TYCHUS MAXWELL
Ghosts of Dawn General Tso's Alliance
5
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Posted - 2014.02.06 00:33:00 -
[1] - Quote
I think the majority can agree that tanks, rail rifles, and combat rifles need to be re balanced. A lot of people have their own ideas as to how this can be done but here is my two cents on the matter.
Tanks:
The biggest issue with tanks vs. AV at the moment is that one man in a militia tank with a blaster can lock down droves of enemies with his pew pew. This is because he is essentially a heavy with +20m speed, a gun that hits 8 to 10x as hard, thousands of more hp, and damage resistance hardeners to boot.
My suggestion: I'm not opposed to tanks being a group effort for infantry unless tanks are a group effort themselves. If large turrets are made ineffective with infantry forcing small turrets for anti infantry use, tanks should be fine.
Large Rail Turret: It's fine, a dead on hit isn't achieved often enough and minus scouts who will be getting stealth options soon the splash is not so effective either.
Large Blaster: Increase the damage on the blaster to give it punching power vs. other vehicles while increasing its bullet spread making large targets necessary for efficiency.
Large Missle Turret: Reduce the splash damage range to be in line with swarm launchers and basic flaylocks IE 1 meter.
With these changes tanks should continue to be able to be juggernauts without also being the force multiplying monsters they currently are.
Rail Rifles:
The biggest issue with rail rifles is that they are quite good even in CQC.
Solution: Like Tactical Assault Rifles make the hip fire spread push the aim reticle fast to fill the screen. This means that hip fire shots are still possible like the TAC rifle, however it would need to be fire in short bursts making the spool up time and general rate of fire push the gun to its niche role as a long range rifle.
Combat Rifle:
Biggest issue is that it matches the damage of the AR with greater range and dps.
Solution:
Lower the damage on the burst to match the assault variant of the combat rifle. The gun has double the range of a sub machine gun still allowing it to cover its role as a sub machine gun rifle. The assault variant should have the rate of fire reduced to match the sub machine likewise as its role is that of a sub machine gun with twice the range.
These are my suggestions for a not too heavy handed nerf to bring the weapons back into their intended roles. |