Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7846
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Posted - 2014.03.29 14:11:00 -
[1] - Quote
So, the Ion Pistol, while not as bad as the Flaylock, is still pretty damn bad. I will not talk about the technical problems that plague this weapon (hit detection being terrible, among them), rather talking about how the intended mechanics are broken.
Problems: It has only two points over the Scrambler Pistol - Higher magazine size and faster fire rate.
Considering this pistol is a CQC pistol, a high fire rate with lower damage per shot sounds about right. However, it still has lower DPS while still sacrificing a lot of range. That's broken, plain broken, any weapon in the game that does this is worse than it's counterparts and is rarely seen on the battlefield.
Then there's the clip size, SCP has 6 shots per clip and the Ion Pistol has 12, sounds like a good tradeoff? But no, the SCP operation skill adds +1 shot per clip, bringing it up to 11. +1 bullet per clip, while still doing less damage per clip, is NOT a good tradeoff for how pathetically low the range is, and the DPS is.
Then comes the charged shot. I'm sorry CCP, but your design for this feature is very, VERY, bad. It's a CQC weapon, hence it will face the brunt of weapons, where they do the most damage, so time is of the essence and there's rarely enough time to get to cover. So who the **** thought a 3.5 seconds lockup is a good idea for a CQC pistol?! I would understand if it did something like 500 damage on a charged shot, then it would turn into a high risk high reward weapon, but no, it doesn't do enough damage to bring down a frontline suit. I saw Caldari suits survive a shot of the Ion Pistol WHILE HAVING THEIR SHIELDS DOWN! I even saw someone survive a headshot charged shot :\
Finally, the dispersion. It appears like CCP is going to fix this in a hotfix, which is good, but WHY would you give this pistol such terrible dispersion? A CQC pistol, which means hip fire is very important? A skill shot pistol, where a miss means 3.5 seconds of lockup which means death?
Solutions: These will work by themselves, rather than having all of them together. There are many ways to fix this weapon, and here are some of my ideas:
A.Reduce the weapon seize time to a second. That's more than enough time to be screwed over in CQC, but it means a missed shot isn't certain death.
B.Increase damage to 65-70 per shot, making this an excellent weapon without the charged shot. The charged shot will act as a finisher, after the main firing system did enough damage to take down the target with a charged shot. Balanced by having a pathetically low range.
C. Increase charged shot damage to 500. This will make this pistol a powerful sidearm if used correctly, but any mistake and you're locked up for 3.5 seconds against an enemy who's hungry for your blood.
D. Reduce the weapon charge time to half a second. That's almost a full second less than the current charge time. This will allow you to pull off a couple of shots and then quickly pull off a charged shot. OR Damage the target with your main weapon, switch to the pistol and quickly pull off a charged shot.
E. Increase the magazine size to 18 shots. This brings the damage per mag to a respectable level.
F. Alllow for different levels of charge that won't lock up the weapon: In the current design, as long as you charge the weapon to 30%, it will lock it up instantly, while still not doing the full charged damage. My suggestion is, to have different levels of charge, with only a full charge locking up the weapon.
This will alow you to control just how much punch you want out of the weapon, and how much risk you're willing to take, as a slight error could lock you up.
That's it for my ideas. Meow.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7862
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Posted - 2014.03.29 18:04:00 -
[2] - Quote
Dunce Masterson wrote:you do not know what you are talking about the scrambler pistol clip size was increased to 8 and the rate of fire nerf is noticeable.
you are right about the overheat on the pistol it should be removed if the damage is going to stay the same. The rate of fire nerf is noticeable, I didn't say it wasn't, but the Scrambler Pistol still produces more DPS, even without the MASSIVE headshot bonus that it gets.
Also, I didn't notice that the SCP got 8 bullets in a mag now, that just makes this problem even worse.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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Cat Merc
Ahrendee Mercenaries Dirt Nap Squad.
7862
|
Posted - 2014.03.29 19:32:00 -
[3] - Quote
Marlin Kirby wrote:Cat Merc wrote:C. Increase charged shot damage to 500. This will make this pistol a powerful sidearm if used correctly, but any mistake and you're locked up for 3.5 seconds against an enemy who's hungry for your blood.
D. Reduce the weapon charge time to half a second. That's almost a full second less than the current charge time. This will allow you to pull off a couple of shots and then quickly pull off a charged shot. OR Damage the target with your main weapon, switch to the pistol and quickly pull off a charged shot. Hell no. C.That last thing we need is a one hit kill weapon. Remember impact grenades? D. See C Everything else seems fine. I see your point.
My intentions is to have a fun game for everyone.
If I seem to be biased, I have good hard data to back it up.
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