Aedolon wrote...
My way would allow a significanly larger number of mods without making balancing a nightmare.
elaborate further, I'm not really understanding why
Aedolon wrote...
My way would allow a significanly larger number of mods without making balancing a nightmare.
lightswitch wrote...
Aedolon wrote...
My way would allow a significanly larger number of mods without making balancing a nightmare.
elaborate further, I'm not really understanding why
Modifié par Malanek999, 29 janvier 2014 - 01:37 .
Malanek999 wrote...
lightswitch wrote...
Aedolon wrote...
My way would allow a significanly larger number of mods without making balancing a nightmare.
elaborate further, I'm not really understanding why
It does make sense. You could have say assault rifle mods that give +30% damage -30% clip size, a +30 damage - 20% accuracy, a + 30% damage + 50% weight etc etc which all behave quite differently but all simply grant extra damage as the benefit. How else would you design so many weapon mods revolving around the same characteristic on the same weapon?
However I'm not entirely sure we want that many weapon mods. Is added complexity desired in that area? I think something more similar to what we had but make the rare mods a bit sexier and more like Aedolon describes.
Modifié par Kislitsin, 29 janvier 2014 - 11:13 .
Kislitsin wrote...
I wish we wouldn't have an I-win consumables like AP/Incendiary/Warp Ammo 4 or Weapon Amps 3 or cyclonics 4.
I actually wish consumables will be restricted to gells, various packs and (!!!!!) grenades.
Maybe something else. I just don't want DPS of my kit to depend on RNG every game.
Simba501 wrote...
I disagree. I like current weapon design.
Fortack wrote...
Kislitsin wrote...
I wish we wouldn't have an I-win consumables like AP/Incendiary/Warp Ammo 4 or Weapon Amps 3 or cyclonics 4.
I actually wish consumables will be restricted to gells, various packs and (!!!!!) grenades.
Maybe something else. I just don't want DPS of my kit to depend on RNG every game.
The interesting thing is that with a lot less weapons and more - balanced - mods everyone will be happy: It's a lot faster and easier for the devs to design fewer yet more specific weapons. It gives the player far more options and viable ways to customize their weapons, and it is far easier to balance on top of that. Doing more with less. The only loser would be the RNG store which is a good thing in my book anyway
In terms of complexity you could literally have hundreds of these, all different. Do you really want to be selecting from such a giant list? I do agree that smart choke is far too good.Fortack wrote...
Malanek999 wrote...
lightswitch wrote...
Aedolon wrote...
My way would allow a significanly larger number of mods without making balancing a nightmare.
elaborate further, I'm not really understanding why
It does make sense. You could have say assault rifle mods that give +30% damage -30% clip size, a +30 damage - 20% accuracy, a + 30% damage + 50% weight etc etc which all behave quite differently but all simply grant extra damage as the benefit. How else would you design so many weapon mods revolving around the same characteristic on the same weapon?
That's the idea indeed.However I'm not entirely sure we want that many weapon mods. Is added complexity desired in that area? I think something more similar to what we had but make the rare mods a bit sexier and more like Aedolon describes.
What complexity are you talking about exactly? ME3 "modding" makes no sense whatsoever. I don't see the point of half-finished products that require to be "repaired" to do the stuff they ought to be doing in the first place. It's simply ludicrous to design a shotgun with horrible accuracy on purpose just to make room for smart choke mods everyone with more than one braincell is gonna use anyway. That has nothing to do with customization.
Upgrading and customizing are two different things. When you install a grenade launcher on your AR, for example, the ME3 system only adds the launcher without any consequence. There is no point not to install it because it means you only gimp yourself on purpose. A logical system - like how stuff works in reality - gives the player the option to chose between the grenade launcher (which is a good thing) but at the cost of a heavier weapon with less stability (that's bad). Instead of a no-brainer upgrade, the grenade launcher becomes a customization option forcing the player to think whether or not firing a few grenades occasionally is worth the penalties.
Tokenusername wrote...
lol, that's how to do it. Bring the RNG into the match too. Make no part of the game not include RNG.
Modifié par stricko, 30 janvier 2014 - 05:34 .
Gao Qiu wrote...
I'll be swimming against the stream here, but I cast a vote for staying with a wide variety of guns rather than paring down the selection. When I play (admittedly it's been a while) I love the fact that I have such a large group to choose from, most of which feel/play very differently.
I love the idea, though, of some kind of "level tree" for weapons. This would be a good way to keep your lower level weapons relevant in higher difficulties. though it might be interesting if they made upgrades possible only if you can collect certain components only available as rewards for high-level co-op missions, defeating boss-type enemies, etc. And then let us trade components...or sell a "high grade component pack!"
Better get out of here before the torches and pitchforks come out...
Hitscan is when the game draws a strait line between you and whatever you're pointing at the instant you pull the trigger. If anything intersects that line it calculates some math stuff depending on what it is. If this line intersects an enemy, that enemy instantly takes damage. In short, hitscan means that your "bullet" travels instantly to what you shot it at.Lexicon19 wrote...
can someone enlighten me as to what hitscan vs projectile is? If projectile is things like the Kishock/GPSG/Striker . . . please, kill them (actually, I like the GPSG, but no armor penetration is too big of a downside) and I still have no clue what the proper definition of hitscan is.
Tokenusername wrote...
Hitscan is when the game draws a strait line between you and whatever you're pointing at the instant you pull the trigger. If anything intersects that line it calculates some math stuff depending on what it is. If this line intersects an enemy, that enemy instantly takes damage. In short, hitscan means that your "bullet" travels instantly to what you shot it at.
Projectile weapons on the other hand create a physical object that must travel the distance between you and the enemy. It will only do damage if the projectile created makes physical contact with an enemy.
Yes, the Kishock, GPS, and Striker are all projectile weapons, in addition to the Graal, Adas, Acolyte, Scorpion, Venom, and Krysae.