i disagree. Balance is always relative. If we buff "everything" other than ARs then the AR is relatively less powerfull, whether it is perceived as such or not. Reducing the overall TTK by buffing almost all guns available (and a buff to a gun almost always leads to a lower TTK or it's a useless buff) might not change the way one particular unchanged weapon behaves but it changes the environment in which this weapon operates and thus the very metrics by which we determine a guns effectiveness.
If, for the sake of the argument, my AR on average nets a kill after 10 seconds and all other weapons require 20 seconds on average, ignoring other factors like varying overall behavior of weapons, than we might conclude that the AR is OP as it kills about twice as fast as the competition.
If we now adjust all the other weapons to kill in 10 seconds on average then the AR might not have been changed but it is no longer "twice as fast" as other weapons. Its relative power has dimished in half. This might not be immediately apparent to the user but the change in power will eventually change the experience.
If we were to "overbuff" all other guns by making them kill within just 5 seconds on average that's where the problems become obvious. Now the AR is "half as fast" as other weapons. Without a single attribute being changed on the AR it now feels much less effective than the rest.
Besides the initial difference in perception from knowing that the AR was "not nerfed" the long term effect is just the same. Balance has changed and the only gun that has not been buffed is less effective in relative terms. In this extreme case it has become "UP" now.
Also, buffing almost all guns in contrast to nerfing just one has far greater consequences to the overall meta, including unforseeable ones.
- Suddenly average TTK has gone down. The value of different tanking paradigms has changed as less TTK dimishes the value of passive tanks (armor reps, shield rechargers) relative to buffer tanks (plates, extenders) since there's less time for them to work and increase EHP.
- Certain classes that are balanced to just barely survive a certain amount of shots from a particular weapon will no longer do so. dmg buffed Snipers would oneshot more classes than before which has a much greater effect on general tactics than what a slight buff might initially suggest for example.
- Lowered TTK by itself will change the way the game feels. For everyone. This might disenfranchise players who felt that one weapon killed too fast, not every other weapon too slow.
Case in point and TL;DR: Both nerfing and buffing are viable balancing options depending on the situation. Neither is free from downsides and the best approach is to choose the one that directly affects the least amount of assets to limit the amount and severity of unintended consequences. |
Buster Friently
Rosen Association
1430
|
Posted - 2013.08.03 01:47:00 -
[17] - Quote
Draco Cerberus wrote:I find that with equal levels of skill the guns are balanced. We need to move our focuses from the nerf/buff mode to what we need in game that would improve gameplay not just which gun hits hardest (there will always be BFGs).
We need to focus on diversity to preserve an interesting game. Currently, the AR is killing diversity. It's being used to kill nearly as often as 11 of the available 14 weapons in the game combined. This is a huge problem that needs fixed.
We are currently playing AR 514, not Dust 514. |
Delenne Arran
Ivory Hounds
55
|
Posted - 2013.08.03 03:14:00 -
[18] - Quote
Buster Friently wrote:Draco Cerberus wrote:I find that with equal levels of skill the guns are balanced. We need to move our focuses from the nerf/buff mode to what we need in game that would improve gameplay not just which gun hits hardest (there will always be BFGs). We need to focus on diversity to preserve an interesting game. Currently, the AR is killing diversity. It's being used to kill nearly as often as 11 of the available 14 weapons in the game combined. This is a huge problem that needs fixed. We are currently playing AR 514, not Dust 514.
Here's my question about that statistic. How many of those are militia ARs? To my knowledge, everybody gets the Assault and Medic starter fits that come with an AR BPO. Obviously, this means new players will be using them, artificially raising the gun's popularity. Slightly less obviously, veterans will also occasionally use Starter FIts if they're farming cash. In additon, since they're the only "free" weapon, people get decent with ARs first and figure "why not spec into it then, since I'm already good with them," further increasing the killcount and gun's popularity. If you really want to "fix" that, before you touch any stats, we'd need to either get more BPOs in our starter box, or change the assault rifle's perception as the "default" gun. The latter is basically impossible because that's just modern day FPS games.
Now, as for the OP: It's not a one or the other kind of thing. Both buffs and nerfs should be employed when balancing. Weapons or suits that are just flat-out too effective outside their niches need to be nerfed to bring them back down to where they're meant to be, while something that's not doing its job effectively needs to be enough buffed to fulfill its role. In addition, it is possible for a weapon to be too good even in its own intended role. The flaylock was intended to be devastating at close range, and it was, but it wasn't meant to instantly obliterate anything that wandered into its range. Buffing say, another weapon or armor plates would have created more problems than just weakening the flaylock. Not that Armor Plates don't still need a buff regardless.
Both buffing an OP weapon's natural counters and flat out nerfing an OP weapon can be overdone. Personally, I think it's better to overshoot a nerf than overshoot a buff. The former breaks one weapon. The latter breaks anything that weapon is used against. |
D legendary hero
THE WARRIORS OF LEGEND
522
|
Posted - 2013.08.03 05:57:00 -
[19] - Quote
Malkai Inos wrote: good points
howeer, i must contend. the 5 step process ensures that any buffs are not given arbitarily. buffing as you mentioned for psycological and practical reasons i beelve is superior to nerfing. THE ONLY CONDITION FOR NERFING IS THE UPPER THRESHHOLD. namely when a weapon is so OP that buffing other guns would render everything pointless (i.e. if an Ar could blow up tanks in one shot; buffing everything to that would make the game pointless... there for a nerf would be nessesary)
that said, following the 5 steps listed in the OP will ensure that all grounds are covered.
like i said if group A using weapon A, thinks group B using weapon B is OP the situation must be reviewed. If group Bs weapon is doing its job then no buffs are needed. group A simplly needs to be informed.
RL example. (my example in the game actually), altough the caldari logi was infact OP, i thought it was invincible, then after being informed on the forums here learned of the power of flux grenades and militia suits. I desinged a milita suit with shield extenders, flux grenades, a flaylock and a milita Ar and whenever i am being proto stomped i used it, and still use it to great effect.
in fact my entire corp uses this strategy to combat proto stomping and we earn tons of money.
now, if group As complaint is infact valid against group B, then onces the weapon Bs purpose has been reviewed, weapon A may need to be buffed in order to assist weapon A in fighting weapon B. if the upper threashold of weapon B is being surpassed then and only then would a nerf be utilized on weapon B. otherwise weapon A will simply b buffed. |
D legendary hero
THE WARRIORS OF LEGEND
522
|
Posted - 2013.08.03 06:04:00 -
[20] - Quote
Delenne Arran wrote: Now, as for the OP: It's not a one or the other kind of thing. Both buffs and nerfs should be employed when balancing. Weapons or suits that are just flat-out too effective outside their niches need to be nerfed to bring them back down to where they're meant to be, while something that's not doing its job effectively needs to be enough buffed to fulfill its role. In addition, it is possible for a weapon to be too good even in its own intended role. The flaylock was intended to be devastating at close range, and it was, but it wasn't meant to instantly obliterate anything that wandered into its range. Buffing say, another weapon or armor plates would have created more problems than just weakening the flaylock. Not that Armor Plates don't still need a buff regardless.
Both buffing an OP weapon's natural counters and flat out nerfing an OP weapon can be overdone. Personally, I think it's better to overshoot a nerf than overshoot a buff. The former breaks one weapon. The latter breaks anything that weapon is used against.
but thats the thing careful analysis of the situation proves that the flaylocks were never really OP, but scout suits, and armor tankers were UP. in which case they needed a buff. scouts still instant drop to anything... in fact scouts benefited from using the flaylock.
armor takes additional damage from explosives and is slowed down too much by tanking it. therefore a skilled flaylocker could finish them with ease IN CLOSE RANGE.
shotguns and flaylocks both had hit detection issues, but proto shotguns were more effective than proto flaylocks in CQC.
ARs can;t complain about losing to flaylocks in CQC because the AR is not a CQC weapon therefore, using the aforementioed method stated in the OP. buffs would be given to armor and scout suits. and the problem would be solved. if the flaylock still out performed other guns its disadvantages would need an increase. |
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Buster Friently
Rosen Association
1439
|
Posted - 2013.08.04 02:24:00 -
[21] - Quote
D legendary hero wrote:Delenne Arran wrote: Now, as for the OP: It's not a one or the other kind of thing. Both buffs and nerfs should be employed when balancing. Weapons or suits that are just flat-out too effective outside their niches need to be nerfed to bring them back down to where they're meant to be, while something that's not doing its job effectively needs to be enough buffed to fulfill its role. In addition, it is possible for a weapon to be too good even in its own intended role. The flaylock was intended to be devastating at close range, and it was, but it wasn't meant to instantly obliterate anything that wandered into its range. Buffing say, another weapon or armor plates would have created more problems than just weakening the flaylock. Not that Armor Plates don't still need a buff regardless.
Both buffing an OP weapon's natural counters and flat out nerfing an OP weapon can be overdone. Personally, I think it's better to overshoot a nerf than overshoot a buff. The former breaks one weapon. The latter breaks anything that weapon is used against.
but thats the thing careful analysis of the situation proves that the flaylocks were never really OP, but scout suits, and armor tankers were UP. in which case they needed a buff. scouts still instant drop to anything... in fact scouts benefited from using the flaylock. armor takes additional damage from explosives and is slowed down too much by tanking it. therefore a skilled flaylocker could finish them with ease IN CLOSE RANGE. shotguns and flaylocks both had hit detection issues, but proto shotguns were more effective than proto flaylocks in CQC. ARs can;t complain about losing to flaylocks in CQC because the AR is not a CQC weapon therefore, using the aforementioed method stated in the OP. buffs would be given to armor and scout suits. and the problem would be solved. if the flaylock still out performed other guns its disadvantages would need an increase remember the advantages of the weapon are very important when it comes to a weapons purpose. so when nerfing the disadvantages need to be nerfed never the advantage (unless of course upper threshold is reached.)
It's a good way to look at things. I'm sure CCP has at least most of this data, but they seem to just go overboard with every nerf.
For something as standout as the AR though, you'd have to buff basically all other weapons instead of a nerf to the one. That sounds a lot more complicated to me, and could lead to the TTK, or pace of battle becoming too short.
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Rusty Shallows
Black Jackals
208
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Posted - 2013.08.04 03:20:00 -
[22] - Quote
TheAmazing FlyingPig wrote:Rather than buff everything, why not just nerf the AR? I'd think balancing every weapon against each other again would be much harder, more time consuming, and more prone to FotM solutions compared to reducing the AR's effectiveness.
EDIT: I should also throw out there that whenever they do decide to nerf something, it's accompanied by data and graphs, not feels. Data always should be a component but we all know that isn't always the case like back in June... *cough* Mass Drivers *cough*
Personally I'd like to see CCP release weapon concept notes. Maybe that will reduce some of rambunctious noise over what traits some weapons have and what people expect or want.
+1 to the idea of a formalized process towards weapon balancing. This reminds me of the Engineering Design Process. |
Jade Hasegawa
Intrepidus XI EoN.
29
|
Posted - 2013.08.04 06:28:00 -
[23] - Quote
Any FPS out there is the same "I die all the time to this gun therefore its OP"
Seriously just shut up asking for nerfs on everything unless it is clearly broken, I run AR and SCR, and I get ganked by HMG/shotguns/whatever on a regular basis, its not jus the gun, its the persons abilty with it, ppl think the AR is OP becuase so many use it but then it is included in 2 of the starter fits (good idea CCP - NOT!) They nerfed the Duvolle TACAR's mag which kinda made sense I guess but the full auto only has iron sights and is a meduim range gun, there are other weapons that dominate them close up and at longer range too |
D legendary hero
THE WARRIORS OF LEGEND
559
|
Posted - 2013.08.04 09:26:00 -
[24] - Quote
The Tac really just needed a hip fire nerf and a ROF nerf. the clip size thing was abit much. but i could see how decreasing the clip size (while increasing the total ammo capacity) could lead to better balancing. remember its a formalized approach.
what is the purpose of the TAC AR? what role does it fulfill on the battle field? is it doing something similar to another gun? what range is it supposed to be most effective? is it supposed to be a versitile gun? What are supposed to be its advantages? what are supposed to be its disadvantages?
since the tac was supposed to be a mid range - long range weapon its strengths were supposed to be high damage, high accuracy, low dispersion, low recoil. therefore, its disadvantages should be ROF, ammo capacity, clip size and hip fire dispersion (if you keep hip fire disperion super accurate you'll end up with the .50 cal from halo with people hip firing snipers and beating CQB guns)
the flaylocks advantages are supposed to be high damage, average splash radius, fast reload, disadvantages are the limited effective range, small magazine size, and tactical positioning (useless uphills). CCP nerfed its splash damage and direct hit damage and splash radius. although its still quite usable the damage should have stayed the same at 190-220. the radius nerf was ok though.
using a systemized approach weapons are balanced so that they are good at doing what they are meant to do. and at the same time using this approach we can understand the true roots of a problem and not just the surface problems, yes the underlying issues will come to light. |
Korvin Lomont
United Pwnage Service RISE of LEGION
83
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Posted - 2013.08.04 09:37:00 -
[25] - Quote
Buster Friently wrote:Draco Cerberus wrote:I find that with equal levels of skill the guns are balanced. We need to move our focuses from the nerf/buff mode to what we need in game that would improve gameplay not just which gun hits hardest (there will always be BFGs). We need to focus on diversity to preserve an interesting game. Currently, the AR is killing diversity. It's being used to kill nearly as often as 11 of the available 14 weapons in the game combined. This is a huge problem that needs fixed. We are currently playing AR 514, not Dust 514.
The problem with this is simple the AR is in the starter fit so everyone uses that weapon to make some ISk therefore they skill the weapon. Now throw in the placeholder weapon and there you are no need to spec into another weapon.
Solution get rid of Placeholder Weapons introduce proper starterkit weapons for each race and apply the range damage profiles for them...voila problem fixed...
BTW recenty I got killed more by sniper Rifles than by the AR closely follew by HMG and MD.... |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1332
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Posted - 2013.08.04 15:05:00 -
[26] - Quote
Jade Hasegawa wrote:Any FPS out there is the same "I die all the time to this gun therefore its OP"
Seriously just shut up asking for nerfs on everything unless it is clearly broken, I run AR and SCR, and I get ganked by HMG/shotguns/whatever on a regular basis, its not jus the gun, its the persons abilty with it, ppl think the AR is OP becuase so many use it but then it is included in 2 of the starter fits (good idea CCP - NOT!) They nerfed the Duvolle TACAR's mag which kinda made sense I guess but the full auto only has iron sights and is a meduim range gun, there are other weapons that dominate them close up and at longer range too
I want to die to those other guns more. That's all I want. Though my jimmies are rustled slightly when people call the AR as it is a skill weapon.
We do have to keep in mind that 1.4 is a big update and everything will be changing then, and then 1.5 will be a major balancing pass on all the weapons. |
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