Hit Marker Side

Discussion in 'PlanetSide 2 Gameplay Discussion' started by jettblakk, Dec 30, 2017.

  1. Prudentia

    so to compensate you want to remove skill from the game?
  2. Sazukata

    Sigh... The same cookie-cutter strawman that gets regurgitated every time we talk about lessening the massive skill to power ratio that has historically and consistently kept NPE & player retention in the dumpster.

    Stop.
  3. Prudentia

    ok, so how else would you reward people who have better aim and go for headshots?
  4. FateJH

    What if we swapped damage multipliers for experience multipliers?
  5. Prudentia

    so boltaction rifles then deal 1000 damage on body hits at all ranges? or do they now require 2 shots to kill at all ranges and you just have to hit the second one with a headshot in order to get double xp?
    do you get 4 times xp for using the Daimyo to kill someone with 4 headshots or do we just turn that weapon into a normal bolt action?
    does shooting someone in the legs deal less damage or do you just get less XP for it?
  6. Sazukata

    A headshot multiplier that is not crazy but still rewarding, such as x1.5.

    I would like it to only apply to SMGs, carbines, assault rifles, LMGs, pistols (except Blackhand), and the Kobalt. This lessens the massive gap in most infantry play while also giving less popular skill-shot weapons such as scout rifles more relative viability.

    I also advocate for nanoweave's removal to accompany this change (or at least just the small arms resistance). Nanoweave messes with good design in numerous ways, if you want me to elaborate on that.
  7. Prudentia

    so why not just improve the headshot multiplier of scoutrifles to make them more rewarding for good aim players?
  8. Sazukata

    That would further empower vets and possibly make sniper rifles obsolete.

    You completely missed the point. The main topic we're discussing is the excessive performance gap that high headshot multipliers create. My mention of making some weapons more viable was simply a detail of an accompanying idea.
  9. chamks

    wow you couldnt read my mind better.. i love your expration.. i wish counter strike had large map with sunderers and bases, and bullet velocity instead of instant projectile.
  10. FateJH

    I don't care about the specifics of the system nor do I care if we modify other systems to tolerate any change, to be honest. I was merely providing a suggestion for which you were fishing.
  11. raffa2

    TL:DR of the thread
    "My aim is not good, please make people die in oneshot like in my favourite battle royale FPS"
  12. Prudentia

    atm a vet is at most twice as good as an average player, more often than not less because most weapons in the game use the 143 damage model which has a 7/4 BTK in CQC.
    Bolt actions on the other hand have a theoretical infinite scaling up to 1 kill per 0.7 seconds due to chambering time. however as very few people actually are good enough for CQC Bolting, the average vet is just 75% to 100% more effective than an average skilled player.
    i don't know about you, but being at most twice as good as an average player sounds pretty reasonable to me.
    that also means that a mere 0.2 seconds of suprise can mean that an average player shooting for body shots can win against a skilled player who deals only headshots.
    as we are talking about something purely stat based and not mechanic based the specifics are REALLY important.
    like, what does the Canis UA get? a 167 with 1.5x kills in 4 shots while the current UA kills with headshots in 5. so do we keep it as is? do we also downgrade it's HS multiplier further? oh wait, we can't after that there is literally no reward to go for headshots with UA anymore.
    does the 200/500 weapon model count as long range and keeps 2x? does the Corvus as a weapon with terrible DPS but great accuracy count as long range keep a 2x multiplier? or do both of these get downgraded to 1.5 aswell? what about the SABR? it's a long range weapon by heart. what about the yumi? currently you can oneshot an enemy at all ranges by hitting headshots. with a 1.5x you suddenly need 2 bursts past 50 meters.
    Knife combos would also cease to exist with anything but commisioner headshots.
    there is A LOOOOT that "simple" change would affect
  13. FateJH

    I look for paragraph spacing to indicate subject changes and person of addressal changes so I can only assume you skipped over my idea and fell back to debating some other multiplier damage system with me. What you regurgitated wasn't my suggestion.

    My suggestion was straightforward and is proposed uncaring of the accommodations that would be demanded for its adoption - turn the headshot multiplier into an experience-earned multiplier. That would retire extra headshot damage from being a mechanic. It is a direct change from some method of engagement reward over some method of progression reward. That is all. If the idea itself doesn't tickle your fancy before you have to think of "what comes next," just ignore the idea.
  14. Prudentia

    ah got confused cause you and sasuka both use the engi avatar.
    And a XP increase for headshots does not make someone strive for improving their aim and gameplay. its imply means that you now need 9 and a half hours instead of 10 hours to unlock a new weapon. whoopdiedoo. completely insignificant ontop of there already being a headshot xp bonus so in effect you are just straight up proposing to remove headshots
  15. FateJH

    I thought that only counted for kills on headshot.
  16. Prudentia

    then how would a "headshot xp multiplier" work otherwise?
    add +% per damage dealt with headshots?
    add +10% xp to a kill per headshot?
    how would damage degradation be handled?
    how different damage tiers?
    how would assists be handled?
    How sniper rifles? would they get a 2x headshot multiplier AND a 2x xp multiplier? would they only get one?
    how would it be communicated to the player why and how they got additional xp ?
  17. FateJH

    If my suggestion was really so hard to grasp, then it's really not worth it. Last time, however: we take whatever the current headshot multiplier is whenever the headshot multiplier adds to damage dealt and instead make it apply to the experience that is earned from some eventual target's kill experience tally the same number of times as the previous headshot damage would have been valid. In short, that does equate to "per headshot." It would be an accumulative multiplier of some value - 2x, 10%, or other - because that is how headshot damage currently works.

    Like I said, my proposal is made blind to whatever other changes or accommodations are demanded from it. You may as well assume nothing else changes; you might as well ask for a lot of other changes; the meat of the suggestion doesn't concern with those things and makes no demands or assumptions on its externalities. If you don't like the complete loss of headshot damage multipliers then it doesn't matter.
    That part would have actually been straightforward. Bonuses are enumerated at the time of kill. The developers are also rolling out a headshot-specific hitmarker so that'd probably report hit-to-hit.
  18. Prudentia

    yes i really don't like this proposal for a few simple reasons:
    XP encourages players do to things that have an impact.
    Ground Vehicle damage XP got added to people would start shooting more at tanks to harrass them
    noone shoots at Phoenix missiles because you get absolutely nothing from it.
    Casual Players pull Scout radar vehicles to support their allies because they get xp for it.
    you get extra xp on a headshot kill to encourage you to aim for the had to deal more damage.
    however Removing any extra benefits to headshots means you don't need to give extra xp for headshots.

    Ontop of that removing headshots entirely means you literally don't have to aim anymore. the body is such a huge target under 30 meters that you can't miss and that means there is no reason to improve or to learn aside from ADADing to throw off your oponents aim. and we already had a thread about that a week ago complaining that should be removed so i think if we remove headshots we could also remove ADAD too and just turn this game instantly into a ghost town as all reason to play the game and improve yourself is removed in one single update.
  19. Halkesh

    How about removing NW armor and nerf headshot damage to x1,5 ?
    This way you reduce the skill gap between good and bad player. You'll still need skill to hit a target.
    • Up x 1
  20. ArmorMan

    Most of this game's community is just too close minded to think about good changes, since all the remaining people are just tryhards and very little of the playerbase REALLY cares about the state of the game, why would they demand for a nerf to their SUPER MLG PRO SKILLZ of chaining instakills on noobs and making them leave?

    Devs: Evening the skill gap while maintaining most of it is a good change, but it's a risk, why not create Daimyo instead ( ͡° ͜ʖ ͡°)