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LT SHANKS
Amarr Templars Amarr Empire
834
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Posted - 2013.12.22 10:03:00 -
[1] - Quote
As the title states, let's have a discussion on weapons.
So, what weapons do you all feel are balanced? Which need some fine tuning and which do you believe are generally over or underpowered. Also, feel free to discuss variants of weapons as well, i.e., Breach MDs, Tactical ScPs, etc.
In addition, what type of fixes do you feel need to be implemented to have your weapons of choice balanced. Compiling our thoughts into one thread should help negate the spam of "CR is OP" or "Small rail turrets are UP" threads. |
calvin b
SCAVENGER'S DAUGHTER
1289
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Posted - 2013.12.22 10:11:00 -
[2] - Quote
Ok first off the Assault CR is almost perfect, IMP in needs its magazine increased to 80 and I will be very happy,
Second the HMG needs is great the way it is, but I would love to see an increase of 5M on the range of the weapon
Third Sniper Rifle needs to be Buffed in damage, IMO a 10% increase will do on all weapons
Fourth SL need there range increased by 50M and damage increase by 20%
Fifth the RR, IMO it is not accurate when the target is moving, The bullets seem to fall behind the target as they run, adjusted to the front and lead target, some bullets registered others failed to hit at all.
Sixth AR is fine as is.
Seventh NK should be able to hold charge when user is sprinting,
That is all I can think of at the moment.
The evil hidden in the name
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8213
BIG BAD W0LVES
1177
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Posted - 2013.12.22 10:13:00 -
[3] - Quote
Tactical SCR. Best light anti-infantry weapon in the game, period!
/thread |
Piraten Hovnoret
No Tax Scrubs
129
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Posted - 2013.12.22 10:22:00 -
[4] - Quote
The burst and tactical Ar needs some working.
Take the burst AR vs the combat rifle it had almost the same stats in damage and accuracy but the combat has higher rate of fire and longer range. 1200 for the combat and 400 for the burst Ar So the burst AR should get a higher damage to balance it against the combat rifle.
The tactical AR is just crap.... It need some working my suggestion is to increase it's damage and accuracy or make it a bad as gun with a optimal of 100-120 meters. Idk they both are crap as its now. |
Lynn Beck
Granite Mercenary Division Top Men.
392
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Posted - 2013.12.22 10:32:00 -
[5] - Quote
Against each other, the weapons are balanced.
However their usabiity is skewed by overall lower TTK. Imagine if the RR had to hit 10+ rounds to kil the average Medframe? Imagine if scouts could survive the glancing blow, to utilize their uber CQC weapons better? Imagine if you didn't instantly die to a heavy sniper because he had an SMG, and it truly depended on your skill and Gank?
Overall, nothing can go wrong with a blanket nerf of 10-15% damage, leaving everything as-is until next patch.
Under 28db
Officially nerfproof (predicting CR nerf February '14)
I have a God, His name is Dakka.
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Yoma Carrim
Situation Normal all fraked up
162
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Posted - 2013.12.22 10:35:00 -
[6] - Quote
The laser Rifle needs an optimal range buff to make it competitive with its ScR counterpart.
The PLC needs a bigger difference in damage between the tiers. right now its only about 100 damage between STD and Proto (splash damage is fine, direct damage is where the change is needed)
Everything else I think has been said already.
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Keri Starlight
0uter.Heaven
2091
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Posted - 2013.12.22 10:40:00 -
[7] - Quote
These weapons definitely need some love:
-Burst AR
-Tactical AR
-Laser Rifle
-Plasma Cannon
-Nova Knives (just allow sprint while charging)
These weapons might or might not need a slight buff, there are different opinions about them:
-Flaylock Pistol
-Sniper Rifles
-Mass Driver (it's a good weapon but it feels useless sometimes because rifles kill faster)
"I load my gun with love instead of bullets"
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Jackof All-Trades
The Southern Legion The Umbra Combine
313
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Posted - 2013.12.22 10:50:00 -
[8] - Quote
The rifles are fairly balanced, and I have no doubt someone else will take conversations up about them before and after me.
Laser rifle needs to fall into the basic role that mass driver does - suppression. Less of an assaulting weapon, more of a way to force enemy's into or out of an area given the right distance. The laser rifle should need range to do this, while the mass driver should need elevation.
I feel knives will be truly balanced when cloaks come out, perhaps due to some form of bonus to cloaking.
Shotguns, OHK. At the advanced level they should OHK at about 2 meters, two shotting remaining protos and heavies. Prototype shotguns for the specialists. They will be offset by the triangle range, damage, RoF. Gallente shotgun is low range, high damage, high RoF, whereas something like the Caldari shotgun would have moderate range, moderate damage,now RoF.
Grenades need to be more support weapon rather than a actual weapon, softening up targets or for them to move rather than just chucking a grenade into a hole and enjoying the seven kills.
Remote explosives could gain more explosives per tier.
Plasma cannon should tier a bit better - it's useless without damage modifiers. Fitting should stay the way it is, but it's damage should accurately reflect it. Hence better tiers.
GǪ
Think that most thingsGǪ
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
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Omni-Specialist
/ Focus: Gallente
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