FAQFAQ   SearchSearch   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

#45 - Cluster/Gyro Nerf ver. 3 (REJECTED-REOPENED)
Goto page Previous  1, 2, 3, 4  Next
 
Post new topic   Reply to topic    Drop Shock Forum Index -> Open Source
View previous topic :: View next topic  
Author Message
Slayer_666
Council Member


Joined: 20 Dec 2012
Posts: 226

PostPosted: Wed Jan 30, 2013 8:49 am    Post subject: Reply with quote

I agree with krisjaniz, and Thunder's suggestion implemented.

Making them Advanced so you can't mass integrate, and then they will be batter-used.


Slayer
Back to top
View user's profile Send private message
ChaosKiNg3
Advanced


Joined: 28 Nov 2006
Posts: 1670
Location: Cincinnati, Ohio Uh Es Ah

PostPosted: Wed Jan 30, 2013 8:54 am    Post subject: Reply with quote

Then people would just integrate SGA, no real change.
Back to top
View user's profile Send private message
Vanoi
Site Admin


Joined: 25 Aug 2005
Posts: 1403
Location: Avoiding You (The Void)

PostPosted: Wed Jan 30, 2013 10:02 am    Post subject: Reply with quote

krisjaniz wrote:
    Avenger (4 range)
    Bandit Ballistic (3 range)
    Carnivore (3 range)
    Deathdealer (5 range)
    Scatterfire (3 range)
    Tri-gun (3 range)
    Wartech Gatling Repeater (4 range)


Avenger and Bandit Ballistic can't use Gyro anyways, you've also left out a few other mods.

On another note, like someone else said. It's really a matter if you want to return to Ballistics having easy access to 10 ranges or the past where Ballistics would be a lot harder to reach the max. (I personally would give them 2 range max, thus not everyone has access to 10 range but quite abit do).

I wouldn't be against having them both at 3 damage though now that someone has done the math abit.

Gyro: 2 3 20%
Cluster: 1 3 20%

Maybe even change them to advance.
_________________
The person who will go to great lengths to fight boredom...
Back to top
View user's profile Send private message Send e-mail MSN Messenger
krisjaniz
Mentor


Joined: 17 May 2009
Posts: 471

PostPosted: Wed Jan 30, 2013 1:52 pm    Post subject: Reply with quote

Vanoi wrote:
krisjaniz wrote:
    Avenger (4 range)
    Bandit Ballistic (3 range)
    Carnivore (3 range)
    Deathdealer (5 range)
    Scatterfire (3 range)
    Tri-gun (3 range)
    Wartech Gatling Repeater (4 range)


Avenger and Bandit Ballistic can't use Gyro anyways, you've also left out a few other mods.

On another note, like someone else said. It's really a matter if you want to return to Ballistics having easy access to 10 ranges or the past where Ballistics would be a lot harder to reach the max. (I personally would give them 2 range max, thus not everyone has access to 10 range but quite abit do).

I wouldn't be against having them both at 3 damage though now that someone has done the math abit.

Gyro: 2 3 20%
Cluster: 1 3 20%

Maybe even change them to advance.


Well, my bad, Avenger and Bandit Ballistic won't work of course. That makes the list of mods that actually gain damage from using the new Gyrojet Rounds even smaller.

I have the same question to you, though - are you that concerned about people using both Balanced and Gyro Rounds that you want to reduce range on Gyro Rounds? I know they aren't now, why would they if Gyro Rounds were changed to straight miss (nerfec)?

Ballistics being exclusively short range is already a thing of the past. I haven't played this game when it was like that. Hell, ever since BT update you have had this, Sentries, SSM and other units are specifically built for Ballistics to really be 10 and longer range.
My proposed change already puts Gyro Rounds in the ballpark of Balanced Ammunition (Simple) for most decent combinations, is that really still not enough?
_________________
Back to top
View user's profile Send private message
corclaork
Council Member


Joined: 26 Aug 2008
Posts: 518
Location: The Mohawk Wasteland

PostPosted: Wed Jan 30, 2013 2:05 pm    Post subject: Reply with quote

i think keeping its range and damage bonus's could be justified by increasing its complexity to advanced..

cor

EDIT: with the proposed 20% miss-target ofc
_________________
"hit or be hit"

in game name : corclark


Last edited by corclaork on Wed Jan 30, 2013 3:17 pm; edited 1 time in total
Back to top
View user's profile Send private message
ChaosKiNg3
Advanced


Joined: 28 Nov 2006
Posts: 1670
Location: Cincinnati, Ohio Uh Es Ah

PostPosted: Wed Jan 30, 2013 3:14 pm    Post subject: Reply with quote

That would not change anything.
Back to top
View user's profile Send private message
Vanoi
Site Admin


Joined: 25 Aug 2005
Posts: 1403
Location: Avoiding You (The Void)

PostPosted: Wed Jan 30, 2013 6:05 pm    Post subject: Reply with quote

As with All Chat Discussion:

GR 3 2 15%
CM 1 3 15%
_________________
The person who will go to great lengths to fight boredom...
Back to top
View user's profile Send private message Send e-mail MSN Messenger
Frizz
Site Admin


Joined: 10 Jun 2005
Posts: 3814

PostPosted: Wed Jan 30, 2013 6:40 pm    Post subject: Reply with quote

Just a note on changing complexity:

This will screw with the CE calculations for units already using that Mod. They will be broken (i.e. incorrect) more or less permanently for that unit ... it's just the way that was coded.

_f
_________________

Back to top
View user's profile Send private message
ChaosKiNg3
Advanced


Joined: 28 Nov 2006
Posts: 1670
Location: Cincinnati, Ohio Uh Es Ah

PostPosted: Wed Jan 30, 2013 7:57 pm    Post subject: Reply with quote

Still not a fan of these mods retaining their stats. They are to strong and MisTarget seems like a bad mechanic that is already out of the way, why do we want to introduce it?
Back to top
View user's profile Send private message
corclaork
Council Member


Joined: 26 Aug 2008
Posts: 518
Location: The Mohawk Wasteland

PostPosted: Wed Jan 30, 2013 8:35 pm    Post subject: Reply with quote

Frizz wrote:
Just a note on changing complexity:

This will screw with the CE calculations for units already using that Mod. They will be broken (i.e. incorrect) more or less permanently for that unit ... it's just the way that was coded.

_f


yeah i was think about this in calc today.. also would shared strux slots be effected?

cor
_________________
"hit or be hit"

in game name : corclark
Back to top
View user's profile Send private message
Stealth21
Elite


Joined: 21 Jul 2008
Posts: 3247
Location: philippines

PostPosted: Wed Jan 30, 2013 10:23 pm    Post subject: Reply with quote

I think we should just leave them as is. LOL
_________________
Back to top
View user's profile Send private message Yahoo Messenger
Walterohdim
Site Admin


Joined: 15 Jun 2006
Posts: 1629
Location: Somewhere with lots of doors

PostPosted: Thu Jan 31, 2013 6:42 am    Post subject: Reply with quote

I still say the simple solution is remove the +2 damage and leave the +3 range. Make them an intermediate +3 range mod, then reduce the premods by making them simply balanced ammo and the CAS. The CE is only 1.1 so I think then they would fit with the other mods on cost complexity and what you get for the price. I heard the arguement that this makes creating ballistic setups with enough penetrating power dificult, but this can be addressed with some sort of proportional accrost the board damage buff for ballistics and missles if it is neccessary.


Walterohdim
_________________
Wannabee historian of Tinywarz. Through the building of myth we will build community. M. Scott Peck

Back to top
View user's profile Send private message Visit poster's website
krisjaniz
Mentor


Joined: 17 May 2009
Posts: 471

PostPosted: Thu Jan 31, 2013 7:16 am    Post subject: Reply with quote

Walterohdim wrote:
I still say the simple solution is remove the +2 damage and leave the +3 range. Make them an intermediate +3 range mod, then reduce the premods by making them simply balanced ammo and the CAS. The CE is only 1.1 so I think then they would fit with the other mods on cost complexity and what you get for the price. I heard the arguement that this makes creating ballistic setups with enough penetrating power dificult, but this can be addressed with some sort of proportional accrost the board damage buff for ballistics and missles if it is neccessary.


Walterohdim


If this means getting rid of miss/mistarget mechanic completely, support.
_________________
Back to top
View user's profile Send private message
Slayer_666
Council Member


Joined: 20 Dec 2012
Posts: 226

PostPosted: Thu Jan 31, 2013 8:40 am    Post subject: Reply with quote

krisjaniz wrote:
Walterohdim wrote:
I still say the simple solution is remove the +2 damage and leave the +3 range. Make them an intermediate +3 range mod, then reduce the premods by making them simply balanced ammo and the CAS. The CE is only 1.1 so I think then they would fit with the other mods on cost complexity and what you get for the price. I heard the arguement that this makes creating ballistic setups with enough penetrating power dificult, but this can be addressed with some sort of proportional accrost the board damage buff for ballistics and missles if it is neccessary.


Walterohdim


If this means getting rid of miss/mistarget mechanic completely, support.


YAY


Slayer
Back to top
View user's profile Send private message
ChaosKiNg3
Advanced


Joined: 28 Nov 2006
Posts: 1670
Location: Cincinnati, Ohio Uh Es Ah

PostPosted: Thu Jan 31, 2013 9:09 am    Post subject: Reply with quote

I suppose that is ok, 2 dmg bonus over Balanced rather than 4, still not a huge fan but willing to compromise as long as we can just do away with MisTarget.

Now then, let's fix missiles and Cluster!

Incursion: 2x 4 Range, 7 Damage

Triad: 3x 3 Range, 5 Damage

Armor Piercing Missiles: +2 Damage, No Damage Reduction

Cluster Missiles: +1 Range, +1 Damage (reduce build cost to take something like Smart and APM)

All that happened there was to return Incursion, Triad and APM (plus the no dmg reduction) to it's prenerf state which is necessary due to the loss of the faction range bonus.
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Drop Shock Forum Index -> Open Source All times are GMT - 7 Hours
Goto page Previous  1, 2, 3, 4  Next
Page 3 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © phpBB Group