The-Errorist
690
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Posted - 2014.05.19 21:55:00 -
[1] - Quote
CCP Logibro wrote:Jenova Rhapsodos wrote:Arkena Wyrnspire wrote:Also, one factor in this could be the much talked about slowdown effect from being hit by high rate of fire weapons. Is that something being looked at? This. Game literally unplayable. Worst mechanic. CCP pls. That's actually one of the factors I would like to take a look at. One thing out of personal curiosity: How would you (everyone), in your minds define each rifle's role so as to not have them overlap each other? Just for Rail Rifle, Combat Rifle, Plasma (Assault) Rifle and Scrambler Rifle. Don't worry so much about their variants for now, just think about the base versions.
I agree with a lot of what other's have said the rifles' roles and traits should be like. For the base variants the the plasma, scrambler, rail and combat rifle, these are the roles and traits I think they must have:
Plasma (Assault) Rifle: Best assault rifle for CQC engagements. * Medium-high hipfire accuracy * Lowest ADS accuracy * Highest damage drop-off at range * Highest damage per minute
Combat Rifle: Best assault rifle for close-to-mid range engagements against multiple enemies. * Medium hipfire accuracy * 2nd lowest ADS accuracy * Highest RoF * 2nd highest damage drop-off at range * Lowest damage per mag * 2nd highest damage per minute.
Scrambler Rifle: Best assault rifle for 1 on 1 engagements at mid-to-long range where you want to quickly snipe down your enemy. * High ADS / Skillshot accuracy * 2nd lowest damage drop-off at range * High damage per shot * Highest damage per mag * Highest heat cost per shot * Highest damage per second, but 2nd lowest damage per minute
Rail Rifle: Best assault rifle for sustained long range engagements. * Highest ADS accuracy * Lowest hipfire accuracy * Lowest RoF * Lowest damage drop-off at range * 2nd Highest damage per mag * High damage per shot * Lowest damage per minute
I also think they should all have overheat and the CR needs a balanced damage profile like -5% shield +5% to armor instead of -5/+10%. |
The-Errorist
690
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Posted - 2014.05.20 20:18:00 -
[2] - Quote
Sequal Rise wrote:The-Errorist: I think you miss something here. The AR is a medium range weapon which just need a bit more damage or fire rate to be efficient AND the CR is the CQC weapon to destroy enemy at close-mid range super easily but with a short clip size!
Velociraptor: Imo, I did see a little difference after 1.8, but I can't say "it's nowhere near OP as hell as it used to be". It's still very close to what it used to be and can melt down enemies in CQC pretty easily (especialy heavys).
I think a good thing with the RR would be to decrease it's efficienty at close range (kinda like the Laser but not as much), to put a half second or something like that between each shot of CR, and to increase the range and the damage or fire rate of the AR. This way assault weapon will be well balanced I think. The ScR is to me perfectly balanced, it's hard to play but it's rewarding !
According to http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ the optimal, effective range it has, and lore, it's definitely a close range weapon. The mid range weapons are the scrambler(medium-to-long) and combat rifle(close-to-medium).
I do agree though with the AR needs more damage and or firerate, as I said in my post, it should have the highest damage per minute
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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