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View Full Version : Idea to fix op disruptor



BlueRobot
21-03-13, 18:49
This is an idea for a small change, since I think the devs really shouldn't try to make complete balanced system theoreticallly first and then see it not working in practice like KK did with the 2.3 "balancing" update.

Idea: Make the disruptor single shot and reduce the clip size to 20.
And with single hit, i mean: Same freq as it is now, but you click and you only shoot one flimmer at once. So when you shoot your clip empty with full aim lock you would do as much dmg as you did with the current disrupter full aimlock and 4 left from them clip.

This would make it harder to hit with the disruptor and it wouldn't be the easiest weapon as well as the one with the most dmg output anymore. Especially with the lower movement speeds, I think a lot of people will now be able to blow out full clips without missing anymore.



I had that idea when thinking about how pvp was before 2.3 and i remembered that one of the most op weapons back then was the Xbow because it had a clip size of 30. Also I think most people would want PvP to feel like it did before 2.3 but the devs said somewhere, that they dont have the old code.

Discuss please.
(and please dont troll if you dont do much pvp at all or are so new to it that you have barely any knowledge about the topic)

Faid
21-03-13, 22:08
This is an interesting idea.

Setting aside the fact that all weapons need to be balanced, Maybe reduce the dissy down to a two burst shot instead of a single and reduce it's clipsize to 16. This at least wouldn't change the feel of the dissy too much while hopefully lowering it's op'ness. I'd also suggest something like this for the Cursed Soul as well. At least until actual weapon balance can be tackled.

BlueRobot
21-03-13, 22:38
Yeah, this is just an idea for the disrupter. You'd still have to nerf cs, ak and maybe ionic cannon/creed. But since I've never seen an online game that had finished balance I think the devs should stick to smaller changes but more frequently.

Edit: You might even still have to nerf the dissi dmg...

onero S
21-03-13, 23:02
At the moment, the entire skill and tl system is messed up. As it is, with no reachable caps and tl being so importent, only high tl weapons are good. Changes like this (not saying the idea is bad) should come after the lower level reworkings.


Here is a rough starting idea I have just come up with (not saying it's the right way to go, just an idea):

Imo the first thing to do is bring back a weapon dmg softcap (similar in level to the 2.0 and 2.1 hardcaps), much like the run-speed softcap this will reduce the importance of having huge amounts of weapon skill, while (hopefully) not completely removing a reason to make a setup with high skill.

Next the tl system needs to be totally reworked. There should be a reason to try and use a high tl weapon still (after all the requirements are higher), tl shouldn't be the end all be all. A softcap based on tl instead of base dmg would help. Someone with limited skill points might be better off using a lower tl weapon than a high tl one, but a specialist will benefit from the higher softcap on the higher tl gun. Rarity and woc shouldn't directly provide a dmg boost to a weapon. A high enough tl should cause something to be rare automatically, the higher softcap due to tl will be enough bonus. As it is, non rares get hit doubly hard, they are lower tl because they're non rare and so are horrible compared to rares.


Once these formulas are changed, we should move on to reevaluating class roles. From there implants, and specific skills should be tweaked. One key goal here should be to make multiple different kinds of setups viable. There should be tough tradeoffs for a player to make without a clear "best" solution (at the moment the "best" setups are speed + dmg above all else).

Finally, the last step should be balancing individual weapons and armor sets, including potentially changing tl and requirements.

The idea of an ordering like this is to do more fundamental changes first, so that subsequent changes don't mess up the work already done.

Dropout
22-03-13, 03:20
Ok first of all, it is 2.2, not 2.3... Say it with me, 2.2...

And making Dissy a singleshot rifle is a horrible idea IMO.
Why not make it shoot a LOT faster (and obviously have lower damage at the same time) instead?
Even with the lower speeds, this would still mean that you would need some skill to use it - not Shoot and forget for a couple of seconds, like it is now.

Anyways Balancing is a HUGE subject, and cant be based around a few weapons only.

William Antrim
22-03-13, 13:59
Making it single shot would take the pulse out of a pulse laser rifle. It just doesn't fit in my opinion. I'm with walker on this one. I like the old rof on the pulse weapons with low damage per shot. Think nc1 slasher frequency. That differentiates it from the beam weaponry imo. It is a good idea and props to you for thinking it up but I think single solutions to single weapons would just stop people using those guns for a bit whilst the next one gets overpowered in its place.

Brammers
22-03-13, 14:44
So what exactly does the OP think is currently wrong with the Disruptor?

CritiNator
22-03-13, 17:03
So what exactly does the OP think is currently wrong with the Disruptor?

Eh, Damage?

onero S
22-03-13, 18:05
Eh, Damage?

Hahaha, I love this response. But seriously Brammers, what did you think he meant? Clearly he feels it does too much dps.

Brammers
22-03-13, 18:40
Hahaha, I love this response. But seriously Brammers, what did you think he meant? Clearly he feels it does too much dps.

So I keep hearing the Dissy is overpowered. However I've yet to see someone come up with a figure of how much overpowered it is compared with other weapons.

Throw in some number and I'll stop asking the obvious questions. :)

Netphreak
22-03-13, 20:12
I'm with Brammers on this one, I haven't actually seen any definitive damage numbers/comparisons of the Dissie compared with other weapons.
Also, single shot would make it easier to use. I'd prefer it to shoot faster again.

Dropout
22-03-13, 22:08
So I keep hearing the Dissy is overpowered. However I've yet to see someone come up with a figure of how much overpowered it is compared with other weapons.

Throw in some number and I'll stop asking the obvious questions. :)

250-300dmg for one burst to the head on tanks IIRC (havent Dissy since Terra though, so I could be slightly off - I do remember Dissy spy vs Dissy spy fights taking about 6 seconds, if one of the spies hits every burst).

Teal`c
23-03-13, 00:41
U could nerf the standard ammo amount even more if they would add the clip size mod again. Reduced damage is needed for nearly all rare/woc weapons to make the fights longer and new players could do pvp without any rare weapons if the damage difference would be more closely.

Dribble Joy
23-03-13, 02:59
I recently came across a dissy spy on my PE. He dropped me in about a clip. I almost thought he was gobbling sandwiches until I saw the thread/video in the community section.

On-subject: A temporary fix might be nice, but then people will only focus on the next thing that's broken. The whole system needs to be torn apart and rebuilt from the ground up.

Kame
23-03-13, 15:39
The obly thibg that would be acceptable inmy eyes is switching the 4 shot burst to a 3 shots burst.

But then all pulse rifles should be brought back to 3 shots burst, especially the first love.