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Alldin Kan
TeamPlayers EoN.
552
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Posted - 2013.08.31 16:05:00 -
[1] - Quote
AV and Vehicles are being reworked so I won't be mentioning them. Scouts should get cloaking at some point and they're meant for hit-n-run tactics anyways so no mention either.
This first one is a must have: Let's say I'm using the DS3, "Press X to move over Object/Railing" (I know you want this to show up in a patch). Heavies only have that option while not wielding a Heavy weapon (switch to sidearm). The time it takes for a person to move over the object/railing is dependent on the Dropsuit's speed.
New Breach AR/SMG stats:
Breach AR Damage - 70.1 HP Breach AR RoF - 450 High Kick for Breach AR Breach SMG RoF - 882.8 Breach SMG clip size - 62 Slightly Higher Kick for Breach SMG
New Grenade Stats:
All Grenade types except Fused will have Max. Ammo of 2 Grenades cannot be resupplied from Nanohives, this is to prevent spam and use it tactically. Fused Locus Grenade - 350 dmg, 2.5 splash radius, 9 CPU and 2 PG M2 Contact Locus Grenade - 400 dmg, 2.8 splash Radius, 18 CPU and 3 PG Thukker Contact Locus Grenade - 450 dmg, 3.0 splash radius, 48 CPU and 6 PG (buff because of point 2)
New Assault Scrambler Rifle stat:
Increase Optimal Range to 50m.
New Tactical Sniper Rifle Stats:
Increase Clip Size by 5 RoF reduced to 78.4
New Laser Rifle Stats:
Damage - 19.5 HP Add RoF stat in "Attributes"
New stats for Ammar Commando:
Shield - 320 HP Armor - 320 HP Shield Recharge Rate - 17.0 HP/s CPU/PG would receive a slight increase Ammar Commando Bonus - 10% to efficacy of Shield/Armor Modules per level
Plasma Cannon Assault Variant:
30% Higher Direct damage than current PLC stats Same Splash Damage stats as the current PLC Base Splash Radius is 3.8 Max. Ammo at 12
Plasma Cannon Normal Variant:
45% higher Direct damage than current PLC stats 15% higher Splash damage than the Assault Variant Base Splash Radius is still 3.5 Charge time is 1 s
Plasma Cannon Breach Variant:
75% higher damage than current PLC stats (to be more AV oriented) Splash damage is the same as Normal Variant Splash radius is 1.8 Charge time is 1.4 s
The operation skill for the PC weapon is to be replaced with 8% Splash Radius increase per level. I say 8% because I tested the damage received on different distances from the point of impact and I only received the full damage around 2 meters or less. The current operation skill is about as useless as the old Splash Radius increase for Swarm Launcher (5% reduction per level to charge time of 0.6s isn't helpful). This weapon in its current condition is not worth using.
I'll keep bumping this thread as necessary and maybe add new things. |
Alldin Kan
TeamPlayers EoN.
554
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Posted - 2013.08.31 16:24:00 -
[2] - Quote
Need a moment for the scanning stuff... |
Alldin Kan
TeamPlayers EoN.
554
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Posted - 2013.08.31 16:26:00 -
[3] - Quote
Meeko Fent wrote:Holy crap, this actually seems to make a bit of sense!
I figured this was going to be a whiny child screeching "Delete the MD!" Cause they seem unable to understand that you are supposed to out range it to kill it.
Edit- But, I find you numbers a bit overkill, these would make Breach weapons OP. I'll respond in a bit, when I have something more suitable to replieing in a quote.
Increased kick helps.
Patrick57 wrote:Why would it make any sense that an assault rifle with a lower rate of fire has more kick?
Concentrated shots would result in higher kick. |
Alldin Kan
TeamPlayers EoN.
558
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Posted - 2013.08.31 16:51:00 -
[4] - Quote
Auld Syne wrote:Alldin Kan wrote:
Breach AR Damage - 70.1 HP Breach AR RoF - 450 High Kick for Breach AR Breach SMG RoF - 882.8 Breach SMG clip size - 62 Slightly Higher Kick for Breach SMG
You've got my attention with these numbers. I like them. I do have a question about the Breach AR, are you talking about a basic Breach AR doing 70 damage?
My bad, this is PRO tier stat.
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Alldin Kan
TeamPlayers EoN.
558
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Posted - 2013.08.31 17:15:00 -
[5] - Quote
Garrett Blacknova wrote:Alldin Kan wrote:This first one is a must have: Let's say I'm using the DS3, "Press X to move over Object/Railing" (I know you want this to show up in a patch). Heavies only have that option while not wielding a Heavy weapon (switch to sidearm). The time it takes for a person to move over the object/railing is dependent on the Dropsuit's speed. Please don't. Just... no. When I'm shooting an enemy while I'm near a railing, and there's a reason for me to want to jump, I DON'T WANT A CONTEXTUAL ACTION OVERRIDING MY JUMP. This should be a dynamic action when you jump at a railing that's low enough in a non-Heavy suit, or in a Heavy suit with a non-Heavy weapon equipped. It should NOT be something that interferes with player control. UE3 (the engine DUST is built on) was also use to create the dynamic vaulting and sliding animations shown off in Mirror's Edge and a similar dynamic system in Brink, in which you could continue firing (with reduced accuracy) during acrobatic moves like this. Brink also had a size-based movement system with small, medium and large body types, each having its own movement profile, much like DUST. A similar, but less in-depth, system would be great here.
I'm pretty sure you would need to be looking directly at the object/railing and moving towards it to do the contextual action... |
Alldin Kan
TeamPlayers EoN.
558
|
Posted - 2013.08.31 17:34:00 -
[6] - Quote
TunRa wrote:I remember I used to play a game (forgot the name) but it only had 1 weapon. That weapon was a accurate, high damage rifle that could kill in 1 - 3 shots. The only reason it wasn't OP was because EVERYONE had it. A few months after the game was released the creator added in 2 more weapons. Then all hell broke loose and the game kept getting weapons nerfed and buffed and no one was happy. In the world of FPS nothing is ever balanced, ever...
Have you played Team Fortress 2? |
Alldin Kan
TeamPlayers EoN.
559
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Posted - 2013.08.31 22:14:00 -
[7] - Quote
bump |
Alldin Kan
TeamPlayers EoN.
559
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Posted - 2013.09.01 03:20:00 -
[8] - Quote
bump |
Alldin Kan
TeamPlayers EoN.
562
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Posted - 2013.09.01 12:57:00 -
[9] - Quote
Shotty GoBang wrote:Hi OP,
Thank you for the well-written post. I have two weaponry-related questions for you , if I may:
1) How would you respond to claims of AR "every-role" superiority evidenced by Duvolle proliferation in PC? 2) What changes, if any, would you propose to bring balance to CQC?
Best Regards, Shotty GoBang
Most use it because of the high range, high damage, good accuracy, and the presence of officer ARs. The AR was supposedly a hybrid weapon of short range compared laser weaponry but what we have now is the opposite. Here's the dev blog with the weapon descriptions for reference, AR and scrambler rifles should get their range values swapped. |
Alldin Kan
TeamPlayers EoN.
562
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Posted - 2013.09.01 19:44:00 -
[10] - Quote
Shotty GoBang wrote:Gotcha. I think. To clarify ...
CCP's Intent: The AR should be highly effective at short range and progressively less effective at medium and long range.
CCP's Execution: The AR is highly effective at every range.
Your Intent: The AR should be highly effective at long range.
My Question: Should the AR also be highly effective at short range?
If not, what changes would you propose to make the AR less effective at close/medium range? If so, would we not have more of the same? A continuation of AR being highly effective at every range?
AR just needs to be a short range weapon. |
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Alldin Kan
TeamPlayers EoN.
567
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Posted - 2013.09.02 03:33:00 -
[11] - Quote
bump |
Alldin Kan
TeamPlayers EoN.
567
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Posted - 2013.09.02 14:13:00 -
[12] - Quote
bump |
Alldin Kan
TeamPlayers EoN.
567
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Posted - 2013.09.02 15:44:00 -
[13] - Quote
bump |
Alldin Kan
TeamPlayers EoN.
567
|
Posted - 2013.09.02 17:23:00 -
[14] - Quote
Happy Violentime wrote:Why?
No context makes the numbers pulled out ur ass meaningless.
Unlike you, I heavily tested the weapons, modules, and dropsuits to come up with the best possible suggestions to improve the things in the list. I shouldn't need to make a fat post to explain the reasoning behind all the values, if you couldn't figure out how these numbers give the right improvements then don't post here. |
Alldin Kan
TeamPlayers EoN.
569
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Posted - 2013.09.02 21:06:00 -
[15] - Quote
bump, not going to stop until most of the changes are implemented |
Alldin Kan
TeamPlayers EoN.
569
|
Posted - 2013.09.03 23:58:00 -
[16] - Quote
Shotty GoBang wrote:1.4 Aim-Assist ... does this change anything proposed by OP?
No |
Alldin Kan
TeamPlayers EoN.
573
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Posted - 2013.09.04 04:39:00 -
[17] - Quote
Shotty GoBang wrote:Wow. What's the title and purpose of this thread again? Here's an on-topic idea and free bump:
HMGs, Nova Knives, SMGs, Shotguns ... These weapons win in close range. Yes, they can even beat Duvolle ARs. Laser Rifles, Tac ARs, Sniper Rifles ... These weapons win at long range. Yes, they can even beat Duvolle ARs. Assault Rifles and Unscoped Variants ... These weapons win in medium range. No longer the best at every range. Aim-Assist: Remove it. The "Shooter" in FPS is suggestive benefit which scales with gun-game.
Not trolling here. General Discussion implies dialogue. Reduce the above points to rubbish! With maths and logic. Or not. - Shotty GoBang
Mossellia Delt wrote:How to fix dust
remove any and all forms of aim assist (I use a gamepad btw)
Different turn speeds for different role suits, ie; uncapped for scouts, slightly capped for assaults, more capped for logi, heaviliy capped for heavies
I'm not feeling the impact of aim assist. However, turn speed changes on 1.4 for suits was a little unnecessary.
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Alldin Kan
TeamPlayers EoN.
580
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Posted - 2013.09.06 16:31:00 -
[18] - Quote
bump |
Alldin Kan
TeamPlayers EoN.
580
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Posted - 2013.09.08 20:25:00 -
[19] - Quote
^ I'm ok with this. |
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