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Thread Statistics | Show CCP posts - 7 post(s) |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
141
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Posted - 2014.05.25 06:02:00 -
[1] - Quote
Aeon Amadi wrote:CCP Rattati wrote:XxGhazbaranxX wrote:CCP Rattati wrote:Thanks, will read enthusiastically. What if we had an assault variant PLC that has 2 shots in the clip before reload? It's impossible for Hotfix Alpha because we have to change the descriptions, which means localization and a longer deployment. Also, think about a breach variant, with longer charge and higher damage. Just so you all have something to do while I sleep. MMM did not read the Breach part; I am so excited that the PLC is being looked at that I spazzed out... Yes I think a breach would be awesome. Taking the forge for example maybe double the charge time and increase damage by around 45% just as is with the breach forge. Reload speed stays the same I guess. assault variant with 2 shots = a very good thing Why don't you guys throw up some designs, don't wait for us. Assault Variant would have to contend with the Mass Driver but I think it'd do so in a very interesting way what with the charge-time. Just don't gimp it's splash radius and it'd be an awesome crowd control weapon. Can't be too powerful though. Breach would probably have very little splash radius (talking forge gun splash radius here) but a very high alpha damage. So, essentially: Infantry <-----------> Vehicles Assaut --- Vanilla --- Breach I dare not put in numbers since that's where designs usually turn into heated arguments.
The ideas for the breach PLCs are nice, but I feel with the severe reduction in bullet speed there should at least be little to no arc within the round. I mean the risk is extremely high as opposed to the reward.
On a side note I think it would be interesting if the Assault PLC instead of firing rounsd one after another, fired all the rounds of its clip at once. Similar concept to the mass driver but must be launched at closer ranges, making it much more effective against infantry and crippling its AV potential over long distances. The rounds would fire with heavy drop in a horizontal pattern, increasing the number of rounds fired per shot each tier.
STD Direct damage: 460 Rounds Fired: 1 Splash damage: 95 Splash radius: 4m
ADV Direct damage: 480 Rounds fired: 2 Splash damage: 100 Splash radius: 4.2m
PROTO Direct damage: 500 Rounds fired: 3 Splash damage: 105 Splash radius: 4.4m
I'm not the best with numbers but you get the general idea.
Planetside 2
November 20
Join me, Join me now or gtfo
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
141
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Posted - 2014.06.01 20:29:00 -
[2] - Quote
AmlSeb wrote:The major problem with the plasma cannon is its low travel speed and thus steep trajectory. If you-¦d buff its speed by 50% and decrease its drop by half it would be a lot more useful especially against dropships. I noticed that it has an insane kick effect on them and this is pretty much how I get most of my dropship kills. Not even the Breach Forge gun or a Large Railgun has a that high kick
That or you can get lucky and shoot one of their gunners out and laugh your ass off
But yeah the bullet speed really needs to be increased, at least to the point where the dropship/tank you're attacking can't casually stroll out off the way of your plasma round. The bullet drop could by all means stay so long as the bullet speed is increased. It gives the weapon more capabilities rather than simply emulating an RPG. Keeping the weapon the weapon's current risk/reward will encourage people to practice with the weapon, rather than just running around blasting vehicles for that easy 1500+ damage.
Planetside 2
November 20
Join me, Join me now or gtfo
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
142
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Posted - 2014.06.02 01:45:00 -
[3] - Quote
Aeladon Leiko wrote:late to the game i know but what about this:
make plasma cannon have a damage multiplier vs vehicles. frankly the forge should be the same way. should do less than one hit kills vs infantry to prevent "sniping" with these weapons and force use of the weapon for that. also allow for it to be effective av without making it OP vs infantry
Its not easy to hit an infantry with a single shot weapon slow firing weapon, its high risk for a low reward. Missing the one round gives your opponent a clear window of opportunity to kill you, as you have to wait up to 3 seconds before swapping weapons thanks to its fire delay. Its pretty much a death sentence to miss a shot in anything but a heavy suit, the vs infantry damage needs no tweaking. Then there's the powerful bullet drop and speed, anything past 30m and you can simply move two steps to the side and dodge it, if it hits you then you're an idiot for watching the flying death ball fly into your face. The vs vehicle portion needs no explanation considering this entire thread revolves around it.
As for the forge gun someone else can blow that one up for you, cause I don't know much about em past the militia one.
Planetside 2
November 20
Join me, Join me now or gtfo
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
149
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Posted - 2014.06.13 17:17:00 -
[4] - Quote
Will there be any tweaking when it comes to the PLC's projectile speed? Or is it's current speed set in stone.
Planetside 2
Eventually
Eh
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