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Keeriam Miray
R 0 N 1 N
101
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Posted - 2013.11.19 04:14:00 -
[1] - Quote
We have 2 skills for AR, AR Op. & AR Sharpshooter.
1 - By 'push & hold' fire button after 10-30 rounds (depends on your skills) you will notice raising kick & dispersion.
2 - By fast tapping (or using turbo controller) you can unleash full clip at 100m away target with NO kick & dispersion. This absolutely negates those 2 skills that reduce kick & dispersion. AR Op. you need to wield better AR, but AR Sharpshooter is just waste of SP.
Conclusion: If gun don't have initial kick & dispersion it won't appear magically after 10-30 shots? Sounds logical right? Btw if we do have magick in Dust514, why my 'Toxin' SMG & AR doesn't intoxicate my victims? :)
Solution: We have overheat (visual) effect on AR that does nothing & we don't have sway on any gun except SR (initial sway). 1 - Add sway for all weapons. 2 - Plasma\Blaster AR theoretically can be free from kick\recoil, right? (including that is hybrid weapon) 3 - Make AR Op. skill reduce overheat time (since it's plasma based weapon & plasma is hot, even 'cold plasma'). 4 - Making that overheat affect on AR dispersion after first 1-10 shots will greatly reduce that magick sniping. That mechanics can be added to AR description & logicaly explained (AR barrel\muzzle overheats = can't snipe). You still be able to fast kill enemies in cqc (up to 40-50m), but when overheats it will be hard hiting ppl on the edge of optimal & nearly impossible on max\effective range.
Sway by itself will greatly reduce TTK depending on range. No urgent need to change dps, rof, hp. Sway will require some real skills to fight it & kill.
Same goes to SMG, no kick & dispersion if fast tapping (using turbo controller). We need to feel that kick\recoil even after first shot, barely noticable but it should be. And we absolutly badly need that sway on all weapons.
Don't wanna see any 'that is by design' exuses from CCP, current "by design" illogical, terrible & game breaking. If you make a sci-fi & more or less realistic fps game, do it with logic. No offence CCP, just some facts...
Criticism, thoughts?
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Keeriam Miray
R 0 N 1 N
101
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Posted - 2013.11.19 04:15:00 -
[2] - Quote
Reserved.
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Rich o
United Pwnage Service RISE of LEGION
94
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Posted - 2013.11.19 08:29:00 -
[3] - Quote
+1
BTW: if you try to shoot a whole mag of a KRIN it some Kind of overheats - there is no animation but the AR just refuses to spit out bullets. Off-topic: NK's Seen to have the same "mechanic" after a few swipes. They are glowing and do not react
2nd place in EU squad cup
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Orenji Jiji
288
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Posted - 2013.11.19 10:32:00 -
[4] - Quote
Keeriam Miray wrote:Same goes to SMG, no kick & dispersion if fast tapping (using turbo controller). We need to feel that kick\recoil even after first shot, barely noticable but it should be. And we absolutly badly need that sway on all weapons.
Sorry, but no it doesnt go to SMG and don't put in on the same shelf as AR, because when nerf hits it will not hit the main weapon of the game, it will break that funny little sidearm.
As it is now the Assault Rifle has no downsides and is glitched. It's not the case for SMG.
AA is stronger on ARs, they also have better range and more effective damage than SMGs. Currently AR > SMG even in SMGs element, that is close to mid range encounters. Even in CQC AR beats SMG to a pulp and I say this with SMG proficiency 5 on current toon. When I feel tired I just pick up my 'exile' and GEK fits instead of 'toxin' / m209 ones. SMG proficiency 5, AR operation 3. I just need to release the trigger every 20 bullets and I'm dandy. It should be five bullets and with hard cap for the turbo controller.
If you do the same for SMG, then due to high RPM and low DPB you will not be able to use SMG effectively on anything beyond militia scout. SMG should have low recoil, because: puny range, puny damage per bullet, it's a sidearm - small & light. It seems that what we have between AR and SMG in these departments is the opposite of what it should be. AR is both high damage and super easy to control, while SMG is moderate damage and quirky control.
Don't believe me? Look at Krin/Balac vs. Cala.
So please, or FFS, don't put SMGs on the same shelf with AR. There's only room there for Scrambler Rifles. Both can be glitched (turbo controler, duck and sprint for scrambler to avoid overheat pause), so why no mention about them?
SL dumbfire, DS bumpercars, tank godmode, working NKs. All those moments will be lost in time, like tears in rain.
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Keeriam Miray
R 0 N 1 N
103
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Posted - 2013.11.19 11:47:00 -
[5] - Quote
Orenji Jiji wrote:so why no mention about them? Because it's a glitch (that can be fixed), & it's not 'by design'? :)
AR & SMG have identical (intentional by devs) mechanics & skills, that can be avoided & abused.
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Orenji Jiji
288
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Posted - 2013.11.19 12:41:00 -
[6] - Quote
Keeriam Miray wrote:Orenji Jiji wrote:so why no mention about them? Because it's a glitch (that can be fixed), & it's not 'by design'? :) AR & SMG have identical (intentional by devs) mechanics & skills, that can be avoided & abused. Becuase turbo controller glitch does not work with Scrambler Rifles? It'se the same poop recoil design on single action. So is it because you need to do duck-sprint glitch manually? It just requires you to use two glitches on one weapon, outcome is the same.
For some reason you decided to completely jump over the part about SMG having far less recoil/sway than AR, because it's smaller, lighter and thus easier to control. It's also worse than AR in every aspect, even in CQC hip fire battles. Even the AA is better on AR, but who cares. Good game.
Honestly, at this point SMG is to become the Scout of weapons. Gimped to a position of ditch effort. But yeah, please help nerf it, because it's so OP and the abuse is rampant.
Out of curiosity: How many times have you seen SMG on turbo mod? Have you even confirmed it's the same silly mechanic? Or are you just trying to get SMG nerf, using obviously OP AR glitch as judas goat? I wonder, because besides me (on a true logi fit, it doesn't do shooting and on some scanner scout fit, for the same reason) I don't know anybody who would roll with it as their main weapon and used it while not being backed against a wall. AR seems an obvious choice for everything.
SL dumbfire, DS bumpercars, tank godmode, working NKs. All those moments will be lost in time, like tears in rain.
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Keeriam Miray
R 0 N 1 N
132
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Posted - 2013.11.26 17:37:00 -
[7] - Quote
SMG = sidearm, AR = light weapon. So yeah, SMG should suck, even Cala's if compared to Balac's AR lol
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Orenji Jiji
292
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Posted - 2013.11.28 00:35:00 -
[8] - Quote
Keeriam Miray wrote:SMG = sidearm, AR = light weapon. So yeah, SMG should suck, even Cala's if compared to Balac's AR lol It sucks already. Asking for a nerf is silly.
Also Wolfman's pistol is awesomely deadly, Cala's SMG is not really better tha Ishukone.
SL dumbfire, DS bumpercars, tank godmode, working NKs. All those moments will be lost in time, like tears in rain.
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