Fizzer XCIV
Company of Marcher Lords Amarr Empire
377
|
Posted - 2014.10.03 18:33:00 -
[1] - Quote
I really wish Dust was larger. Bigger maps, longer ranges. I hate how 95% of infantry combat takes place within 50m.
My ideal Dust... ...rifles at least.
Assault Variants- Fully Automatic(or similar) rifles meant for all-round grunt work. They excel at laying down a lot of fire. They typically come with a 2x optical sight attached.
Ion Rifle(G) Damage - 33 Headshot - 175% RoF - 800 Mag - 60 Reload - 2.0s short/2.5s long Optimal - 45-50m (this is the point where the damage drops to 85%. After this, all rifles do 85% damage out to 250m. Then they stop doing damage.) Hipfire Accuracy - 1.5-¦ still/2-¦ moving/+0.05 Bloom per shot Aiming Accuracy - 0.3-¦ Recoil - 0.03-¦ per shot upwards/ 0.01-¦per shot horizontally random Ion Rifles have high DPS capabilities, but are otherwise average and have a fast damage falloff at 45-50m. They make for a nice familiar and easy to learn weapon.
Autorifle(M) Damage - 17 Headshot - 150% RoF - 1500 Mag - 120 Reload - 2.0s short/2.5s long Optimal - 55-80m Hipfire Accuracy - 1.75-¦ still/2.25-¦ moving/+0.02 Bloom per shot max 2.25-¦ Aiming Accuracy - 0.225-¦ Recoil - 0.02-¦ per shot upwards/ 0.005-¦per shot horizontally random Autorifles fire very fast for a single barreled projectile weapon. Even for a Minmatar weapon, it fires surprisingly fast. Fairly difficult to control, but have a nice upward kick pattern.
Shock Rifle(A) Damage - 11 Headshot - 125% RoF - 2500 Mag - 200 Reload - 2.25s short/2.25s long Optimal - 60-90m Hipfire Accuracy - 0.05-¦ still/0.05-¦ moving/+0-¦ Bloom per shot max 0.05-¦ Aiming Accuracy - 0.05-¦ Recoil - 0-¦ per shot vertically/ 0-¦ per shot horizontally Heat Threshold - 100 Heat Buildup - 25 heat per second Heat Cooling - 50 heat per second Feedback Damage - 100 Shock Rifles are characterized by the fact that they don't fire individual shots, but instead a steady stream of laser guided electricity. They are near perfectly accurate, but suffer from the same heat issues as most Amarrian weapons.
Rail Rifle(C) Damage - 60 Headshot - 175% RoF - 425 Mag - 35 Reload - 2.0s short/2.5s long Optimal - 70-100m Hipfire Accuracy - 1.2-¦ still/2-¦ moving/+0.08 Bloom per shot max 2.5-¦ Aiming Accuracy - 0.2-¦ Recoil - 0.0175-¦ per shot vertically random/ 0.0175-¦per shot horizontally random Spool-time - 0.25s Rail Rifles work adamantly at many ranges, and are extremely accurate. Before firing, they have a short spool up time.Due to the nature of Railgun weaponry, its recoil patter is small but seemingly random.
Burst Variants - Burstfire Rifles. These weapons provide a middle ground between the accuracy of a semiautomatic, and the ease of use of an automatic. Burst weapons now have an anti oversampling mechanism built in, if you pull the trigger before the weapon is ready, the weapon will fire the next burst by itself, so spam them triggers! These weapons typically come with either a 3.4x or a 4x scope.
Plasma Rifle(G) Damage - 34 Headshot - 175% RoF - 900 Mag - 56 Rounds per burst - 4 Burst Delay - 0.067s Reload - 2.0s short/2.5s long Optimal - 75-80m Hipfire Accuracy - 1.50-¦ still/2.25-¦ moving/+0.02 Bloom per shot max 2.25-¦ Aiming Accuracy - 0.2-¦ Recoil - 0.1-¦ per shot upwards/ 0.01-¦per shot horizontally random. The Plasma Rifle can deliver facemelting damage at longer ranges. It still suffers from the sharp damage dropoff that is characteristic of plasma weapons however. It has a sharp but easy to manage upward recoil.
Combat Rifle(M) Damage - 25 Headshot - 150% RoF - 1200 Mag - 75 Rounds per burst - 3 Burst Delay - 0.05s Reload - 2.0s short/2.5s long Optimal - 90-115m Hipfire Accuracy - 1.35-¦ still/2-¦ moving/+0.04 Bloom per shot max 2-¦ Aiming Accuracy - 0.175-¦ Recoil - 0.085-¦ per shot upwards/ 0.02-¦per shot horizontally random. The Combat Rifle blurs the line between bursts, making it hard to tell if the weapon is even firing in bursts arpt all in some cases. It boasts an ideal shot pattern if properly controlled, but it can get out of control very fast.
Pulse Rifle(A) Damage - 60 Headshot - 200% RoF - 750 Mag - 25 Rounds per Burst - 5 Burst Delay - 0.0s Reload - 2.25s short/ 2.25s long Optimal - 100-125m Hipfire Accuracy - 1.50-¦ still/2.25-¦ moving/+0.075 Bloom per shot max 2.25-¦ Aiming Accuracy - 0.15-¦ Recoil - 0.01-¦ per shot upwards/ 0.01-¦per shot horizontally random. Spool-time - 0.15s Heat Threshold - 100 Heat per Burst - 35 Heat Cooling - 50 per second Feedback Damage - 100 The Pulse Rifle is rather awkward and clumsy, but it provides a strong weapon for this willing to work around its drawbacks. It has very little recoil and has a high damage output, but it features both a spool up time and and is prone to overheating. It is very lacklustre in close quarter situations.
Gauss Rifle(C) Damage - 75 Headshot - 200% RoF - 600 Mag - 12 Rounds per Burst - 2 Burst Delay - 0.0s Reload - 2.0s short/2.5s long Optimal - 110-140m Hipfire Accuracy - 1.75-¦ still/2.10-¦ moving/+0.125 Bloom per shot max 2.1-¦ Aiming Accuracy - 0.1-¦ Recoil - 0.02-¦ per shot upwards/ 0.02-¦per shot horizontally random. Spool-time - 0.2s The Gauss Rifle fires 2 high powered rounds in quick succession, but each burst has a sizable spool up time, and the weapon is limited by its magazine size.
Tactical Variants - I'm pretty much out of room here I'll get these thunked out soon.
P.S. Don't quote this monster! We don't need this more than once... |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
379
|
Posted - 2014.10.03 20:00:00 -
[2] - Quote
~continued~
Tactical Variants- Marksman's Rifles to the core. They deliver high damage shots at long range, accurately. To use these weapins effectively, you are going to need to land shots, because wont be forgiving. They also come with an anti-oversampling mechanism to prevent losing out on any potential DPS if you accidentally fire too fast, this feature benefits some of the rifles more than others. These weapons come mounted with 4x scopes.
Neutron Rifle (G) Damage - 100 Headshot - 200% RoF - 300 Mag - 12 Reload - 2.0s short/2.5s long Optimal - 120-125m Hipfire Accuracy - 2-¦ still/2.5-¦ moving/+0.1-¦ Bloom per shot Aiming Accuracy - 0.1-¦ Recoil - 0.25-¦ per shot upwards/ 0.1-¦per shot horizontally random The Neutron Rifle can provide great DPS out to very long ranges, but it too suffers from the harsh damage falloff that is so common in Plasma weaponry. It has a great recoil that will feel natural to most users, and is a great weapon for mercs that want to fight at a distance but don't want to worry about much more than shooting.
Battle Rifle (M) Damage - 60 Headshot - 175% RoF - 500 Mag - 32 Reload - 2.0s short/2.5s long Optimal - 130-150m Hipfire Accuracy - 2.2-¦ still/2.5-¦ moving/+0.075-¦ Bloom per shot Aiming Accuracy - 0.1-¦ Recoil - 0.2-¦ per shot upwards/ 0.12-¦per shot horizontally random The Battle Rifle's main advantage comes from its ability to not just send massive rounds out, but continue to do so for a long time. It is a great suppressive weapon, but it can become unwieldy during continued fire.
Scrambler Rifle (A) Damage - 90 Headshot - 375% RoF - 600 Mag - 8 Reload - 2.25s short/2.25s long Optimal - 140-170m Hipfire Accuracy - 1-¦ still/1-¦ moving/+0-¦ Bloom per shot Aiming Accuracy - 0.05-¦ Recoil - 0.1-¦ per shot upwards/ 0.1-¦ per shot horizontally random Charge Time - 1.0s Charge multiplier - 200% Damage Charge heat - 300% Heat Threshold - 100 Heat Per Shot - 20 Heat Cooling - 33 per second Feedback damage - 200 The Scrambler Rifle is a heavy hitter in the right hands. It can provide blistering damage at range, and is the most accurate weapon in its class. Not only does it do massive damage to the brains of its targets, but it can be charged up to provide even more damage. It suffers from a truly draconic heat problem however. Studies have shown that many users of this rifle are almost as likely to kill themselves as they are to kill the enemy. Only with the most advanced of heat-sinks and cooling apperatuses, does the issue become reasonably manageable.
Bolt Rifle (C) Damage - 125 Headshot - 200% RoF - 240 Mag - 10 Reload - 2.0s short/2.5s long Optimal - 155-190m Hipfire Accuracy - 1.5-¦ still/2.0-¦ moving/+0.5-¦ Bloom per shot Aiming Accuracy - 0.1-¦ Recoil - 0.7-¦ per shot vertically upwards/ 0.15-¦per shot horizontally random Spool-time - 0.25s The Bolt Rifle hits really hard, and at unrivaled ranges. It does however, like most Caldarian weaponry, require to be spooled up before firing. It also kicks quite hard compared to some other weapons in its class, this is mitigated by the slow rate of fire though.
That's it for Rifles. I tried to create as much variety as I could, while making sure that each one was useful. |