Ghost Kaisar
Fatal Absolution General Tso's Alliance
5361
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Posted - 2014.06.20 02:58:00 -
[1] - Quote
BL4CKST4R wrote:https://docs.google.com/spreadsheets/d/1XLKQOSker6X38Flzxd8EzLcNIPKdi9E2xOO0xO8DM2c/edit?usp=sharing
Sidearms are a pretty unbalanced aspect in Dust 514. Some sidearms are or were so powerful that they took the place of Light weapons, while others are so useless that you are better off running without a sidearm.
Another imbalanced aspect of sidearms is pistols versus submachine guns. In my opinion a pistol should have a higher DPS than a submachine gun but be more specific in usage, while a submachine gun should be a bit more of a generalist weapon.
Also range v DPS should also apply to side arms, meaning that the DPS scale should go Gallente (at highest) - Minmatar - Amarr - Caldari (at lowest) while the range scale would be the inverse.
Spreadsheet v.1 suggested changes:
>Equalized the range of the Bolt Pistol (45), Magsec SMG (40), and the Ion Pistol (24) >Bolt pistol received a 5% Damage increase >Magsec SMG received a 5% Damage reduction (recoil should be slightly decreased to compensate) >Ion Pistol received a 25% Damage increase >Ion Pistol received a +3 clip increase >Ion Pistol should overheat at around 80% or enough so 3-4 shots will overheat it after the charged shot. >Submachine gun received a 5% Damage increase (no changes to variants yet) >Equalized the blast radius of the flaylock pistol tiers to 1.50 meters
Items required for spreadsheet v.2 are: feedback on v.1, optimal ranges for the Scrambler pistol and its variants, optimal ranges for the Submachine gun and its variants, and any ideas you have (that can be done server side) to help fix sidearms.
Flaylock needs a lot more than just blast radius increase.
Problems: Damage. With a 3 round clip, you look at a damage of 462 per clip with splash (544 with direct) Also: Remember that every suit has shields. At least 150 in most cases. Sometimes more. You require 1 shot to get rid of shields (Direct). Heavies also have splash resistance, so splash damage doesn't work well against them.
Solution: Increase direct damage. Direct damage needs to hit HARD. Make it 200, 250, 300 for the tiers. With direct shots to armor, you could take down a heavy if you had good aim. Leave splash damage where it's at. Splash is for finishing off targets quickly. Direct is for surprise take downs or for heavily tanked targets that move slow.
Problems: Splash application. Flaylock is useless at Basic. Barely Useable at ADV and Decent at PRO. Splash is the reason. Make 1.5m splash universal (Which you already did)
Max Skills buff it out to ~1.9m splash. Very good. The splash damage is low, so this should balance itself out a bit.
You now have a powerful anti-armor sidearm, and a decent finisher. Direct Damage is necessary to get full effect out of the gun, and shield suits will still be a problem.
NEVER TOUCH THE ROF. NEVER AGAIN.
That is all.
EDIT: Problem with the Ion Pistol. You can technically fire it indefinitely without charge. You only overheat if you hold down the trigger too long while firing (And the gun attempts to part charge each individual shot)
If you make charge shots only heat up to 80%, you could fire the shot, and then empty the clip without problems.
A less elegant solution would be to make the gun consume 8 shots to fire a charge, and then to remove overheat.
That Crazy Minmatar Scout
PSN: EVL_Elgost105
RIP Dust514 05/02/14 GG CCP
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