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PSU: What gets NC guts off your bumper?
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2012-03-04, 01:00 PM | [Ignore Me] #1 | ||
First Sergeant
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For weapon balancing in beta it would really help to publish each weapons hit points and drop off with ranges.
Its nothing we can not get by shooting each other and pacing things off. But a page full of information like this is very helpful. http://www.cod7blackops.com/weapons/sub-machine-guns/ |
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2012-03-04, 01:17 PM | [Ignore Me] #4 | |||
Second Lieutenant
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But since it's beta and damage tables will be changing alot, it's not necessary.
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2012-03-04, 04:13 PM | [Ignore Me] #7 | ||
Corporal
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I'd rather the weapons be playtested for balance. People are going to whine about ES weapons being overpowered regardless. Giving them numbers to back it up with is going to be a bad idea, IMO. I like the idea of a relative scale, or some non-numerical statistic bar on the weapon select screen like the weapons in Mass Effect, but exact numbers is a no-no, methinks.
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2012-03-04, 02:25 PM | [Ignore Me] #8 | ||
Lieutenant Colonel
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2012-03-04, 01:29 PM | [Ignore Me] #9 | ||
Colonel
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The thing is that such lists have to someone quantify stuff like the CoF spread, how fast said CoF regenerates to it's most accurate position, etc, stuff that are very hard to measure in such lists.
Without that information, stuff like rate of fire or shots to kill are nearly irrelevant when you only have half of the information.
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2012-03-04, 02:18 PM | [Ignore Me] #12 | ||
Captain
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I dont think they want us to play the game by spreadsheet. Picking a gun, modifications and attachments just because that combination do 1 more dmg per clip than anything else, throwing every other combination away.
I rather pick/modify gun based on how it feels, how it suits me rather than by math. For that is some bargraph for dmg, rof etc enough. With exact numbers there is always too much rage, especially with minor balancing thats not significant in how weapon feel, but its seen in numbers. Last edited by ThGlump; 2012-03-04 at 02:20 PM. |
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2012-03-04, 02:29 PM | [Ignore Me] #13 | ||
Corporal
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It might just be me but, I think this may take the game into the wrong direction. Gun balances through empires would be pretty trashed. I mean, everything should be close to the same level of kill time, depending on a persons skill. Pulsar and Cycler, for example, would have a relatively similar dps. And like in PS1, any gun at range will most likely deal an amount of armor damage instead of life. So having gun info like that would be pointless because you don't have armor in cod or FPS's like it. I like the idea of just getting use to the guns and learning when to use what. Keeps things more interesting than just being handed a How to kill with this gun source. But that's one persons perspective at least.
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2012-03-04, 02:37 PM | [Ignore Me] #14 | |||
First Lieutenant
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But I don't think that the Planetside 2 devs will be so simple minded as to fall into this trap. |
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2012-03-05, 12:47 AM | [Ignore Me] #15 | ||
Colonel
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Then we don't need kill stats, as they are just more numbers to crunch?
I think having the stats of each weapon listed right beside it in the menu at an EQ terminal is a great idea. A clickable link to a map of damage versus distance would be good too.
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