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A Thank You And Humble Request


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#21 Almond Brown

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Posted 19 December 2013 - 10:19 AM

View PostNoesis, on 19 December 2013 - 09:57 AM, said:


stuff

Tonnage limitations may help here of course, but a mix of lights and snipers is still a possible Meta choice even with weight limitations.


That possibility is always there. But, for every Heavy and or Assault heavy sniper that is added, more and more Light/Medium, non-sniper type Mechs will be need to fill in.

If a Team/4-8 man feels they can compensate using less Mechs in order to field more ranged firepower, more power to them (so to speak). What we are likely to see happen though is that once the fewer, supposed more powerful start to eat dirt the "whines" of how the drop weights are unfair etc etc etc.

A square circle it is... :ph34r:

#22 Sandpit

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Posted 19 December 2013 - 10:28 AM

tonnage limits will force players to diversify the mechs and loadouts they use.

#23 Noesis

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Posted 19 December 2013 - 10:37 AM

View PostVarent, on 19 December 2013 - 10:15 AM, said:


DPS has no value to him as a metric



The model in my own thread works on relative effectiveness so it is a gauged comparison of the weapon systems using an equivalent metric. It also then shows actually applied effectiveness with all the shooting mechanics and balancing factors associated to them.

This since it is measuring applied damage as a ratio of hitting as a weighting to other factors with weapon use. In principal then the same ratios could be applied to other metrics (not just DPS) to see their comparative effectiveness from those numbers. I simply chose DPS as it seems to be one of the more readily recognised terms applied to an FPS.

For myself I wont dismiss DPS as meaningless and recognise that there are numerous balancing factors in the game. But you have to identify that these comparisons look at the applied use of these things by equivalence in a relative way.

And even if you want to argue that DPS has no value in an FPS observations of the Meta should indicate where the preferred choices are with both tech and game play styles.

#24 Varent

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Posted 19 December 2013 - 10:42 AM

View PostNoesis, on 19 December 2013 - 10:37 AM, said:


The model in my own thread works on relative effectiveness so it is a gauged comparison of the weapon systems using an equivalent metric. It also then shows actually applied effectiveness with all the shooting mechanics and balancing factors associated to them.

This since it is measuring applied damage as a ratio of hitting as a weighting to other factors with weapon use. In principal then the same ratios could be applied to other metrics (not just DPS) to see their comparative effectiveness from those numbers. I simply chose DPS as it seems to be one of the more readily recognised terms applied to an FPS.

For myself I wont dismiss DPS as meaningless and recognise that there are numerous balancing factors in the game. But you have to identify that these comparisons look at the applied use of these things by equivalence in a relative way.

And even if you want to argue that DPS has no value in an FPS observations of the Meta should indicate where the preferred choices are with both tech and game play styles.


well gamestyle is HIGHLY prevalent towards direct fire and quick fire weapons with the ability to deliver fast damage then get out of the way. High alpha, jump sniping and low heat relatives are king.

Now that said this is mostly for the sake of two things, organized groups in wich this can be utilized to absolute effectiveness and map design which does not allow alot of good flanking routes.... thats one..

For two in solo matches its alot easier to carry as a jump sniper then as a brawler or any other class.

now that said I think the recent map released was a huge step towards fixing some of this and I also thoroughly believe that a change to jump sniping needs to occur, personally I feel jump jets need to be altered in a way that makes more weight invested into a mech to be jump capable, wich would make weapon systems requirments needing to be alot more specific, thusly opening up the doors abit more for brawlers to have more fire power relative to snipers to bring to bare. It would alter alot of things. Just my humble opinion.

#25 Joseph Mallan

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Posted 19 December 2013 - 10:43 AM

View PostAlmond Brown, on 19 December 2013 - 10:19 AM, said:

A square circle it is... :ph34r:
In Real Life my job often requires making a round part fit into a square hole! Milling Machines are an awesome tool!

#26 Nothing Whatsoever

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Posted 19 December 2013 - 10:56 AM

View PostVarent, on 19 December 2013 - 10:42 AM, said:


well gamestyle is HIGHLY prevalent towards direct fire and quick fire weapons with the ability to deliver fast damage then get out of the way. High alpha, jump sniping and low heat relatives are king.


Well this is part of the issue.

That's why the devs should expand the arsenal, provide more options and trade-offs. Especially with the new Clan Tech that we'll be seeing in the future.

#27 Varent

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Posted 19 December 2013 - 11:02 AM

View PostPraetor Shepard, on 19 December 2013 - 10:56 AM, said:


Well this is part of the issue.

That's why the devs should expand the arsenal, provide more options and trade-offs. Especially with the new Clan Tech that we'll be seeing in the future.


agreed, though clan tech is still what... 7 + months off? thats alot of time in wich other weapons may in fact be released. This is also a probly wich is mostly due to the ability of jump snipers being able to have weapons to spare to fight in close as well. and not having to trade off much. As well as to map constuction currently favoring them in most maps.





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