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Posted on 2015-02-04 9:05pm |
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Posted on 2015-02-05 11:54pm The problem is that as they get that far up in rating.... the +/- 15% flex I apply, becomes much more and causes overlap. I will investigate. I should maybe flex by a # rather than a %. |
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Posted on 2015-02-09 8:45pm Maybe just have the +/- % drop 1% each armor type Edited on 2015-02-09 8:58pm15% Shielding 14% Frame 13% Plates 12% Exoskeleton 11% DuroMesh 10% Reflector 9% AblativeNet 8% ForceField Did I forget any? |
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Posted on 2015-02-09 11:50pm Hmm... |
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Posted on 2015-02-15 3:07pm The armor values were being flexed by +/- 10%. I've changed this to +/- 5%. Let me know if this looks a bit better. I don't want too much overlap. |
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Posted on 2015-02-28 9:14pm I'm definitely seeing less overlap: between quality levels and between armor types. Now I don't see lower quality tier be as good as 2 tiers better. Edited on 2015-02-28 10:14pmI also noticed that only the best quality tiers of an armor type are on par with the worst tiers of the next better armor type. This means that if you see an opponent with a better armor type than you, chances are now much better that they flat out beat you in armor. Armor types fall in approximate range categories of Shielding: 1-100 Frame: 100-200 Plates: 200-300 Exoskeleton: 300-450 DuroMesh: 400-550 Reflector: 500-650 AblativeNet: 600-750 ForceField: 700-900 That is pretty much good enough for gauging opponents based on their profile info. |
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Posted on 2015-03-01 9:49am Good! I will close this for now. |
I'm not sure if this is normal, but with that much randomness it would be almost impossible to gauge the capabilities of player bots in your weight class based off of their profile. The old 2 prefix system at least gave you the material and armor type to guesstimate with.
Also something just feels wrong when Ruined versions can be better than Used variants.