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Thread Statistics | Show CCP posts - 5 post(s) |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
190
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Posted - 2014.08.27 06:58:00 -
[1] - Quote
So what's the deal with the mag nerf of the magsec? I mean its as close as the caldari get to a CQC sidearm i'm not seeing your thought process behind it. I mean to spite its dps it bearly benefits from aim assist, the majority of the rounds tend to miss anything that isnt strafing.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
193
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Posted - 2014.08.28 23:57:00 -
[2] - Quote
Zatara Rought wrote:Magsec needs to have a better scope, and needs less kick when aimed down sight. DPS feels fine.
the SMG needs more kick as there is practically none.
^ This Give the magsec a reflex scope or something a little more powerful. Its a rail type weapon so I don't see why the single shot bolt pistol gets a scope while the magsec runs with an iron sight. I run the magsec on just about all of my cal suits scaling with their tier.
Although can scopes even be implemented in a hotfix? I understand if it already exists but isn't set to the weapon but if its not is that possible?
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
193
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Posted - 2014.08.29 17:35:00 -
[3] - Quote
It needs no range buff it can hold its own moderatly below the ar's optimal. I mean we don't need magsecs out ranging are considering they're armor slayers.
Like I said before aim assist rarely applies when it comes to the magsec as well as the bullet magnetism. Unless they're fixing the aim assist along with it, of the rounds to actually hit someone should be damaging enough to be a dependable cqc choice for caldari users. One on one you're far more likely to win with the smg over the magsec hence its sidearm dominance atm.
That's just the way I look at it though if someone else wants to throw their two cents in to either side.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
193
|
Posted - 2014.08.29 17:47:00 -
[4] - Quote
Erasmus Konstantin wrote:I like where we're going with the RoF boost to the bolt pistol, but the charge time between shots needs to go. No other automatic rail weapon works like that and it really cuts the dps as shown in the google doc. By all means leave the initial charge time in, in line with the other rail weapons.
I wonder if buffing the hipfire would be going too far. I use the bolt pistol a lot, sometimes as a primary for fun, and while it is deadly pinpoint accurate in ADS, it could benefit a little bit more in CQC from having similar hipfire to the scrambler pistol. Both have similar crosshair bloom when continuously firing, but having that first shot accuracy be that much more accurate would lend it more of that 'skillshot' feel.
Considering the initial charge time, you really need to make that first shot count, especially in close quarters.
The charge between shots is the only thing keeping that weapon from being OP. Take that away and you got a mini semi auto sniper.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
193
|
Posted - 2014.08.29 19:20:00 -
[5] - Quote
Erasmus Konstantin wrote:THE-PIMP-NAMED-SLICKBACK wrote:Erasmus Konstantin wrote:I like where we're going with the RoF boost to the bolt pistol, but the charge time between shots needs to go. No other automatic rail weapon works like that and it really cuts the dps as shown in the google doc. By all means leave the initial charge time in, in line with the other rail weapons.
I wonder if buffing the hipfire would be going too far. I use the bolt pistol a lot, sometimes as a primary for fun, and while it is deadly pinpoint accurate in ADS, it could benefit a little bit more in CQC from having similar hipfire to the scrambler pistol. Both have similar crosshair bloom when continuously firing, but having that first shot accuracy be that much more accurate would lend it more of that 'skillshot' feel.
Considering the initial charge time, you really need to make that first shot count, especially in close quarters. The charge between shots is the only thing keeping that weapon from being OP. Take that away and you got a mini semi auto sniper. The charge mechanic is pointless when you can just change the RoF, it would make it more in line with the other railguns. Also the bolt pistol is already fully automatic, just slow. You would still have the initial charge when you release the trigger and pull it again.
It is already in line with the other rail tech, not necessarily the infantry weaponry. Its a pocket sized rail turret, emulating that in its design. High damage per round but offset by its charge time between to keep its dps under control.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
196
|
Posted - 2014.08.31 04:56:00 -
[6] - Quote
bogeyman m wrote:Ryme Intrinseca wrote:SMG - No one has ever complained about SMGs being OP. They are the one thing in this game that has always been balanced. Leave as they are.
ScP - Not the god mode weapon they were prior to the assault variant RoF reduction but remain very effective. Still kill more quickly than an SMG in the hands of a skilled user. Leave as they are.
Magsec SMG - Obviously it's fantastic having that range in a sidearm, so there has to be a tradeoff in terms of damage application. Nevertheless a small buff may be reasonable. Either kick reduction or slight (5% or so) damage increase.
Flaylock pistol - They are a little UP but tread VERY carefully. When these were good the game was absolutely horrible. It was frequently used as a primary weapon and explosive spam was everywhere. I would discourage increases to blast radius as it is this, not damage per se, that is the real killer with this weapon - it is impossible to respond once you're hit as your aim is thrown all over the place. Getting that massive advantage over your opponent should remain a matter of skill. Maybe a slight increase to damage would be okay.
Nova Knives - With the latest buff they have become the nearest thing to a modern day flaylock, i.e. a sidearm widely used as a primary weapon. Seeing people get a lot of 30 or 40 kill games with them. Maybe the increase in range brought in in Charlie should be rolled back a little so it's less of a 'shotgun in a sidearm slot'.
Ion pistol and bolt pistol - Don't know. SMG - leave alone ScP - leave alone (could consider dialing back the headshot multiplier from 450% to 400%) Magsec SMG - range trumps everything; no buffs required Flaylock - UP, needs love Nova Knives - recent changes over corrected; dial range back to 2m Ion & Bolt - don't know
Range means nothing when you can't hit your target.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
196
|
Posted - 2014.08.31 17:49:00 -
[7] - Quote
Temias Mercurial wrote:THE-PIMP-NAMED-SLICKBACK wrote:bogeyman m wrote:Ryme Intrinseca wrote:SMG - No one has ever complained about SMGs being OP. They are the one thing in this game that has always been balanced. Leave as they are.
ScP - Not the god mode weapon they were prior to the assault variant RoF reduction but remain very effective. Still kill more quickly than an SMG in the hands of a skilled user. Leave as they are.
Magsec SMG - Obviously it's fantastic having that range in a sidearm, so there has to be a tradeoff in terms of damage application. Nevertheless a small buff may be reasonable. Either kick reduction or slight (5% or so) damage increase.
Flaylock pistol - They are a little UP but tread VERY carefully. When these were good the game was absolutely horrible. It was frequently used as a primary weapon and explosive spam was everywhere. I would discourage increases to blast radius as it is this, not damage per se, that is the real killer with this weapon - it is impossible to respond once you're hit as your aim is thrown all over the place. Getting that massive advantage over your opponent should remain a matter of skill. Maybe a slight increase to damage would be okay.
Nova Knives - With the latest buff they have become the nearest thing to a modern day flaylock, i.e. a sidearm widely used as a primary weapon. Seeing people get a lot of 30 or 40 kill games with them. Maybe the increase in range brought in in Charlie should be rolled back a little so it's less of a 'shotgun in a sidearm slot'.
Ion pistol and bolt pistol - Don't know. SMG - leave alone ScP - leave alone (could consider dialing back the headshot multiplier from 450% to 400%) Magsec SMG - range trumps everything; no buffs required Flaylock - UP, needs love Nova Knives - recent changes over corrected; dial range back to 2m Ion & Bolt - don't know Range means nothing when you can't hit your target. I can hit people out to 60 meters out with the Magsec... what's your excuse? It doesn't climb at all, and bounces up and down slightly, but it always goes back to the same spot, making it incredibly accurate if you're able to ignore the animation and focus on the center dot of the iron sight.
Never said I couldn't hit people with it at a distance, its a skill weapon at the moment which I would prefer it stay, benefits from no aim assist/magnetism whatsoever. I never threw out any recoil reduction suggestions all I wanted was a scope, considering its caldari tech that's all it needs.
The smg on the other hand is just point and shoot there's next to no recoil with that thing, no real drawbacks excluding its range since its a sidearm. Won't toss my ideas out on that once since I don't use it.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
201
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Posted - 2014.09.04 14:54:00 -
[8] - Quote
I demand a scope for the magsec, that is my two cents.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
206
|
Posted - 2014.09.05 19:02:00 -
[9] - Quote
Has anyone taken into account the nerf coming towards the projectile weaponry? I think if a small damage reduction isn't a viable choice add more vertical recoil to the weapon. Nothing too serious but enough to noticeably impaire the user if they don't control it, as opposed to it's current status requiring no effort on the back end besides holding the target on your enemy. Something like 1/4 of the magsec's recoil or even 2/4 if the first option isn't enough.
The bolt pistol doesn't really need much done with it in my opinion, if anything the weapon operation skill needs to be changed. Why reduce recoil of a weapon that charges between rounds? The dam thing has already returned to it's original position by the time the next round is charged. Give it a slight damage boost/and or range boost along with a skill that better applies to the weapon. Something like charge speed reduction, clip size, or range.
The magsec is almost perfect as it requires skill to use effectively, while it is easily outstrafed it is a rail tech weapon and should have some drawbacks (scout super strafing is bs nonetheless). All the weapon really needs is a scope and if that cannot be implemented without a clientside update then a reduction to recoil when ADS.
On a side note the rail rifle is only slightly less accurate than the magsec when hipfired, and yet more dependable in cqc situations due to magnetism which is questionable.
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
209
|
Posted - 2014.09.07 08:19:00 -
[10] - Quote
Hey rattati I know you're monitoring this thread so can you tell us how you're feeling about the ideas presented so far?
Planetside 2
Eventually
Eh
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
211
|
Posted - 2014.09.09 21:12:00 -
[11] - Quote
PLAYSTTION wrote:Flaylock should be
basic/advanced/proto
2/2.50/3m spalsh radius
150/175/200 splash damage
200/250/300 direct damage.
This way you can hit your splash shots and get 600 total damage per clip at proto. With the extended splash radius you can hit your shots more, and if you get a direct hit you get 100hp more than splash. The 600hp per clip at proto would disable an armour tanking prototypes shield and eat into the armour a bit. Against proto shield it might disable or almost disable its shields. And as a sidearm, being pulled out as a finisher, would be great at its role, and, i believe balanced with other sidearms like the SMG.
Lets say I'm running my Gal assault with the duvolle and core flaylock and i run into a min, assault with the boundless cr and Ishukone assault SMG. We exchange bullets with our primaries and get each other down to 400hp. I think if we then pulled out our sidearms it would be a very balanced fight. After 1 round from me he is down to 200hp and in that time i am down close to 200hp. in the time it takes for me to fire again I'm down 200hp as well. Then we would finish each other off.
Please consider this.
So basically you're saying to revert the flaylock back to its pre-nerf status. Listen to the previous posts blast radius increase isn't the answer unless you're planning on nerfing the splash damage in exchange for the lack of skill it requires.
Planetside 2
Eventually
Eh
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