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Old 2012-07-06, 08:53 AM   [Ignore Me] #31
SKYeXile
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Re: proper veiwable weapon stats?


Originally Posted by Kran De Loy View Post
I also see a problem with this when the devs change some value by .01 or whatever that was on a super popular item because too many people were focusing on that one weapon mod then the community explodes.
well they're following the LoL model, release a gun thats awesome, nerf it after everybody has brought it, repeat.
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Old 2012-07-06, 09:06 AM   [Ignore Me] #32
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Re: proper veiwable weapon stats?


Originally Posted by SKYeXile View Post
well they're following the LoL model, release a gun thats awesome, nerf it after everybody has brought it, repeat.
Have you played LoL recently? Of the last 10 champs, only 3 has been close to OP at releases (Darius, Lulu and Nautilus). The 7 rest are either balanced or UP.

Also, something i respect in RiotGames is that they dont bow down to power creep but actually nerf properly. Instead of a lot of other games, where they take the easy path and buff everything bad, instead of nerfing the OP.
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Old 2012-07-06, 09:25 AM   [Ignore Me] #33
Pyreal
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Re: proper veiwable weapon stats?


Gimme bars; I aim for the head.
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Old 2012-07-06, 09:29 AM   [Ignore Me] #34
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Re: proper veiwable weapon stats?


Originally Posted by Kran De Loy View Post
I also see a problem with this when the devs change some value by .01 or whatever that was on a super popular item because too many people were focusing on that one weapon mod then the community explodes.
People get over it when they lose their noobgun.

SoE's goal needs to be achieving a balance inbetween the weapons so
none is better than than another in an overall sight.

I hope they don't make the mistakes forgetting RoF, handling, reload times
and such and only balance by damage.
"Oh, shotgun is SOOOOOO OP, it's a OHK !!!" well, idiot, of course it is in
close quarter combat ... but what does the shotgun guy do when he's
encountering you and your assault rifle over a distance of 60 meters ?
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Old 2012-07-06, 11:23 AM   [Ignore Me] #35
Xyntech
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Re: proper veiwable weapon stats?


Originally Posted by infected View Post
i laughed. somehow this reminds me of the diablo 3 tooltips (and their elective mode). by default the skill tooltips don't tell you jack. you have to go into the options and turn on details tooltips in order to actually get any useful info on all your spells.

veteran players will do this, but the casuals will have no clue because going in and finding these kind of features hidden in the options before playing is not second nature to them like it is to veteran gamers.
Considering that a lot of casual players get freaked out by information overload, this is actually probably for the best. Casual players get a nice and simple layout, advanced players get easy access to all of the information, and everyone else gets a choice on how deep they feel like going at any given moment.

Best of both worlds is rarely a bad thing in a game like this.
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Old 2012-07-06, 12:39 PM   [Ignore Me] #36
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Re: proper veiwable weapon stats?


Originally Posted by Xyntech View Post
Considering that a lot of casual players get freaked out by information overload, this is actually probably for the best. Casual players get a nice and simple layout, advanced players get easy access to all of the information, and everyone else gets a choice on how deep they feel like going at any given moment.

Best of both worlds is rarely a bad thing in a game like this.
Put them side by side......and put a little gif showing what spread hip and spread aim mean.


Casuals and pro will use the system
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Old 2012-07-06, 02:05 PM   [Ignore Me] #37
Gonefshn
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Re: proper veiwable weapon stats?


Numbers are always fun to toy with and see.

Planetside 2 aims to be one of the deepest and most persistent shooter experiences ever. A robust system of weapon stats and numbers fits perfectly.
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Old 2012-07-06, 02:16 PM   [Ignore Me] #38
Arovien
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Re: proper veiwable weapon stats?


Visible weapon stats are a great start. Over time, they will be obsolete as hardcore players get to know the feel for things and invest them certs.
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Old 2012-07-06, 06:30 PM   [Ignore Me] #39
maddoggg
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Re: proper veiwable weapon stats?


Hehe it's interesting how many people noticed bl after the release on steam.
TB said it and i would agree with him that a big + for that game is just the amazing amount of detail it gives you for each gun.
It's a nice feature to have for us FPS guns junkies .
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Old 2012-07-06, 06:42 PM   [Ignore Me] #40
Bags
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Re: proper veiwable weapon stats?


"If numbers for guns are too confusing for you how are you even on a PC" -- what I want to ask people who are scared of numbers.


...

I was gonna make this thread a day ago then my power went out.
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Old 2012-07-06, 09:03 PM   [Ignore Me] #41
Rbstr
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Re: proper veiwable weapon stats?


I'd prefer numbers.

Or, at least, a bar graph that is actually representative and can be compared between guns. BF:BC2 and BF3 seem to do that fairly well...but sometimes I wonder.
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Old 2012-12-04, 10:07 PM   [Ignore Me] #42
Palerion
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Re: proper veiwable weapon stats?


Originally Posted by Electrofreak View Post
As soon as you start giving out numbers, elitists start min-maxing, and then you're considered an idiot because you use X gun instead of Y gun.

It'll probably happen anyhow with some people testing out weapon damage in-game and plugging it into spreadsheets (I'm one to talk, I discovered the Guassian curve formula for how missile damage works in EVE Online back in 2005) but in a game like PlanetSide I'd rather not see it become a mainstream thing.

I've been part of the elitist spreadsheet-humping crowd, and in games like EVE Online it's fine, but I'd like to be able to retreat from that in PlanetSide and just be able to go with whatever weapon "feels right" instead of spending hours crouched over a calculator. I get OCD about numbers and I can't help it... so ignorance is bliss.
I sort of agree with this. The issue, in my opinion, is that the weapons all look and act basically the same, just with different characteristics. None of them feel, look, or sound very different, if different at all, when fired. I can't go through a 30 minute trial and tell that it's the gun I want, as it feels too similar to my first gun. They need to add variety to our weaponry so instead of looking at the stats and damage output and such, we go through a trial, think it feels, looks, and sounds really nice, and we buy it. All this "recycle a gun and give it new stats" stuff is really, really getting on my nerves. It shouldn't be a challenge to decide what gun I want; the challenge should be getting it.
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Old 2012-12-04, 10:23 PM   [Ignore Me] #43
Bags
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Re: proper veiwable weapon stats?


Okay well when they don't give out numbers people find them themselves so I don't see the point of not giving them out.
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Old 2012-12-04, 10:24 PM   [Ignore Me] #44
Palerion
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Re: proper veiwable weapon stats?


Originally Posted by Bags View Post
Okay well when they don't give out numbers people find them themselves so I don't see the point of not giving them out.
I'm fine with numbers; I just wish guns were different enough that I could make a satisfactory decisions without having to look at the numbers.
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Old 2012-12-04, 10:39 PM   [Ignore Me] #45
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Re: proper veiwable weapon stats?


Thread start date middle of Beta.

No change at release just added more weapons. What is worse is that now a lot of these weapons either function exactly the same as another with different descriptions or simply have very poor descriptions that make them sound meh.

Just one more thing in the long list of small things that add up, that makes me feel the game was just to rushed to release.
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