PlanetSide Universe - View Single Post - factions not unique enough?
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Old 2013-07-27, 11:47 PM   [Ignore Me] #11
Varsam
Staff Sergeant
 
Re: factions not unique enough?


Originally Posted by Sirisian View Post
Most people realize that asymmetrical balance isn't feasible in an FPS game. It's not necessarily hard to understand why. We can use the information you provided.


Slow fire rates that are hard hitting end up being not forgiving when missing. We have good examples of this in the game. Trying to balance the G30 Vulcan minigun versus the E540 Halberd. That is identical DPS can't be used to balance. At that point the methods used to balance either configuration spirals into complexity.

With that said varying cosmetics and particles are far more important to making the game have varied factions.

This topic has been discussed a lot, but it has some very interesting repercussions. In order to hide the issues with asymmetrical designs the designers either use a high TTK or a low TTK. This is more obvious if you've played Planetside 1. It tried to use a high TTK to attempt to hide varied weapons and allow their DPS to average out. PS2 has chosen to lower the TTK to make the imbalance less obvious. Extremes are really good at helping the system seem feasible.

edit: I can go into more detail also why what you listed is going in a bad direction:

As more weapons are added there begins to be a role overlap. What you described would begin to role overlap with the battle rifles which are low ROF, high damage semi-automatics.
This is pretty spot on.
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