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Pvt Numnutz
Black Phoenix Mercenaries
399
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Posted - 2013.12.07 00:10:00 -
[1] - Quote
Let's try and bring it into balance without "nerfing it into the ground"
the gallente assault rifle should follow Gallente doctrine. Looking at other gallente weapons we can see the gallente doctrine, close quarters with high damage, eg the shot gun and the plasma cannon. The gallente assault rifle shouldn't be the exception to this doctrine. It should be close range high damage, more ideal for CQC than cadari or amarr weapons. The ranges in the Dev bog on new weapons give the gallente assault rifle 78m effective range. Which I the SCR and RR optimal ranges, seems in line with gallente doctrine. We will have to see how it plays out, though gallente assault rifles should have the shortest range and the highest damage out of the assault rifles.
something needs to be done about the ease of use with the assuat rifle. There is hardly any aick or effect to make it challenging to use. Its simply point and click. The kick should be stronger, especially with a short range high damage weapon. It should feel like its powerful not like its a pea shooter. Chromosome is a good example, thing would start bucking like a mule after a few shots encouraging well place shots over pray and spray.
These changes would start bringing the gallente assault rifle into line with further tweaks for balance. |
Knight Soiaire
BurgezzE.T.F Public Disorder.
3562
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Posted - 2013.12.07 00:10:00 -
[2] - Quote
Add recoil from when the first bullet is fired, remove trigger 'Feathering', decrease hipfire accuracy.
Done.
(Also, nerf AA)
Forum Prison Escapee
Yes, 1.7 is going to suck. Proto Min Logi here I come!
T_T
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
439
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Posted - 2013.12.07 00:20:00 -
[3] - Quote
Knight Soiaire wrote:Add recoil from when the first bullet is fired, remove trigger 'Feathering', decrease hipfire accuracy.
Done.
(Also, nerf AA)
^^ legit. |
DUST Fiend
OSG Planetary Operations Covert Intervention
8414
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Posted - 2013.12.07 00:53:00 -
[4] - Quote
We have to see how the other weapons pan out, considering that scrambler rifles are generally better than ARs as is, if you go ahead and nerf the AR but leave all the rifles alone, all you accomplish is pissing off a massive chunk of the player base.
Win ISK / Vids / O7
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Cosgar
ParagonX
8429
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Posted - 2013.12.07 01:13:00 -
[5] - Quote
First off, the recoil exploit has to go. It's game breaking and nothing you do to rebalance the gun while you can still feather the trigger, let alone just count 30 rounds without any recoil will matter. After that, I have an idea to rebalance all the weapons: https://forums.dust514.com/default.aspx?g=posts&m=1565357#post1565357
Quote:Plasma- Deals equal damage to Shields/Armor
- Range hard cap, short/mid range (depending on weapon)
- Fixed damage at all ranges, no damage falloff
- Slightly lower clip size compared to other weapons
Rail- 90%/110% shields/armor
- Uses current range system
- Less damage falloff at range
- Weapons require charging or spool up before dealing max potential DPS
EM/Laser- 120%/80% shields/armor
- Deals bonus damage in proportion to heat buildup
- Range hard cap, medium/long range
- Moderate damage falloff at short range (depends on weapon)
ProjectileM - 95%/110% shields/armor
- Uses current range system
- Damage bonus at close range, drastic falloff at long range
- High RoF burns through ammo quickly
Explosive- 80%/120% shields/armor
- No range limitations
- Damage falloff further away from splash epicenter
- Kicks up smoke/debris for limited suppression effect (depends on weapon)
Give the AR a range hard cap where the standard's max range easily overlaps the average optimal of the other racial rifles, but it deals the same damage, no matter the distance. The TAC AR can have a longer range but the had cap ends at the. ScR's optimal. Not sure how to handle the breach and burst under this system, but this could be a step in the right direction for all the rifles while adding some needed strategy to the game. The current range system is like giving every gun the old sharpshooter skill without having to invest SP into it and even worse, it pushes battles too far apart where we everyone just relies on proficiency and damage mods to compensate for range penalties. Someone had a suggestion that damage mods and proficiency should only work in optimal range. Not a bad idea with all things considered.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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THUNDERGROOVE
ZionTCD Public Disorder.
357
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Posted - 2013.12.07 01:32:00 -
[6] - Quote
Knight Soiaire wrote:Add recoil from when the first bullet is fired, remove trigger 'Feathering', decrease hipfire accuracy.
Done.
(Also, nerf AA) Don't remove feathering just make it a must to take people out in the 40m range like you already do have to for the 50-60s range. Although this may not be an issue for people with sharpshooter 3-5 since I only have 2. Just add recoil after the first shot.
ZionTCD Director & Ammar Loyalist
Amarr Sentinel | Amarr Logi | Losematar Scout
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