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Alldin Kan
Imperfects Negative-Feedback
951
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Posted - 2014.01.27 16:59:00 -
[1] - Quote
Combat Rifle:
- Hipfire Accuracy Reduction
- Increased delay between each burst fire
Assault Rifle:
- Hipfire accuracy should be best out of all Rifles
- Higher damage for Breach variant
- Higher damage for Burst variant
Rail Rifle:
- Large hipfire Accuracy Reduction
Flaylock Pistol:
- Blast Radius increase of all variants by 1m, no exceptions
Laser Rifle:
- Higher damage multiplier when heating up the weapon
- Slight Range increase
- Better Scope, it's a long range weapon
Plasma Cannon:
- Increased Direct Damage
- Increased Splash Damage by at least 70, no exceptions
- Above changes could be made as temporary measure until damage-over-time is implemented
- Operation skill change to something useful
Mass Driver:
- Damage for all variants increased by 8%, not at home so I'm not sure about this one
Snipers (maybe):
- Increase damage for Normal and Tactical snipers by 10%, not for Charge or Thale's.
Uprising 1.7 - TANKDOMINATION!!1!!1!
LOL Commando
LOL Plasma Cannon
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Mordecai Sanguine
What The French
361
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Posted - 2014.01.27 17:02:00 -
[2] - Quote
Alldin Kan wrote:Combat Rifle:
Hipfire Accuracy Reduction Increased delay between each burst fire
Assault Rifle:
Hipfire accuracy should be best out of all Rifles Higher damage for Breach variant Higher damage for Burst variant
Rail Rifle:
Large hipfire Accuracy Reduction
Flaylock Pistol:
Blast Radius increase of all variants by 1m, no exceptions
Laser Rifle:
Higher damage multiplier when heating up the weapon Slight Range increase Better Scope, it's a long range weapon
Plasma Cannon:
Increased Direct Damage Increased Splash Damage by at least 70, no exceptions Above changes could be made as temporary measure until damage-over-time is implemented Operation skill change to something useful
Mass Driver:
Damage for all variants increased by 8%, not at home so I'm not sure about this one
Snipers (maybe):
Increase damage for Normal and Tactical snipers by 10%, not for Charge or Thale's.
No for....Almost everything. Your balance are WEAPONS BUFF Dude do you know they're all too powerful isn't ?
And even your nerfs are wrong. |
bolsh lee
Ahrendee Mercenaries EoN.
894
|
Posted - 2014.01.27 17:13:00 -
[3] - Quote
With 1.8 ( I assume ) already well within works, why are we talking about weapon balance.. If done right, suit diversity will change everything that we know, hopefully leading to more situational weapons and team work...
Edit: Although, I agree something needs to be done with flay, laser and MD.. I don't think any amount of diversity could help those weapons against the current rifles... |
Midas Fool
Black Phoenix Mercenaries Legacy Rising
338
|
Posted - 2014.01.27 17:19:00 -
[4] - Quote
No to literally your entire list. The only things that you got sort of right were the PLC and Laser except that laser changes have already going to happen and the only PLC changes that need to happen are the first you listed. 1/16.
Alldin Kan wrote:Flaylock Pistol:
- Blast Radius increase of all variants by 1m, no exceptions
This made me laugh. No more scrub nonsense (buff this biff that)...TTK is already too low.
+25 Kill Assist...+25 Kill Assist...+25 Kill Assist...NO HOW WHY
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
8558
|
Posted - 2014.01.27 17:27:00 -
[5] - Quote
Mordecai Sanguine wrote:Alldin Kan wrote:Combat Rifle:
Hipfire Accuracy Reduction Increased delay between each burst fire
Assault Rifle:
Hipfire accuracy should be best out of all Rifles Higher damage for Breach variant Higher damage for Burst variant
Rail Rifle:
Large hipfire Accuracy Reduction
Flaylock Pistol:
Blast Radius increase of all variants by 1m, no exceptions
Laser Rifle:
Higher damage multiplier when heating up the weapon Slight Range increase Better Scope, it's a long range weapon
Plasma Cannon:
Increased Direct Damage Increased Splash Damage by at least 70, no exceptions Above changes could be made as temporary measure until damage-over-time is implemented Operation skill change to something useful
Mass Driver:
Damage for all variants increased by 8%, not at home so I'm not sure about this one
Snipers (maybe):
Increase damage for Normal and Tactical snipers by 10%, not for Charge or Thale's. No for....Almost everything. Your balance are WEAPONS BUFF Dude do you know they're all too powerful isn't ?And even your nerfs are wrong.
The plasma cannon is too powerful? You should have your posting privileges revoked.
Level 5 Proficiency 3 Forum Warrior
Lenin of the glorious armoured revolution
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NextDark Knight
Hellstorm Inc League of Infamy
160
|
Posted - 2014.01.27 17:28:00 -
[6] - Quote
They just need to turn down Aim assist on the rail riffle. I use it with aim assist off and don't see what all the hype is about. ..
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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Leadfoot10
Molon Labe. Public Disorder.
316
|
Posted - 2014.01.27 17:32:00 -
[7] - Quote
I'm not sure I agree with all of them, but I would add one to the list...
An overall nerf to all rifles of between 10 and 20%...to lengthen TTK. |
Reav Hannari
Red Rock Outriders
2859
|
Posted - 2014.01.27 17:43:00 -
[8] - Quote
I agree with the hip fire accuracy changes, especially for the Rail Rifle. That thing should be a beast at range, when aimed, but put you at a disadvantage at close range.
Instead of increasing splash on the Flaylock I'd rather see it focus on direct hit damage. It's the hardest sidearm to land a direct hit with but it should be devastating when it does. If that is changed then add a few rounds to the magazine. You could do that through the operation skill.
// Venge Captain // Matari Logistics / Scout / Pilot // @ReesNoturana
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8213
BIG BAD W0LVES
1492
|
Posted - 2014.01.27 17:44:00 -
[9] - Quote
Alright, except the Flaylock. Its a [/u]secondary[/u] weapon.
With the new Minmatar Assault bonus coming, you're going to see TTK shoot through the stratosphere.
Fish in a bucket!
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Knight Soiaire
Fatal Absolution Covert Intervention
4761
|
Posted - 2014.01.27 17:48:00 -
[10] - Quote
Snipers need an increased Headshot Modifier, from 175% up to 225%, instead of just a flat out damage buff, this would encourage the sniper to be accurate, and would help with countersniping tanked Thale's snipers.
Fatal Absolution Operation - LVL 5
Fatal Absolution Pro. - LVL 5
FOTM Abuser, outta mah way Nyain San!
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NAV HIV
The Generals General Tso's Alliance
897
|
Posted - 2014.01.27 17:49:00 -
[11] - Quote
Alldin Kan wrote:Combat Rifle:
- Hipfire Accuracy Reduction
- Increased delay between each burst fire
Assault Rifle:
- Hipfire accuracy should be best out of all Rifles
- Higher damage for Breach variant
- Higher damage for Burst variant
Rail Rifle:
- Large hipfire Accuracy Reduction
Flaylock Pistol:
- Blast Radius increase of all variants by 1m, no exceptions
Laser Rifle:
- Higher damage multiplier when heating up the weapon
- Slight Range increase
- Better Scope, it's a long range weapon
Plasma Cannon:
- Increased Direct Damage
- Increased Splash Damage by at least 70, no exceptions
- Above changes could be made as temporary measure until damage-over-time is implemented
- Operation skill change to something useful
Mass Driver:
- Damage for all variants increased by 8%, not at home so I'm not sure about this one
Snipers (maybe):
- Increase damage for Normal and Tactical snipers by 10%, not for Charge or Thale's.
Agreed with all of it.
CR : Reduction on Effective range, it does very well on range too
RR: Change the Iron sights on the Assault variants. The current Iron sight is too thick, forcing players to hip-fire with the assault variants. May be change it to the AR iron sights?!
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Knight Soiaire
Fatal Absolution Covert Intervention
4761
|
Posted - 2014.01.27 17:49:00 -
[12] - Quote
NextDark Knight wrote:They just need to turn down Aim assist on the rail riffle. I use it with aim assist off and don't see what all the hype is about. ..
This, the SCR and RR are so damn effective in CQC, turn AA off, and people can just dance around your shots.
Remove AA from all Low-Sec activities, let it be a high-sec thing.
Fatal Absolution Operation - LVL 5
Fatal Absolution Pro. - LVL 5
FOTM Abuser, outta mah way Nyain San!
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Sgt Buttscratch
1414
|
Posted - 2014.01.27 18:21:00 -
[13] - Quote
Assault Rifle: The burst just needs a slight tweak to burst delay. breach does need to breach, not tickle slowly
Rail Rifle: Needs something reduced. It cant be allowed to be good at everything.
Flaylock Pistol: I'd say slight ROF increase aswell
Laser Rifle: This should out range all assault rifle variants.
Snipers (maybe):
- Increase damage for Normal and Tactical snipers by 10%, not for Charge or Thale's.
I disagree with this, I think the C15-A and the Kaaly work fine, been using my Kaal alot on a scout suit with just 1 complex damage mod, doing good damage.
What would be nice was a Ishy that did a little less damage but had a silencer, helping infield snipers out.
Also change the Aurum X sniper from "Horizon" Kaaly to "Horizon" Ishukone, very misleading having the proto tactical sniper sharing name with an Aur standard fire sniper rifle.
I stick my weiner in two buns and and then give it the gas
Sour cream from my spleen into Levi jeans
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Scout Registry
Nos Nothi
1063
|
Posted - 2014.01.27 18:43:00 -
[14] - Quote
Saw Alldin Kan on Weapon Balance. Expected "buff AR, nerf all else". Pleasantly surprised; nearly satisfied.
Fails to address Shotguns. Fails to address Scrambler Rifles.
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Mortedeamor
1302
|
Posted - 2014.01.27 18:45:00 -
[15] - Quote
+ 1 i agree with everything i see with just a brief over look with the only exception being changing the lr sights..although if they give it a better ranged sight i wouldnt argue with it
+1 for IWS to stay as cpm
more-tae-dee-um-more
stop asking how to pronounce my name its quiet irritating
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Waiyu Ren
Immortal Guides
24
|
Posted - 2014.01.27 21:00:00 -
[16] - Quote
In regards to the flaylock... I really like this gun, or at least i like the idea of it.
"The flaylock is a snub-nosed pistol designed to fire one-inch direct attack missiles. Typically the weapon is armed with pack-loaded dumbfire or seeker missiles effective against infantry and armored targets but it is fully compatible with a broad range of missile types, making it one of the most versatile sidearm weapons on the battlefield."
To me this reads like "mini swarm launcher", but in reality it performs like a handicapped mass driver... I would love it if CCP removed the arc, and just for sh*ts and giggles, make it lock on, then fire the whole clip as a single volley of heat seeking nasty (though you might want to reduce the damage of each round....).
I don't want any gun buffs, i want guns that have character and perform the way they are intended in the role for which they are intended. In some cases this would require an increase in player skill in order to use them effectively, which isn't a bad thing.
I can apply this wish to the RR too, having used it. Spool time: Not working as intended, the trigger can be tapped repeatedly to counteract its downside, if you are mildly skilled (which excludes me). Otherwise fine. And the CR... I thought it was supposed to be a close range rifle? Why does the basic variant have a scope?? But otherwise it seems fine.
To wrap it up, i typically use the AR as my main arm. Dmg is fine, range is fine, RoF is fine. It's not the best at any one role, but it does what it seems it should: Which is a "Jack of all trades, master of none" rifle. (Also i think the Scrambler is fine, and friggin cool at that, but beyond my skill level unfortunately!)
Shouting doesn't make your opinion seem more valid, it just makes you seem more annoying.
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
298
|
Posted - 2014.01.27 21:05:00 -
[17] - Quote
you forgot shotguns and nova knives
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Iron Wolf Saber
Den of Swords
12672
|
Posted - 2014.01.27 21:56:00 -
[18] - Quote
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.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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Jadek Menaheim
Xer Cloud Consortium
1853
|
Posted - 2014.01.27 22:04:00 -
[19] - Quote
^^^ Interesting IWS. I like it.
McDonell Miller Explains the Dust Challenge Lottery Protocol
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Joel II X
Dah Gods O Bacon
694
|
Posted - 2014.01.27 22:16:00 -
[20] - 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. |
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Scheneighnay McBob
Learning Coalition College
3771
|
Posted - 2014.01.27 22:47:00 -
[21] - Quote
Sniper buff isn't really needed (it might be next build, though)
However, I agree with everything, and I have used everything at some point.
Also, the rail rifle nerf should be different: lower the rate of fire by a good deal, and raise the damage slightly to make up for that. Also lower the base recoil (it's unusable at operation 1 unless you're in CQC) and change the operation skill to something else.
I am your scan error.
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CrotchGrab 360
The Men In The Mirror
1403
|
Posted - 2014.01.27 22:59:00 -
[22] - Quote
combat rifle - not sure if its DPS or ROF but it does too much damage
rail rifle - it's mainly the aim assist compensation, look at a video in slow motion or watch the crosshair on your screen, it's more noticeable on a large TV, you get kills without getting hit markers, perhaps something in the programming of the rail rifle rounds, it seems like they take up a lot of space.
mass driver
don't know what to say about this one, i have an alt dedicated to this weapon however with prof 5, i used to be able to take people down and once got over 30 kills, the TTK is what destroyed using this as a viable weapon, that and armour tanking is all that really changed the gun not the gun itself
it's hard to say how to change it as it didn't get changed beforehand, this rule somehow doesn't apply to the rail or combat rifles as I had things to say about them but they had no predecessors, which is why it's even more complex.
I just want using 2 enhanced kin cats, 3 complex dmg mods, adv min assault and exo mass driver to be fun again! you die too quickly with 300hp and the kill time with explosive rounds is too long.
To be honest with you though I haven't spent a decent amount of time with the character in a while, not since I was still using the Caldari assault minus a kin cat so I'd need to play some more instead of passive the character.
DUST VIDEOS
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Dexter307
The Unholy Legion Of DarkStar
769
|
Posted - 2014.01.27 23:04:00 -
[23] - Quote
Midas Fool wrote:No to literally your entire list. The only things that you got sort of right were the PLC and Laser except that laser changes have already going to happen and the only PLC changes that need to happen are the first you listed. 1/16. Alldin Kan wrote:Flaylock Pistol:
- Blast Radius increase of all variants by 1m, no exceptions
This made me laugh. No more scrub nonsense (buff this biff that)...TTK is already too low. And this is why the flaylock should be removed and anyone who speced into it should get their sp back, no one wants it to be usable... |
bogeyman m
Learning Coalition College
45
|
Posted - 2014.01.27 23:48:00 -
[24] - Quote
Iron Wolf Saber wrote: Flaylock Pistol:
Give shots a sticky mechanic the RE enjoy with delayed fuse complete with a beeping noise. :D
[/list] The Batman Flaylock?
Iron Wolf Saber wrote: Rail Rifle:
Most horrible hipfire profile possible (most likely needle thin but super wide could work.) at short range.
[/list] Also shorten RR range by 10m.
Iron Wolf Saber wrote: Proximity Mine
Fix AOE damage application
Fix Trigger speed
[/list] Also remove warning alarm for vehicle pilots. |
NextDark Knight
Hellstorm Inc League of Infamy
162
|
Posted - 2014.01.28 03:05:00 -
[25] - Quote
Joel II X wrote: Some of your ideas seem terrible through my eyes. I want to post my own view of changes, but I'm too lazy.
Most of his ideas I think are terrible. He just speaks well so it comes off as being OK ideas.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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NK Scout
Storm Wind Strikeforce Caldari State
123
|
Posted - 2014.01.28 03:15:00 -
[26] - Quote
Alldin Kan wrote:Combat Rifle:
- Hipfire Accuracy Reduction
- Increased delay between each burst fire
Assault Rifle:
- Hipfire accuracy should be best out of all Rifles
- Higher damage for Breach variant
- Higher damage for Burst variant
Rail Rifle:
- Large hipfire Accuracy Reduction
Flaylock Pistol:
- Blast Radius increase of all variants by 1m, no exceptions
Laser Rifle:
- Higher damage multiplier when heating up the weapon
- Slight Range increase
- Better Scope, it's a long range weapon
Plasma Cannon:
- Increased Direct Damage
- Increased Splash Damage by at least 70, no exceptions
- Above changes could be made as temporary measure until damage-over-time is implemented
- Operation skill change to something useful
Mass Driver:
- Damage for all variants increased by 8%, not at home so I'm not sure about this one
Snipers (maybe):
- Increase damage for Normal and Tactical snipers by 10%, not for Charge or Thale's.
My charge needs a buff too
2 exiles assault rifles,
Skinweave caldari frame,
Staff recruiter militia frame,
Templar set
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deepfried salad gilliam
Sanguine Knights
404
|
Posted - 2014.01.28 03:22:00 -
[27] - Quote
flaylock needs +1 ammo on all variants, it currently is i think the only weapon not capable of killing with 1 clip
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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OZAROW
Dem Durrty Boyz Renegade Alliance
1299
|
Posted - 2014.01.28 11:25:00 -
[28] - Quote
Alldin Kan wrote:Combat Rifle:
- Hipfire Accuracy Reduction
- Increased delay between each burst fire
Assault Rifle:
- Hipfire accuracy should be best out of all Rifles
- Higher damage for Breach variant
- Higher damage for Burst variant
Rail Rifle:
- Large hipfire Accuracy Reduction
Flaylock Pistol:
- Blast Radius increase of all variants by 1m, no exceptions
Laser Rifle
- Higher damage multiplier when heating up the weapon
- Slight Range increase
- Better Scope, it's a long range weapon
Plasma Cannon:
- Increased Direct Damage
- Increased Splash Damage by at least 70, no exceptions
- Above changes could be made as temporary measure until damage-over-time is implemented
- Operation skill change to something useful
Mass Driver:
- Damage for all variants increased by 8%, not at home so I'm not sure about this one
Snipers (maybe):
- Increase damage for Normal and Tactical snipers by 10%, not for Charge or Thale's.
I see no fix for the shot gun, an noticed you think AR should be op?
SUPER NOVA KNIFE SAIYAN 4
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Omareth Nasadra
The New Age Outlaws WINMATAR.
272
|
Posted - 2014.01.28 11:41:00 -
[29] - Quote
Iron Wolf Saber wrote: 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.]
really? like those worthless av grenade needs another counter for vehicule user, if i manage to get close enough to toss a a grenade at your tank, you should toss me a salad
Minmatar, In rust we trust!!!
Omareth Nasadra/Erynyes
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