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DRaven DeMort
0uter.Heaven EoN.
29
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Posted - 2013.08.12 05:08:00 -
[1] - Quote
I believe that there should be range limitations depending on the type of weapon and ammo used for example.
Explosives shells when fired beyond effective range (which should be Short) should have greater bullet drop, but deliver the same explosive punch when it reaches the target.
Conventional rounds when fired beyond effective range (which should be medium) should have bullet drop; as bullet drop increases, the damage dealt should also decrease.
Rockets and Missile rounds when fired beyond effective range (which should be long) should have drastically increased bullet drop but deliver the same explosive punch when it reaches the target.
Railgun projectiles when fired beyond effective range (which should be very Long) Should have no bullet drop, but the damage dealt should drastically decreases with range.
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DRaven DeMort
0uter.Heaven EoN.
29
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Posted - 2013.08.12 07:47:00 -
[2] - Quote
Do you guys think this would help balance the weapons some? |
Niuvo
The Phoenix Federation
325
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Posted - 2013.08.12 09:24:00 -
[3] - Quote
AR is king at all ranges for the wrong reasons. Fix the range pls. |
DRaven DeMort
0uter.Heaven EoN.
30
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Posted - 2013.08.12 21:17:00 -
[4] - Quote
Niuvo wrote:AR is king at all ranges for the wrong reasons. Fix the range pls.
Assault rifels are good from short- long range in real life but bullet drop does have an impact on damage dealt as well as the weight and velocity of the round. Velocity lost during round flight time should translates into less kinetic energy transferred to a target which means less damage dealt. This should also be implemented in Dust 517. you can use heavier rounds for close in battles and lighter rounds when you want to hit things that are a bit off and medium weight rounds to have a balance of damage and range. |
BL4CKST4R
WarRavens League of Infamy
1041
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Posted - 2013.08.12 21:28:00 -
[5] - Quote
DRaven DeMort wrote:I believe that there should be range limitations depending on the type of weapon and ammo used for example.
Explosives shells when fired beyond effective range (which should be Short) should have greater bullet drop, but deliver the same explosive punch when it reaches the target.
Conventional rounds when fired beyond effective range (which should be medium) should have bullet drop; as bullet drop increases, the damage dealt should also decrease.
Rockets and Missile rounds when fired beyond effective range (which should be long) should have drastically increased bullet drop but deliver the same explosive punch when it reaches the target.
Railgun projectiles when fired beyond effective range (which should be very Long) Should have no bullet drop, but the damage dealt should drastically decreases with range.
Although I agree with this most weapons dont fire conventional rounds. All projectile and explosive weapons should have a bullet drop, laser weapons should have the longest range and retain their full damage at all ranges, rail weapons should have a bullet drop but at far longer ranges, scrambler weapons and blaster weapons should have a range where their projectile just starts phasing since these weapons aren't firing projectiles but more or less energy. |
Aizen Intiki
Ghost Wolf Industries Alpha Wolf Pack
406
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Posted - 2013.08.12 21:31:00 -
[6] - Quote
DRaven DeMort wrote:Niuvo wrote:AR is king at all ranges for the wrong reasons. Fix the range pls. Assault rifels are good from short- long range in real life but bullet drop does have an impact on damage dealt as well as the weight and velocity of the round. Velocity lost during round flight time should translates into less kinetic energy transferred to a target which means less damage dealt. This should also be implemented in Dust 517. you can use heavier rounds for close in battles and lighter rounds when you want to hit things that are a bit off and medium weight rounds to have a balance of damage and range.
1: These are Plasma Rifles, so short range. Anyways, nope, as we basically already have this. |
DRaven DeMort
0uter.Heaven EoN.
31
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Posted - 2013.08.13 08:09:00 -
[7] - Quote
Aizen Intiki wrote:DRaven DeMort wrote:Niuvo wrote:AR is king at all ranges for the wrong reasons. Fix the range pls. Assault rifels are good from short- long range in real life but bullet drop does have an impact on damage dealt as well as the weight and velocity of the round. Velocity lost during round flight time should translates into less kinetic energy transferred to a target which means less damage dealt. This should also be implemented in Dust 517. you can use heavier rounds for close in battles and lighter rounds when you want to hit things that are a bit off and medium weight rounds to have a balance of damage and range. 1: These are Plasma Rifles, so short range. Anyways, nope, as we basically already have this.
Plasma Rifles shoot plasma rounds and these round are basically magnetic bottle that keeps said plasma suspended within a vacume, that bottle is called a bullet, a special type of round yes but a bullet none the less. In the eve/dust universe these magnetic bottles or bullets are conventianal rounds, that come in diffrent shapes and sizes, and even stages. |
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