Author Topic: Damage modifier normalization  (Read 29986 times)

Offline Echoez

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Re: Damage modifier normalization
« Reply #15 on: July 14, 2013, 08:41:07 pm »
What's the HP of a target dummy compared to, say, a pyra?

When I tested the Gatling on it some time ago, it took around 43 bullets to destroy its armor in one go.

Current Gatling does 17 armor damage per shot, so 43*17= 731, so the Dummy probably has 700 armor. Also it must have around 600 permahull as well cause it got one shotted with a Lochnagar round from the Hellhound after armor went down.

Offline Queso

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Re: Damage modifier normalization
« Reply #16 on: July 16, 2013, 11:53:51 am »
So the test is going on tonight. Make sure your Dev App is up to date.
« Last Edit: July 16, 2013, 01:37:39 pm by Queso »

Offline Squidslinger Gilder

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Re: Damage modifier normalization
« Reply #17 on: July 16, 2013, 10:35:06 pm »
I've had a concept of them making the ammo types change the dmg being done. It would make gunners a must have commodity and make other weapons more attractive. But it would need a bit of work to implement it.

Offline RomanKar

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Re: Damage modifier normalization
« Reply #18 on: July 17, 2013, 01:28:15 pm »
Last night's test was interesting.  Certain weapons ruled when normalized.  Overall, I'd say those numbers last night need to be brought down quite a bit.

Also, as we spoke about it last night, what is the real goal of normalization?  Is it just for the sole purpose of ending the supposed dominance of gat/flak? 

I'm a huge fan of certain weapons being much better at certain things and horrible at others.  It makes weapons synergize a bit more, and makes crewmates have to coordinate to pull off serious combos.

The real issue some people may be having is that piercing damage isn't as ubiquitous as they feel it should be.

Offline Queso

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Re: Damage modifier normalization
« Reply #19 on: July 17, 2013, 02:04:16 pm »
Well the point of all these tests are to see if the game can be more fun if we totally screw with things.  It's not to achieve any other goal than that. That's my only agenda right now. If we find something that could really improve the fun of the game then we might try and make it work and get it balanced. There is no problem I'm trying to solve. I like the game now, otherwise I wouldn't play it. That however doesn't mean we can't try new things.

Offline Echoez

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Re: Damage modifier normalization
« Reply #20 on: July 17, 2013, 02:28:16 pm »
So guys, what weapon combinations and ship combinations did you try?

Offline RomanKar

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Re: Damage modifier normalization
« Reply #21 on: July 17, 2013, 02:35:20 pm »
Goldfish w Lumber: crazy stupid damage
Mobula w Mortars:  insane idiot damage
Carronades:  ridiculous retarded damage

6 shots from a Lumber completely destroyed a Junker from full health.  Less than a full clip of Mortars took out a full Pyri.  Think we had a double mortar Pyri that was wrecking as well.

Offline Echoez

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Re: Damage modifier normalization
« Reply #22 on: July 17, 2013, 03:33:03 pm »
Goldfish w Lumber: crazy stupid damage
Mobula w Mortars:  insane idiot damage
Carronades:  ridiculous retarded damage

6 shots from a Lumber completely destroyed a Junker from full health.  Less than a full clip of Mortars took out a full Pyri.  Think we had a double mortar Pyri that was wrecking as well.

did you try double shotting a Junker with 2 Loch shots from the Heavy Carronade? That was hilarious.

Offline Queso

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Re: Damage modifier normalization
« Reply #23 on: July 17, 2013, 04:21:11 pm »
I think it's been pretty well established that flechette changes were not productive. That's why we're testing.

Offline Chrinus

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Re: Damage modifier normalization
« Reply #24 on: July 17, 2013, 04:49:02 pm »
Flechette was pretty normalized as it stood, definitely did not need tweaking from there. When's the next series of tests? I'd be glad to attend if I can make it.

Offline Queso

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Re: Damage modifier normalization
« Reply #25 on: July 17, 2013, 06:09:14 pm »
I think the next test is pretty much 1.3 with reduced damage to the perma-health by everything. Basically more perma-health.

Offline RearAdmiralZill

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Re: Damage modifier normalization
« Reply #26 on: July 17, 2013, 06:13:28 pm »
Why not just bump up perm health then? Seems easier.

Offline Queso

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Re: Damage modifier normalization
« Reply #27 on: July 17, 2013, 06:15:16 pm »
I might be able to get that done. It really depends what numbers are easier to change on awkm's end. I know for sure that modifiers are just database side. Less sure on hull health numbers.

Offline RearAdmiralZill

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Re: Damage modifier normalization
« Reply #28 on: July 17, 2013, 06:19:31 pm »
Oh you meant messing with modifiers. That sounds even worse to get down right. Back when they tried buffing flechette the modifier was something like .2 off and it made a big difference.

Offline Queso

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Re: Damage modifier normalization
« Reply #29 on: July 22, 2013, 12:53:05 pm »
Just a short announcement that tonight (Monday, June 22) at 8PM EDT we are going to run another test with modified perma-hull health. Feel free to stop by the dev app and test it out.