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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3343
|
Posted - 2014.10.02 10:13:00 -
[1] - Quote
No the poison pill is not rattati, the devs a corp or some random idiot.
Now that we have that out of the way, let's discuss the primary obstacle to weapon balancing, vehicle balancing, and dropsuit balancing.
This poison pill began in beta, and it was callled "Gun Game."
Gun Game is one of the reasons why we have such small maps, short weapon ranges and claustrophobic firefights. It's why vehicles have no role and why the gallente AR is largely irrelevant.
First, we must ask: "What is Gun Game?"
Gun Game is an abuse of movement mechanics that allows players to avoid the hit detection system entirely by exploiting the lack of dropsuit inertia. You can see it in scouts and assaults who flicker back and forth while rapily whipping their gun reticles wildly to hit the other wobble strafer. Siince there is no inertia or acceleration time you can completely avoid damage often and are nore or less guaranteed a safer, risk-averse shooting experience.
Let's call this what it is: it is the FPS equivalent of playing a video game like mortal kombat or street fighter by being a button masher instead of learning how to actually play.
This FPS button mashing toxin is the cause of a lot of our current woes. It is a mechanical exploit that rewards schizophrenic movement and tactical ignorance.
AND WE BROUGHT IT IN.
In closed beta one of the big complaints was that ranges were too long. There were constant cries from the "top players" to reduce ranges, constantly based on the argument that somehow being able to rip someone down at 250-300m with an assault rifle or laser rifle rewards "low skill" players.
Translation: the figure-8 strafe used to avoid hit detection is worthless past 60m. Dispersion guarantees you're going to get hit despite your movement idiocy.
But this button mashing BS was the barometer of skill, not tactics, marksmanship, or ability to move so you wouldn't get clipped by the jerk with the viziam.
"Long ranges reward low-skill players."
And we wonder why DUST gets derided by the FPS community at large.
Because the ranges are so short, the maps are claustrophobic. Because tge maps are claustrophobic vehicles cannot maneuver and escape. Because there can be no long range engagements, transportation vehicles are not utilized or necessary.
Tank offensive capacity iscontinually nerfed because infantry have spitball ranges and they get farmed because there is nowhere to run and hide in time.
Its why the sniper rifle is often in the redline. Assault rifles should be able to suppress snipers.
But redline. If we want to remove the redline then weapons all need at MINIMUM four times their optimal and effective ranges. New spawn locations need to be added so you can't be pinned in two spots and farmed.
Rang is what makes machineguns into suppression weapons. We cannot balance the HMG for suppression because the ranges are too short. Did you know CCP successfully mimics the firing profile of real machineguns in the HMG? We can't balance it right because all of the ranges are too short.
Every weapon should have 4x the range and 1/2 the kick/dispersion. CQC should be lethal. Anything inside 150m is CQC.
All of DUST being so close means gallente weapons are inferior because you CANNOT GET IN RANGE WITH COVER AND SMART MOVEMENT. It's all CQC.
Because "long range rewards low-skill players."
Tech limitations aside, this is the kind of idiocy that players ask for that makes a subpar gaming experience.
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The Master Race
Immortal Guides
53
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Posted - 2014.10.02 11:01:00 -
[2] - Quote
The yea the scout hit box + speed promotes that frantic movement. Hp and speed make it almost impossible to close the distance when using a mid range weapon unless you are a scout. I think that the vehicles are great apart from ads needing some sort of real counter. I think the levels are some of the best if not the best I have ever seen on console.
As a gk assault I 100% agree with the failures of the AR, but I think it has more to do with the outrageous power/range of CR and RR with like no dispersion. The CR has no recoil and while the RR has some you can kill someone before you even feel it's effects. Prolly better off with the bolt pistol lol.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Alena Ventrallis
Vengeance Unbound Dark Taboo
1859
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Posted - 2014.10.02 11:10:00 -
[3] - Quote
The Master Race wrote:The yea the scout hit box + speed promotes that frantic movement. Hp and speed make it almost impossible to close the distance when using a mid range weapon unless you are a scout. I think that the vehicles are great apart from ads needing some sort of real counter.
As a gk assault I 100% agree with the failures of the AR, but I think it has more to do with the outrageous power/range of CR and RR with like no dispersion. The CR has no recoil and while the RR has some you can kill someone before you even feel it's effects. Prolly better off with the bolt pistol lol. Going to address this part.
The meta of this game is stacking armor. It's all about health and getting as much of it as possible. Armor plates are the best way to do this; stacking armor plates allows for a huge health pool that can then be repped by a logi. Is it then any surprise that the two most popular weapons are the ones that destroy armor the best? Make shield the new meta, and you'll have people complaining about the AR and SCR being overpowered.
To the OP: I proposed something back before we got rifle parity, but the issue then becomes how a rail rifle can properly use its range advantage to outrange an AR given how extremely hilly the maps are, including outside the redline.
Listen to my muscle memory
Contemplate what I've been clinging to
Forty-six and two ahead of me
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The Master Race
Immortal Guides
53
|
Posted - 2014.10.02 11:22:00 -
[4] - Quote
It is the range plus laser accuracy that I have an issue with the damage profiles don't help of course, but I would bet they are more effective at range than the lazer.
New, delicious, Soylent green the miracle food of high-energy plankton gathered from the oceans of the world.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3345
|
Posted - 2014.10.02 11:44:00 -
[5] - Quote
Lets say the rail rifle goes to 240m and the AR jumps to 180 (roughly 3x ranges) we have maps that are more open ground.
Caldari meta tactics should be fixed firing positions with open fields of fire. Gallente should be cover to cover movement to contact. But increased ranges opens entire swathes of map that are covered by redline. A lot of the maps we play in are subsockets of larger map areas. There is a lot of map we don't see.
There is a lot of space to play in and here's a thought... If we had the full 4 kilometer square maps and radars with base RANGES of 120-200m, larger caps on vehicles for transport make vehicles more meaningful and able to maneuver.
Longer ranges would mean that if you spot the thale you can drive him away or kill him without having to get "danger close." And allows for larger OB bombardments instead of pinpoint frigate strikes. |
Ku Shala
The Generals
965
|
Posted - 2014.10.02 13:47:00 -
[6] - Quote
the weapon ranges should vary by the map size, or make each district diverse like a range modifier depending on location . how many districts do we play the same 6-8 maps on?
-¦a+ó a+ú-Æa+äla+ä (Caldari Specialist)
Caldari Loyalist
*Assault -Logistics-Sentinal-Scout-Commando Allround CK-0
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2171
|
Posted - 2014.10.02 14:38:00 -
[7] - Quote
Breakin Stuff wrote:No the poison pill is not rattati, the devs a corp or some random idiot.
Now that we have that out of the way, let's discuss the primary obstacle to weapon balancing, vehicle balancing, and dropsuit balancing.
This poison pill began in beta, and it was callled "Gun Game."
Gun Game is one of the reasons why we have such small maps, short weapon ranges and claustrophobic firefights. It's why vehicles have no role and why the gallente AR is largely irrelevant.
First, we must ask: "What is Gun Game?"
Gun Game is an abuse of movement mechanics that allows players to avoid the hit detection system entirely by exploiting the lack of dropsuit inertia. You can see it in scouts and assaults who flicker back and forth while rapily whipping their gun reticles wildly to hit the other wobble strafer. Siince there is no inertia or acceleration time you can completely avoid damage often and are nore or less guaranteed a safer, risk-averse shooting experience.
Let's call this what it is: it is the FPS equivalent of playing a video game like mortal kombat or street fighter by being a button masher instead of learning how to actually play.
This FPS button mashing toxin is the cause of a lot of our current woes. It is a mechanical exploit that rewards schizophrenic movement and tactical ignorance.
AND WE BROUGHT IT IN.
In closed beta one of the big complaints was that ranges were too long. There were constant cries from the "top players" to reduce ranges, constantly based on the argument that somehow being able to rip someone down at 250-300m with an assault rifle or laser rifle rewards "low skill" players.
Translation: the figure-8 strafe used to avoid hit detection is worthless past 60m. Dispersion guarantees you're going to get hit despite your movement idiocy.
But this button mashing BS was the barometer of skill, not tactics, marksmanship, or ability to move so you wouldn't get clipped by the jerk with the viziam.
"Long ranges reward low-skill players."
And we wonder why DUST gets derided by the FPS community at large.
Because the ranges are so short, the maps are claustrophobic. Because tge maps are claustrophobic vehicles cannot maneuver and escape. Because there can be no long range engagements, transportation vehicles are not utilized or necessary.
Tank offensive capacity iscontinually nerfed because infantry have spitball ranges and they get farmed because there is nowhere to run and hide in time.
Its why the sniper rifle is often in the redline. Assault rifles should be able to suppress snipers.
But redline. If we want to remove the redline then weapons all need at MINIMUM four times their optimal and effective ranges. New spawn locations need to be added so you can't be pinned in two spots and farmed.
Rang is what makes machineguns into suppression weapons. We cannot balance the HMG for suppression because the ranges are too short. Did you know CCP successfully mimics the firing profile of real machineguns in the HMG? We can't balance it right because all of the ranges are too short.
Every weapon should have 4x the range and 1/2 the kick/dispersion. CQC should be lethal. Anything inside 150m is CQC.
All of DUST being so close means gallente weapons are inferior because you CANNOT GET IN RANGE WITH COVER AND SMART MOVEMENT. It's all CQC.
Because "long range rewards low-skill players."
Tech limitations aside, this is the kind of idiocy that players ask for that makes a subpar gaming experience.
"We" didn't, the "asshats who are no longer with us having moved along like locusts to whatever they thought was the next big thing" did. My only qualm with the OP is summed up in that sentence.
Breakin Stuff wrote:Lets say the rail rifle goes to 240m and the AR jumps to 180 (roughly 3x ranges) we have maps that are more open ground.
Caldari meta tactics should be fixed firing positions with open fields of fire. Gallente should be cover to cover movement to contact. But increased ranges opens entire swathes of map that are covered by redline. A lot of the maps we play in are subsockets of larger map areas. There is a lot of map we don't see.
There is a lot of space to play in and here's a thought... If we had the full 4 kilometer square maps and radars with base RANGES of 120-200m, larger caps on vehicles for transport make vehicles more meaningful and able to maneuver.
Longer ranges would mean that if you spot the thale you can drive him away or kill him without having to get "danger close." And allows for larger OB bombardments instead of pinpoint frigate strikes.
^^If we can't get CCP to move Dust to something more along these lines then you should totally try to goonsource this or start a kickstarter or something.
The Universe is hostile, so impersonal
Devour to survive
So it is, so it's always been....
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Derpty Derp
Dead Man's Game RUST415
484
|
Posted - 2014.10.02 14:53:00 -
[8] - Quote
I'd be fine with either small maps and short ranges or large maps with increased ranges... But at the moment it's just a compete clusterfuck of both.
Without a real update this can't be fixed.
But yeah, I'd prefer the larger maps with more range, would make av/v more interesting because area denial is currently 'you have a swarm/forge in the middle of the map, no vehicles out the redzone then!'
If they would just drop the redzone right back along with the MCC and leave the alternate spawn point out of the redzone as more of a starting spawn that you need to defend, the game would be more interesting. |
Travis Stanush
Polish Fighting Chickens
193
|
Posted - 2014.10.02 15:25:00 -
[9] - Quote
Damn Goons making well thought out and constructive post. You get a like.
No I will not show you where they touched me!!!
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BL4CKST4R
La Muerte Eterna Dark Taboo
3185
|
Posted - 2014.10.03 11:01:00 -
[10] - Quote
One thing I hate about the range gap is that CCP now considers effective range as the longest range a weapon is useful, trust me that if I take out my AR and start using it at 50-70 meters I will run out of bullets before I can kill anything. The ARs optimal and effective range is 40, that it after 40 it's useless so I would love for them to stop trying to a balance it around the effective range when it is not effective at all at anything past 40. Unless of course they give the range graph a lower slope.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3360
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Posted - 2014.10.03 11:44:00 -
[11] - Quote
In EVE there is no cover, no hills. You cannot hide. Only tank incoming fire.
Unevn terrain and obstacles will define engagements rather than twitchy shooting. |
BL4CKST4R
La Muerte Eterna Dark Taboo
3185
|
Posted - 2014.10.03 11:48:00 -
[12] - Quote
Breakin Stuff wrote:In EVE there is no cover, no hills. You cannot hide. Only tank incoming fire.
Unevn terrain and obstacles will define engagements rather than twitchy shooting.
We have afterburners and microwarpdrives, along with the slower tracking of long range weapons, specially against faster targets. So although there is no cover, the faster you move in against a longer ranged ship the harder it is for them to hit you and equally the easier it is for you to close the distance.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3360
|
Posted - 2014.10.03 11:54:00 -
[13] - Quote
BL4CKST4R wrote:Breakin Stuff wrote:In EVE there is no cover, no hills. You cannot hide. Only tank incoming fire.
Unevn terrain and obstacles will define engagements rather than twitchy shooting. We have afterburners and microwarpdrives, along with the slower tracking of long range weapons, specially against faster targets. So although there is no cover, the faster you move in against a longer ranged ship the harder it is for them to hit you and equally the easier it is for you to close the distance.
Not the same thing at all. Gunnery in EVE is automated.
DUST firefights are subject to human error so it's less math equation.
But for argument let's say we give caldari significant range. You are shooting at a galssault at 240m. He sprints to cover 30m away. You have 5 seconds to track, aim and kill him.
You fail. 20 seconds later his armor is recovered. He sprints again while his buddies lay blaster fire at you. You're out of their optimal but in effective so whenever you pop out you risk fire.
He gains another 30m.
He now has 10m to his optimal.
Suddenly your range advantage is less insurmountable unless you can kill him in his sprint window. Once he is in his optimal your caldari suit is in imminent danger. |
BL4CKST4R
La Muerte Eterna Dark Taboo
3185
|
Posted - 2014.10.03 12:15:00 -
[14] - Quote
Breakin Stuff wrote:BL4CKST4R wrote:Breakin Stuff wrote:In EVE there is no cover, no hills. You cannot hide. Only tank incoming fire.
Unevn terrain and obstacles will define engagements rather than twitchy shooting. We have afterburners and microwarpdrives, along with the slower tracking of long range weapons, specially against faster targets. So although there is no cover, the faster you move in against a longer ranged ship the harder it is for them to hit you and equally the easier it is for you to close the distance. Not the same thing at all. Gunnery in EVE is automated. DUST firefights are subject to human error so it's less math equation. But for argument let's say we give caldari significant range. You are shooting at a galssault at 240m. He sprints to cover 30m away. You have 5 seconds to track, aim and kill him. You fail. 20 seconds later his armor is recovered. He sprints again while his buddies lay blaster fire at you. You're out of their optimal but in effective so whenever you pop out you risk fire. He gains another 30m. He now has 10m to his optimal. Suddenly your range advantage is less insurmountable unless you can kill him in his sprint window. Once he is in his optimal your caldari suit is in imminent danger.
Well that is a lot different because you are using your range formula of 240-180, I was basing the comment on distance on 292-170 which would be the 4x the range of everything. I was disagreeing with quadrupling the range of everything which is why I posted two alternative range propositions, one of those being yours, well an expansion of yours.
Quote:AR-----170M---259----180 aCR---212M---269----194 aSCR-233M---274----204 aRR---280M---289----234 RR-----292M---292----240
First row is range x4, second row is range of RR x4 and then follows the range penalty of every gun as we have them now, third row is RR base 240, AR base 180 and doubled range penalty scaling down from the RR.
That being said I agree with your range formula as it allows ample room for tactical usage without hindering the long range balance, infact adding more balance to long range-short range engagements than what we have now because the range gap is now smaller, just as the DPS gap is small. Although we would also need to specifically state what is short-mid-long range. To properly categorize the AR as a short to mid range weapon, which was its original intention, mid range would have to end at around 160-180M.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3369
|
Posted - 2014.10.03 14:18:00 -
[15] - Quote
Define short-med-long by optimal
150-200 = short range.
201-350 = midrange
350-500 = long
Sniper = extreme ( use a jeep to get closer) |
Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
71
|
Posted - 2014.10.03 16:04:00 -
[16] - Quote
Breakin Stuff wrote:Define short-med-long by optimal
150-200 = short range.
201-350 = midrange
350-500 = long
Sniper = extreme ( use a jeep to get closer)
You're talking about heaven ! I'd really love to roam around with a squad in a dropship through those kinds of distances. I believe the original Dust made with their original game engine was supposed to be that "vast". |
BL4CKST4R
La Muerte Eterna Dark Taboo
3185
|
Posted - 2014.10.03 16:27:00 -
[17] - Quote
Kaeru Nayiri wrote:Breakin Stuff wrote:Define short-med-long by optimal
150-200 = short range.
201-350 = midrange
350-500 = long
Sniper = extreme ( use a jeep to get closer) You're talking about heaven ! I'd really love to roam around with a squad in a dropship through those kinds of distances. I believe the original Dust made with their original game engine was supposed to be that "vast".
Yeah but even if we expanded I wonder if the game can handle more than 32 peeps, I would love to have two maps active in one match, would love to just spawn 3 drop ships and drop down our entire squad 1km away while the tanks a approach in the site for infantry support. Any Merc foolish enough to escape the hot zone getting picked off by snipers, since the area between maps is basically a desert or mountainous regions.
supercalifragilisticexpialidocious
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3377
|
Posted - 2014.10.03 16:30:00 -
[18] - Quote
Kaeru Nayiri wrote:Breakin Stuff wrote:Define short-med-long by optimal
150-200 = short range.
201-350 = midrange
350-500 = long
Sniper = extreme ( use a jeep to get closer) You're talking about heaven ! I'd really love to roam around with a squad in a dropship through those kinds of distances. I believe the original Dust made with their original game engine was supposed to be that "vast".
The carbon engine will still melt bleeding edge computers. It's got a few more tech iterations befor it becomes viable. |
Fizzer XCIV
Company of Marcher Lords Amarr Empire
377
|
Posted - 2014.10.03 18:33:00 -
[19] - 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 -
[20] - 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. |
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