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Thread Statistics | Show CCP posts - 4 post(s) |
Emo Skellington
The Neutral Zone
0
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Posted - 2014.01.24 16:46:00 -
[1] - Quote
I really think other than the obvious nerfs of the rail and combat rifle, we should be able to tell if we hit something or someone with our explosives.
When using the plasma cannon, mass driver, or grenades of any sort we should have a hit marker appear when we have given damage out. Whether it be 1 HP or a kill.
The range on the Laser rifle is fairly bad. You only have a very certain range you can put enough dam=age to kill someone at. After a certain point , I think 20m it starts giving damage and at 50-60 its just about stops. That's a small window for a kill. The effective range should be a little bit longer. I understand that the range for minimum is fairly long and I know the reason why so please don't change the minimum effective range.
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Emo Skellington
The Neutral Zone
1
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Posted - 2014.01.29 15:35:00 -
[2] - Quote
The magsec SMG has 54 shots in a clip before needing to reload. This gives 1890 damage per clip.
The SMG has 80 rounds per clip for 1760 damage per clip.
The scrambler pistol has 11 rounds per clip for approximately 880 damage per clip.
The bolt pistol has 6 rounds per clip for 810 damage per clip.
[/list][/b]
The ion pistol is thoroughly outperformed by the other weapons in sustained damage output. The other weapons in its class give up to triple the damage per clip. .[/quote] [/quote]
You should not be able to drop a heavy one on one with a flippin SMG.... simply lower the SMg damage very slightly so it its at about 1650 damage per clip and the Magsec should definitely be brought down to 1770 or about there.... remember this is a SIDEARM not a PRIMARY!!!! you shouldn't be able to use this to murder a whole team, this is a safety weapon which when you need gets you out of a tight spot.... This should not be able to be used in place of an assault rifle...if it does this much damage then at least give it some short range to even the damage output. Thanks for bringing this up |
Emo Skellington
The Neutral Zone
11
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Posted - 2014.02.17 15:07:00 -
[3] - Quote
This isn't all about the pistols and smg's but CCP needs to know a couple things so I made a list of just the major problems that are causing new players to turn away and make veterans leave Dust 514: -Rep tool glitch is occurring worse than ever -Tanks are indestructible, I advise some more power for AV weapons. Think of Battlefield 4 when you do stuff to tanks -To counter the team of tank issue, this is where there are more than 3 tanks on the enemy side and you are pinned to the redline, I purpose a special quota of 3 tanks per team along with the vehicle quota. -Heavies are way to weak for anything. Heavies are supposed to be able to take quite a nasty beating and apparently cant even take a punch as of now. -Rail Rifles are the most overpowered gun in the game all around along with the prototype combat rifle -Guns that were previously nerfed have become obsolete and have no play in the field anymore such as; -Laser Rifle -Plasma Cannon (needs a higher splash radius but is really good right now, just a blast radius increase -Flaylock Pistol
-And it also seems that there is something wrong with prototype stuff right now. My prototype gear gets dropped substantially faster than any other suit. my proto Gallente Logi with 800 armor gets dropped quicker than a 'Covenant" Assault C-1 suit with 241 shield and 419 armor My view on this is that you guys can fix this real easy but have listened way too much to forums for anything. Instead play it your self without running all proto gear, play it like every one else with 13 mil SP or 18 mil SP and see what the problems are and don't just play one match, play all the match variants multiple times |
Emo Skellington
The Neutral Zone
29
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Posted - 2014.04.23 00:29:00 -
[4] - Quote
Basic variant has a damage capacity per mag of 810.. and you want more?
Also the Bolt has zero kick if you ADS - the rate of fire is so low it resets to original position after each shot. But in hipfire it does have a serious kick. The skill is to help in desperate CQC situations - much like the Ion charge time reduction which doesnt even add to half a second at lvl 5, but it helps in a tight spot.[/quote]
YEAH! No one, and i repeat NO ONE ever lands a full clip into an enemy without missing. Its damn impossible because of the dispersion
I dont know if you noticed but even the duovolle has become crap. It runs like the GEK from 1.7 and thats horrible...
BTW ADV Assault SMG's or MAGSEC's are beating the AR in damage no problem right now. Been doing better with the magsec than the AR more recently and i have prof 3 on AR's. i wennt level 3 on magsec and thats it, nothing else in any subskills
Am I insane for going after people with RR's? Probably cause I hear that sound and it makes me want to blow them up:P
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