Alright. This is a good one, so pull up your chairs, get some popcorn, and listen. First, though, I'd like this to be a constructive and informative discussion. If you need to, make it look like you're trying to hard. If you have a strong opinion, try to express it as I am now: Calmly. I want no "CAPS LOL" in here, or "0mg gost u suk kil urself" either. If you're going to post, please at least try to make it readable. :(
Now that that's out of the way: Time To Kill (TTK), is, as we all know, at an all time low. Since Uprising 1.2 (Correct me if I'm wrong), minor (And major) fixes to the game have decreased the amount of time it takes to kill someone, to the point where it's near nothing. Even when stacking as much HP as I can, it takes me less than 10 seconds to kill or be killed. That's not a lot of time, compared to what we were at in Chromosome.
CCP Remnant wrote:Combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat GÇô all problems that DUST has suffered from in the past.
Valid statement. It's a truth that, in Chromosome, the hit detection, bunny hopping, and controls were a large part of the issue. HOWEVER, we've mostly sorted that out, with the following changes:
-Jumping two times in a row (Without at least a couple seconds of pause) causes the stamina bar to drain more in the second jump, reducing it to nothing in 3 jumps.
-Aim Assist and Controls have been completely re-vamped since Uprising 1.2
-Hit Detection is steadily improving, becoming infinitely better than Chromosome
Of course, with these changes (Especially with Aim Assist and Hit Detection changes), some playstyles and classes have been completely wiped out of the game. Running a Speed-Tanking scout is no longer valid, unless you have a year+ of experience with the suit.
I personally think, that the first thing to be looked at, is Damage Mods. Right now, they provide too much of a bonus, let's face it. In my opinion, they should provide a MINIMAL bonus. Enough to give you an advantage, but not enough to make you the clear-cut winner. My proposal: 1-2%, or anything in between (1.50% for example). Not much, I know, but note that the small amount of extra damage will be adding up with each shot. Soon, with a weapon like the A-CBR, in about 42 shots, you've done quite a bit of extra damage. With single-shot weapons, it'll still be viable, because normally the single-shot weapons deal INSANE amounts of damage per shot anyways, making the damage bonus even bigger.
STD/MLT Damage Mod: 1% // ADV: 2% // PRO: 3%. Because as someone who used to run ONLY MLT damage mods, 3% damage increase is good no matter what weapon you're using.
And remember: The job here isn't to balance damage mods, so brick tanking can also be 100% viable. The job is to increase TTK. Less damage = More TTK. Don't nerf weapons just yet, nerf modules. Except HP mods. Because those are important in TTK. :P