|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
TYCHUS MAXWELL
The Fun Police
163
|
Posted - 2014.04.10 23:50:00 -
[1] - Quote
TranquilBiscuit ofVaLoR wrote:i've talked about this before, then proceeded to get a lot of butthurt posts from butthurt heavies claiming that they know it all. anyway, how would any anti infantry heavy weapon with more range than the current HMG be balanced? if we assume that they will have drastically higher DPS's than the current light weapons, like the HMG, then how could we possibly balance that? there's obviously the option of making them terrible in CQC, but looking at the rail rifle, that's highly unlikely. this might be one of the reasons for so few heavy weapons. if they stick with the ridiculously high DPS culture of heavy weaponry, then any weapon with more range than the HMG just wouldn't work. i've heard of the idea of the heavy laser, and all that comes with it, and that's not a bad idea, but what about the other ones? they'd have to lose significant DPS in trade for range for them to be balanced, since, you know, the only weakness of the heavy is their lack of speed, nd even that can be negated via kincats. so tell me, you know-it-all-heavies, how could you balance a ranged anti infantry heavy weapon? because having ridiculous DPS, range, and the most HP in the game just isn't gonna work.
We already have one, it's called the standard variant Forge Gun. There is no way in hell a spray and pray hmg with increased range is going to be balanced, but we don't need one.
I Suggest getting 1 racial heavy weapon for everyone though. Give the Amarr a laser cannon that acts like a combination of the laser rifle and the swarm launcher. It won't activate upon small targets (IE dropsuits) but if you hold it over a vehicle it builds up a massive laser that bores a hole into the vehicle the longer it is kept focused on it, increasing with damage over time just like the laser rifle.
For the Gallente, Give them a Flak Blaster that acts as a portable flak cannon that fires off then explodes into tiny shards of heated plasma. This will make it great as an anti Air Weapon but make it so-so against ground targets as the explosion distance is quite far and its difficult to land a direct hit on land targets.
I focused on AV because we are lacking in options at the moment but eventually I would like to see an anti infantry weapon for each variant maybe a mortar cannon for minmitar AV (Like a larger mass driver that is extremely inaccurate, we're talking like shots that fly left right and center of your FOV.) |
TYCHUS MAXWELL
The Fun Police
163
|
Posted - 2014.04.11 00:14:00 -
[2] - Quote
Zahle Undt wrote:TYCHUS MAXWELL wrote:TranquilBiscuit ofVaLoR wrote:i've talked about this before, then proceeded to get a lot of butthurt posts from butthurt heavies claiming that they know it all. anyway, how would any anti infantry heavy weapon with more range than the current HMG be balanced? if we assume that they will have drastically higher DPS's than the current light weapons, like the HMG, then how could we possibly balance that? there's obviously the option of making them terrible in CQC, but looking at the rail rifle, that's highly unlikely. this might be one of the reasons for so few heavy weapons. if they stick with the ridiculously high DPS culture of heavy weaponry, then any weapon with more range than the HMG just wouldn't work. i've heard of the idea of the heavy laser, and all that comes with it, and that's not a bad idea, but what about the other ones? they'd have to lose significant DPS in trade for range for them to be balanced, since, you know, the only weakness of the heavy is their lack of speed, nd even that can be negated via kincats. so tell me, you know-it-all-heavies, how could you balance a ranged anti infantry heavy weapon? because having ridiculous DPS, range, and the most HP in the game just isn't gonna work. We already have one, it's called the standard variant Forge Gun. There is no way in hell a spray and pray hmg with increased range is going to be balanced, but we don't need one. I Suggest getting 1 racial heavy weapon for everyone though. Give the Amarr a laser cannon that acts like a combination of the laser rifle and the swarm launcher. It won't activate upon small targets (IE dropsuits) but if you hold it over a vehicle it builds up a massive laser that bores a hole into the vehicle the longer it is kept focused on it, increasing with damage over time just like the laser rifle. For the Gallente, Give them a Flak Blaster that acts as a portable flak cannon that fires off then explodes into tiny shards of heated plasma. This will make it great as an anti Air Weapon but make it so-so against ground targets as the explosion distance is quite far and its difficult to land a direct hit on land targets. I focused on AV because we are lacking in options at the moment but eventually I would like to see an anti infantry weapon for each variant maybe a mortar cannon for minmitar AV (Like a larger mass driver that is extremely inaccurate, we're talking like shots that fly left right and center of your FOV.) I figured Minmatar light AV should be akin to an RPG and then I would make their heavy AV something like the 4 tube rocket launcher from the 80s and have the rockets rapid fire from the launcher. Both would be dumb fire weapons. I have a weird Idea for gallente heavy AV, my Eve playing friends say Gallente are the big time drone users of the game. So give them a drone launcher that locks onto vehicles and follows them for a little while firing blaster rounds at it. I like your Amarr heavy AV idea, myself when I think of Amarr AV I can't help but think of that bigass laser from Halo.
I like the Minmitar light RPG but I think another RPG would be a bit redundant we don't want another Flaylock/MD situation. I suggest the mortar just because that seems like a fun tech that we don't have. A Big blast AOE that arcs out of LOS but is the most inaccurate weapon in the game for balancing purposes. That way you can have someone on your team Shelling the enemy front line hoping to get that odd kill and forcing them to make a move. The Forge Gun and Amarr Laser Cannon should be enough for dealing with tanks, the Gallente Flak Blaster would be great anti Air, and the Minmitar Mortar Cannon would be great Anti-Infantry and LAV/MAV Harrasment with the balancing fact that it's useless at close range since in my mind it fires at a high angle (you would have to be staring at the ground to try to make it hit close targets and it still wouldn't land near you.)
Of course these ideas are also assuming we will have more vehicles like the MAV, the light and heavy aircraft. |
TYCHUS MAXWELL
The Fun Police
163
|
Posted - 2014.04.11 00:32:00 -
[3] - Quote
Rynoceros wrote:My dream weapon would be a Heavy Gallente AR. It'd be kinda like a Blaster Turret, but with a heavily reduced RoF (~180 RPM), hipfire dispersion around 15.0/ ADS ~60.0, and a 10 round magazine, base 4.0 second reload, optimal range between 30-60m, and a bit of kick, with current Blaster DPS profiles.
Pick it apart, fellas.
It's not bad it sounds kind of like a more anti infantry styled Forge Gun. Personally I'd still like to see more diverse weaponry with new roles like I suggested for the Gallente Anti infantry a plasma caster that fires waves of plasma energy a short distance in front of the target making it the Heavy equivalent of a shotgun. |
|
|
|