Maybe you could also add numerical values to the base stats.
+10 reload? +10 of what? 20? 100? 1000? Is it 10%, or a straight value increase of 10? What?
You might as well say,
+camera reload
+unicorn range
+puffy shoes stability
+ectoplasm handling
English
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Little puffy cloud with a tongue Floatin' over a cheese puff rug a lug If I had a choice between those two You know I'd obviously choose the one with the puffy little shoes Shoe oo oo oo oo oo oo oos... my puffy little Shoe oo oo oo oo oo oo oos... Little skinny chicken on my plate Big skinny skinhead he's up to here with hate If I had a choice between those two You know I'd obviously choose the one with the puffy little shoes Shoe oo oo oo oo oo oo oos... my puffy little Shoe oo oo oo oo oo oo oos... My puffy little shoes My puffy little shoes My puffy little Shoe oo oo oo oo oo oo oos... Puffy little shoes Puffy little shoes Yeah, Urge overkill I got puffy little... Take a ride inside my eye And this is what you will likely find Big hammer mud ball breakin' my bones Soft shoulder salamander's up close and alone And if I had a choice between those two I'd absolutely have to choose the one with the shoes Little monkey clawin' at my face And people pack into the Rock and Roll Place! If I had a choice between those two You know I'd obviously choose the one with the puffy little shoes Shoe oo oo oo oo oo oo oos... my puffy little Shoe oo oo oo oo oo oo oos... My puffy little shoes My puffy little shoes My puffy little Shoe oo oo oo oo oo oo oos... Puffy little shoes Puffy little shoes Yeah
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Now that's where I disagree with you (the bar being a value of 100). Look at the impact stats of a few different weapons, ie shotguns, snipers, rocket launchers and hand cannons. Now compare the range between those same weapons. There is no correlation between them, no standard.
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Codykinsにより編集済み: 12/26/2017 9:50:05 PMWhile it's true that each weapon type has base projectile / damage falloff for it's own type, form my tests, the bar does equate to the value 100, regardless of weapon type. I'm currently running a Scout Rifle (5 Range), Auto Rifle (5 Range), and Rocket Launcher (5 Blast Radius), and the bar increases the same amount for each weapon (You can tell the increase by going over and highlighting the opposite masterwork perk [I.E, Crucible or Vanguard], and it'll show how much the bar was increased by that 5 Bonus. Just my testing, anyhow. Regardless, all weapon types have different values associated internally, so +5 Range on a Shotgun would barely be noticeable opposed to +5 Range on a Scout rifle, which has extremely different falloff values, so I can see where you'd like clarification on just how much each bonus helps your weapon.
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OLDSCRATCH4により編集済み: 12/26/2017 10:16:14 PMAnd I agree with you as well...to a point. The problem comes with different weapons that all use the same bar. Take the Acrius range stat and take any sniper range stat for example. Absolutely no correlation at all. Saying +10, has extremely different results depending on the weapon. +10 on a scout could be 60 feet (just for arguments sake), and on a shotgun it could be 3 inches. The stat bars are practically useless, and saying "+10" could be equally useless. My point, without getting too long winded, is about making stat bars uniform between all weapons, and having a set constant number between them.
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munkt0rにより編集済み: 12/26/2017 10:06:55 PMGood point. I've often wondered if it was specific to weapon class. I.E. snipers have (for the sake of discussion) 1000m max range. (again, this is a made up # for sake of discussion) Now let's say shotguns have 100m max range. Now a shotgun with 7 range is effective to 70 before damage drop-off. A sniper with 7 range is effective to 700 before damage drop-off. That's how i've always looked at it, but now that i'm speaking it out loud I can clearly see how such may be a highly flawed approach.
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Exactly! That's my point, saying "+10" or "+5", becomes almost useless if you don't have a base line. Take the range stat for example, all weapons should use the same stat, and fall somewhere in its range. You could actually see where a certain weapon falls in with another. I know it's apples and oranges, but Battlefield does a great job of this, you know exactly what value (and how much) you're increasing or decreasing it.