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1.3.3 GUNS AND GUNNER SKILL BALANCE
-Mad Maverick-:
the analogy is simply trying to point out that a point blank weapon should feel powerful, it should feel like putting a hole in somebody (like a shotgun).
you worked hard to close the distance, now that you have finally arrived you should be rewarded with DEVASTATING DPS.
to argue against this concept feels weird. It has been pointed out already how much more effective a LJ is than a caro and it can do it at triple the range. see a caro should be close to as many times effective as the other has range. because if i am sacrificing range i should receive DPS it only make sense! (or gain HP but cmon we are making things too complicated now!)
The Djinn:
--- Quote from: -Mad Maverick- on November 05, 2013, 12:10:02 am ---to argue against this concept feels weird....because if i am sacrificing range i should receive DPS it only make sense!
--- End quote ---
The argument is that the reward might be too great.
Exaggerated example: take a close-range gun. Make it deal 0 damage per shot. It's underpowered. Not make it deal 10,000 damage per shot. It's overpowered. Somewhere in the middle is a sweet spot where that gun's damage is roughly balanced. The trick is finding that spot, and it's possible that they've overshot it on the side of too much damage.
Arguing against the concept of something being overtuned to be too strong isn't weird: it's what balancing mechanics REQUIRES.
-Mad Maverick-:
--- Quote from: The Djinn on November 05, 2013, 12:18:08 am ---
--- Quote from: -Mad Maverick- on November 05, 2013, 12:10:02 am ---to argue against this concept feels weird....because if i am sacrificing range i should receive DPS it only make sense!
--- End quote ---
The argument is that the reward might be too great.
Exaggerated example: take a close-range gun. Make it deal 0 damage per shot. It's underpowered. Not make it deal 10,000 damage per shot. It's overpowered. Somewhere in the middle is a sweet spot where that gun's damage is roughly balanced. The trick is finding that spot, and it's possible that they've overshot it on the side of too much damage.
Arguing against the concept of something being overtuned to be too strong isn't weird: it's what balancing mechanics REQUIRES.
--- End quote ---
ok fair enough. i thought it was obvious i was not arguing FOR "OP unbalance" but rather contradicting the idea. since i see that i may not have communicated that very clearly allow me to restate things:
what im arguing is that; what he is complaining about is not "OP" but in fact simply balance, a kill taking a shorter period of time to accomplish at short range than long is exactly what "balance" should call for. if short range felt like it had EQUAL dps output as its ranged counter parts it would be unbalanced. close combat weapons should have ALMOST the same ratio of DPS to RANGE that Long Range weapons have. the more range that is given the less the DPS and vice a versa. (either that or ships that are designed to be close range should be given a lot more HP but this approach would be more convoluted and confusing.) so if the argument is that "a close range can kill in 10 seconds where it would take a long range 20" than it seems to me that the mechanic my actually be in the right place.
zlater75@hotmail.com:
Have yet to try the gat but from the sounds of it with range still limited it is now a powerful brawling gun with accuracy.
What the damage feels like will have to be tested properly in many matches.
I'm glad if the wolves are happy about this. The gat and pyra seem to be their "thing". Maybe now they have a chance to lick their wounds and enjoy their gamestyle again. I wouldn't make changes right a way. it needs more time and more feedback. :)
Thomas:
Well the gat was too powerful and easy to use, hence the 'nerf' in the patch, reducing the range and damage, but increasing accuracy. This hot-fix basically countered that by making it hit even harder (more total damage per clip and higher dps), and made it even more accurate. If we're honest, range was never really an issue for the gat, ships would just charge in and start firing, continuing to close the distance until you could almost board the other ship. The range reduction just makes you wait a little longer before you start hitting them hard. But once you do get in that range, it's just shy of an insta-kill, especially in a high skill team.
In short; it feels too fast of a kill and made the patch more of a gatling buff than a nerf.
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