Lloyd Orfay
Fantom Company
14
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Posted - 2014.06.06 22:08:00 -
[1] - Quote
Hello.
Most of us dusters are familiar with the weapons and statistics in this game, which has tempted me to post possible re-balances and positively alter some of the backbone to direct game play. The feedback/suggestions I make are aimed at better overall performance/ actual skill requirements for the game.
Here are some general suggestive ideas for weaponry:
-Make all heavy and a majority of light weaponry ineffective at close ranges.( Creating a more proactive need for sidearms)
-Instead of having higher tier weaponry increase in range, have their range slightly decreased from the standard effective range, but just slightly. ( Increasing their ranges makes them too effective as many other players won't be able to combat the long ranges or defend against them)
-Have players move almost the same as their drop suit speed in down sights, but have movement come with a very small sway when in such mode as sniper rifles have.(The speed boost is to give some margin for error if a bad spot was chosen for longer ranged battles and the movement sway is to discourage excessive movements and exploiting the speed difference)
This is so players have a less materialistic required game play, and have more effort for using their weapons.
Some specific weapon changes:
-Minmatar Combat Rifles and and SMGs have crucial issues. With the range increase of higher tier CR's and SMGs they become greatly imbalanced.(universal higher tier weapon range decrease fixes this) All SMGs have a range that is abnormal for CQC weaponry( So have their range decreased and a possibly slight RPM decreases for the all the higher tier weaponry, and the same for the higher tier CR types)
-Shotguns seem to have a tight bullet spread, and are way out of their conventional use. (To prevent this CQC weapon from being used as an assassin weapon, increase its spread but increase fire rate to prevent it from becoming a bad CQC weapon. The larger spread and rate of fire increase would allow players to better hit other players at close ranges If needed and or possible even make the players scan profile larger when equipped.)
-Rail rifles are effective, but the increased range and damage over does it.( higher tier range decrease fixes it, although I would suggest it do less damage to armour and the stronger the variant the less damage it does to armour but not to any detrimentally low levels that make kills too slow if most bullets hit. The final change is to decrease the recoil but increase dispersion to make it properly fulfill its purpose as a medium-long ranged weapon. Same goes for the assault version.)
-Heavy Machine guns need to be inaccurate at closer ranges with more dispersion( using aim sights makes the HMG more effective as a base solution to dispersion and the slight range decrease for higher tiers prevents those players shooting people at long ranges. If possible have the heavy suits with speeds that is decreased by equipping an HMG. Switching to a sidearm allows them to move fast enough for cover if they need it)
-Scrambler rifles and laser rifles get ridiculous damage rates at higher tiers( The solution to this is to increase their heart build up slightly
Okay, there are some very specific things I think would make things much better for everyone
-A speed boost for all suit types ( a slight speed boost for base movement to allow players to effectively strafe but nothing that allows any player to move too quickly back and forth as to allow them to bullet-weave, complemented with a major sprint boost to allow players more survivability to run for cover. In result of this correspondingly decrease effectiveness of kinetic catalyzers)
-Shields delay. (Slightly less shield delay. Regulators seem to be ineffective)
- It is easy to sneak up behind people and or blindside them(Small increase scanner range and precision for medium and light and in return small decrease to effectiveness of scan precision and amplifying modules)
-To further prevent easy stealth, have scouts keep their scan precision, a higher scan profile, with the cloak equipment being the reducer of scan profile when used to allow them to use it as the stealth tool it is)
This may allow players to survive better against stronger weaponry and possibly make the game less material based, more skill based and have better use for some modules
I'm not an expert at deciding proper statistics for a game, so add in what else may work or what may not work with my feedback/suggestions and why.
If I can't kill an enemy, I'll just use my heaps of dead clones!
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