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Fox Gaden
Immortal Guides
3886
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Posted - 2014.07.15 17:34:00 -
[31] - Quote
I was thinking about the Ion Pistol recently, and how I feel it should be a miniature shotgun.
Here is one proposal: - The Ion Pistol should fire 4 rounds in the time a Shotgun fires 3 rounds. - Damage from an Ion Pistol shot should be 75% of the damage from a shotgun. - Range equal to a Shotgun. - Clip size of 6. (Shotgun has 8) - Charged shot should do double damage. - 1 Charged shot + 1 normal shot within 5 seconds should overheat the pistol.
In the time that a Shotgun fires 3 shots the Ion Pistol would do the same amount of damage with 4 shots, but that means having to hit 4 times rather than just 3, meaning it would require a bit more skill. Against suits that have just enough health to survive 1 Shotgun blast, the Ion Pistol would have a slight advantage over the Shotgun as it could get a second shot off more quickly to do the equivalent of 1.5 Shotgun blasts.
The Charged shot setup would allow the Ion pistol to get 2 shots off, with the equivalent of 3 shots of damage (or 2.25 Shotgun shots) but would then overheat. It would also provide the option of switching weapons after the charged shot. (The charged shot would do the equivalent of 1.5 Shotgun blasts worth of damage.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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headbust
SVER True Blood Dark Taboo
72
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Posted - 2014.07.15 17:43:00 -
[32] - Quote
Fox Gaden wrote:I was thinking about the Ion Pistol recently, and how I feel it should be a miniature shotgun.
Here is one proposal: - The Ion Pistol should fire 4 rounds in the time a Shotgun fires 3 rounds. - Damage from an Ion Pistol shot should be 75% of the damage from a shotgun. - Range equal to a Shotgun. - Clip size of 6. (Shotgun has 8) - Charged shot should do double damage. - 1 Charged shot + 1 normal shot within 5 seconds should overheat the pistol.
In the time that a Shotgun fires 3 shots the Ion Pistol would do the same amount of damage with 4 shots, but that means having to hit 4 times rather than just 3, meaning it would require a bit more skill. Against suits that have just enough health to survive 1 Shotgun blast, the Ion Pistol would have a slight advantage over the Shotgun as it could get a second shot off more quickly to do the equivalent of 1.5 Shotgun blasts.
The Charged shot setup would allow the Ion pistol to get 2 shots off, with the equivalent of 3 shots of damage (or 2.25 Shotgun shots) but would then overheat. It would also provide the option of switching weapons after the charged shot. (The charged shot would do the equivalent of 1.5 Shotgun blasts worth of damage. i think that mite be cool but u will have a lot of haters of that idea and i dont believe ccp will go that far with it
a scout = once you turn your back on me you'll never be able to look back
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Iron Wolf Saber
Den of Swords
15925
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Posted - 2014.07.15 18:46:00 -
[33] - Quote
Still mad over 1.8 scrambler pistol changes. I still keep trying to trigger it as fast as I used to but to get caught in the clucky wait for it before you can pull on it mechanic. Not even the animation syncs up with it which is jarring (firing and recoil compensation animation completes well before you're allowed to shoot it again) and under proper conditions I can trigger the pistol fast enough to get a second shot in before intended lapse of time between shots. To which I fear that only a modded controller can only take advantage of consistently.
I have always regarded the scrambler pistol as a service type pistol; one that boasts reliability, accuracy, good mag size, and fast triggering but lower comparable damage. Basically the equivalent to a 9mm pistol. The 1.8 patch tried to shove it into the magnum/revolver state at a severe cost to rate of fire and overall the pistol does not feel like fitting that bill. Such type of weapons in video games generally offer smaller magazines and much longer reloads as well as significantly much higher damage.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Minmatar Sentinel =// Unlocked
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BLOOD STRIKE69
Krullefor Organization Minmatar Republic
0
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Posted - 2014.07.15 20:27:00 -
[34] - Quote
Iron Wolf Saber wrote:Still mad over 1.8 scrambler pistol changes. I still keep trying to trigger it as fast as I used to but to get caught in the clucky wait for it before you can pull on it mechanic. Not even the animation syncs up with it which is jarring (firing and recoil compensation animation completes well before you're allowed to shoot it again) and under proper conditions I can trigger the pistol fast enough to get a second shot in before intended lapse of time between shots. To which I fear that only a modded controller can only take advantage of consistently.
I have always regarded the scrambler pistol as a service type pistol; one that boasts reliability, accuracy, good mag size, and fast triggering but lower comparable damage. Basically the equivalent to a 9mm pistol. The 1.8 patch tried to shove it into the magnum/revolver state at a severe cost to rate of fire and overall the pistol does not feel like fitting that bill. Such type of weapons in video games generally offer smaller magazines and much longer reloads as well as significantly much higher damage.
Bolt pistol is odd but still perfect from my perspective. Fits the bill of mangum perfectly.
Ion pistol doesn't fit any traditional pistol mantra; it seems to be a horrible mix between all four normal classes of pistols taking the worst aspects of all three; long down time; highly inaccurate; low magazine size; high inaccurate rate of fire and low damage.
Flaylock is supposed to represent the rarely seen class of pistols in games known as hand cannons. Mass Effect is the only other game I know which such pistols. These types of pistols are supposed to help bring immense amounts of power at the cost of reserve ammo; magazine size, and difficulty of use. There are many ways to go about this difficulty of use and Flaylock has most of the down traits needed for it to be the hand cannon but it does not feature the damage it needs. Direct hits should be very lethal from this weapon; splash damage should be well reserved to be threatening but not lethal.
Mag Sec feels about perfect; it hits hard but fires slow enough to make it a disadvantage allowing some of your faster scouts to weave between the shots.
SMG does feel its a bit too versatile but its up there with the Mag Sec in terms of proximity to perfection.
why does the bolt pistol need to charge between shots though? do you think we could get a caldari assault bonus to lower charge up time for rail weapons? we're not getting anywhere close to the advertised rof with that charge up |
843-Vika
BurgezzE.T.F General Tso's Alliance
52
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Posted - 2014.07.15 20:38:00 -
[35] - Quote
BlazeXYZ wrote:I-Shayz-I wrote:Flaylock is useless at basic and adv, but proto is fine. Bigger total ammo cap is needed for it being a sidearm though. Don't know how to buff it without making it OP. A bigger clip size is needed and also maybe having the same blast radius as the core flaylock to both adv and basic or an increase in damage and still retaining the blast radius in each tier.
the whole point of having a larger blast radius on the core flaylock is to intice people to put more then 1 or 2 points into it, if the stats were the exact same at all tiers then it would be pointless to skill into proto
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
1389
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Posted - 2014.07.15 20:41:00 -
[36] - Quote
Id like FP all around buffs, bolt pistol range fix+slight faster RoF, ion pistol needs greatly reduced overheat
SMG needs a range nerf
magsex needs a kick/dispersion reduction
"Minmitar Scout" and "Masochist" are synonyms.
Kills-Archduke Ferd1nand
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Oswald Rehnquist
1425
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Posted - 2014.07.15 20:44:00 -
[37] - Quote
I'd like to see sidearms be competitive, especially in the realms of damage coverage via weapon switches. I have always been a sidearm guy myself, so I don't pretend to be unbiased.
The ScP and the SMG are in a class of their own (SMG as king), an the other sidearms should be brought up to this level. Range or ammo issues should be what limit this class of weapon, requiring two sidearms to function. The other sidearms lack a little too much in either the spike damage compartment or the dps compartment to drop flank opponents consistently.
ScP All 1.8 did to the ScP was to changed the easier play style of AScP to BrScP (second favorite sidearm), which doesn't hinder stealth/flank forms of combat. Wishful thinking but what I would like to see would be the regular ScP becoming the more competitive version, though this isn't a high priority.
SMG While I never really used the SMG for any length of time (due to it being min tech), the close range bullet hose hit and run is a very good niche for the weapon and definitely fits one of the many sidearm tropes. Hopefully it doesn't get nerf, or if people really are advocating a nerf, perhaps just the lower tiers? I don't think its game breaking in the slightest.
MSMG The MSMG is slightly underwhelming, mainly due to the fact that its in between a regular rifle and a sidearm, so the balance is way to thin to really suggest a proper tweak. It might just be safer to change this last if at all.
IoP The IoP is a like a half awoken beast, its technical range is fine (near old ScP range), but its not self sufficient or reliable which defeats the purpose of the gun being more generous on ammo. Lack of reliability/consistency is what holds this weapon back, a shorter range but better hit % would actually allow one to better gauge successful opportunities or not. By decreasing its dispersion a little bit you close in the gap between its technical dps and its in game functional dps. An Ion improvement would really go far with making Ion/SMG builds as a legitimate sidearm cqc build. Though to finish fixing the weapon, I'd say the Ion Pistol needs a lot higher dps for its short range rapid firing. And the charge shots heat mechanic need a few changes, either remove/reduce the heat mechanic entirely or boost the spike on charge shots.
BoP The bolt pistol is my favorite sidearm, it has two niches, one as a flanker sidearm (shared with the Ion), the other is as an executioner pistol. I find it best when paired with a ScR due to the range similarities and damage coverage when used as a finisher weapon, and the BrScP when used as a flanking weapon. Both of these roles benefit more from an increase in damage per shot rather than an increase in shots per second. So I'd say a slight damage boost in all I would be looking for in this weapon.
I have no idea which particular buff the flaylock needs (role change or dps) I just know it needs something, if people are worried about balance boost its cpu/pg requirements if needed, but even if its low on requirements theirs no purpose wasting a slot if it doesn't have a good solid role.
Below 28 dB
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Temias Mercurial
Knights Of Ender RISE of LEGION
115
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Posted - 2014.07.15 22:50:00 -
[38] - Quote
Ace Mercenary wrote:TechMechMeds wrote:I would love the flaylocks to actually be decent again.
Competent players simply dodge the shots and jump most of the time. I know that its OK on a scout suit but anything is when your enemy doesn't know you are there.
5 per cilp I'd like at least. Maybe a clip size per level increase like the scp?. flaylocks are good they just need more clips anything else is not needed
I think slightly increasing the splash radius slightly and adding one more missile to the mag would work fine. |
Jack 3enimble
Vengeance Unbound Dark Taboo
27
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Posted - 2014.07.15 23:04:00 -
[39] - Quote
Please don't use the term "nerf" in this thread. Read it too often now on the forums. Talk about buff please |
SponkSponkSponk
The Southern Legion Final Resolution.
920
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Posted - 2014.07.16 11:21:00 -
[40] - Quote
If you want to nerf the SMG, remove the sharpshooter skill from it.
Dust/Eve transfers
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501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
309
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Posted - 2014.07.16 11:35:00 -
[41] - Quote
No nerfing. Just have the sidearms as they are, with the Assaults giving buffs to the sidearms.
Minmatar Assault-Bonus to Clip sizes of the Flaylock Pistol and Submachine Gun
Amarr Assault- Scrambler Pistol ROF increase close to previous levels?
Caldari Assault- Bolt Pistol Reduction to Charge Time, Slight bonus to range
Gallente Assault- Makes the Ion Pistol like the Mini Shotgun idea other people said. Dispersion cuts down tremendously, and the Seize from the Charge shot is significantly shortened.
All around Assault bonus: 10% per Level Reduction to the fitting of Any Light Weapon or Sidearm, Two Grenade Slots
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.
CEO of G0DS AM0NG MEN
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2161
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Posted - 2014.07.16 13:29:00 -
[42] - Quote
Regarding the Flaylok, damage, clip size & blast radius are pretty close to what they should be. Might buff clip size by 1 or 2.
Blast radius feels small for the STD, but it's a high damage weapon, so that seems reasonable.
The two changes that would give the Flaylok a ton of character would be: increased missile velocity(maybe 35% faster) and better damage application to vehicles(say 85% of max damage).
The increased missile velocity would make the flaylock a more viable sidearm in one-on-one encounters, and the vehicle damage would allow a Flaylok to help take down a wounded vehicle, but be almost trivial to a healthy vehicle.
PSN: RationalSpark
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Sgt Kirk
Fatal Absolution
6551
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Posted - 2014.07.16 13:47:00 -
[43] - Quote
I can only speak about what I know.
So that would be the Ion Pistol and Submachine gun and scrambler pistol from times long past.
The Ion Pistol's hit detection, accuracy, whatever it may be is horrid. Furthermore the Charged shot isn't all it's cracked up to be mostly because of damage as well as the previous mentioned issue.
The Ion Pistol could also use a slight damage buff, not because it doesn't do enough damage against shields (it could use a small buff though) but because it's a side arm, meant to finish off the Enemies of the Gallente, which means we are getting into armor...which means it's not doing as good anymore. Also, the CPU cost on it is a little crazy. Why do Pistols have such ridiculous CPU/PG Cost anyway? Especially the Ion Pistol?
Tl ;dr: -Range is fine -Charged shot needs to be looked at -Slight damage buff to make up for it being a finishing weapon against Caldari. -Reduce CPU/PG on the Ion Pistol
The Submachine Gun:
Something about this weapon is perfect, yet broken at the same time. I like everything about it but maybe we should make it have more dispersion just for right now. I feel like that weapon is in a good spot. Also, maybe we could just make it harder to fit in terms of CPU/PG to make up for the gun being very close to Primary weapon status.
tl;dr: -Pretty much perfect, only slight tuning needed. -Increase dispersion at range - Increase CPU/PG to make it not so easy to fit a great weapon.
Overall I think Pistols should be easier to fit ISK/CPU/PG wise at the cost of range and all the typical pistol traits. While SMGs should not be easier to fit ISK/CPU/PG wise but it makes up for in it's damage application and versatility.
see you space cowboy...
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Bormir1r
Fatal Absolution General Tso's Alliance
498
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Posted - 2014.07.16 15:16:00 -
[44] - Quote
TechMechMeds wrote:I would love the flaylocks to actually be decent again.
Competent players simply dodge the shots and jump most of the time. I know that its OK on a scout suit but anything is when your enemy doesn't know you are there.
5 per cilp I'd like at least. Maybe a clip size per level increase like the scp?.
They're actually decent if you've skilled into them and are only using the Core. But yea, bigger clip size will do the trick to completely balance it out.
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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Bormir1r
Fatal Absolution General Tso's Alliance
498
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Posted - 2014.07.16 15:19:00 -
[45] - Quote
Aeon Amadi wrote:After constant use, I like the Ion Pistol a lot - just wish the charge up was a bit more forgiving considering that it is 100% a skill-shot weapon. If you miss, or underestimate how much HP they have left, the seize is incredibly punishing. Magsec SMG is -very- good at what it does and IMO, feels very well balanced for what it's designed to do, at least to me. Bolt Pistol is incredibly powerful if you land shots but it's difficult to do with the rate of fire and charge-up considerations. The low mag capacity is not something you want to underestimate when considering those two factors. TechMechMeds wrote:I would love the flaylocks to actually be decent again.
Competent players simply dodge the shots and jump most of the time. I know that its OK on a scout suit but anything is when your enemy doesn't know you are there.
5 per cilp I'd like at least. Maybe a clip size per level increase like the scp?. I'd personally love to see the Flaylock Pistol be the only true AV sidearm.
They just need to increase direct damage, increase clip size, and keep the splash damage constant.
"One does not simply" run like a Raptor. Only mk.0 Scouts do that.
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843-Vika
BurgezzE.T.F General Tso's Alliance
53
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Posted - 2014.07.16 15:42:00 -
[46] - Quote
Gavr1lo Pr1nc1p wrote:Id like FP all around buffs, bolt pistol range fix+slight faster RoF, ion pistol needs greatly reduced overheat
SMG needs a range nerf
magsex needs a kick/dispersion reduction
both the magsec and the rail rifle needs a sharp shooter skill to fix the dispersion/kick of them to make them more effective
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
45
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Posted - 2014.07.17 02:16:00 -
[47] - Quote
843-Vika wrote:BlazeXYZ wrote:I-Shayz-I wrote:Flaylock is useless at basic and adv, but proto is fine. Bigger total ammo cap is needed for it being a sidearm though. Don't know how to buff it without making it OP. A bigger clip size is needed and also maybe having the same blast radius as the core flaylock to both adv and basic or an increase in damage and still retaining the blast radius in each tier. the whole point of having a larger blast radius on the core flaylock is to intice people to put more then 1 or 2 points into it, if the stats were the exact same at all tiers then it would be pointless to skill into proto
I just added that as a suggestion. I'm more leaning into an increased damage in the flaylock and retaining the blast radius. This is the only sidearm that requires skill and we have to keep it like that. Increasing damage and clip size is the only option to make the flaylock pistol viable again.
The Blazing Intellect Machine
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SponkSponkSponk
The Southern Legion Final Resolution.
923
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Posted - 2014.07.17 02:35:00 -
[48] - Quote
BlazeXYZ wrote: I just added that as a suggestion. I'm more leaning into an increased damage in the flaylock and retaining the blast radius. This is the only sidearm that requires skill and we have to keep it like that. Increasing damage and clip size is the only option to make the flaylock pistol viable again.
I never saw the logic of calling the flay lock a skill shot weapon. Generally, area effect damage is anti ethical to the concept.
I consider the scram pistol to be a skill shot weapon, since it rewards accuracy so much more.
Dust/Eve transfers
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1033
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Posted - 2014.07.17 04:14:00 -
[49] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. It's the goto weapon because it is the perfect side arm. I wouldnt suggest increacing fitting costs becuase it already costs more to fit than the prototype combat rifle. |
Baal Omniscient
Onslaught Inc RISE of LEGION
1959
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Posted - 2014.07.17 06:13:00 -
[50] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. As for all the nerf SMG posts related to this comment, shame on them.
The goal should be to make the SMG the gold standard, not the go-to sidearm. Work on bringing the other weapons in balance with the SMG, not the other way around.
It's hard enough to AV with only an SMG to defend yourself with, don't break the only decent AV sidearm. A sidearm should be good at killing at a decent range, like the SMG.
The only thing I could agree with nerfing on the SMG would be the clip size, sidearms shouldn't have more ammo in them than the like-variant light racial weapon equivalent (SMG-Assault CR, ScP-ScR, IP-TAR, etc.). Beyond that other weapons need to get better, not make the SMG worse.
Cross Atu for CPM1
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
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Nocturnal Soul
Immortal Retribution
3625
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Posted - 2014.07.17 06:41:00 -
[51] - Quote
Jathniel wrote:CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well. Correction. The SMG is RELIABLE. Tired of the concept of "balancing" in this game, to be making something a frustrating pain in the ass to use. You should be able to take any sidearm you want, and start spamming peeps with it. And it should be able to PUT DOWN. Not empty a whole clip, and a dude still has his shields up (Ion Pistol). Lets make things competitive with the SMG, not wreck the SMG to be garbage like the rest. I know how you feel bro, that's how I was with the Scp and after all the pleas to not nerd it, it happened anyways :(
Run, hide in fear while you can for the Amarr Scout is on the hunt!
The eyes of God compelles you!!!
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Crimson ShieId
Psygod9
668
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Posted - 2014.07.17 11:21:00 -
[52] - Quote
Most of the sidearms are perfectly fine as is. The SMG is good, but it only stands out because there's nothing to compete with it. The bolt pistol and Magsec are both interesting weapons with good properties (Was the operation skill glitch for the Magsec ever fixed? If not, it needs to be!) while avoiding going overboard. The scrambler pistol, while not quite the beast of a sidearm it used to be, is still good, and the buffs it received alongside the nerfs kept it from falling to the fate of the Flaylock.
Speaking of which, that poor thing needs some love. It shouldn't take three hits from a core to kill a Militia suit. This weapon used to be exceptional, and now it's one of the worst guns in the game. Either give it a splash increase, or buff the direct hit damage back to previous levels. This way, it becomes a skillshot weapon again without going back to it's OP days.
The Ion Pistol, while I don't believe it's in the same hole as the Flaylock, needs something. It seems like it was meant to replace the scrambler pistol in a way, yet the weapon does nothing that the old scrambler pistols used to do. It doesn't have a massive headshot multiplier, it doesn't have decent range, its' ROF isn't all that good, its' damage is meh compared to the scrambler pistol, and the weapon overheats all the time! If it's going to be left with the same absolute range it currently has, it needs one of several things. A damage buff, an ROF buff, a magazine capacity increase, or ditching the overheat mechanic entirely (Or at least make it like a scrambler rifle, where it won't overheat with a single charged shot) None of these things need to be that high, small tweaks and all. The weapon isn't useless, but like the Flaylock, it's a lolgun at the moment. It shouldn't be as good as the old SCP, but it should do at least one or two of the things that SCP did relatively well before it was changed.
Oh, and can we please get the prototype variants for the burst and breach scrambler pistol, as well as the breach Flaylock? And while I'm on that, I'll just move over to the burst SCP. This weapon is interesting, but it needs something. The ROF is fine, the damage is fine, but this thing's hipfire accuracy while on the move is atrocious. Trying to hit and kill a target while not aiming down your sights is almost as difficult with the burst SCP as it is with the Ion Pistol. The burst AR does it fine, the CR does it fine. Why is it that the burst SCP needs the shooter to be standing perfectly still and aiming down sights to hit a target with more than one of those three shots?
Nova Knives are best sidearm.
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BlazeXYZ
xCosmic Voidx Ishuk-Raata Enforcement Directive
45
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Posted - 2014.07.18 23:58:00 -
[53] - Quote
SponkSponkSponk wrote:BlazeXYZ wrote: I just added that as a suggestion. I'm more leaning into an increased damage in the flaylock and retaining the blast radius. This is the only sidearm that requires skill and we have to keep it like that. Increasing damage and clip size is the only option to make the flaylock pistol viable again.
I never saw the logic of calling the flay lock a skill shot weapon. Generally, area effect damage is anti ethical to the concept. I consider the scram pistol to be a skill shot weapon, since it rewards accuracy so much more.
Have you ever used the flaylock now. I'm pretty sure the scrambler pistol support aim assist i think. The flaylock is the only sidearm that can't kill at full health. However, this can be false if you put proficiency in it, but it would be difficult. Definitely need skill to use it. Imagine if the flaylock supported aim assist.
The Blazing Intellect Machine
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4208
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Posted - 2014.07.19 00:04:00 -
[54] - Quote
SMG damage profile, including all projectiles, needs to be -10% +10% not -5% +10%.
The damage profile is a big reason why the SMG, HMG, and CR are OP.
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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SponkSponkSponk
The Southern Legion Final Resolution.
930
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Posted - 2014.07.19 01:03:00 -
[55] - Quote
BlazeXYZ wrote:Have you ever used the flaylock now. I'm pretty sure the scrambler pistol support aim assist i think. The flaylock is the only sidearm that can't kill at full health. However, this can be false if you put proficiency in it, but it would be difficult. Definitely need skill to use it. Imagine if the flaylock supported aim assist.
I use a mouse, so I don't get aim assist.
Or even proper aiming.
Dust/Eve transfers
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Velociraptor antirrhopus
Kang Lo Directorate Gallente Federation
336
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Posted - 2014.07.19 01:10:00 -
[56] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
Projectile weapons have been the more powerful choice across the boards ever since the CR came out.
There needs to be a higher penalty to shield damage at the very least. HMGs wouldn't really be bothered by it, but it would be fair for shield tankers to start getting more help against projectiles.
Hybrid weapons polar opposites are rail and plasma. +10% and -10% to the respective damage type.
Explosives and lasers are polar opposites. +20% and -20% to the respective damage type.
Projectiles are in a grey zone that make them stronger than all the other damage types. -5% to shields helps them more than hurts, and makes the +10% to armor feel like +100% compared to everything else.
If you're not going to counterbalance projectiles by giving them an adversary like plasma projectiles or something... Then just give them the same damage profiles as hybrid Rail. Possibly even a larger penalty than 10 against shields.
Edit: Actually? I'd like to see the projectile armor bonus reduced to 5%
DUST 514 Forums. You will never find a more wretched hive of scum and villa- er, I mean panty weights and neckbeards.
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Killer's Coys
Prima Gallicus
44
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Posted - 2014.07.19 09:23:00 -
[57] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
Why nerf the SMG ?
Balancing the game... Nobody hasn't said "SMG is too much OP !" But " other sidearm weapons are useless" => give the same efficiency for ALL other sidearm weapon as the SMG... Not nerf the SMG You want to say, when someone using a swarm luncher, can't defend himself ? can't kill an ennemy ? Not enchain 3-4-5 battles ? because a light weapon hasn't unlimited clip size... the sidearm weapon "must" be almost as good as a light weapon, without range Mazette...... My opinion about sidearm weapon : For me, sidearm weapon are there to kill people, and, the better is : when you have an anti-shield light weapon, the sidearm weapon anti-armor can finish the man
I've made a lot of test with the SMG (I've the skills at the maximum) - short range : good - long range : doesn't make damage - against shield-tanker : almost impossible to win the battle - The DPS isn't as big as the light weapons
So, for me, you must BUFF the other sidearm weapon, to make them as good as the SMG, but not nerf the SMG.. If you do that, Which advantage will we have against logi ? (except stamina and speed) We have less mods and equipment slot BECAUSE we have a SIDEARM weapon. So, the sidearm weapon must be a good weapon to kill people. At the moment, for me, just the SMG is good balancing (maybe the breach scrambler pistol, but a bit less). Improve the other sidearm weapon, you'll make more happy-people
otherwise, the sidearm weapon will not be used any more... Do you see a lot of kills with flaylock ? or Ion pistol ? I don't... so... do you want to have the same result with the SMG ? Please........
Reflect about this, I've a lot of experience in this game, I can tell you : SMG isn't OP, but other sidearm weapon aren't godd at the moment.
For Assault Caldari buff !
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1360
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Posted - 2014.07.19 12:09:00 -
[58] - Quote
CCP Rattati wrote:SMG is far to easy to equip as the goto weapon that does everything well.
I'm dreading what you are going to do to sidearms. Please buff the less common ones instead of blanket nerfs to the sidearms people actually use.
You have been changing up so much recently, it is becoming frustrating and its well outside of the scope of balance.
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1360
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Posted - 2014.07.19 12:10:00 -
[59] - Quote
SponkSponkSponk wrote:BlazeXYZ wrote:Have you ever used the flaylock now. I'm pretty sure the scrambler pistol support aim assist i think. The flaylock is the only sidearm that can't kill at full health. However, this can be false if you put proficiency in it, but it would be difficult. Definitely need skill to use it. Imagine if the flaylock supported aim assist. I use a mouse, so I don't get aim assist. Or even proper aiming.
Ain't that the truth bro...
-=#[ Gastun's Forge ]#=-
MY LIFE FOR AIUR!
"I'm wasting away here" - "Get me back into zee fight!
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PLAYSTTION
GamersForChrist
195
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Posted - 2014.07.19 15:21:00 -
[60] - Quote
FLAAAAAAAAAAAAAAAAYLOOOOOOOOCKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
and ion pistol.
44/4 in a BPO Scout (1.8) 40/5 in a Proto Assault (1.7)
Open Beta Vet 26mil sp
R.I.P Dust 514
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