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[Idea/Balance] Armour Penetration stat/rating on guns?

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 [Idea/Balance] Armour Penetration stat/rating on guns? 
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DibbzTheLoner
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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
Rimoha wrote:
In this case the solution is just a bait because the problem lies with automatic weapons mechanics.

VGY
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VGRD
Maybe?
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Tue Apr 17, 2012 6:12 am
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-AEnubis-
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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
Probably implying that autos should be less accurate via a cone mechanic or something, which is counter productive to their target range, reduces accuracy by probability instead of skill, and can easily be circumvented by DPS regulation.
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Tue Apr 17, 2012 6:39 am
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DibbzTheLoner
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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
I've changed the format to act like an actual weapon stat/rating which would be easily visible in the client.
The idea is mostly the same, the way it's presented and balanced is altered somewhat though.

Perhaps this approach will look less arbitrary and more like something that could actually be put into the game :P
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Tue Apr 17, 2012 8:31 am
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MrLordcaptain
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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
I like. But I feel that even 80% might be to much due to large hitbox and slow movement.

I would suggest a 100/90/70 rating
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Tue Apr 17, 2012 10:32 am
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starlinvf

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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
-AEnubis- wrote:
Probably implying that autos should be less accurate via a cone mechanic or something, which is counter productive to their target range, reduces accuracy by probability instead of skill, and can easily be circumvented by DPS regulation.


Thats why you include cone bloom (a surrogate to recoil) that punishes sustained fire without hindering short bursts. Chainguns in particular usually have slower bloom rates to offset the spin up, allowing somewhere between 3-5 seconds of continuous fire before the spread is so bad, you can't anything not at point blank. This directly hinders the weapon being used for precision works, or forcibly limits the time it can be used as suppressive fire.

With ARs having on-demand fire, you usually have a 3-5 shot grace before it blooms, can't be used for precision fire at twice the grace value, and utterly useless beyond point blank at 4 times the grace. In this situation, players are forced to use short bursts to maintain accuracy, but can go to town on anything they can shove the muzzle into. The benefit is reducing the effective range over time to aid in DPS control, but without having to impose complex rules on the damage characteristics.

This is basic Counterstrike we're talking about.
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Tue Apr 17, 2012 10:51 am
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fubbymaster


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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
A solid
+1!


Tue Apr 17, 2012 12:12 pm
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VoltCruelerz
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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
DibbzTheLoner wrote:
More heavily capping?
VGTA :lol:

Hadn't thought of this, but that'd be sweet. Properly executed Heavy-capping is something great to behold and can be difficult to pull off.


I've seen three or four guys using grav bikes to heavy cap on Raindance and I've seen it before on Katabatic. On Raindance in particular, it doesn't seem to be terribly difficult to keep speed up as a heavy after grabbing the flag.
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Tue Apr 17, 2012 12:41 pm
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SkepticTA
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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
I think armor mass should be the key to balancing everything, including how we receive damage and knockback. Higher mass means more resistance to kinetic energy, thus taking less damage from bullet impacts but absorbing more impulse from explosions, resulting in more damage. So lights would take highest damage from bullets, but when hit by explosions they receive more knockback and less damage. Whereas heavies would take the least damage from bullets, but in explosions take more damage and less knockback. Mediums would obviously be in the middle.
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Tue Apr 17, 2012 5:57 pm
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DibbzTheLoner
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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
MrLordcaptain wrote:
I like. But I feel that even 80% might be to much due to large hitbox and slow movement.

I would suggest a 100/90/70 rating

So you'd rather it be something along these lines?
Code:
Class:| AP1: | AP2: | AP3: | AP4: | AP5: |
------------------------------------------
Light | 100% | 100% | 100% | 100% | 100% |
Medium| 90%  | 95%  | 100% | 100% | 100% |
Heavy | 70%  | 77.5%| 85%  | 92.5%| 100% |
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Tue Apr 17, 2012 7:08 pm
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UniversalPie
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Post Re: [Idea/Balance] Weapon Penetration vs Armour Categories?
DibbzTheLoner wrote:
So you'd rather it be something along these lines?
Code:
Class:| AP1: | AP2: | AP3: | AP4: | AP5: |
------------------------------------------
Light | 100% | 100% | 100% | 100% | 100% |
Medium| 90%  | 95%  | 100% | 100% | 100% |
Heavy | 70%  | 77.5%| 85%  | 92.5%| 100% |


I think thats pretty close, but I'd make a small change;
Code:
Class:| AP1: | AP2: | AP3: | AP4: | AP5: |
------------------------------------------
Light | 100% | 100% | 100% | 100% | 100% |
Medium| 85%  | 90%  | 95% | 100% | 100% |
Heavy | 70%  | 77.5%| 85%  | 92.5%| 100% |


I like the OP idea. Plus a slight nerf for all bullet weapons to AT OR BELOW the average aoe dps.
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Tue Apr 17, 2012 10:27 pm
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