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Alldin Kan
TeamPlayers EoN.
552
|
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. |
Meeko Fent
Seituoda Taskforce Command Caldari State
746
|
Posted - 2013.08.31 16:10:00 -
[2] - Quote
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. |
Niuvo
The Phoenix Federation
431
|
Posted - 2013.08.31 16:19:00 -
[3] - Quote
Is the ARs ranged being reduced? What's your take on the MD? It sounds like you've been reading the forums. The RoF of the laser sounds cool. It's going to pump out higher concetration of laser, faster! Nice. Good post. Are there any special weapons you'll like to see made? |
Arkena Wyrnspire
Turalyon 514
2875
|
Posted - 2013.08.31 16:22:00 -
[4] - Quote
Nice to see your opinions on these, particularly as they're intelligently presented. I agree with a few of them. I made a similar post on weapon balance, if you'd like to read it, though I no longer agree with some of the things I wrote. Naturally there are some differences in solutions, but particularly on grenades I found it interesting to see how much I agree with you. |
Alldin Kan
TeamPlayers EoN.
554
|
Posted - 2013.08.31 16:24:00 -
[5] - Quote
Need a moment for the scanning stuff... |
Patrick57
GunFall Mobilization Covert Intervention
87
|
Posted - 2013.08.31 16:26:00 -
[6] - Quote
Why would it make any sense that an assault rifle with a lower rate of fire has more kick? |
Alldin Kan
TeamPlayers EoN.
554
|
Posted - 2013.08.31 16:26:00 -
[7] - 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. |
Hecarim Van Hohen
Bullet Cluster
138
|
Posted - 2013.08.31 16:32:00 -
[8] - Quote
Damn, nice list of suggestions +1 good sir. |
Auld Syne
Vherokior Combat Logistics Minmatar Republic
97
|
Posted - 2013.08.31 16:34:00 -
[9] - Quote
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? |
Godin Thekiller
Hellstorm Inc League of Infamy
419
|
Posted - 2013.08.31 16:38:00 -
[10] - Quote
Those PC changes aren't very good. It doesn't need to hit harder......... |
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Assert Dominance
Ahrendee Mercenaries EoN.
274
|
Posted - 2013.08.31 16:41:00 -
[11] - Quote
Ive been doing some work with breach AR, 70 dmg per bullet is a ccp style buff lol. The rof i think will be good at 500, 60 dmg should do the trick. |
Assert Dominance
Ahrendee Mercenaries EoN.
274
|
Posted - 2013.08.31 16:48:00 -
[12] - Quote
Also think forge bonus to shields and swarm bonus to armor should be generously be reduced. |
Auld Syne
Vherokior Combat Logistics Minmatar Republic
101
|
Posted - 2013.08.31 16:49:00 -
[13] - Quote
You have a great amount of respect from me because usually when people suggest numbers to the community they are pulled out of their ass but not you sir, no, not you. |
Alldin Kan
TeamPlayers EoN.
558
|
Posted - 2013.08.31 16:51:00 -
[14] - 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.
|
Bendtner92
Imperfects Negative-Feedback
977
|
Posted - 2013.08.31 16:52:00 -
[15] - Quote
Assert Dominance wrote:Also think forge bonus to shields and swarm bonus to armor should be generously be reduced. Forge is 90/110 and thus has no bonus to shields.
Swarms are supposed to be 80/120 but all explosives are screwed up at the moment, so once that is fixed Swarms would be in a slightly better place. |
8213
Grade No.2
215
|
Posted - 2013.08.31 17:03:00 -
[16] - Quote
How to Balance all FPS games.
Only way o do it: Make everything OP as f*ck. Take the skill factor completely out of it.
Sorry, its the only way. |
Garrett Blacknova
Codex Troopers
3403
|
Posted - 2013.08.31 17:08:00 -
[17] - Quote
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. |
Assert Dominance
Ahrendee Mercenaries EoN.
274
|
Posted - 2013.08.31 17:10:00 -
[18] - Quote
8213 wrote:How to Balance all FPS games.
Only way o do it: Make everything OP as f*ck. Take the skill factor completely out of it.
Sorry, its the only way. Or... Take your time, think it through, adjust numbers reasonably, play the game and see how it plays out, hotfix any overperforming traits accordingly. |
Alldin Kan
TeamPlayers EoN.
558
|
Posted - 2013.08.31 17:15:00 -
[19] - 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... |
TunRa
Ill Omens
108
|
Posted - 2013.08.31 17:21:00 -
[20] - Quote
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... |
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Garrett Blacknova
Codex Troopers
3404
|
Posted - 2013.08.31 17:26:00 -
[21] - Quote
Alldin Kan wrote:I'm pretty sure you would need to be looking directly at the object/railing and moving towards it to do the contextual action... The way you described it, you'd only need to be facing it and you'd have a prompt on-screen, if you want to jump, you'd have to turn away to avoid triggering it.
I don't want it to be something that comes with a prompt, and I don't want it to be automatically triggered just by facing the railing and hitting the button. If you have to be moving towards the railing, and maybe even have to hold the jump button to vault something, that's fine. But then it stops being a contextual interaction overriding your jump, and becomes exactly what I was asking for instead. |
Alldin Kan
TeamPlayers EoN.
558
|
Posted - 2013.08.31 17:34:00 -
[22] - 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? |
Morathi III
Red and Silver Hand Amarr Empire
213
|
Posted - 2013.08.31 19:16:00 -
[23] - Quote
Interesting stuff Alldin, good things |
Shadow of War88
0uter.Heaven
59
|
Posted - 2013.08.31 19:22:00 -
[24] - Quote
y would a low rate of fire breach ar have high recoil? LOL
hives will forever resupply grenades
|
Fargen Icehole
SyNergy Gaming EoN.
122
|
Posted - 2013.08.31 22:14:00 -
[25] - Quote
Shadow of War88 wrote:y would a low rate of fire breach ar have high recoil? LOL
hives will forever resupply grenades
You could make the argument that the more powerful projectile or more powerful plasma (or whatever you wish to imagine is shooting out of the gun) creates more heat and thus more gas is discharged from the weapon. The gas is released from the bottom of the barrel and causes upward recoil.
Re: nanohives Making it so that ONLY supply depots replenished grenades, would inherently make it so someone couldn't lay down a nanohive and spam AV nades on tanks. This would take away the argument that some tankers have that AV nades are OP. Since 2 or 3 AV nades (even proto ones) can't kill a maxxed out/high level tank. |
Alldin Kan
TeamPlayers EoN.
559
|
Posted - 2013.08.31 22:14:00 -
[26] - Quote
bump |
Alldin Kan
TeamPlayers EoN.
559
|
Posted - 2013.09.01 03:20:00 -
[27] - Quote
bump |
Shotty GoBang
Intara Direct Action Caldari State
746
|
Posted - 2013.09.01 04:38:00 -
[28] - Quote
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
|
Nocturnal Soul
Immortal Retribution
551
|
Posted - 2013.09.01 05:50:00 -
[29] - Quote
I like this thread so much that ill help you bump it. |
P14GU3
The Southern Legion The Umbra Combine
350
|
Posted - 2013.09.01 06:09:00 -
[30] - 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
Would like to hear the answer to this as well Alldin. |
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Alldin Kan
TeamPlayers EoN.
562
|
Posted - 2013.09.01 12:57:00 -
[31] - 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. |
Shotty GoBang
Intara Direct Action Caldari State
756
|
Posted - 2013.09.01 15:30:00 -
[32] - Quote
Alldin Kan wrote: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.
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? |
P14GU3
The Southern Legion The Umbra Combine
355
|
Posted - 2013.09.01 19:14:00 -
[33] - Quote
Pretty sure Alldin is talking about the opposite, Shotty.
If you read the dev blog, it says the assault scrambler's optimal is 30m and the standard AR's is 40m. If the standard was meant to be a "long distance" version of the smg, like CCP stated, then we should swap the optimals of the ScAR and AR. This is all assuming he meant the ScAR and not the ScR, which makes sense to me.
Edit - didn't mean to call you pretty Alldin |
Minor Treat
The Enclave Syndicate Dark Taboo
78
|
Posted - 2013.09.01 19:25:00 -
[34] - Quote
well first Vault is not coming anytime soon because they don't want heavies reaching places where medium and lights are suppose to be. The benefit of having so much defense comes at the cost of maneuverability which Vaulting is a maneuver. |
Alldin Kan
TeamPlayers EoN.
562
|
Posted - 2013.09.01 19:44:00 -
[35] - 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. |
crazy space 1
Unkn0wn Killers
1593
|
Posted - 2013.09.01 19:44:00 -
[36] - Quote
ok so lets say we do this.
Everything is in 100% balance.
Then you release 3 more heavy suits, 2 more tanks, 2 more LAVs, 2 more scouts, 4 pilot suits, that's 3 more tech 2 heavies...
Now the balance you thought was great no longer works. Because the game was missing basic content. |
P14GU3
The Southern Legion The Umbra Combine
355
|
Posted - 2013.09.01 19:48:00 -
[37] - Quote
crazy space 1 wrote:ok so lets say we do this.
Everything is in 100% balance.
Then you release 3 more heavy suits, 2 more tanks, 2 more LAVs, 2 more scouts, 4 pilot suits, that's 3 more tech 2 heavies...
Now the balance you thought was great no longer works. Because the game was missing basic content.
On top of those suits having weapon bonuses there is also the caldari AR, and the minmatar AR coming out at some point. *we saw the caldari one is done art wise* And other new weapons. If those new suits and vehicles are balanced around our "already perfectly balanced" suits and vehicles, I wouldn't see an issue.. |
Alldin Kan
TeamPlayers EoN.
567
|
Posted - 2013.09.02 03:33:00 -
[38] - Quote
bump |
Baal Omniscient
L.O.T.I.S.
580
|
Posted - 2013.09.02 08:43:00 -
[39] - Quote
8213 wrote:How to Balance all FPS games.
Only way o do it: Make everything OP as f*ck. Take the skill factor completely out of it.
Sorry, its the only way. Thank you CoD Zen master. We'll let you know when we actually want Dust to be a WORSE game than it is now. We'll keep your number on file. |
Alldin Kan
TeamPlayers EoN.
567
|
Posted - 2013.09.02 14:13:00 -
[40] - Quote
bump |
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Alldin Kan
TeamPlayers EoN.
567
|
Posted - 2013.09.02 15:44:00 -
[41] - Quote
bump |
Garrett Blacknova
Codex Troopers
3456
|
Posted - 2013.09.02 15:47:00 -
[42] - Quote
Opened straight up to page 3.
Only saw "bump".
That's not a helpful method of balancing the game at all! |
Happy Violentime
OMFGZOMBIESRUN
129
|
Posted - 2013.09.02 16:35:00 -
[43] - Quote
Why?
No context makes the numbers pulled out ur ass meaningless. |
Alldin Kan
TeamPlayers EoN.
567
|
Posted - 2013.09.02 17:23:00 -
[44] - 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
|
Posted - 2013.09.02 21:06:00 -
[45] - Quote
bump, not going to stop until most of the changes are implemented |
Shotty GoBang
Intara Direct Action Caldari State
820
|
Posted - 2013.09.03 22:56:00 -
[46] - Quote
1.4 Aim-Assist ... does this change anything proposed by OP?
|
Alldin Kan
TeamPlayers EoN.
569
|
Posted - 2013.09.03 23:58:00 -
[47] - Quote
Shotty GoBang wrote:1.4 Aim-Assist ... does this change anything proposed by OP?
No |
Shotty GoBang
Intara Direct Action Caldari State
840
|
Posted - 2013.09.04 04:23:00 -
[48] - Quote
Alldin Kan wrote:Shotty GoBang wrote:1.4 Aim-Assist ... does this change anything proposed by OP?
No 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, but Alldin is interested in balance.
Aim-Assist: Remove it. The "Shooter" in FPS is suggestive benefit which scales with gun-game.
Not trolling here. General Discussion implies dialogue. I would see my points reduced to rubbish.
- Shotty GoBang |
Mossellia Delt
Militaires Sans Jeux
124
|
Posted - 2013.09.04 04:32:00 -
[49] - Quote
How to fix dust
remove any and all forms of aim assist (I use a gamepad btw)
buff the speed of scouts including strafing
make the AR only viable within 50 meters (they are suppost to be short range)
Different turn speeds for different role suits, ie; uncapped for scouts, slightly capped for assaults, more capped for logi, heaviliy capped for heavies
performance upgrades (which are in the works still and will continue to be forever presumably)
remapping of buttons for kb and gamepads
stamina change, 33% stamina usage for all suits for jumping is bullcrap |
Mossellia Delt
Militaires Sans Jeux
124
|
Posted - 2013.09.04 04:33:00 -
[50] - Quote
Shotty GoBang wrote:Alldin Kan wrote:Shotty GoBang wrote:1.4 Aim-Assist ... does this change anything proposed by OP?
No 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
Assault rifles are suppost to fit different ranges based on race though |
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Alldin Kan
TeamPlayers EoN.
573
|
Posted - 2013.09.04 04:39:00 -
[51] - 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.
|
Shotty GoBang
Intara Direct Action Caldari State
844
|
Posted - 2013.09.04 06:06:00 -
[52] - Quote
Alldin Kan wrote: I'm not feeling the impact of aim assist.
Here's a good look at it: http://www.youtube.com/watch?v=6QI4wmuzjmU&feature=youtu.be (01:38 - 02:20) |
Alldin Kan
TeamPlayers EoN.
580
|
Posted - 2013.09.06 16:31:00 -
[53] - Quote
bump |
Shotty GoBang
Intara Direct Action Caldari State
978
|
Posted - 2013.09.08 15:09:00 -
[54] - Quote
Check this dialogue out, Alldin! Not sure if it fits your balance model, but it makes alot of sense (to me, at least):
Jimthefighter wrote:Beeeees wrote:After extensive research (bullshit) I came to following conclusions:
Assault rifles dominate mid-long range, mid range, mid-short range, and short range exclusively. Scrambler rifles dominate mid and mid-long range if no ARs are present. Laser rifles dominate long range HARD, again, if no ARs are present.
And to summarize: ALL HAIL AR AR 514
But to be serious here, the auto aim locks on at maximum range, it should however lock on at optimal range and below. Or better, optimum range with a +-margin. And the problem with this, is that based on what we've been told through the fluff and the Dev blogs, it should be something like this: Assault Rifle, by which I mean the Blaster Rifle (or whatever they want to call it) dominates mid-short range and short-range, does okay in mid-range, relatively useless at mid-long and totally useless at long. Scrambler Rifle dominates the mid-ranges with decreasing effectiveness the further away you get from mid-mid-range, including mid-long, mid, and mid-short. Can work at short range, but not very effective (other weapons dominate, weapon characteristics fail it), and also doesn't do well at long range (all relative for normal ranges, so excluding Sniper Rifles and such) Laser Rifle is kind of a specialty weapon, so less versatility, but extreme effectiveness (like the shotgun). Crushes at long range, can go to mid-long range and not be useless, getting more and more worthless as you get closer and closer. And that's just for the weapons proposed. An example of one not mentioned, would be the shotgun, like the LR, specialty, so it should crush at short range, even vs. an AR.
Could you AR guys imagine that!? |
Alldin Kan
TeamPlayers EoN.
580
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Posted - 2013.09.08 20:25:00 -
[55] - Quote
^ I'm ok with this. |
Shotty GoBang
Pro Hic Immortalis
1148
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Posted - 2013.09.15 23:07:00 -
[56] - Quote
bump :-) |
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