Other > Suggestions
An untraditional sniper/crit fix
T-888:
Current system is good enough, needs to be balanced.
I don't see any point of this, currently all you have to do is line up enough shots and numbers don't lie about how much shots are going to be critical, with this system you still have to line up x shots to get y critical hits, same chance can be calculated to obtain a critical hit( it will be 50% almost each time, because snipers usually stick to shooting one body part, with 50% critical chance in any body part you will have to do always 2 shots to score a critical hit, it's the same 50% with current system, if someone has 50% chance to score a critical, only with your system the first shot is never gonna be a critical one). The only thing that players would be able to bypass this, snipers get less effective and predictable, balancing this could be a much harder task. Furthermore i don't think this would be easy to implement.
--- Quote from: RavenousRat on July 07, 2012, 06:53:24 pm ---...
--- End quote ---
What are you talking about? There's no roll with focus, shoot once with 35% crit chance, 35% focus is applied for target, shoot twice then those are 70%, third time it's upgraded to a critical, because focus exceeds 100% on target, focus then resets.
Spotty:
Think ravenous is right. Maybe not good idea. 20critchance snipers will crit every 13 secs, 25 every 10 and 35 every 8 for sure. It would make plasmatanks more vulnerable since they need to survive 10 secs without using a ss in order to score a crit. Not worth it. They need the randomness of the crit calculation.
A sniperline could crit the whole incoming bg line in less then 10 secs. And as ravenous said; critbursters would be replaced by brd damage dealers.
T-888:
lol players understand that this feature is bad for the wrong reasons, this doesn't buff anything, nerfs the shit out everything.
Player A shoots with a LSW and 35% chance to crit, with current system one shot out of 3 will be a critical hit, and with avv's system it's still 3 shots to obtain a critical hit, only you have the ability to wait out on focus for it do drop, constantly avoiding focus appliance. If two players shoot with 35% chance to crit on one target, they have to do still 3 shots in total to do a critical hit, in either system the player is fucked.
anyway 35% crit chance bursters are a bad joke.
Nice_Boat:
T-888 is right, crits aren't random if we talk macroscale and basing some stuff on chance means less predictability in microscale and more need for contingency planning, which makes the game more complicated and tactical, not less so. Furthermore, removing those mechanics sucks out the tension because you always know what's going to happen if you're aware of your surroundings - and that leads to "gamey" tactics replacing "realistic" tactics. Simple example - group A is moving behind some buildings with a group of snipers overwatching the open space between them. Right now they'd have to plan for successful movement and for taking casualties, with avvs critical mechanics they'd just move without giving a fuck, wait for their focus levels to drop and continue doing whatever it was they were planning on doing. Simplistic, boring and reducing the need to conceal your movement. I can accept the drive to remove 1HKOs because they give you no warning and no way to react, but this is just taking that line of reasoning way too far.
Besides, even if introduced this "focus" should work like bleed, poison etc. in Dark Souls - every hit fills up the gauge for the target, so if two people with 50% applied crit fire at a dude once he should be critted by the second shot and everything that follows until his "focus" level drops below 100%. Shit'd still suck though and would require complete rebalancing of every weapon in the game. I hope the devs post some guidelines as to what the final weapon balance is supposed to be so that those threads stop appearing and we might finally start being constructive and help them achieve their goals.
avv:
The focus doesn't have to work exactly like I described, but you get the idea: planned actions instead of daring the odds when it comes to crits.
If you played critbuild, your strategy would be to rout the enemy so that he stays in your LOS all the time. You couldn't pop in and out from cover, but noncrit builds could do this but their weakness is that they always do the same damage. Crit build would have to choose between being a tank or fast critdealer because keeping enemy in your LOS means you will take damage.
I can't argue for this idea much, it's presented and people have to make their own conclusions how they want crits to work. Personally I'm not a big fan of sudden instakills or KOs that end mine or my pals action in that instant. At the moment gameplay flows in such cycle that if you die, you simply fastrelog, it is the way to counter sudden randomness. If randomness has a decisive role on survival, bringing more fast relogs means more chances because you throw in more dices. If plans decide the winner, the power of spamming fast relogs is reduced.
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