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2012-03-04, 04:36 PM | [Ignore Me] #17 | |||
Sergeant Major
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2012-03-04, 04:56 PM | [Ignore Me] #18 | |||
First Lieutenant
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Just that the stats help people use it better. |
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2012-03-04, 06:31 PM | [Ignore Me] #19 | ||
First Lieutenant
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If the PS1 boards taught us anything it's that people will say stupid things about weapon balance either with or without hard data. But without any quantitative data in front of you, all you have is your own skewed perceptions of how each weapon feels compared to the others, which can be greatly infuenced by framerate, net lag, ploss, etc. However, if the devs publish all the data for us, you have a good solid starting point with which to base your comparisons.
It also helps you see why the Devs designed weapons the way they did, and allows you to see weapon balance on an empire-wide basis across all weapons and not just piecemeal one weapon at a time. And that can be vital when discussing weapon balance but quite difficult to see without solid weapon stats. Besides, we know people are going to go out and figure these stats out and publish them anyway. Just take a look or these three threads in the official boards. That's just a tiny sample of the myriad of stats that were published over and over on those boards. There are even whole websites dedicated to PS1 stats, like this PS1 site. Greyfalcn's site (which no longer exists) even had stats for CoF size, expansion and contraction rates both standing and crouching, etc. Stat information is going to get out there, and IMO it would be in the Devs' best interest to publish the stats so that the information we use in our discussions is accurate. |
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2012-03-04, 11:18 PM | [Ignore Me] #23 | ||
First Lieutenant
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I know its somethin ill test the crap out of. In PS1 I did full breakdowns of every single weapon, infantry and vehicle, in the entire game and at multiple ranges, versus all types of armor. Every value of damage, degredation, rate of fire, reload time, damage over various time periods, CoF info, armor values, etc etc. It was key at showin us how awesome the deliverer was before the final massive tank buff. And was why we used it so much and could dominate so well. (really wish it was still that good) I used to be able to rattle it all off on the spot no prob too. Still remember alot, esp the main stuff but definitely not all of it anymore.
I'll definitely do a bunch more testing again, there will be a lot more to test as far as weapons and stuff esp with the various upgrades. However, i'll prob wait til some of the balance stuff settles down a little bit. Dont want to have to retest all day long after every little patch. This time i'll post it up on PSU when i get it all done, dont think i posted it outside of outfit/ally forums in PS1.
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot. |
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2012-03-05, 12:43 AM | [Ignore Me] #24 | |||
Captain
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(as if you can read my mind....huh? ) |
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2012-03-05, 12:47 AM | [Ignore Me] #25 | ||
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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Bagger 288 |
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2012-03-05, 01:35 AM | [Ignore Me] #27 | ||
Sergeant Major
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Well, I can provide you the essentials to choose your weapons.
1. Fighting inside - ES HA 2. Fighting outside - ES MA 3. Out of resources (prolly no ES weapons) - NS MA Don't forget that we will both have skill trees and weapon modifications. The sheer weapon basics won't mean anything as everyone will have a different skillset and weapon mod preferneces. You can still calculate whatever you want (provided you receive the data about skill and mod modifiers) it will just require a bit more work in excel to count all the combinations. But these calculations won't mean anything anymore in terms of arguing about weapons. You cannot state that JH is overpowered because there are so many ways to tweak it. Someone may be uber with his weapon, his matching skills and wisely picked modifications. But it is not only the weapon anymore. And on K/D. I'm against it too, but I cannot blame only K/D for increased killwhoring and reduced cooperation. Higher battle ranks meant more "one man armies" who didn't rely on teammates anymore, they became self-sufficent... and that lead to killwhoring for those preffering this playstyle. Last edited by Trolltaxi; 2012-03-05 at 01:38 AM. |
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2012-03-06, 02:32 AM | [Ignore Me] #28 | ||
First Lieutenant
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Who says I can't...? you'd be surprised at some of the gifts Vanu has bestowed upon his more enlightened followers.... Oh, and before any of you TR/NC get any ideas about opening me up to find out how I tick or try to steal my psychic abilities, don't forget: http://www.youtube.com/watch?v=pfcdq...ailpage#t=155s Last edited by Erendil; 2012-03-06 at 02:43 AM. |
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2012-03-06, 02:56 AM | [Ignore Me] #29 | |||
Second Lieutenant
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I'd like to see no K: D information, but a lot of "Missions completed" vs "Missions rejected" stats. Or even "resource nodes defended" if there could be such a thing. Then we'd know who the team players are and who are more likely to actually accomplish more than doorway dancing. Last edited by StumpyTheOzzie; 2012-03-06 at 02:59 AM. |
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