mania3c, on 04 January 2014 - 03:34 AM, said:
You had really hard times with math, right?
if you can hold cursor over your target for 50% of time, how many ticks will be applied in average ?
In lasers..it's almost exact 50% ..while with AC's would be 50% of ticks in average..it doesn't matter if it deals damage in 1000 ticks or 2 ticks..go figure..
Except if the burst duration for ACs is theoretically less, then the ticks (irrespective of number) could have less applied spread over the duration of its use in comparison to beams. The increased frequency of the fire would in effect allow for less spread effects as a result. The question is how much tuning is needed with real application to find the sweet spot to make a comparative difference and also address the issue Jobe want to address.
It isn't as clear cut as you make it out to be and can only make a real judgement call with applied use as their are many varying factors and mechanics in real game play that effects weapons use.
The only thing your scare mongering helps to address is ensuring it doesn't destabalise things, so it is a useful reminder of what to avoid. But nowhere in the idea of burst fire does it mean that these things cannot be fine tuned to achieve such or that these things aren't something that would be tried and tested as a part of a balancing exercise.
Questionably however, if the fine tuned values would end up being so small that the overall effect is to not change things at all by effectiveness in terms of removal of some pinpoint damage effects without making ballistic significantly worse then you could argue it is then not worth the production investment to do so.
This is why I have reservations about the idea of burst fire as opposed to first trying to achieve the disparity adjustments with effective range, bullet speeds and cycle times with existing mechanics as to avoid wasting time on things that may not achieve the desired results without having to consider a complete shift in how weapons work. And considering that effective disparities are slight then the shifts need to be subtle imho.
But the above values could also be improved and combined with burst fire mechanics to find values that do work for similar effects. Again it depends how these things are fine tuned as a result of seeing them applied.
The value that some see with applying burst fire then is to remove the effects of pinpoint accuracy with the application of damage. And if this problem is greater than losing some variety or a slight shift in weapons being similar then for some it seems that the removal of that problem is the more important factor.
But to claim that a solution is not potentially possible to be found with the inclusion of burst fire is just speculation without any applied understanding of how these effects are applied in game. Especially when the idea is to have significantly different periods for the duration of these effects.
Trying to look at these things from a linear perspective as you suggest with your "halving" wont produce the effect you think when it comes to applied aiming effects in game. E.g. 1s beam time produces 50% effectiveness to potential with laser effects as per the ML. But 0.5s duration wont produce 100% effectiveness as you will still get some reduction due to spread over 0.5s.
The question is what value would work for ballistics, 0.3, 0.4, 0.5? But more so are these times significant enough to to achieve the desired subtle effects. Since would a 0.1 duration for ballistics simply be almost the same thing as what we have now and not worth the investment when say reducing bullet travel speeds and them being different to each other could help with some combined weapons fire arriving at the different times than other weapons resulting in similar effects as per the intended burst fire mechanics .
Edited by Noesis, 04 January 2014 - 04:52 AM.