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Thread Statistics | Show CCP posts - 5 post(s) |
TheD1CK
Dead Man's Game
1199
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Posted - 2014.08.29 00:19:00 -
[31] - Quote
Would it be possible to add the Bolt Pistol 'scope' to the Magsec.. then have iron sights on the Bolt...? This could possibly be a way to introduce Variants of those weapons....
I'd like to see an option with Bolt Pistol to be used CQ as thats where the sidarm is needed.
Innapropriate Irrelevence...
Welcome to the Dust Forum, hang around to see why everyone else left :/
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Sequal Rise
Les Desanusseurs
33
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Posted - 2014.08.29 02:10:00 -
[32] - Quote
I really like what I saw on the spreadsheet, it's a really great working you did there! But I disagree with nerfing the SMG so badly. It would kill this good weapon to nerf it so much. Upgrade others as you said (maybe a bit more for the Bolt pistol) but dont touch SMGs please, I think there would be a good balance then.
Sorry for my bad english ^^
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Zindorak
1.U.P
707
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Posted - 2014.08.29 02:11:00 -
[33] - Quote
As long as ScP and BP get better im in
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Temias Mercurial
Knights Of Ender RISE of LEGION
190
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Posted - 2014.08.29 02:57:00 -
[34] - Quote
THE-PIMP-NAMED-SLICKBACK wrote: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?
The magsec doesn't really have kick at all, it just bounces up and down to the exact same spot. It just appears to have 'kick' or 'recoil', and It's perfectly accurate, even at 50 or so meters, but after that you'll have damage falloff within a few meters.
The thing I found quite odd was that the bolt pistol's model originally had no scope, while the magsec did, and that scope is the one that the bolt pistol has currently...
There was also the mention of the suppressor on the magsec, as the model had it (it even does on the weapon selection wheel in game. Is it really that hard to remove the suppressor from the damn icon? That's just lazy in my book.), but the devs stated that it would not receive it, even though the first time we were shown it indeed had a suppressor. Although, I don't find the removal of the suppressor of the magsec an issue, but it's just the whole process that was... strange.
That, and the Minmatar heavy's textures looked at little rushed with the release of 1.8. I shouldn't be able to see low res pixels along the entire body, other than head anyway, which retained minute detail and a higher res texture... very strange.
Apologies for going off track.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Skullmiser Vulcansu
145
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Posted - 2014.08.29 06:46:00 -
[35] - Quote
The Scrambler Pistol was the first weapon I got to prototype level. I have been unhappy with all sidearms since 1.8. Please return Scrambler pistols to the way they were.
If this game was fun, I wouldn't be playing it.
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Mauren NOON
The Exemplars
424
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Posted - 2014.08.29 09:45:00 -
[36] - Quote
Skullmiser Vulcansu wrote:The Scrambler Pistol was the first weapon I got to prototype level. I have been unhappy with all sidearms since 1.8. Please return Scrambler pistols to the way they were. While I wish SCP were back to how they were too, if they were, there would be no reason to skill into an ion or bolt pistol. The SCP was WAY better than the other pistols are now
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Skullmiser Vulcansu
145
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Posted - 2014.08.29 10:09:00 -
[37] - Quote
I will not be happy with the sidearms with or without these proposed changes. I want a variant of either the scrambler pistol or the ion pistol to have the same rate of damage as the Carthum Assault Scrambler pistol before 1.8, minus 15%.
If this game was fun, I wouldn't be playing it.
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Cpt McReady
Amarr Templars Amarr Empire
7
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Posted - 2014.08.29 11:53:00 -
[38] - Quote
nothing unbalanced about the SMG, it has short optimal and fitting requirements similar to light weapons, yet it can only dream to match the light weapons dps. all other sidearms require a lower PG, CPU or both to fit.
if you want to give the other sidearms such range and DPS combined then you obviously will have to increase their fitting requirements too. |
Apothecary Za'ki
Biomass Positive
669
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Posted - 2014.08.29 12:01:00 -
[39] - Quote
CCP Rattati wrote:Extremely helpful, am finalizing the Delta proposal with the CPM and this is very useful. Thanks! perhaps increase the assault smg dmg and CPU and PG a little so it can be used as a self defence MAIN weapon for logi with out enough pg and cpu for a full on light weapon.. also if you do nerf the smg that would be like spitting in the face of minmatar assaults and their 5% sidearm clip per level which is useless on anything but smg anyway
[[LogiBro in Training]]
Level 1 Forum Pariah
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Apothecary Za'ki
Biomass Positive
669
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Posted - 2014.08.29 12:04:00 -
[40] - Quote
Cpt McReady wrote:nothing unbalanced about the SMG, it has short optimal and fitting requirements similar to light weapons, yet it can only dream to match the light weapons dps. all other sidearms require a lower PG, CPU or both to fit.
if you want to give the other sidearms such range and DPS combined then you obviously will have to increase their fitting requirements too. you have much logic, i wish the player base could also see this logic instead of whineing that a sidearm with stupid high cpu and pg requirments is more op then their SCP which has like 1/2 the requirments.. im not even going too bother talking about ION or flaylock since they are both bad and dont even deserve talking about
[[LogiBro in Training]]
Level 1 Forum Pariah
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Apothecary Za'ki
Biomass Positive
669
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Posted - 2014.08.29 12:06:00 -
[41] - Quote
TheD1CK wrote:Would it be possible to add the Bolt Pistol 'scope' to the Magsec.. then have iron sights on the Bolt...? This could possibly be a way to introduce Variants of those weapons....
I'd like to see an option with Bolt Pistol to be used CQ as thats where the sidarm is needed. leave scope on bolt but add to magsec too since they are longer range weapons.. and tighten the magsecs dispersal so it can actually be useful in the role its supposed to have
[[LogiBro in Training]]
Level 1 Forum Pariah
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Apothecary Za'ki
Biomass Positive
669
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Posted - 2014.08.29 12:13:00 -
[42] - Quote
Mobius Kaethis wrote:After numerous threads and many different ideas being thrown about we still don't have a single unified idea of how to balance side-arms. As many have pointed out the Ion Pistol and the Flaylock are both hugely underpowered. The other pistols while better are still poor options compared to the SMG and the Magsec SMG. I previously proposed balancing the pistols around an inverse range to damage relationship with the scrambler pistol as the mid point. BL4CKST4R proposed buffing many of the weapons stats as well as changing the heat mechanic of the ion pistol. Rattati further proposed that since the SMG is the most used weapon all the side arms should actually be balanced with it in mind. Many others also commented that because of its short range the ion pistol needed a much higher DPS than the bolt pistol. Taking these ideas into consideration I have revamped my original spreadsheet. The new sheet incorporates all of the ideas above and assumes the overheat mechanics proposed by BL4CKST4R. Please note that I have have only shown the stats for prototype weapons. These weapons should only be a 10% improvement over basic weapons with advanced ones lying right in the middle (5% weaker than proto 5% more powerful than basic) Ranges should be equalized across weapon tiers (like what was done with pistols). Weapon varients have not been included at this time but should be part of the balancing. I would of crouse like feed back about what to do with them. I am leaning towards the breach flaylock being an AV varient, and a decrease in pershot damage for the assault SMG (to make up for its higher rate of fire). Take a second, look the spread sheet over and make comments. Lets try to build something productive here. Sidearm Balance SpreadsheetPlease note that I have included BL4CKST4R's spreadsheet as well so we can easily compare the two. im not happy with the proposed more then 2/3 of the dps nerf on smg and MAGsec.. more so the smg as it has higher cpu and pg use then the "pistol" sidearms so of course it should be better!
i am however in favour of buffing the SCP ION Bolt and Flay though so then they can be more on par with SMG as i feel its the most balanced sidearm out there
as for scp lets not forget the MONSTER headshot multiplier its got will that get a nerf in relation to its dps buff?
the Ion just needs a functionality change(allow it to do a few "followup" shots after it fires a charged shot) and a slight damage per shot increase.
never used flay so cannot comment
bolt pistol is getting some serious use of late with dual sidearm scouts useing bolt as primary and smg as secondary, you need more data.
[[LogiBro in Training]]
Level 1 Forum Pariah
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1766
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Posted - 2014.08.29 16:00:00 -
[43] - Quote
So here is what I am hearing from everyone, please feel free to correct me if I'm interpreting you incorrectly.
1) The two SMG's have higher PG & CPU reqs (making them harder to fit than pistols which offsets their larger damage potential) so leave them alone. Also they are the only side arms that currently work as intended and so should stay as is.
I changed the stats back but I must say it really bugs me that the Magsec does more DPS than the SMG even though it has longer range. What if it got a range buff and the RoF reduction to 650 (without changing the mag size) that would make my range/damage balance sense happy without just a flat out nerf for those who love the weapon.
2) Mobius' proposed changes to the flaylock would make it an OP spam machine. Use BL4CKST4R's numbers instead or at least some compromise between the two.
Okay I've tried to strive for a nice middle ground here. I buffed the flaylock's damage to 205 while returning its RoF to 125 (current stats) and decreasing the mag size to 4. This would give it the lowest damage per mag of the pistols but it does have a area of affect unlike the others so this may balance it out a bit (its a hard thing to take into account).
4) The scrambler pistol might become too deadly thanks to its headshot bonus and proposed larger mag size.
What do the rest of you think of this. Should the Scp have a slightly lower mag capacity to make up for the fact that it has the 450% headshot multiplier?
Fun > Realism
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Ko7 Ripcord
KNIGHTZ OF THE ROUND
0
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Posted - 2014.08.29 16:13:00 -
[44] - Quote
would be reasonable to make the flaylock a burst fire sidearm, not explosives? I know it would destroy the sunniness of this weapon, but it would be easier to balance. |
Mobius Kaethis
Molon Labe. General Tso's Alliance
1766
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Posted - 2014.08.29 17:04:00 -
[45] - Quote
Ko7 Ripcord wrote:would be reasonable to make the flaylock a burst fire sidearm, not explosives? I know it would destroy the sunniness of this weapon, but it would be easier to balance.
My issue with that is that it would totally change the flavor of the weapon.
Fun > Realism
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Ryme Intrinseca
Eurotrash Pubstars
1669
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Posted - 2014.08.29 17:34:00 -
[46] - Quote
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 competes less directly with the shotgun.
Ion pistol and bolt pistol - Don't know. |
Chit Hoppened
The Exemplars
353
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Posted - 2014.08.29 17:34:00 -
[47] - Quote
Mobius Kaethis wrote:Ko7 Ripcord wrote:would be reasonable to make the flaylock a burst fire sidearm, not explosives? I know it would destroy the sunniness of this weapon, but it would be easier to balance. My issue with that is that it would totally change the flavor of the weapon. Make it an Explosive Burst Weapon. 3 shot mag that gets emptied with one Burst or a 4 shot mag that is emptied in two. A full Burst should hurt and there is no "real" way to escape Splash but you have to immediately Reload after just one or two pulls of the trigger. With the mentioned Projectile Speed change, this could make the Flaylock a unique and masterful weapon in the proper hands.
Bringing Heavy Metal to New Eden.
Cannon Fever Representative
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
193
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Posted - 2014.08.29 17:35:00 -
[48] - 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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Erasmus Konstantin
Goonfeet Special Planetary Emergency Response Group
46
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Posted - 2014.08.29 17:39:00 -
[49] - Quote
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. |
Justin Tymes
Dem Durrty Boyz General Tso's Alliance
754
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Posted - 2014.08.29 17:47:00 -
[50] - Quote
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.
Explosive spam was only popular because of hit detection issues. Take the Mass Driver, it went from OP, to almost never used, even with the "BUFF" in 1.8. The weapon hasn't been nerfed since the beginning of uprising, it was all QQ. |
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
193
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Posted - 2014.08.29 17:47:00 -
[51] - 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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Erasmus Konstantin
Goonfeet Special Planetary Emergency Response Group
46
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Posted - 2014.08.29 18:37:00 -
[52] - Quote
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. |
THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
193
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Posted - 2014.08.29 19:20:00 -
[53] - 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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Pseudogenesis
Subdreddit Test Alliance Please Ignore
391
|
Posted - 2014.08.29 20:37:00 -
[54] - Quote
Ryme Intrinseca wrote: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'.
You want to remove the one thing that made nova knives enjoyable to use?
Stabby-stabber extraordinaire
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Temias Mercurial
Knights Of Ender RISE of LEGION
191
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Posted - 2014.08.29 20:59:00 -
[55] - 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.
At standard, with a base of 135 damage, it would become overpowered. There's no question to it. If you were to increase the RoF, then the maximum would be 5-10% increase. Perhaps increasing the magazine by 1-2 rounds would be nice, but it's balanced as is. People just don't tend to like non-spray-and-pray weapons. It's excellent in the right hands.
Other rail weapons do work like that btw, with the charge between shots (maybe it doesn't actually charge, but it works the exact same way with it's RoF on turrets). It's just that it isn't displayed with the rail turrets. Once 'charged', you have a set amount of time inbetween shots that are either charging, or simply have a low RoF. There is essentially no difference...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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MINA Longstrike
Kirjuun Heiian
1162
|
Posted - 2014.08.29 21:05:00 -
[56] - Quote
Temias Mercurial wrote: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. At standard, with a base of 135 damage, it would become overpowered. There's no question to it. If you were to increase the RoF, then the maximum would be 5-10% increase. Perhaps increasing the magazine by 1-2 rounds would be nice, but it's balanced as is. People just don't tend to like non-spray-and-pray weapons. It's excellent in the right hands. Other rail weapons do work like that btw, with the charge between shots (maybe it doesn't actually charge, but it works the exact same way with it's RoF on turrets). It's just that it isn't displayed with the rail turrets. Once 'charged', you have a set amount of time inbetween shots that are either charging, or simply have a low RoF. There is essentially no difference...
If the bolt pistol didn't charge between shots it would do 435 dps or somewhere around that (this is perfectly okay for a 6 shot pistol with really high kick). Because the bolt pistol does charge between shots it loses a lot of its dps. Buffing it to be viable in no way makes it overpowered, bolt pistols show up about as often as ion pistols do in the killfeed because they are drastically underpowered.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Ryme Intrinseca
Eurotrash Pubstars
1671
|
Posted - 2014.08.29 22:22:00 -
[57] - Quote
Pseudogenesis wrote:Ryme Intrinseca wrote: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'. You want to remove the one thing that made nova knives enjoyable to use? Do they have to be OP for them to be enjoyable to use? Plenty of people had fun with them before. And in any case, I'm not saying put them back to exactly how they used to be, just dial it back a little. It should be possible to get 40 kill games with a sidearm but not easy like it is now with NKs. |
Mobius Kaethis
Molon Labe. General Tso's Alliance
1766
|
Posted - 2014.08.29 22:34:00 -
[58] - Quote
You'll notice I haven't included nova knives anywhere in the spreadsheet. This is because while they are sidearms I feel like they are a bit of a different animal.
Fun > Realism
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MINA Longstrike
Kirjuun Heiian
1165
|
Posted - 2014.08.29 22:48:00 -
[59] - Quote
Ryme Intrinseca wrote:Pseudogenesis wrote:Ryme Intrinseca wrote: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'. You want to remove the one thing that made nova knives enjoyable to use? Do they have to be OP for them to be enjoyable to use? Plenty of people had fun with them before. And in any case, I'm not saying put them back to exactly how they used to be, just dial it back a little. It should be possible to get 40 kill games with a sidearm but not easy like it is now with NKs.
It's easier to get a 40kill game with a shotgun. If nova knives had a 10m range I could agree that they're OP, they don't and they actually take a lot of effort to get up that close.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
391
|
Posted - 2014.08.30 00:09:00 -
[60] - Quote
Ryme Intrinseca wrote:Pseudogenesis wrote:Ryme Intrinseca wrote: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'. You want to remove the one thing that made nova knives enjoyable to use? Do they have to be OP for them to be enjoyable to use? Plenty of people had fun with them before. And in any case, I'm not saying put them back to exactly how they used to be, just dial it back a little. It should be possible to get 40 kill games with a sidearm but not easy like it is now with NKs.
If you get a 40 kill game with nova knives and nova knives alone then you're a god amongst men playing against a team of people playing video games for the first time. They're not overpowered, not even close. If you're playing against a competent team, pulling high scores with scrambler pistols or the SMG is far easier. Do you even use them?
Stabby-stabber extraordinaire
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