Joel II X
Dah Gods O Bacon
694
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Posted - 2014.01.27 22:16:00 -
[1] - Quote
Iron Wolf Saber wrote:My list Assault Rifle
- Rename to Blaster Rifle
- Increased Magazine
- Better dispersion pattern for CQC
- Burst Variant better CQC handling than Combat Rifle weaker damage.
- Tactical Variant lower damage than rail rifle, but same total range (optimal still shorter but fall off is tolerable)
AV grenade
- Rename to Mag Seek Grenade (more AV grenade types should be added)
- Give AV grenade a 'aoe sphere' animation that alerts the user to the seek range of the grenade and alerts vehicle operators of the incomming grenade.
- Significantly increase Damage
- Reduce flying speed of the grenade
- Reduce seeking speed of the grenade
- Give the grenade a sicky mechanic, reward skill throws against hostile dropsuits (it won't seek but will attach to hostile players)
- Reduce carry to one per slot.
Combat Rifle:
- Reduced long range handling via kick and worse dispersion at further ranges.
- Add Tactical single shot variant, low magazine and reserved but upped damage.
- Decent CQC handling but higher damage than burst variant plasma rifle
- nerf standard bring in breach variant (still bursts but much slower) and give the breach its previous damage.
Flaylock Pistol:
- Give shots a sticky mechanic the RE enjoy with delayed fuse complete with a beeping noise. :D
- Adjust splash, damage of impact and splash, to remain a skill shot weapon.
- Introduce the homing variant as a suppression variant.
- Fix AOE damage application.
Flux Grenade
- Fix AOE damage application
Forge Gun
- Continue to tweak charge times Assault times needs no adjustment.
Rail Rifle:
- Most horrible hipfire profile possible (most likely needle thin but super wide could work.) at short range.
- Introduce the burst variant as the cqc, longer charge time but decent stopping power and good cqc handling
Laser Rifle:
- Higher damage multiplier when heating up the weapon
- Wider "sweet spot" longer range to be further removed from the rifle range and be more in between the
- Introduce the assault variant as the rifle ranged laser with no safeties.
- Regenerative ammo?
Locus Grenades
- Fix AOE damage application
- Reduce carry to 1 per slot
Mass Driver:
- Fix AOE damage application
Nova Knives
- Bring in assault variant, able to charge while running
- Bring in breach variant, a self charging variant (but charges are much slower than warranted so make sure the first swipe connects and the subsequent swings can finish)
Plasma Cannon:
- Fix AOE damage application
- Give plasma cannon shots a sticky mechanic REs enjoy.
- Give plasma cannon shots an AOE Radiation damage. Tagged vehicles will continue to take damage, one shot should be similar damage compression to that of a swarm launcher + racial disparity (thus more damage than swarm due to gallente nature) in the same amount of time.
- Operation skill changed to duration.
- A maxed out plasma cannon operator could have three shots down simultaneously.
- Bring in variants that play around with the pulse size (Assault) or pulse strength (breach)
Proximity Mine
- Fix AOE damage application
- Fix Trigger speed
- Introduce variants, flux (fast and low damage) packed (slow to activate but higher damage)
- Consider renaming to make way for future AV and AI mines
Remote explosive
- Allow separate triggering in order laid down, allow ability to skip triggering of one (or as many by indicated by number of beeps and cortex flashing as well by holding then letting go
- Disallow attaching to friendly units unless friendly fire is enabled.
Scrambler Pistol
- Bring range up slightly
- Regenerative ammo?
Scrambler Rifle
- Charge shots should consume more than one shot
- Regenerative ammo?
Shotgun
- Rename to Plasma Shotgun
- Continue to fix hit detection
- Make spread pattern far more visible to the shooter
- Adjust pattern if needed.
Sniper Rifle
- Rename to Railgun
- Make charge variant the default variant.
- Buff the noise of the traveled shot, and shot fired (needs to bring fear into folks}
- Buff the visual effect of shot fired.
- Introduce Assault, and breach with akin functions to forge gun.
- Introduce a silenced version which retains the old effects at the cost of losing damage
- Adjust damages for the charge variants for overall net gain at full charge, but overall loss for uncharged shots.
Swarm Launcher
- Change assault variant to be a semi automatic locking launcher that fires one missile at a time, this has a lower damage compression but quicker engage time.
- Introduce a breach variant, longer lock time slower and more powerful (and fewer) missiles.
- Introduce a tactical variant, Aircraft target lock ONLY. Longer range.
- Revert lock times slightly before trying to adjust damage.
Some of your ideas seem terrible through my eyes. I want to post my own view of changes, but I'm too lazy. |