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Damage modifier normalization
Queso:
So there has been some discussion lately about whether the weapons as they stand are just too specialized. Whether they do one thing too well and everything else not well enough. Now this was less true earlier in the game's life back in beta, but balance does always have a tendency to drift in certain ways. The question however remains of what the game would be like if the damage types weren't so different as they are now. What if you weren't just waiting for that hull armor to go down for the flak kill shot? What if firing on the balloon didn't need an entire dedicated gun to be at all possible? That's what I intend to find out. Currently the dev test gives us such an opportunity. At my request awkm has put up more normalized numbers for the modifiers that damage types do to certain components.
https://docs.google.com/spreadsheet/pub?key=0As7KK0xlixIbdFlGMFIwdmZLSXJvQUlpcFJaSGF3ZVE&single=true&gid=21&output=html
Now I've been trying to get people together to test this, but I am just one person. I want to use this thread as a discussion on the idea of normalizing damages, organizing tests, and a place to discuss results. Gentlemen (as in players of Icarus, although the clan is certainly invited), let's throw science at the wall, and see what sticks.
Lord Dick Tim:
I'm in and when I'm up and at a viable computer more than willing to test it all out.
I know we will be in for some much longer matches because of normalized stats.
Echoez:
I'm in for the testing.
Although I'll be honest, I don't want a general normalization of damage modifiers, and from what I see in that chart ( 0.7 explosives on armor) we will probably be going back to the age of the Heavy Flak.
0.7 for the explosive weapons that already deliver huge chunks of damage is a bit too high.
Since this was brought up though, here is an idea I had some time ago, was planning to send Muse a mail about it, but I think it's still a bit messy, but I'll post it here.
--- Quote --- Typhon Heavy Flak Cannon: Increased magazine size to 4 (from 2), increased reload time to 7 seconds (from 5)
Echidna Light Flak Cannon: Increased magazine size to 6 (from 4)
Manticore Heavy Hwacha: Explosive damage reduced to 18 per shot (from 25)
Explosive armor modifier: increased to 0.45 (from 0.3)
Explosive hull modifier: decreased to 1 (from 1.4)
Piercing armour modifier: decreased to 1.25 (from 1.5)
Reduced chances of instakills, explosives more effective against armor, Heavy Flak becomes a better stand alone weapon, Mortar is now the definite close range explosive king, Light Flak keeps its killing power but rewards accuracy more, Hwacha's armor breaking power tweaked a bit so it doesn't get out of control with armor breaking, encourages usage of explosives to help with armour breaking by reducing the piercing modifiers.
--- End quote ---
What is needed, in my opinion, is more of a nomalization between explosives and piercing as you see above OR at least toning down the disabling element of the Gatling and the Mercury, turning them in pure armor strippers, since if you are to keep them specialized, at least for these kind of weapons that take down such an important component so fast, go all the way and just make them be just that, armour strippers.
N-Sunderland:
The merc's component disabling isn't a problem. The problem (well, there isn't one really, but this is the only thing I can conceivably imagine as being one) is that it does loads of piercing at a very long range. This hurts teams rushing against mercs, since the sniping team will get a big advantage on hull by the time the engagement starts.
Echoez:
--- Quote from: N-Sunderland on July 14, 2013, 09:42:59 am ---The merc's component disabling isn't a problem. The problem (well, there isn't one really, but this is the only thing I can conceivably imagine as being one) is that it does loads of piercing at a very long range. This hurts teams rushing against mercs, since the sniping team will get a big advantage on hull by the time the engagement starts.
--- End quote ---
It was more of a suggestion to at least make it do only one thing if we go full in specialized since these weapons already take out a lot more things than they should.
But I can't be arsed to mix this suggestion with the Artemis-Merc role swap I sent to Muse as an E-mail, I'm too lazy and this is probably not the thread for it, I'm gonna make one.
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