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Iron Wolf Saber
Den of Swords
13616
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Posted - 2014.03.22 19:59:00 -
[1] - Quote
So if you had to define classes of weapons in dust 514 what sorts would you pick?
Weapon classes being "Long Rifle", "Combat Shotgun' and the like.
I have my own extensive list but won't share it until others had a chance at thiers.
Go crazy.Show me your list of weapon classes or weapon classes you'd like to see make it into Dust 514.
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Iron Wolf Saber
Den of Swords
13617
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Posted - 2014.03.22 20:13:00 -
[2] - Quote
Aurra Field wrote:Anything other than generic ADS Hitscan Rifles.
Things like the UT2004 Shock Rifle, Quake Rockets/Tribes Spinfusor, Planetside (the original) Lasher, etc. Weapons with actual depth to them.
I mean, this is supposed to be a Sci-Fi game yet the most complex weapon to use is a short range Grenade Launcher.
You're going have to explain 'those classes' because chances are a simple shock rifle can be nothing more than a hitscan rifle with pretty effects.
For example we know the Spinfusor is classed as a grenade/mine launcher.
Lasher for all intents and purposes was a shotgun albit slow one at that.
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Iron Wolf Saber
Den of Swords
13617
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Posted - 2014.03.22 21:46:00 -
[3] - Quote
Cotsy8 wrote:http://i.imgur.com/xSxlftZ.png Every race has its only LAV HaV and drop ship. This is the same for weapons. http://i.imgur.com/IeaUIzU.jpgStop making stupid posts about what is this and what is that. Until every race has its racial weapon for each category there should be no reason to do a thread such as this one. Wait until all equipment, vehicles, weapons for each class is released. Wait until weapon mods and scopes and crosshairs and even suit pain is released and then we can have such a discussion.
The thing is we can be potentially wrong here too
What if I told you I think this game has 3 pistol classes?
Service Pistols - Scrambler and Ion Magnum Pistols - Bolt Heavy Pistols - Flaylock
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Iron Wolf Saber
Den of Swords
13620
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Posted - 2014.03.23 01:12:00 -
[4] - Quote
TheD1CK wrote:How about......
- Light Interaction from CPM on game changing issues, not naming issues - Medium responses from actual CCP staff responding to player worries - Heavy rage input from general public, but thats the Dust Forum way
Threads like this make reading the forum so pointless... Can we get more informed discussions on Gameplay, not naming We are blood thirsty Mercenaries, we don't care what you call it
A new section needs to be made on Forum for these issues
- Fan boy Discussion
\o/
Funny thing is that has been a highly common complaint over the link.
The label of mercenary is far too strong in this game and needs to go away.
We're freeguns if anything, if we sell it fine, if not oh well. Players should be more like eve players when it comes to what they want to do. Not shoehorned into this "Pay me and Ill blow it up for you" thats now how most of eve works.
This is quickly becoming a social issue that if not resolved and destroyed now will prevent future link attempts on behalf of eve pilots counter supporting the idea.
We need to be more likable by the pilots by being more useful to them.
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Iron Wolf Saber
Den of Swords
13623
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Posted - 2014.03.23 02:08:00 -
[5] - Quote
Anyways now that peeps had a chance to list theirs here's my list.
Side Arms
Melee
Knives - Paired Blades, Lightweight, fast, stealthy and deadly (Current Weapons Nova Knives)
Ranged
Service Pistol - Well rounded, fine handling, semi-automatic pistol with good range and sizable magazine and decent stopping power. (Scrambler and Ion) Operates on a single hand.
Magnum Pistol - Heavy hitting pistol with limited ammunition and slow cadence rate and becomes unwieldy if fired too fast. (Bolt Pistol) Operates on a single hand.
Heavy Pistol - A pistol firing well above pistol class munitions and packs a serious punch but lacks pistol finesse because of it. (Flaylock Pistol) (Subclasses AV and AP)
Machine Pistols - Upsized Service Pistols with full automatic mechanisms and larger magazines. (None) makes them useful for keeping people in cover in CQC situations. Focuses on high volume and pressure over damage and range. Operates on a single hand.
Sub Machine Guns - Downsized rifle weaponry designed for close quarters combat that is focused on getting better cqc range and destruction. (Mag Sec / SMG)
Carbines - Lightened rifle weaponry designed for back up rifle operations; while it suffers from rate of fire usually it makes up for it with accuracy and range. These suffer from reserve ammo amounts.
Tactical Shotguns - These downsized shotguns are more preferable for CQC situations and back up weapons in knife ranges. They however usually do not feature an extended magazine.
Medium Weapons
Melee
Long Blade - Gladius type blade, Slower, harder hitting melee weapon with longer reach.
Ranged
Assault Rifles - Standard issue weapons that are flexible and well rounded for many situations (Rail, Combat, Plasma, Scrambler)
Designated Marksman Rifles - Longer reach and slower fire makes it more ideal for scouts to use to take out lone targets in urban environments but performs poorly in short ranged combat. (Laser Rifle) They however suffer from lower magazine sizes.
Long Rifles - Used typically for squad support over long distances the coverage with these weapons and damage output allows for maximum assassination ability. (Rail Sniper)
Combat Shotguns - Standard Issued Shotgun that is well balanced with sustained fire and decent reach and magazine size.
Directed Launchers - These launchers have mechanisms that make them more ideal against vehicular targets such as locking mechanisms, proximity fuses, magnetism, and various other traits that makes them the perfect weapon against hardened and larger targets. (Swarm Launcher)
Grenade Launchers - The munition utility tools are often used to destroy equipment and suppress infantry positions and even threaten light vehicles. (Mass Driver)
Indirected Launcher - These launchers are not reliant on mechanism to deliver their payload but larger explosive force instead making it feasible for use in both anti vehicle and anti infantry but are somewhat more difficult to operate and guarantee results. (Plasma Cannon)
Squad Automatic - The heaviest rifle allowed by medium frames offers an impressive magazine size and damage but poor firing rate and accuracy as well as start up time.
(Sidearm Link) Allows operation of two single handed side arms at once and providing a bonus to both weapons such as magazine size, charge times, reserve ammo and accuracy.
Heavy
Melee
Hard Shield - These shields protect storm troops as they barge into a crowded space providing more protection than traditionally possible from drop suit defenses alone. These shields can be used in tandem with a single handed side arm to give an offensive option to the storm troopers. The shield can also bash and squash any nearby fools that wish to challenge the servo might of the heavy suits. (none)
Ranged
Assault Shotgun/Sweepers - These heavy CQC weapons are used for clearing out entire rooms without reload and can potentially damage vehicles but what they lack and exuberant reload times they make up with pressure and persistence. (Flamethrowers would count in this category)
Heavy Gun - These medium ranged anti infantry weapons are ideal for purging operations of entire hostile squads, due to their weight and unwieldiness makes them not easily as redeployable as needed in a highly mobile battlefield. (HMG)
Cannon - These weapons are designed for indirect firing at hostile vehicles with partial effect on infantry that get caught in the blast or attack. (Forge Gun)
Mortar - These indirect weapons are designed for area of denial operations and EOD in outside environments.
Heavy Rifle - These are assault classed rifles that have decent rate of fire and range making them deadly against infantry but suffer from low ammo reserve, magazine size, reload, and comparatively lower rate of fire and raw dps to most other anti infantry weapons however its the near lethal high alpha of the weapon that makes them scary. Can potentially damage light vehicles.
Heavy Launcher - These weapons are assisted munitions designs against vehicles and use various means to ensure accuracy and do less damage than the cannons and are highly ineffective against infantry.
Explosives
Remotes - Trigged over distance Proximity AV - Anti Vehicle mines Proximity Infantry - Directional and avoidable (and dodgeable) explosives that trigger on infantry. Timed Explosives - Placed explosives that detonate in a set time. AP Grenades - Designed for anti people and equipment. AV Grenades - Designed for anti vehicle uses Utility Grenades - Designed to help allies and confuse enemies.
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Iron Wolf Saber
Den of Swords
13646
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Posted - 2014.03.23 19:52:00 -
[6] - Quote
TheD1CK wrote:Nice evasion.... We are still mercenaries though, Title will never change that Your seeking names for a bunch of SOONtm, gear that may never be implemented
While there are big updates nearly out, but CCP is refusing to interact with the players On issues changing here and now, I'm not saying carry out the request of every Forum post But would it kill you to actually monitor your own server and player feedback...
You sure about that? I wonder why a blue would pop corn in that thread.
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Iron Wolf Saber
Den of Swords
13647
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Posted - 2014.03.23 21:30:00 -
[7] - Quote
No no no this is megaman's boom stick http://www.blogcdn.com/www.joystiq.com/media/2013/04/mmx.jpg
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