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Regarding Laser Balance

Balance

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#41 Kuaron

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Posted 16 October 2017 - 07:26 PM

View PostSFC174, on 16 October 2017 - 04:06 PM, said:


Still not going in the right direction IMO (by still nerfing cooldown), but making changes of smaller magnitude and across a smaller range of weapons is the correct way to make balance passes. Make the change, get some feedback/data and then adjust again if needed.

Glad that they are at least paying attention to the complaints at some level.

Sure. But they could be making these changes to the appropriate parameter, to begin with, which is not cooldown.

#42 Shifty McSwift

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Posted 16 October 2017 - 07:28 PM

View PostKuaron, on 16 October 2017 - 07:26 PM, said:

Sure. But they could be making these changes to the appropriate parameter, to begin with, which is not cooldown.


Says you (and probably a bunch of others too), but if they want to make that regular laser vs pulse distinction clear the comparative cooldowns matter a lot.

Edited by Shifty McSwift, 16 October 2017 - 07:29 PM.


#43 FupDup

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Posted 16 October 2017 - 07:32 PM

View PostShifty McSwift, on 16 October 2017 - 07:28 PM, said:


Says you (and probably a bunch of others too), but if they want to make that regular laser vs pulse distinction clear the comparative cooldowns matter a lot.

The issue with that idea is that it's not just a matter of how cooldowns compare on a relative scale, it's also a matter of an absolute scale.

For example, Weapon A might have a cooldown of 6 seconds and Weapon B might have a cooldown of 4 seconds. They will both still have the end result playstyle of being burst-damage (alpha strike) centered.

For pulse lasers, their cycle time (duration + cooldown combined) is still too slow for them to feel like true "DPS" guns. They're currently still alpha strike guns like normal and ER lasers.

#44 Shifty McSwift

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Posted 16 October 2017 - 07:38 PM

View PostFupDup, on 16 October 2017 - 07:32 PM, said:

The issue with that idea is that it's not just a matter of how cooldowns compare on a relative scale, it's also a matter of an absolute scale.

For example, Weapon A might have a cooldown of 6 seconds and Weapon B might have a cooldown of 4 seconds. They will both still have the end result playstyle of being burst-damage (alpha strike) centered.

For pulse lasers, their cycle time (duration + cooldown combined) is still too slow for them to feel like true "DPS" guns. They're currently still alpha strike guns like normal and ER lasers.


I agree in a general sense, and I personally think the optimal DPS weapons, with the example of pulse for energy, those cooldowns should be based around general torso twist rates, to try and reinforce good twisting over pure staring too. With the different scaled weapons potentially purposed for their general weight class twist rates.

And about alpha and hide vomit builds I agree again, they mostly won't be impacted here, and they probably should be somewhat.





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