Geth Spitfire only has 600 RPM(not 800) when ramped up, DPS is 25% less than expected
#351
Posté 12 mars 2013 - 04:45
the balance change thread is going to be much talked about today.. one way or another.
#352
Posté 12 mars 2013 - 04:46
#353
Posté 12 mars 2013 - 05:19
#354
Posté 12 mars 2013 - 05:29
#355
Posté 12 mars 2013 - 05:29
#356
Posté 12 mars 2013 - 05:33
#357
Posté 12 mars 2013 - 05:36
#358
Posté 12 mars 2013 - 05:41
#359
Posté 12 mars 2013 - 05:41
Modifié par Counter_Mixture, 12 mars 2013 - 05:42 .
#360
Posté 12 mars 2013 - 05:52
Because the Spitfire has full damage for its entire ramp up, only its rate of fire gets faster. The Typhoon has a two-stage ramp up, where first it needs to hit its full rate of fire, and then it hits full damage. All told, the Spitfire spends a lot more time at full-power than the Typhoon does. Paper calculations are nice and all, but only in-game experience can truly tell if the weapons are balanced.Lathlaer wrote...
@EvanKester
I don't know why do you count Typhoon's ramp up but not the Spitfire's? It also has a ramp up before it goes to the 600 RoF but, unlike the Typhoon, it doesn't gain 1.5x damage modifier for that.
And, according to this sheet, is it true that with reload cancel a Revenant 10 has more sustained DPS than Spitfire burst DPS?
Also, bump.
And the Spitfire's going to have disproportionately low burst DPS pretty much no matter what. It's a sustained fire weapon, and unlike most of those, its clip size is so huge that it could pretty much keep firing for an entire wave without stopping, something it shares with only the Geth Plasma SMG and Pulse Rifle.
There was a time when I would've liked to try and create a function to calculate DPS fully factoring ramp up and charge up time, plus all the reloads. Had too many better things to do with my time, like actually playing the game. But I'm certain such a formula would favor the Spitfire by a wider margin than any of our simplified calculations. The gun has ridiculous up-time.
I wanna see what the guys with Spitfire X's say about the gun's in-game performance before making any calls about today's balance changes.
Modifié par EvanKester, 12 mars 2013 - 05:54 .
#361
Posté 12 mars 2013 - 05:57
This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to determine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.
Modifié par Eric Fagnan, 12 mars 2013 - 09:12 .
#362
Posté 12 mars 2013 - 05:59
#363
Posté 12 mars 2013 - 06:01
Eric Fagnan wrote...
I've looked at the data and it appears that the value we use to determine the length of the bar for rate of fire on the weapon screen is set to 800, but the Spitfire's in-game rate of fire is set to 650.
This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to deteremine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.
Hey tyhw, the Fagnan just nerfed your thread.
#364
Posté 12 mars 2013 - 06:03
Eric Fagnan wrote...
I've looked at the data and it appears that the value we use to determine the length of the bar for rate of fire on the weapon screen is set to 800, but the Spitfire's in-game rate of fire is set to 650.
This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to deteremine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.
Thank you for this. Much appreciated.
At least the rate of fire is not 600 but 650. So that's kind of a buff
#365
Posté 12 mars 2013 - 06:11
Thanks for the reply.Eric Fagnan wrote...
I've looked at the data and it appears that the value we use to determine the length of the bar for rate of fire on the weapon screen is set to 800, but the Spitfire's in-game rate of fire is set to 650.
This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to deteremine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.
And 650 is a significant step up from 600 so that's good to know too.
I'm looking forward to seeing how the stronger Spitfire performs in-game.
Modifié par EvanKester, 12 mars 2013 - 06:12 .
#366
Posté 12 mars 2013 - 06:12
Eric Fagnan wrote...
I've looked at the data and it appears that the value we use to determine the length of the bar for rate of fire on the weapon screen is set to 800, but the Spitfire's in-game rate of fire is set to 650.
This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to deteremine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.
in game weapon fires at 600 RPM
proof
#367
Posté 12 mars 2013 - 06:12
#368
Posté 12 mars 2013 - 06:13
BreakJohn wrote...
the Fagnan has spoken!
wrongly .. Weapon fires at 600 RPM
#369
Posté 12 mars 2013 - 06:13
Is this post supposed to be reassuring?Eric Fagnan wrote...
I've looked at the data and it appears that the value we use to determine the length of the bar for rate of fire on the weapon screen is set to 800, but the Spitfire's in-game rate of fire is set to 650.
This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to deteremine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.
#370
Posté 12 mars 2013 - 06:16
Eric Fagnan wrote...
This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to deteremine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.
This explains a lot about the balancing process for the game.
I would prefer balance by formula, myself.
#371
Posté 12 mars 2013 - 06:17
#372
Posté 12 mars 2013 - 06:23
If the gun's in-game performance has issues, then well. OK.
Modifié par EvanKester, 12 mars 2013 - 06:29 .
#373
Posté 12 mars 2013 - 06:31
Eric Fagnan wrote...
I've looked at the data and it appears that the value we use to determine the length of the bar for rate of fire on the weapon screen is set to 800, but the Spitfire's in-game rate of fire is set to 650.
This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to deteremine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.
TY. All this overanalysis into numbers is just silly. At the end of the day, just get a better weapon.
#374
Posté 12 mars 2013 - 06:33
Eric Fagnan wrote...
I've looked at the data and it appears that the value we use to determine the length of the bar for rate of fire on the weapon screen is set to 800, but the Spitfire's in-game rate of fire is set to 650.
This is simply an error with the visual bar in the menu, and it should have no impact on the balance of the weapon. In fact, we don't plug in stats into a magic formula to deteremine balance anyway. All of our balance testing is done in a real level against real enemies, so in the end the value of the stats doesn't really matter; the only thing that matters is how the weapon performs in a real game.
Mr. Fagnan please take a look at and keep in mind peddro's testing for further balance updates. Thank you for the reply regardless, it is good to know you are not balancing it against an 800rpm at least.
#375
Posté 12 mars 2013 - 06:35
Anyway, our testers have come up with a 600rpm RoF for the gun. The proof is in the link up there. Only 100 shots gained the thermal clip pack weapon damage bonus which lasts 10 seconds.





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