AmlSeb
Molon Labe. General Tso's Alliance
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Posted - 2014.06.05 13:23:00 -
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Some of you might not have noticed it but already since Closed BETA there has been no real definition of the weapon variants. It kinda worked at first when there where only few weapons but then with the addition of new weapons especially the Scrambler and Rail Rifle it was completely thrown over. Also some other changes like giving the Tactical variant the best range and best damage broke the first balancing rule: Either damage or range, not both.
Over time it all was changed more and more and in the end the mess we have now came out and the versions and their racial preference no longer fit into EVE in any way. Despite this there are some things that are alright and work on all categories of weapons like Breach=Better Damage and Tactical=Better Scope.
So what I did was creating 4 versions that are based on the 4 races approach on combat in EVE and on the key features of their preferred weapon systems.
Hipfire stability: This shows how much the hipfire reticule enlarges when moving or shooting Turning speed: This determines how much your turns are slowed down when aiming down sight
Assault: Preferred by: Amarr The Assault variant should be the one for sustained battles. It should have the largest magzine, a reduced heat generation and the lowest rof to use the magazine most efficient. To still have a decent dps it has the highest damage per shot. It would have a holo sight on it to be quite accurate up to medium-long distances but only has a decent hipfire accuracy and turning speed and a bad stability so it-¦s not that good in fights closer than medium range. Assault Explosives have the best trajectory and have a good Direct/Splash ratio but have the worst splash radius
Breach: Preferred by: Gallente The breach variant should be for all-out combat. It should feature the highest dps possible with a good damage and a moderate rof but at the cost of higher heat production. It would only have an iron sight and the strongest kick which makes it very inaccurate at longer ranges. It though has the best turning speed, hipfire stability and good hipfire accuracy so it-¦s best used in close fights. Breach Explosives have the best Direct/Splash ratio and are quite fast but have a bad trajectory
Burst: Preferred by: Minmatar The burst variant should focus on dealing a lot of damage due to the best rof and a moderate damage but only over a short period as it has a small magazine. It should have the best hipfire accuracy but only an iron sight and a quite strong kick so it-¦s best to use in hipfire on short-medium distances. This and its high alpha damage make it the best for skirmishes where you get in and out quickly. Burst Explosives have the largest splash radius and have a good trajectory but are the slowest
Tactical: Preferred by: Caldari The tactical variant is as the name says tactically most valueable. It has an ACOG sight and is heavier to reduce kick and make it more stable but also slower to turn and harder to control in hipfire. Thus it-¦s very hard to use anywhere shorter than medium-long range. It features selctive fire or a charge mode so you can adjust its damage, rof and accuracy a bit but it will overall have a low dps. Laser and Hybrid weaponry should have a charge mode with Hybrid weapons having a larger difference between damages and a longer charge time than Laser weapons. Projectile and Missile/Rocket weaponry should have selective fire between Burst/Auto on Projectile weapons and Semi/Burst on Missile/Rocket weapons. Tactical Explosives are the fastest and have a good splash radius but a bad Direct/Splash ratio.
With the weapon categories it-¦s a bit different but still nobody can really assign every weapon to a certain category. So here are some ideas on how the weapons could be categorized, what traits each category should have and how it variants could be.
Assault Rifles: These are the basic infantry armament of each faction. There should be eight different ARs with one for shorter (0-40) and one for longer ranges (40-80) per faction. They should feature all weapon systems in EVE except smartbombs so Amarr would have Pulse and Beam Laser, Minmatar would have Autocannons and Artillery, Caldari would have unguided missiles and Railguns and Gallente would have two Blasters (or a Drone/Nanite weapon if CCP has something like this planned) Their damage should be around 20-40 at basic and their rof around 400-800.
Sniper Rifles: Like the current ones but with a much better zoom, higher damage and scope sway(!!!) Tactical Sniper should have a zoom like the current thales, the others should be slighly below
Pistols: Not much to say, ranges like short ranged ARs, rof around 200-500, damage around 40-60 at basic
SMGs: Really short ranged (10-25) personal defense weapons with high rates of fire (1000-1200) and low damage (15-25 at basic)
Shotguns: Not much to say, ranges like SMGs, rof like 1,5sec-4sec
Light skilled AV/AI weapons: This one is a bit trickier as all existent weapons in this category require a lot of balancing. They should be weapons that are effective both against infantry and vehicles but require a lot of skill to use them effectively in both areas. There should be two weapons for each faction, one that is easier to use against vehicles and one that-¦s easier against infantry. The swarm launcher and the plasma cannon would be examples for AV focused weapons though they need a lot of fine tuning. The mass driver would be an example for an AI focused weapon.
Light/Heavy machine guns: They should be long ranged crowd control weapon that lay down suppressive fire over a large area but are less effective at shorter ranges
Heavy AV weapons: These are purely for AV with a high alpha damage but hard to use against infantry
This is just a sort of overview, I-¦ll get into all the categories later then and put out some ideas for changes etc.
Cheers, Aml
@AmlSeb on Twitter
BPO exchange: https://forums.dust514.com/default.aspx?g=posts&m=1852003
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