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Thread Statistics | Show CCP posts - 5 post(s) |
Ripcord19981
Fatal Absolution General Tso's Alliance
591
|
Posted - 2014.08.30 00:38:00 -
[61] - 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. i wrote uniqueness, and instead some how it says "sunniness" wtf. Yea thats kind of wat i was afraid of.
I can only please one person per day. Today is not ur day, tomorrow doesn't look too bright either.
Turkey sammich>taco
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1766
|
Posted - 2014.08.30 00:56:00 -
[62] - Quote
Back to the topic at hand though. What I'm hearing from people is a debate over the charge per shot on the bolt pistol.
Two schools of thought here:
1) Bolt pistol, as it currently stands, does not match the other infantry rail weapons and should only charge prior to the first shot. Some fear that this would make the weapon OP as it would be a rather high amount of DPS though this could be countered with a reduction to the RoF. This change would possibly make the weapon easier to use.
2) The bolt pistol in its current state fires like the rail turret and the assault forge gun. People who support this school feel that changing the bolt pistol to only spool before the first shot would make it too easy to use. The advantage here is that a slower firing bolt pistol is more of a skill shot weapon.
Fun > Realism
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Erasmus Konstantin
Goonfeet Special Planetary Emergency Response Group
46
|
Posted - 2014.08.30 02:10:00 -
[63] - Quote
Mobius Kaethis wrote:Back to the topic at hand though. What I'm hearing from people is a debate over the charge per shot on the bolt pistol.
Two schools of thought here:
1) Bolt pistol, as it currently stands, does not match the other infantry rail weapons and should only charge prior to the first shot. Some fear that this would make the weapon OP as it would be a rather high amount of DPS though this could be countered with a reduction to the RoF. This change would possibly make the weapon easier to use.
2) The bolt pistol in its current state fires like the rail turret and the assault forge gun. People who support this school feel that changing the bolt pistol to only spool before the first shot would make it too easy to use. The advantage here is that a slower firing bolt pistol is more of a skill shot weapon.
Well summed up. To be fair I'd be happy with either choice, it boils down to either an increase in damage or RoF to bring them in line with the other sidearms. I just wanted to get some discussion going about the bolt pistol as it seems overshadowed by the other sidearm's problems
I think we can all agree about a PG reduction on the bolt pistol however. |
Mobius Kaethis
Molon Labe. General Tso's Alliance
1766
|
Posted - 2014.08.30 02:15:00 -
[64] - Quote
Give me a sec I'll add CPU and PG to the spreadsheet to make comparing easier.
Fun > Realism
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Temias Mercurial
Knights Of Ender RISE of LEGION
191
|
Posted - 2014.08.30 03:18:00 -
[65] - Quote
Pseudogenesis wrote: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?
Every once in a while I'll get games where my team (non proto stacked team), eradicates the enemy team and then continues to hack and hold all of the objectives in the first minute or two, while the redberries are sitting on the redline or reverted to sniping for the remainder of the match. I'm there thinking "You... can't.... you can't be serious. Already?! How?". Then I get hate mail from a player on the enemy team, and I almost feel bad for how effortless it was to kill them... even if I'm new to a game, I'm never as bad as they were.
Then those people come to the forums...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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voidfaction
Nos Nothi
464
|
Posted - 2014.08.30 03:47:00 -
[66] - Quote
Temias Mercurial wrote:Pseudogenesis wrote: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? Every once in a while I'll get games where my team (non proto stacked team), eradicates the enemy team and then continues to hack and hold all of the objectives in the first minute or two, while the redberries are sitting on the redline or reverted to sniping for the remainder of the match. I'm there thinking "You... can't.... you can't be serious. Already?! How?". Then I get hate mail from a player on the enemy team, and I almost feel bad for how effortless it was to kill them... even if I'm new to a game, I'm never as bad as they were. Then those people come to the forums... Balance vs PC then hopefully the new matchmaking will fix the rest. I know I will be looking forward to matchmaking not putting me in a team of solo / noobs against the qsynced proto stomp tryhards with mics as I know my Mo will be lower than theirs.
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bogeyman m
Minmatar Republic
379
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Posted - 2014.08.30 14:39:00 -
[67] - 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.
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
Duct tape 2.0 ... Have WD-40; will travel.
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Temias Mercurial
Knights Of Ender RISE of LEGION
192
|
Posted - 2014.08.30 17:49:00 -
[68] - 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
The thing I get with the flaylock is even when I hit the ground around someones feet (no more than half a foot away from them), it may or may not do any damage...
With such an immensely small splash radius, it seems far too inconsistent to be viable as a sidearm (especially with lag, which is unforgiving with this weapon), especially in comparison to others. It the radius were to be increased, and proves too easy to use, then you could just adjust the damage accordingly. I don't think the issue is any longer of it being a skillshot weapon, but of it simply being viable in most encounters.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
196
|
Posted - 2014.08.31 04:56:00 -
[69] - 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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Mobius Kaethis
Molon Labe. General Tso's Alliance
1767
|
Posted - 2014.08.31 06:20:00 -
[70] - Quote
I still take issue with the fact that the Magsec has much longer range than the SMG yet has a higher DPS. Perhaps it is just me or perhaps this isn't an issue because the weapon has such a high amount of kick compared to the SMG which, as the last poster points out, makes damage application much more difficult.
Fun > Realism
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manboar thunder fist
Dead Man's Game
83
|
Posted - 2014.08.31 10:46:00 -
[71] - Quote
no offence but your evaluation of scr pistols is completely wrong here.. if you go out into some matches you'll find the Scr Pistol does not match up to the smg at all... infact the dps of the scp is much slower than it seems due to the restrained firing ability that came with it's previous nerfs... rest assured more nerfs to the pathetic attempt at a pistol are not necessary, infact i think it's assault variant should be buffed to provide a higher ROF to match the punch of other side arms.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Temias Mercurial
Knights Of Ender RISE of LEGION
193
|
Posted - 2014.08.31 16:47:00 -
[72] - Quote
manboar thunder fist wrote:no offence but your evaluation of scr pistols is completely wrong here.. if you go out into some matches you'll find the Scr Pistol does not match up to the smg at all... infact the dps of the scp is much slower than it seems due to the restrained firing ability that came with it's previous nerfs... rest assured more nerfs to the pathetic attempt at a pistol are not necessary, infact i think it's assault variant should be buffed to provide a higher ROF to match the punch of other side arms.
That 'restrained' firing ability is a mere delay, and like all delays, they can be somewhat overlapped, and 'increase' the RoF. By trying to fire faster (not too fast, you'll miss time the delay) you can increase the RoF from 301 on the Assault Scrambler Pistol to about the same of the Rail Rifle's, which is around 460 RoF I believe.
It's the same with the Combat Rifle, which has the slightest delay between shots. Once you figure out the delay's time, you can nearly fire it as fast as the Assault varient, a fully automatic 1200 RoF.
Even the Tactical Assault Rifle does this, and once figured out, it can be shot somewhat (not quite) like the Scrambler Rifle, which has no delay at all due to it's RoF being set way up at 750. My estimate for the maximum potential for the Tactical Assault Rifle's RoF would be around 600-650, maybe a little lower.
The Burst Assault Rifle also has delay, that when overcome, allows you to put nearly twice as many bullets down range.
It's all about timing...
PS: I've also been annihilating people with my new Viziam and Carthum Scrambler Pistols. I think they fine as is. Not overpowered, and not too easy to use for most people.
Also, does anyone find it odd that the IA5 Tactical Scrambler Pistol that we get from salvage, an advanced tiered weapon, has worse stats than the standard Assault Scrambler Pistol?
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
193
|
Posted - 2014.08.31 16:51:00 -
[73] - Quote
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.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
196
|
Posted - 2014.08.31 17:49:00 -
[74] - 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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Temias Mercurial
Knights Of Ender RISE of LEGION
193
|
Posted - 2014.08.31 19:20:00 -
[75] - Quote
THE-PIMP-NAMED-SLICKBACK wrote: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.
For future revision, when you say something along the lines of 'Range mean nothing when you can't hit your target.', it's generally assumed that the one who said it is the one who can indeed not do it (or do it, depending on the wording and/or context), unless stated otherwise.
It is true that the Smg is painfully easy to use with absolutely no recoil, even towards the end of the magazine where is gently rises. I also don't like how recoil is done in Dust. It just doesn't make sense in the mechanics of a weapon, and adding actual recoil can balance and fix several issues. Recoil over time makes no sense. Unless the projectile was being shot harder and faster in order to achieve a greater distance, and it continually progresses in this state at a steady rate over time, then it would make sense that recoil eventually arises when shooting. No weapon works like that... nothing of which that could be held by a mere human anyway. Recoil should be per bullet.
Weapons that do this are the Smg, Assault Rifle, Assault Combat Rifle, and a few others.
The one exception is the Hmg, which SLOWLY increases in... well it isn't kick, but it's of that variety. The reason why is that to hold onto an object of that size and is constantly vibrating for a continuous period of time could lax the grip of the user, causing it to slowly rise upward. It's like using any handheld electric saw. That sh*t will wear your arms off.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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bamboo x
Eternal Beings Proficiency V.
1096
|
Posted - 2014.09.01 00:46:00 -
[76] - Quote
I was looking at the spreadsheet and realized I don't like that Blackstar wants to nerf the ScP AND its range.
Mobius's looks much better in this respect
Eternal Beings - #76 in All Time WP - #90 in All Time Kills. Member since day one, 10 months ago.
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Zindorak
1.U.P
761
|
Posted - 2014.09.01 02:14:00 -
[77] - Quote
If ScP get a little better i will be very happy
Pokemon master!
CCP undo ScP nerf. It hurt my feering very bad
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1778
|
Posted - 2014.09.01 03:10:00 -
[78] - Quote
I feel like since the pistols have lower damage potential per magazine they need to have more DPS. The difference in our two scrambler pistol plans is an example of how this plays out.
Fun > Realism
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CCP Rattati
C C P C C P Alliance
6604
|
Posted - 2014.09.04 10:39:00 -
[79] - Quote
Bumping
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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nelo kazuma
Da Short Buss Driving School
35
|
Posted - 2014.09.04 10:52:00 -
[80] - Quote
Everyone's forgetting about the bolt pistol T.T |
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shaman oga
Nexus Balusa Horizon
2785
|
Posted - 2014.09.04 10:54:00 -
[81] - Quote
Wouldn't it be better to have a single thread for each sidearm? I know you are redirecting things here, but the situation is a bit confused, i would like to give my feedback on specific weapons which i use, in relation to a official proposal. Is the proposal in the spreadsheet approved as delta official proposal?
PSN: ogamega
"Dust is full of communists who despise people with enough isk to buy expensive items"
LOCK REGIONS
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Repe Susi
Rautaleijona
1399
|
Posted - 2014.09.04 10:58:00 -
[82] - Quote
shaman oga wrote:Wouldn't it be better to have a single thread for each sidearm? I know you are redirecting things here, but the situation is a bit confused, i would like to give my feedback on specific weapons which i use, in relation to a official proposal.
Agreed. Too much to read to find info on selected sidearm.
Life is pleasant. Death is peaceful. It's the transition that's troublesome. ~ Isaac Asimov
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THE-PIMP-NAMED-SLICKBACK
Intrepidus XI EoN.
201
|
Posted - 2014.09.04 14:54:00 -
[83] - Quote
I demand a scope for the magsec, that is my two cents.
Planetside 2
Eventually
Eh
|
manboar thunder fist
Dead Man's Game
115
|
Posted - 2014.09.04 15:14:00 -
[84] - Quote
nelo kazuma wrote:Everyone's forgetting about the bolt pistol T.T
the bolt pistol is pretty decent rn
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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manboar thunder fist
Dead Man's Game
115
|
Posted - 2014.09.04 15:16:00 -
[85] - Quote
I wouldnt mind a slightly better ironsight on the scrambler pistol, maybe a little red dot sight would be nice for an isk tactical variant. The fact that it's a shield weapon does however mean it could use a slight buff, because armour tanking is prevalent atm.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
Delta- bye bye ads, bye bye scr
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zzZaXxx
D3ATH CARD
485
|
Posted - 2014.09.04 15:30:00 -
[86] - Quote
Rattati, I don't understand why these threads need to be merged. What issues do the sidearms have in common? I think they're each a special case and would be best served by their own thread. If you think otherwise could you clarify the rason for merging the threads? Thanks! |
OZAROW
Opus Arcana Covert Intervention
1553
|
Posted - 2014.09.04 15:46:00 -
[87] - Quote
Mobius Kaethis wrote:Back to the topic at hand though. What I'm hearing from people is a debate over the charge per shot on the bolt pistol.
Two schools of thought here:
1) Bolt pistol, as it currently stands, does not match the other infantry rail weapons and should only charge prior to the first shot. Some fear that this would make the weapon OP as it would be a rather high amount of DPS though this could be countered with a reduction to the RoF. This change would possibly make the weapon easier to use.
2) The bolt pistol in its current state fires like the rail turret and the assault forge gun. People who support this school feel that changing the bolt pistol to only spool before the first shot would make it too easy to use. The advantage here is that a slower firing bolt pistol is more of a skill shot weapon.
Then make two types:
Keep the pistol we have now and slightly increase something, either damage or range or clip size to at least 8 or have all pistols start minimal mags and increase in size like the scp.
I like the timing on the bolt pistol as is and im totally used to it, changing this without a secondary type to use would wreck the pistol avid users love so:
Make a assault bolt pistol that has a wuicker rof, double the mag size, slightly less range and damage, but fix the bolt pistol s dropoff damage currently it just travels and ends with no damage on targets too far away fix this because bullets dont just vanish.
Yes, you just got rocked by a guy with a BOLT PISTOL and a pair of knives! !
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OZAROW
Opus Arcana Covert Intervention
1553
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Posted - 2014.09.04 15:49:00 -
[88] - Quote
Mobius Kaethis wrote:Give me a sec I'll add CPU and PG to the spreadsheet to make comparing easier. Oh and ruduce proto bolt pistol pg , 14 for a sidearm is a bit much
Yes, you just got rocked by a guy with a BOLT PISTOL and a pair of knives! !
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1789
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Posted - 2014.09.04 16:54:00 -
[89] - Quote
shaman oga wrote:Wouldn't it be better to have a single thread for each sidearm? I know you are redirecting things here, but the situation is a bit confused, i would like to give my feedback on specific weapons which i use, in relation to a official proposal. Is the proposal in the spreadsheet approved as delta official proposal?
No, the spreadsheet is not an official Delta proposal by the devs. It was created by BL4CKST4R and myself, our proposals are each on different tabs at the bottom.
The reason I am encouraging redirection to a single thread is that while it is easier to think about each weapon individually it is much harder to balance that way. A single thread, with a single spreadsheet allow both players and devs to see how changes to a single aspect of a single weapon will change it in relation to the other weapons. This kind of broad view is essential when trying to balance all the weapons as a whole and helps avoid the OP FoTM/Nerf cycle that is so destructive to the community.
That being said there is no reason why there shouldn't be individual threads about each weapon as long as we bring all those ideas into perspective by comparing them to on another. That is this thread's purpose.
Fun > Realism
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1789
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Posted - 2014.09.04 16:56:00 -
[90] - Quote
OZAROW wrote:Mobius Kaethis wrote:Back to the topic at hand though. What I'm hearing from people is a debate over the charge per shot on the bolt pistol.
Two schools of thought here:
1) Bolt pistol, as it currently stands, does not match the other infantry rail weapons and should only charge prior to the first shot. Some fear that this would make the weapon OP as it would be a rather high amount of DPS though this could be countered with a reduction to the RoF. This change would possibly make the weapon easier to use.
2) The bolt pistol in its current state fires like the rail turret and the assault forge gun. People who support this school feel that changing the bolt pistol to only spool before the first shot would make it too easy to use. The advantage here is that a slower firing bolt pistol is more of a skill shot weapon. Then make two types: Keep the pistol we have now and slightly increase something, either damage or range or clip size to at least 8 or have all pistols start minimal mags and increase in size like the scp. I like the timing on the bolt pistol as is and im totally used to it, changing this without a secondary type to use would wreck the pistol avid users love so: Make a assault bolt pistol that has a wuicker rof, double the mag size, slightly less range and damage, but fix the bolt pistol s dropoff damage currently it just travels and ends with no damage on targets too far away fix this because bullets dont just vanish.
Ahh an assault bolt pistol which only charges once per burst is an interesting idea. The spreadsheet is getting a bit crowded so I'm going to have to make a new tab for variants.
Fun > Realism
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