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Thread Statistics | Show CCP posts - 6 post(s) |
Argent Mordred
DUST University Ivy League
12
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Posted - 2013.11.01 19:19:00 -
[1] - Quote
For the rail rifle and maybe the combat rifle, have you ever thought of using a more unusual type of scope than a standard low power (i.e. sight with a fixed magnification in the 2x-4x range) scope? Which is what I assume you mean by referencing Trijicon's Acog series of optics.
The idea came to me when I considered that the scope on the rail rifle is unusually large (I came across a website where the artist hired to do dust's weapons had posted his work and I was able to see a picture with first person, side, and one other perspective views of the weapons.) The size is especially noticeable when you compare it to the medium sized box that is the high power sight on the sniper rifle, the scopes are around the same size with the rail rifle's being probably the slightly larger of the two. I then later saw that you intended to put a low power scope on it and thought why not make the sight for it a hybrid optic.
My suggestion would be to put an optic similar to the specterdr 1-4x. The specterdr is sight that does not have as good field of view as a red dot or acog, though the current rifle sight (for the burst and tac ars) is a bit too thick anyways so there might not need to significant adjustments as the scopes are already somewhat disadvantageous when acquiring targets.
The specterdr however can change between being 1x magnification and 4x magnification. What if the rail rifle could toggle between magnifications when ADS using r3, the sprint key, which is unused when aiming down sights last I checked? Players would have greater versatility because they could choose to use magnification when using the rail rifle at it's longer optimal range, but could switch to a no magnification (or slightly magnified) mode similar to what the weapons with red dots or iron sights have for close quarters.
Of course, the extra complications involved in the feature could cause problems if the player forgets to switch back to the appropriate mode for the situation they are in; adding risk to balance the feature as the player is stuck using too much or too little magnification for a target at that particular range or taking a second to switch between 1x and 4x while under fire. |
Argent Mordred
DUST University Ivy League
12
|
Posted - 2013.11.04 14:45:00 -
[2] - Quote
Broonfondle Majikthies wrote: My only concern is that its a pain to still NEED to spec into Assault Rifles (also please rename to Plasma Rifle asap) for our starter fits. Does that seem fair?
How so? Starter fits use militia items, which have no skill requirements. |
Argent Mordred
DUST University Ivy League
12
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Posted - 2013.11.06 01:05:00 -
[3] - Quote
Broonfondle Majikthies wrote: Because to improve the base power of all suits is easy - spec into core upgrades. If we want to increase the power of the starter weapon we have to spec into a different races gear - which we won't really have access to with the FW->LP->Market scheme.
Ok, fair enough. I assume the starter fits will be adjusted though, so if the current plasma ar is in use short term it won't be a big deal but if they take forever to redo the fits with the right weapons it will be a problem.
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Argent Mordred
DUST University Ivy League
18
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Posted - 2013.11.17 04:06:00 -
[4] - Quote
Anyone know what they changed on the rail rifle or any of the others? I am curious because I was excited for the rail rifle until I saw the charge time; it will probably be fine, but a long range weapon that has a delay between pulling the trigger and when it fires sounds like a bad idea. |
Argent Mordred
DUST University Ivy League
19
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Posted - 2013.11.18 14:43:00 -
[5] - Quote
jerrmy12 kahoalii wrote:1 word fixed
No, not particularly. Long range weapons like the sniper rifle in this game already require plenty of precision timing on a moving target before you introduce a spin up time, like the hmg has, and lag.
For the tl;dr crowd, summary: for various reasons adding charge/spin time to the rail rifle, which if it is anything like the breach rifle is already more than balanced, would hurt it's ability to be useful in it's intended range.
The way the regular scrambler rifle works is fine for long range, as you just charge it up and it fires when you release the trigger. The rail rifle can't work like this, because it is automatic and you need to be able to hold down the trigger to indicate how long a burst as you want; so it must be a spin up like the hmg. The spin up may be fine for the hmg, a close range weapon suppression weapon*, but the rail rifle is supposed to be long range weapon.
Having an AR that has a delay seems counter productive, as an assault rifle is a general purpose weapon. An AR user's goal should be to maneuver to cover and begin engage the target with short bursts at medium to long range or long bursts in cqb. Other weapons might be more powerful, and have more drawbacks, like the hmg*, forge gun, or plasma cannon, but there needs to be a weapon for each faction that can be issued to most of their troops. One that will fire on demand so that support weapons can have the necessary time to move into position and be deployed. Also the current breach rifle is pretty mediocre, so if the fire rates are the same but other stats have been adjusted to fit better, the weapon already has a pretty good drawback for balancing purposes. So why balance something that is already balanced?
The sniper rifle doesn't seem to have this spin/charge up time (I don't think the laser rifle does either, but it also tracks the target more so it is a bit of an oddball.) So why add spin up time to a rifle that is medium to long range when longer range weapons that are more specialized don't have it?
From my experience sniping, when you are at long range, your target is harder to hit (being smaller) and tracking your target is also harder than in close quarters with the plasma AR. And once the target goes around a corner or behind cover in long range firefight, he is gone. So why add time to kill to this rifle that other weapons in the same class don't have when that will impair it's function at it's intended range? Also short bursts are more useful, but the weapon discourages short bursts as it adds a delay between firing and firing again so you might be better off firing 9 rounds in a burst rather than tapping out 3 three round bursts with an extra delay of .04 charge time. Don't believe me on the last point? Ever wonder why heavies in city maps tend to spin up and shoot at the wall for a couple seconds before popping out of cover? If they don't waste rounds, they may not be able to fire in time.
* Yes, the hmg has problems, but my understanding is that the issue is lack of accuracy (high dispersion) and poor actual dps as a result as well as being only usable on a suit that is unable to dictate range, not the spin up itself. |
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