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howard sanchez
Sanchez Cartage llc
731
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Posted - 2013.09.10 15:01:00 -
[31] - Quote
It is so crazy how our distorted perspectives of what is happening on Dust battle fields makes so many of us CERTAIN that our opinion of this weapons performance or that mechanic's impact is actually Over Powered or sub-par.
Let's be honest...even the most hardcore grind loving clone only sees a tiny fraction of the information out there about weapon performance, damage distribution and overall impact to the game.
Now, I am not here to suggest that gamers stop arbitrarily demanding to have things thier way on an Internet forum. That would be silly. But I would like to just offer an idea for your consideration:
Not a single one of us understands the reality of what's happening on the battlefield...not the way the developers hopefully understand it.
I pray they have data tools to monitor the damage dealt, performance curves and other myrriad details of how systems operate in Dust. Because if they truly rely on the unwashed masses of belligerent omnipotent clones to opinionize thier way to gaming utopia...we are all in for one bumpy dropship ride. |
Baal Omniscient
L.O.T.I.S.
610
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Posted - 2013.09.10 15:52:00 -
[32] - Quote
Takahiro Kashuken wrote:lol wants his crutch launcher to keep the extra 10%
Stay bad
If you want 10% removed it should be removed from all weapons end of Ignoring this due to the hundreds of other "swarms are OP" QQ threads you've already started.
Have fun with your self-pity parties.
JL3Eleven wrote:If they all got the bonus they all deserve for it to be taken away. The Plasma Cannon and Flaylock were introduced with no previous in-game testing, and the damage increase put the PC at just BELOW par, so the last thing it needs is a damage drop.
As for flaylocks and pistols, decreasing the damage of the weapons around them will make them a more viable sidearm option.
As for the Burst AR, since Uprising hit it's been on par with the Laser Rifle in terms of viability. Decent in the hands of a pro, but by no means a consistently viable weapon choice. Even with the hit detection fix this patch, the burst is still the on par with how bad lasers used to be.
And as for swarms, it is even harder now to run AV than it has been all through uprising now that hit detection and AA is working. Vehicles are already starting to make a decent comeback now that hit detection does it's job, the last thing we need is to nerf a weapon that is only usable for vehicles and installations.
Lurchasaurus wrote:i would also probs add forges, knives, and laser rifles to that list I might add knives, but I'd wanna wait on lasers to see what they plan to do about the AA they currently have for them.
As for forges, the splash at least needs a 10% drop. I could see keeping the primary damage the same though since if you hit infantry dead on it's a OHK either way.
General Erick wrote:Of course Flaylock is at the top of the list. ...Dunno what you mean by that. I've never used one, however I have noticed that I've not seen more than 3 kills in a single match with one since their nerf. Bringing the other sidearms down around it's level would make it a more viable option. |
Rynoceros
Rise of Old Dudes
684
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Posted - 2013.09.10 16:54:00 -
[33] - Quote
Monkey MAC wrote:Rynoceros wrote:Any weapon doing over 100% base damage to anything is ridiculous.
Umm that dont make no sense, if a weapon specialises in sheilds it should do more damage to sheilds, you might want to explain a little more compardre
If it is an anti-shield weapon, then it should do 100% damage to shields. Not 120%. If the weapon has 20% better efficacy against shields, thrn it should not be added to base damage. It should be subtracted from armor efficacy. Then, the armor damage should be 80% efficacy.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2317
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Posted - 2013.09.10 17:20:00 -
[34] - Quote
As I recall, they didn't add 10% to Plasma Cannon and another weapon because of balancing before Uprising (or some explanation that made no sense at the time). |
Vell0cet
Royal Uhlans Amarr Empire
186
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Posted - 2013.09.10 17:49:00 -
[35] - Quote
I think a slight increase in the TTK would be healthy, and make fitting choices more meaningful to gameplay. Remove the +10% to all weapon damage (to slow things down a touch) and then buff back weapons that need the extra damage for balance. This will also help with scout surviability, which has been an issue since 1.4. |
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