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Thread Statistics | Show CCP posts - 1 post(s) |
Shiruba Ryou
210
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Posted - 2014.02.12 02:51:00 -
[1] - Quote
https://drive.google.com/file/d/0B_SrB_ep3QkMN3gzZ2F6dGw3NTQ/edit?usp=sharing
Hoping CCP at least gives it a look see ^^
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Awry Barux
New Eden Blades Of The Azure Zero-Day
501
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Posted - 2014.02.12 03:01:00 -
[2] - Quote
Huh. I came in here ready to shriek no more rifles, but this is actually a pretty well-thought-out idea. The damage is a little high, but discussing numbers is irrelevant. I like it, assuming it would have the same hip-fire as a sniper rifle (no hip-fire guide, zero accuracy). It might need another balancing factor, maybe a 0.5-1 second long ADS time. Anyway, cool idea, +1
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4868
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Posted - 2014.02.12 03:52:00 -
[3] - Quote
Shiruba Ryou wrote:https://drive.google.com/file/d/0B_SrB_ep3QkMN3gzZ2F6dGw3NTQ/edit?usp=sharing
Hoping CCP at least gives it a look see ^^
Effective range could be a little better, honestly. Laser Rifle is a pain in the ass because of this. Enemy can back-pedal out of the maximum range and suddenly you're not doing damage.
It's an interesting take on a skill shot weapon but I think the Gallente's armament has too many skill shot weapons.
Looks good either way.
Useful Links
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Shiruba Ryou
211
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Posted - 2014.02.12 04:02:00 -
[4] - Quote
Aeon Amadi wrote:Shiruba Ryou wrote:https://drive.google.com/file/d/0B_SrB_ep3QkMN3gzZ2F6dGw3NTQ/edit?usp=sharing
Hoping CCP at least gives it a look see ^^ Effective range could be a little better, honestly. Laser Rifle is a pain in the ass because of this. Enemy can back-pedal out of the maximum range and suddenly you're not doing damage. It's an interesting take on a skill shot weapon but I think the Gallente's armament has too many skill shot weapons. Looks good either way.
I think its cool that we're a high skill race atm xD
Thanks for post. I just tried to give a picture for the weapon in ordder to present a full idea. If CCP likes it I'm sure they can do better with it ^^
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Dunce Masterson
Savage Bullet
23
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Posted - 2014.02.12 04:50:00 -
[5] - Quote
i dont like your idea CCP already brought in the abomination that is the rail rifle when they already have the sniper rifle.
i did give your doc a quick once over and it actually looks like a good build for the minmatar sniper weapon the end of its range needs to reach out to about 300 meaters. i would like to see the laser rifle turned into the amarr sniper weapon. |
Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
349
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Posted - 2014.02.12 04:58:00 -
[6] - Quote
The proficiency skill seems well ...silly. Skill changes projectile speed?
Other than that bit seems pretty solid.
32db Mad Bomber.
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Shiruba Ryou
215
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Posted - 2014.02.12 05:24:00 -
[7] - Quote
Keep coming with your opinions guys it's good to read them. Keep in mind that I made a niche weapon for Gallente. Other races may do it better it their own way but I wanted to create what I'd see as the Gallente answer to filling a marksmen role.
None of what I put in the report is something I believe should be set in stone. My goal was to give a picture for the weapon to give CCP an idea that they might like and run with.
Keep giving me feedback though. Good, bad, indifferent, it's all worth hearing ^^
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Summ Dude
Direct Action Resources
199
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Posted - 2014.02.12 06:14:00 -
[8] - Quote
Asha Starwind wrote:The proficiency skill seems well ...silly. Skill changes projectile speed? Other than that bit seems pretty solid. It would be useful if the projectile was slow enough to actually require some target-leading. Although I'm not against the idea of making that the Operations skill bonus, and just making Proficiency affect damage like normal.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Faquira Bleuetta
Fatal Absolution General Tso's Alliance
224
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Posted - 2014.02.12 06:53:00 -
[9] - Quote
bah ccp should just add Gallente frame model to rail rifle and sniper.
Fatal Absolution bench proficiency lvl 5
why so serious zatara
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Shiruba Ryou
229
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Posted - 2014.02.13 05:21:00 -
[10] - Quote
*BUMP*
xP
"Not to worry. The cards say you loved it."
- Ryoutoshi
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CCP Saberwing
C C P C C P Alliance
2260
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Posted - 2014.03.03 03:47:00 -
[11] - Quote
I've sent the weapon model and this doc to the relevant Devs :)
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
3086
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Posted - 2014.03.03 03:54:00 -
[12] - Quote
Shiruba Ryou wrote:https://drive.google.com/file/d/0B_SrB_ep3QkMN3gzZ2F6dGw3NTQ/edit?usp=sharing
Hoping CCP at least gives it a look see ^^
Interesting idea, though I'd be more interested in seeing a similar weapon with a snaring effect versus vehicles than infantry. |
Aeon Amadi
Ancient Exiles. Renegade Alliance
5121
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Posted - 2014.03.03 10:37:00 -
[13] - Quote
Quick update: I still really hate the short effective range and the one-shot aspect of it. If it's only got one shot and doing only 400 damage, it definitely needs a strong headshot modifier to encourage skill, otherwise I'm more inclined to use the Caldari Sniper Rifle simply because it has higher damage dealing capabilities, a headshot modifier, MUCH longer range and has five rounds - that's a lot of room for error whereas this Neutron Rifle has... none. Even if you land the shot, you're not going to kill the average high-end target (Any Proto/Heavy) which means it's likely not going to be used in PC.
Just some thoughts.
Useful Links
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Arx Ardashir
Imperium Aeternum
628
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Posted - 2014.03.03 17:21:00 -
[14] - Quote
Aeon Amadi wrote: that's a lot of room for error whereas this Neutron Rifle has... none. Well one of the things from the doc was that the projectile expands. So while what you say is true, I'd like to take a bit of the edge off with what looks to be splash damage that doesn't require you to actually hit the ground/wall near them, to where even a near miss that flies off into the distance deals some damage to the target. This actually would make it most effective to shoot through a crowd of reds instead of at them, as the projectile will damage everyone it passes near but will keep going until it hits/dissipates.
Now is the winter of our non-content.
Ghosts Chance's hero for 3/1/14.
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Smooth Assassin
Stardust Incorporation IMMORTAL REGIME
956
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Posted - 2014.03.03 17:42:00 -
[15] - Quote
Looks and sounds too OP, Headshots dealing 400 damage per shot is too OP and optimal is too OP.
Assassination is my thing.
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Shiruba Ryou
247
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Posted - 2014.03.03 18:17:00 -
[16] - Quote
CCP Saberwing wrote:I've sent the weapon model and this doc to the relevant Devs :)
You just made my day Saber xD
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Texs Red
DUST University Ivy League
267
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Posted - 2014.03.03 18:27:00 -
[17] - Quote
Aeon Amadi wrote:Quick update: I still really hate the short effective range and the one-shot aspect of it. If it's only got one shot and doing only 400 damage, it definitely needs a strong headshot modifier to encourage skill, otherwise I'm more inclined to use the Caldari Sniper Rifle simply because it has higher damage dealing capabilities, a headshot modifier, MUCH longer range and has five rounds - that's a lot of room for error whereas this Neutron Rifle has... none. Even if you land the shot, you're not going to kill the average high-end target (Any Proto/Heavy) which means it's likely not going to be used in PC.
Just some thoughts.
I like the concept a lot but I disagree on the approach. Personally I would see this as the Gallente equal to the Caldari sniper rifle, a long range weapon, and in this regard it should be the most potent of all of the "long range" weapons.
Here is how I see it: Caldari "sniper rifle" - Longest range (600m) with decent damage and a low to modest ROF (what it is currently) Minmatar "Precision Rifle" - Second longest range (400m), has a very low ROF but has very high "alpha" damage Amarr "Laser Rifle" - Range should be buffed to about 500 with a scope to suit it, deals damage by sustained contact. Very lethal but suffers from overheat. Gallente "Neutron Rifle" - Has shortest range (150-200) but deals good damage with a good ROF. So maybe 50% larger clip with 50% less kick and about the same ROF as the tactical sniper.
The Caldari is your traditional "camper" sniper who gets to a single good spot and makes great use of it to terrorize the entire battlefield. The Minmatar is a bit more of a shorter range sniper who specializes in one hit kills, he usually has the lightest defenses compared to the other races so moving every so often is a good idea. The Amarr sniper is more long range and few will wonder where he is shooting from but their heavy armor and large effective range makes them difficult to remove. The Gallente sniper is closer to a squad support marksman than a true sniper. His short range will force him to be constantly be moving and will need the support of his squad much more. In exchange his is the most potent of all the "long range" weapons but is vulnerable to other "sniper" groups due to lack of true sniper range. |
Summ Dude
Direct Action Resources
261
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Posted - 2014.03.03 19:09:00 -
[18] - Quote
Aeon Amadi wrote:Quick update: I still really hate the short effective range and the one-shot aspect of it. If it's only got one shot and doing only 400 damage, it definitely needs a strong headshot modifier to encourage skill, otherwise I'm more inclined to use the Caldari Sniper Rifle simply because it has higher damage dealing capabilities, a headshot modifier, MUCH longer range and has five rounds - that's a lot of room for error whereas this Neutron Rifle has... none. Even if you land the shot, you're not going to kill the average high-end target (Any Proto/Heavy) which means it's likely not going to be used in PC.
Just some thoughts. The stats are more of ideas/placeholders, not really set in stone. This picture has some newer stats, where the damage is up to over 450 at Proto. It's also meant to fire a shot roughly half the size of a PLC round, so it's much easier to hit with than the standard SR. And (if possible), we had talked about the idea of a DoT effect. Cause who doesn't love DoT effects?
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
5129
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Posted - 2014.03.04 01:31:00 -
[19] - Quote
Summ Dude wrote:Aeon Amadi wrote:Quick update: I still really hate the short effective range and the one-shot aspect of it. If it's only got one shot and doing only 400 damage, it definitely needs a strong headshot modifier to encourage skill, otherwise I'm more inclined to use the Caldari Sniper Rifle simply because it has higher damage dealing capabilities, a headshot modifier, MUCH longer range and has five rounds - that's a lot of room for error whereas this Neutron Rifle has... none. Even if you land the shot, you're not going to kill the average high-end target (Any Proto/Heavy) which means it's likely not going to be used in PC.
Just some thoughts. The stats are more of ideas/placeholders, not really set in stone. This picture has some newer stats, where the damage is up to over 450 at Proto. It's also meant to fire a shot roughly half the size of a PLC round, so it's much easier to hit with than the standard SR. And (if possible), we had talked about the idea of a DoT effect. Cause who doesn't love DoT effects?
Yeah, I dunno - I personally just would use the Caldari Sniper Rifle over it. Having 450 damage with one shot as opposed to 1,200 spread out over five? Not to mention three times the range? Far more useful than trying to land a single shot and letting some DoT effects try and finish them off (which, you might as well take heavies out of the picture entirely if they're being repped).
It's far easier to put two or three rounds down-range over a -MUCH- longer distance especially when the Sniper Rifle has a headshot modifier (which would put a single shot's damage at about the neutron's base damage). This weapon, to me, just looks like a plasma cannon that shoots straight.
Useful Links
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Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7102
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Posted - 2014.03.04 06:58:00 -
[20] - Quote
Good concept art for the gun: http://img4.wikia.nocookie.net/__cb20131116015744/halo/images/0/01/H4_beamrifle_trans.png
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Joel II X
Dah Gods O Bacon
1415
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Posted - 2014.03.04 07:09:00 -
[21] - Quote
Reminds me of the Plasma Cannon, but weaker.
One shot per clip, massive damage, long reload, slow bullet travel? It's pretty much the Plasma Cannon. |
Lynn Beck
Granite Mercenary Division Top Men.
818
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Posted - 2014.03.04 07:36:00 -
[22] - Quote
I don't use gallente weapons that much, but i know i would skill this to 3 right away.
Would this gun be intended to 'one shot kill' people or should you take multiple shots/reload to kill one? Should it kill a sentinel being repped in ANY number of shots?
What if the shot hits a face, but well before the end of the 'burn' time? Does it wrap around his head and hit others around him, or stop there doing full damage? Would you be aiming specifically not to 'hit' anyone as you would rather slide the shot past 3-4 guys?
No SP refund=academy stomping FOR DAYYZ
Proud owner of 69 'Fleshriver' Nk's.
No i don't buy AUR
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Minmatar Mercenary 9292
Science For Death
431
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Posted - 2014.03.04 08:33:00 -
[23] - Quote
they should also redo the matari rifle to look more like this. A few more modifications to the other guns and were on our way to a great game!
Da only good Amarr is a ded Amarr, an de ony fing betta than a ded one, is a dyin one who tells ya were 'is mates is!
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
391
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Posted - 2014.03.04 13:33:00 -
[24] - Quote
JUNK |
DeadlyAztec11
Ostrakon Agency Gallente Federation
4479
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Posted - 2014.03.04 16:12:00 -
[25] - Quote
Minmatar Mercenary 9292 wrote:they should also redo the matari rifle to look more like this. A few more modifications to the other guns and were on our way to a great game! They already have the Minmatar Precision Rifle art. Looks as boring as you would expect.
My alts: General John Ripper, Draxus Prime, MoonEagle A, Anarchide, Long Evity
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Shiruba Ryou
259
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Posted - 2014.03.04 19:14:00 -
[26] - Quote
oooooo~ Baaaaaaaaabeeeeeeeeehhhhhhhhhhh~
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Shiruba Ryou
259
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Posted - 2014.03.04 19:54:00 -
[27] - Quote
Lynn Beck wrote:I don't use gallente weapons that much, but i know i would skill this to 3 right away.
Would this gun be intended to 'one shot kill' people or should you take multiple shots/reload to kill one? Should it kill a sentinel being repped in ANY number of shots?
What if the shot hits a face, but well before the end of the 'burn' time? Does it wrap around his head and hit others around him, or stop there doing full damage? Would you be aiming specifically not to 'hit' anyone as you would rather slide the shot past 3-4 guys?
The idea was that it'd be a frontline enigma. Hard enough base hitting power to take out or severely cripple the average Soldier (Assault suit moderate tank), and debilitate heavies. It's better to think about a weapon in terms of it's desired roll rather than just numbers on a page. It makes building it much easier. We wanted this to be a hole puncher. Punching holes in the ranks of the opposition's point and opening up breach opportunities.
The customization in DUST is amazing, but when filling out each races weapon roster I feel it's important to think in terms of that race's armies. The factions are not using the enemies weaponry (except you Mini's). So what would that army need from a rifle?
Gallente desperately want to get into the enemies face. Quickly dipping between open areas and cover (mini) or trying to find the angle (Caldari) is not them. They punch through, committed, hard, and fast. I wanted this rifle to be their entry tool. Getting the enemy out of the entry paths so the Gallente squads can rush in and do what they do best.
I'm imagining this soldier running with a scout, 2 Assaults, and Heavy and a Logi in a Ravager Squad (just one of the attack tactics I've written up for personal use). The enemy is hold up at an objective, firing at you from afar with long range weaponry. The only real choice the have is to close the gap. The squad chooses a desired route and the Neutron RIfler goes to work. His job is to get the enemy hurting or not in a position to stop their committed approach. Quickly choosing the most dangerous target, aiming, firing (is was a glass cannon commando with a rail rifle. With your damage modifications and close range even the hurried body shot takes him out) and moving on. Reload moving with the squad making sure to ignore the targets your breaking contact with. Another enemy trying to stop the squads approach, aim, fire (this time a Bricked out Logi. Didn't kill him but he's hurting and wont chance rushing in on your squad which is still on the move. Squad has reached the point. Time for them to go to work. You set up just on the outskirts of the point. Not maybe 60 meters from the hack point. Your scout rounds a bin and you spot Sentinal with forge gun rounding on him. A quicck shot makes him an easy finish for the scouts fast firing shotgun which gets the round off before the heavies HMG can get up to speed. Your logi+Heavy combo is breaching a hallway. You run over and quickly aim down the path ways, skillfully placing a round in a leaping scouts torso as it rushed through the air at your heavy with knives. 2 move shots in the gaps around your heavy down the hallway weaken too more targets then the pair quickly take out. Leaving them to it you round the next area where your Assaults have flanked another entry point and are harassing a 2 heavies with the earlier bricked Logi. he Logi is sitting in 2 Allotek Hives while one heavy has an HMG and the other a Rail Rifle. You focus the Heavy RR and cause him to retreat back with the logi. You didn't kill him but you've giving yout Assaults room to rep and re-position. On more shot takes the Heavy to 10-20% Armor which then depletes the Logis rep hives. You re-position to your Assaults the supply cover fire during your reload. Your added safetly time allows you to line up a headshot on the logi. You don't have an exceptional headshot bonus but it's a bonus non the less on your high base damage. It takes him out. You reload and locate the Heavy RR just in time to see your Scout come from behind him and dispatch it and the other heavy. The 2 assualts rush in and make rounds of the complex dispatching the odd spawn in and securing the area while the heavy covers the scout during the hack and the Logi takes the time to set up resupply and triage points taking time to scan and confirm the base is taken.
I like imagining scenarios. Anyway my point is that when I'm writing out weapons I don't think about how they work compared to another race. I think about how they work in conjunction to the race and their playstyle and current weapons. Personally I think the Neutron Rifle could be a welcomed addition to the Gallentean Arsenal after fine tuning and reworks by the professionals ^^
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Mahal Daj
Mahal Tactical Enterprises
36
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Posted - 2014.03.04 20:56:00 -
[28] - Quote
Love the model, but I feel the proposed stats are very similar to the forge gun in many ways (I know it's only for discussion).
I currently carry a Tactical Sniper Rifle on a Gal Scout (5) and it's great for a lot of stuff, but I would love to have a more racially specific and relevant weapon to fill this role. I understand Gallente perks to be: close-range damage, high-grade stealth, and sacrifice mobility if you want survivability.
As such, I would like to see a weapon modelled like the one you have created fill the Gallente Sniper Rifle role. I would like it to behave like this: very high RoF (500+), high damage decay over distance (optimal around 90m, falloff around 300m), 5-round clip, 30ish max ammo, 200 damage per shot, LONG reload (heavy weapon grade). plus, I think this would like awesome based on the model you have proposed.
The idea behind this build is to have an assault capable weapon in the hands of someone like a scout, but to essentially hurt the long range capability somewhat. The balancing act of the weapon is two-fold: at close range (80m), the transversal velocity of the target would make it difficult to hit with all 5 shots, figure 2 shots-on-target (2*1.0*200 = 400 dmg), while at long ranges (200m), you would be able to do damage comparable to a Tactical Sniper Rifle after you factor in 4-5 shots-on-target at 40%-50% (4*0.45*200 = 360 dmg/635 dmg for headshots). I think this would make a balanced and fun weapon, very appropriate to gallente playstyles, with well-defined niches, and the gallente's eve-side accepted 'super-attack' of high-dps on stationary targets.
This would be a counter to heavy-suits and rail rifles, while maintaining the superiority of the Caldari Sniper Rifle in damage-over-range.
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Shiruba Ryou
261
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Posted - 2014.03.04 21:30:00 -
[29] - Quote
Mahal Daj wrote:Love the model, but I feel the proposed stats are very similar to the forge gun in many ways (I know it's only for discussion).
I currently carry a Tactical Sniper Rifle on a Gal Scout (5) and it's great for a lot of stuff, but I would love to have a more racially specific and relevant weapon to fill this role. I understand Gallente perks to be: close-range damage, high-grade stealth, and sacrifice mobility if you want survivability.
As such, I would like to see a weapon modelled like the one you have created fill the Gallente Sniper Rifle role. I would like it to behave like this: very high RoF (500+), high damage decay over distance (optimal around 90m, falloff around 300m), 5-round clip, 30ish max ammo, 200 damage per shot, LONG reload (heavy weapon grade). plus, I think this would like awesome based on the model you have proposed.
The idea behind this build is to have an assault capable weapon in the hands of someone like a scout, but to essentially hurt the long range capability somewhat. The balancing act of the weapon is two-fold: at close range (80m), the transversal velocity of the target would make it difficult to hit with all 5 shots, figure 2 shots-on-target (2*1.0*200 = 400 dmg), while at long ranges (200m), you would be able to do damage comparable to a Tactical Sniper Rifle after you factor in 4-5 shots-on-target at 40%-50% (4*0.45*200 = 360 dmg/635 dmg for headshots). I think this would make a balanced and fun weapon, very appropriate to gallente playstyles, with well-defined niches, and the gallente's eve-side accepted 'super-attack' of high-dps on stationary targets.
This would be a counter to heavy-suits and rail rifles, while maintaining the superiority of the Caldari Sniper Rifle in damage-over-range.
Interesting specs. But I have to say no to your ranges. Specifically falloff. Plasma has a crap falloff. That's a weapon ammunition trait. Not negotiable. Your Falloff ratio would make even the Mimnitar wonder how that bullet went so far.
Always open to discussion and I hope everyone keeps giving their own vision and feedback. But try to stay with the features guys.
Plasma: - High damage - Short optimal - Short falloff - High Rate of fire (in EVE this is to support it's place as the highest DPS weapon option. The Plasma Cannon is testimonial to the fact that the Gallente don't sport high RoF as part of their Mantra of Warfare and rather a means to an end.) - (In EVE though certain turrets, i.e the Neutron Class, does sport a slower fire rate and longer range [in comparison to it's other turrets])
"Not to worry. The cards say you loved it."
- Ryoutoshi
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Summ Dude
Direct Action Resources
261
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Posted - 2014.03.04 22:02:00 -
[30] - Quote
Actually Cat: this.
Not just a laymen, but the laymen.
Winn Summ and lose Summ.
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