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Lynn Beck
Granite Mercenary Division
182
|
Posted - 2013.10.28 03:26:00 -
[1] - Quote
This is an idea i've come up with. What if CCP were to have one of those "if i were mayor for a day/week/month" events, and I was chosen leader of CCP game balance???
Please note that while these are my true beliefs, i don't even intend CCP to look at this, nor have ANYBODY show feedback on what I, Lynn Beck, have placed here. This is merely to show what i thought each stat should be, and what their pros:cons should've been IMO.
First off, would definitely be the FLAYLOCK: seeing as the flaylock is a rocket pistol, i imagined that this would have considerable splash range, seeing as i'm shooting explosive munitions from A PISTOL. however logic would also dictate that any type of explosive needs to have drawbacks/tradeoffs, thus, this would be my intention of the flaylock:
Flaylock Stats: Direct Damage: 209/231/258 (didn't even pull math out, but they should be DEVASTATING on direct hits, as very few can accurately place them) Splash damage: 90/100/110 (making this mainly a skillshot weapon, but splash should be usable as a finisher for the critically wounded) Splash radius: 2.5/3.0/3/5 (again, this is to make the high risk high reward/ low risk low reward system work better, if you aren't willing to place the shots at least in their GENERAL direction, you shouldn't get much damage when you do land a splash hit)
Clip capacity: 4 on standard variant, 3 on breach.
The reasoning behind these changes are that the flaylock should be a mixture of 2 playstyles: skillshot direct hitter that CAN be used as a main weapon, although you will need SEVERE amounts of skill to make it work right, and the splash damage dealing mini-finisher. Think baby mass driver on this playstyle.
Don't post till i have at least 16 reserved, as i wish to make a pass on each weapon. Might do 2 per post as to conserve space. |
Lynn Beck
Granite Mercenary Division
182
|
Posted - 2013.10.28 03:26:00 -
[2] - Quote
Reserved. Forge gun and HMG to be thunk on here. |
Lynn Beck
Granite Mercenary Division
182
|
Posted - 2013.10.28 03:27:00 -
[3] - Quote
Reserved. Gallente AR, and Battle rifle to be discussed here. |
Lynn Beck
Granite Mercenary Division
183
|
Posted - 2013.10.28 03:29:00 -
[4] - Quote
Thinking back on it, do i really have time to run passes on each weapon and see how i should make them balanced? Oh well I'll make it a weekday hobby. Scrambler, rail rifle, and laser rifle to be discussed here. |
Lynn Beck
Granite Mercenary Division
183
|
Posted - 2013.10.28 03:30:00 -
[5] - Quote
Sniper rifle, plasma cannon, and shotgun here, |
Lynn Beck
Granite Mercenary Division
183
|
Posted - 2013.10.28 03:31:00 -
[6] - Quote
Swarm launcher, scrambler pistol, SMG, and maybe nova knife here. |
God Hates Lags
Red Star. EoN.
127
|
Posted - 2013.10.28 03:32:00 -
[7] - Quote
I can't remember flaylock stats but it used to be seriously OP until they finally nerfed it's blast radius. Powerful flay locks were probably one of the worst things to ever happen to this game and your numbers seem reminiscent. |
Lynn Beck
Granite Mercenary Division
183
|
Posted - 2013.10.28 03:35:00 -
[8] - Quote
God Hates Lags wrote:I can't remember flaylock stats but it used to be seriously OP until they finally nerfed it's blast radius. Powerful flay locks were probably one of the worst things to ever happen to this game and your numbers seem reminiscent. you may want to recall that a serious number of the kills using pre-nerf flaylock were A) as a main weapon, meaning from start to finish attack enemy using flaylocks, no fluxes, no AR as primary, just twin flaylocks. and B) the fact that i made splash damage 35% LOWER than post-nerf stats to accommodate serious level of splash radius. |
God Hates Lags
Red Star. EoN.
127
|
Posted - 2013.10.28 03:35:00 -
[9] - Quote
In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. |
Fizzer94
L.O.T.I.S. Public Disorder.
640
|
Posted - 2013.10.28 03:51:00 -
[10] - Quote
God Hates Lags wrote:In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. I personally don't hate the FG. I just hate the fact that it does more damage than the Plasma Cannon. I mean, for needing sooo much more skill to use, it should at least do more damage, right? |
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Ulysses Knapse
Condotta Rouvenor Gallente Federation
524
|
Posted - 2013.10.28 04:08:00 -
[11] - Quote
Fizzer94 wrote:God Hates Lags wrote:In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. I personally don't hate the FG. I just hate the fact that it does more damage than the Plasma Cannon. I mean, for needing sooo much more skill to use, it should at least do more damage, right? When I first heard of the Plasma Cannon, I imagined it would be a short-range, high-damage, alpha strike version of the Forge Gun. I thought it would be better than the Forge Gun at close-range and for hit-and-run attacks, whereas the Forge Gun would excel at long-range and would be better for extended conflict. I only used it for a little while, but I was not amused. The projectiles were too slow and too affected by gravity. |
Cosgar
ParagonX
6698
|
Posted - 2013.10.28 04:10:00 -
[12] - Quote
God Hates Lags wrote:In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. The biggest issue is range. When I've died to a FG, I have no idea where the hell it's coming from. If anything, make the damn thing more obvious. People should be able to see and maybe hear a rail based anti-material cannon when it's charging within 100m. |
Lynn Beck
Granite Mercenary Division
183
|
Posted - 2013.10.28 04:15:00 -
[13] - Quote
Cosgar wrote:God Hates Lags wrote:In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. The biggest issue is range. When I've died to a FG, I have no idea where the hell it's coming from. If anything, make the damn thing more obvious. People should be able to see and maybe hear a rail based anti-material cannon when it's charging within 100m. again, heavy weapons in general are a touchy subject. make it too close ranged and rail tanks will be untouchable if they're in the redline. make it too accurate over range, and you get a weapon that can outsnipe snipers within 300m. TBH though, if we make that weapon sway at least noticable, then forges will have a mechanical diminishing effectiveness beyond 300 or so meters, it would take roughly 5 forge gunners spamming shots in the general direction of a DS or hidden tank to even land a few hits, and if you're standing there that whole time, you deserve to be hit at least twice. |
Fizzer94
L.O.T.I.S. Public Disorder.
640
|
Posted - 2013.10.28 04:34:00 -
[14] - Quote
Ulysses Knapse wrote:Fizzer94 wrote:God Hates Lags wrote:In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. I personally don't hate the FG. I just hate the fact that it does more damage than the Plasma Cannon. I mean, for needing sooo much more skill to use, it should at least do more damage, right? When I first heard of the Plasma Cannon, I imagined it would be a short-range, high-damage, alpha strike version of the Forge Gun. I thought it would be better than the Forge Gun at close-range and for hit-and-run attacks, whereas the Forge Gun would excel at long-range and would be better for extended conflict. I only used it for a little while, but I was not amused. The projectiles were too slow and too affected by gravity. That isnt the issue I have with it. The issue I have with it is that people in dropsuits can actually outtank a direct hit from it, while the FG, which has a much longer effective range, faster fire rate, effectively a shorter reload, also does more DPS than it does. IMO the Plasma Cannon could do upwards of 2500 direct damage and still not be OP. |
Lynn Beck
Granite Mercenary Division
183
|
Posted - 2013.10.28 06:21:00 -
[15] - Quote
Fizzer94 wrote:Ulysses Knapse wrote:Fizzer94 wrote:God Hates Lags wrote:In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. I personally don't hate the FG. I just hate the fact that it does more damage than the Plasma Cannon. I mean, for needing sooo much more skill to use, it should at least do more damage, right? When I first heard of the Plasma Cannon, I imagined it would be a short-range, high-damage, alpha strike version of the Forge Gun. I thought it would be better than the Forge Gun at close-range and for hit-and-run attacks, whereas the Forge Gun would excel at long-range and would be better for extended conflict. I only used it for a little while, but I was not amused. The projectiles were too slow and too affected by gravity. That isnt the issue I have with it. The issue I have with it is that people in dropsuits can actually outtank a direct hit from it, while the FG, which has a much longer effective range, faster fire rate, effectively a shorter reload, also does more DPS than it does. IMO the Plasma Cannon could do upwards of 2500 direct damage and still not be OP. Tomorrow i might start work on the Plazma kannun, but the idea i had ( i saw it somewhere, but no idea) was that the plasma cannon would do burning DoT, and i was thinking of adding like 400% effectiveness to weakspots. leave the direct pretty much as is, as we need diversity, not Plasma cannons competing with railguns and FGs.
Maybe i should add a section for vehicle turrets perhaps? the way I imagine the FG vs Rail would work is that the FG is more for 1 shot burst damage, with range to allow a safety net, whereas the railgun is just straight up superior range, DPS, spool time, and bullet travel. |
Cosgar
ParagonX
6701
|
Posted - 2013.10.28 06:25:00 -
[16] - Quote
Lynn Beck wrote:Cosgar wrote:God Hates Lags wrote:In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. The biggest issue is range. When I've died to a FG, I have no idea where the hell it's coming from. If anything, make the damn thing more obvious. People should be able to see and maybe hear a rail based anti-material cannon when it's charging within 100m. again, heavy weapons in general are a touchy subject. make it too close ranged and rail tanks will be untouchable if they're in the redline. make it too accurate over range, and you get a weapon that can outsnipe snipers within 300m. TBH though, if we make that weapon sway at least noticable, then forges will have a mechanical diminishing effectiveness beyond 300 or so meters, it would take roughly 5 forge gunners spamming shots in the general direction of a DS or hidden tank to even land a few hits, and if you're standing there that whole time, you deserve to be hit at least twice. I'm not saying cut the range. But just make the charge and shots more obvious for people to see where it's coming from. Lasers can be seen from across the map, mass driver rounds have a spotlight that follows them and sniper rifles usually have a trail when they're not hiding behind the redline. There's no need to add artificial difficulty to a weapon to balance it, just make it so forge gunners aren't playing god on top of some building, hiding behind inferior rendering distance. |
Fizzer94
L.O.T.I.S. Public Disorder.
640
|
Posted - 2013.10.28 06:28:00 -
[17] - Quote
Lynn Beck wrote:Fizzer94 wrote:Ulysses Knapse wrote:Fizzer94 wrote:God Hates Lags wrote:In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. I personally don't hate the FG. I just hate the fact that it does more damage than the Plasma Cannon. I mean, for needing sooo much more skill to use, it should at least do more damage, right? When I first heard of the Plasma Cannon, I imagined it would be a short-range, high-damage, alpha strike version of the Forge Gun. I thought it would be better than the Forge Gun at close-range and for hit-and-run attacks, whereas the Forge Gun would excel at long-range and would be better for extended conflict. I only used it for a little while, but I was not amused. The projectiles were too slow and too affected by gravity. That isnt the issue I have with it. The issue I have with it is that people in dropsuits can actually outtank a direct hit from it, while the FG, which has a much longer effective range, faster fire rate, effectively a shorter reload, also does more DPS than it does. IMO the Plasma Cannon could do upwards of 2500 direct damage and still not be OP. Tomorrow i might start work on the Plazma kannun, but the idea i had ( i saw it somewhere, but no idea) was that the plasma cannon would do burning DoT, and i was thinking of adding like 400% effectiveness to weakspots. leave the direct pretty much as is, as we need diversity, not Plasma cannons competing with railguns and FGs. Maybe i should add a section for vehicle turrets perhaps? the way I imagine the FG vs Rail would work is that the FG is more for 1 shot burst damage, with range to allow a safety net, whereas the railgun is just straight up superior range, DPS, spool time, and bullet travel. I like that idea. Depending on how long the DOT effect lasts, I could use it to block off doorways or stairways, and deal some extra damage to vehicles if I need to. This is actually the best way I have ever seen to buff the Placon, because it increases its damage and versatility, all without making it easy to use. |
Lynn Beck
Granite Mercenary Division
183
|
Posted - 2013.10.28 06:29:00 -
[18] - Quote
Cosgar wrote:Lynn Beck wrote:Cosgar wrote:God Hates Lags wrote:In my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone. The biggest issue is range. When I've died to a FG, I have no idea where the hell it's coming from. If anything, make the damn thing more obvious. People should be able to see and maybe hear a rail based anti-material cannon when it's charging within 100m. again, heavy weapons in general are a touchy subject. make it too close ranged and rail tanks will be untouchable if they're in the redline. make it too accurate over range, and you get a weapon that can outsnipe snipers within 300m. TBH though, if we make that weapon sway at least noticable, then forges will have a mechanical diminishing effectiveness beyond 300 or so meters, it would take roughly 5 forge gunners spamming shots in the general direction of a DS or hidden tank to even land a few hits, and if you're standing there that whole time, you deserve to be hit at least twice. I'm not saying cut the range. But just make the charge and shots more obvious for people to see where it's coming from. Lasers can be seen from across the map, mass driver rounds have a spotlight that follows them and sniper rifles usually have a trail when they're not hiding behind the redline. There's no need to add artificial difficulty to a weapon to balance it, just make it so forge gunners aren't playing god on top of some building, hiding behind inferior rendering distance. That's the point though of the varied aim: He most likely won't hit the first shot, and if he does, there's at least 3 more of you, so find a way to make yourself harder to hit, and look around. When you see the big blue ball fly at you, you can see it and respond by A)finding cover B)notifying your sniper/s of his whereabouts, and C) grab a sniper yourself and headshot him. He isn't going to infantry snipe, and if he manages to hit an HAV at 400 M, start moving so he has less to aim at. if you're found in the wide open like a moron, then that's your fault... although, tanks aren't supposed to be inside either, so where do tanks go? |
Lynn Beck
Granite Mercenary Division
183
|
Posted - 2013.10.28 06:33:00 -
[19] - Quote
Quote \/ in my opinion the HMG should be brought back to it's chromosome stats just, without the sharpshooter range bonus insanity. Forgegun is fine as it is, just leave it alone.[/quote] I personally don't hate the FG. I just hate the fact that it does more damage than the Plasma Cannon. I mean, for needing sooo much more skill to use, it should at least do more damage, right?[/quote] When I first heard of the Plasma Cannon, I imagined it would be a short-range, high-damage, alpha strike version of the Forge Gun. I thought it would be better than the Forge Gun at close-range and for hit-and-run attacks, whereas the Forge Gun would excel at long-range and would be better for extended conflict. I only used it for a little while, but I was not amused. The projectiles were too slow and too affected by gravity end quote /\ That isnt the issue I have with it. The issue I have with it is that people in dropsuits can actually outtank a direct hit from it, while the FG, which has a much longer effective range, faster fire rate, effectively a shorter reload, also does more DPS than it does. IMO the Plasma Cannon could do upwards of 2500 direct damage and still not be OP.[/quote] Tomorrow i might start work on the Plazma kannun, but the idea i had ( i saw it somewhere, but no idea) was that the plasma cannon would do burning DoT, and i was thinking of adding like 400% effectiveness to weakspots. leave the direct pretty much as is, as we need diversity, not Plasma cannons competing with railguns and FGs.
Maybe i should add a section for vehicle turrets perhaps? the way I imagine the FG vs Rail would work is that the FG is more for 1 shot burst damage, with range to allow a safety net, whereas the railgun is just straight up superior range, DPS, spool time, and bullet travel.[/quote] I like that idea. Depending on how long the DOT effect lasts, I could use it to block off doorways or stairways, and deal some extra damage to vehicles if I need to. This is actually the best way I have ever seen to buff the Placon, because it increases its damage and versatility, all without making it easy to use.[/quote] The direct in and of itself would kill dropsuits, all except the tankiest of heavies, which they deserve then. i was talking more about the DoT only being in effect on a tanks weakspot, like you're burning his Capacitor, or his shield gen, or generator, whatever that "battery" is on the back. DoT AoE effects would be better suited in a miasma grenade. which i believe is coming.
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Fizzer94
L.O.T.I.S. Public Disorder.
640
|
Posted - 2013.10.28 06:46:00 -
[20] - Quote
Ah. Well then, I guess the damage increase to weakpoints would be enough actually. You should only have to hit an HAV there once and 1 more time anywhere else to kill it though. |
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Lynn Beck
Granite Mercenary Division
183
|
Posted - 2013.10.28 06:56:00 -
[21] - Quote
The problem with that though would be any 2 man suicide squad could do an instakill on any HAV out there, it should be instead of a direct 'i want to kill you' av weapon, i think it should cause enough damage over time that- if the driver decides to sit through it; he will get hit again, or that a plc would deal that last hit before the tank leaves, that it would burn to death waiting for cooldowns. A plasma cannon should be a support AV, you can use it to negate reps via DoT and allow the swarm/forge guys do full damage without worrying about reps beating them. Maybe DoT should be 200/s, as i remember seeing that complex armor reps gave 100/s repair constant right? |
Fizzer94
L.O.T.I.S. Public Disorder.
640
|
Posted - 2013.10.28 07:03:00 -
[22] - Quote
Lynn Beck wrote:The problem with that though would be any 2 man suicide squad could do an instakill on any HAV out there, it should be instead of a direct 'i want to kill you' av weapon, i think it should cause enough damage over time that- if the driver decides to sit through it; he will get hit again, or that a plc would deal that last hit before the tank leaves, that it would burn to death waiting for cooldowns. A plasma cannon should be a support AV, you can use it to negate reps via DoT and allow the swarm/forge guys do full damage without worrying about reps beating them. Maybe DoT should be 200/s, as i remember seeing that complex armor reps gave 100/s repair constant right? Hmm. I never thought of two people using Placons at the same time to do that. Maybe a critical bonus to allow the ability to 2 shot an HAV if both shots are critical would be better. I feel that if used correctly, the Placon should be able to deal the absolute most damage to vehicles. I think a 325% critical bonus would be the right number. |
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