Weapon Design Rant


(INF3RN0) #61

Not sure whether a dev might be able to shed some light on this question, but I am curious what weapons have the smallest gap in player proficiency and which have the highest? By this I don’t mean “best/worst players use X gun”, but rather “the proficiency difference between players with X gun on a scale, etc”.


(tokamak) #62

You mean the standard deviation per weapon score? You’ll have to define what variable of the gun you’d be using. Kills per match, or score per match, score per minute etc.


(INF3RN0) #63

It would be a graph of weapons KPM, DPM, KDR, and accuracy. What I’d like to see is the weapons with the largest and smallest differential gaps between players and compare these differences. I think it would clarify a lot of speculation regarding certain weapons.

In SC2 for example the devs openly stated that they wanted to achieve the most linear difficulty slope across the player skill gap for all races (not saying it happened, but the intent was good). I think the same should apply here, which might not be as determinable until matchmaking. The point is that if certain weapons have significantly large or small gaps in player performance at opposite ends of the skill chart, then that becomes an issue. If SD was serious about solving the over-saturation of medics in previous games by attempting to make all classes equally appealing, then the same should go for weapons. The main goal being to prevent certain skill groups from feeling limited to what they play, as well as identifying weapons that have too little or too great of a skill curve.


(BAMFana) #64

Might be interesting to see, but there are a lot of potential pitfalls that could skew the stats and make them meaningless.

As for merc balancing, I don’t think it’s possible to avoid overuse of certain mercs when teams are allowed to play them in any combination and number at the same time. I know I’ve been harping on about this for a long time, but one thing this game desperately needs is highlander mode. Preferably dota2/lol style where only one of each merc can be on the map at any one time, where you choose which merc you play before the round starts, and you have to play that merc until the map changes. Add “captain’s mode” drafting for competitive play and hey presto…


(spookify) #65

[QUOTE=BAMFana;496906]Might be interesting to see, but there are a lot of potential pitfalls that could skew the stats and make them meaningless.

As for merc balancing, I don’t think it’s possible to avoid overuse of certain mercs when teams are allowed to play them in any combination and number at the same time. I know I’ve been harping on about this for a long time, but one thing this game desperately needs is highlander mode. Preferably dota2/lol style where only one of each merc can be on the map at any one time, where you choose which merc you play before the round starts, and you have to play that merc until the map changes. Add “captain’s mode” drafting for competitive play and hey presto…[/QUOTE]

Highlander mode would be cool and not so cool at the same time. You will need 20 more mercs though haha. Get working SD haha!


(INF3RN0) #66

[QUOTE=BAMFana;496906]Might be interesting to see, but there are a lot of potential pitfalls that could skew the stats and make them meaningless.

As for merc balancing, I don’t think it’s possible to avoid overuse of certain mercs when teams are allowed to play them in any combination and number at the same time. I know I’ve been harping on about this for a long time, but one thing this game desperately needs is highlander mode. Preferably dota2/lol style where only one of each merc can be on the map at any one time, where you choose which merc you play before the round starts, and you have to play that merc until the map changes. Add “captain’s mode” drafting for competitive play and hey presto…[/QUOTE]

I think that once weapon loadout options are available across mercs, the draft pick system will be much more viable.