Oswald Rehnquist
1339
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Posted - 2014.04.27 06:25:00 -
[1] - Quote
Since we are throwing in our cheap $.02 worth of thoughts here, I'll throw mine out as well, and I think the biggest problem is that all the service rifles function way to similar between each other, in that I think the emphasis on the breach/tactical/assault/burst aspects should be reinforced a little bit more.
AR vs CR In regards to the AR vs CR, the CR should function as better alpha, whereas the AR has better dps. This can be achieved as a few have already mentioned by giving an increased delay between bursts, to the point that 3 trigger pulls do less damage than the AR user holding his trigger, but the one trigger pull of the CR out damages the AR. Meaning in a sustained 1v1 the CR user then needs to play with the AR's optimal or get the drop, otherwise its going to lose in a fair exchange in the AR's optimal.
TLDR
1) the CR's damage output should look more like a Sinusoidal function; The AR should look linear. 2) AR DPS>CR DPS
Other bad ideas
ScR 10% / 5% should be the laser tech damage modifier really if 5% / 10% is legit for the CR. With 20%, a skill that increases its offense to 35% on a defense type that is under powered really hurts the tech line, 35% is entirely unnecessary for low ehp which are shields. Shield defense really is speed/flank or range, as shields tank is more of an oxymoron as its more like paper mache (hence most shield tankers duel tank even before 1.8).
I would also like to see a slight (not as much as the LR) Gaussian distribution in the damage output of the ScR
RR Not so sure on this one. Essentially one of two things I'm looking for here, mainly to give it more flavor. In a very mainstream manor, less cqc more range potential. So one thing I notice is that the difference between 10-20 meters is actually not that much, thus I'm in favor of even more range, which would give the MSMG a purpose in the hands of a RR user (thus not closely duplicating functionality). So more range on the RR usually means an exchange in something else. What we have to play with is RoF Decrease (slight damage per shot increase) which would make strafing in cqc extremely easy. Or an increased spool up like to .5-.75 (or whatever). Again making the SMSG/RR combo worth while.
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