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Finn Colman
Immortal Guides
57
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Posted - 2014.11.18 15:00:00 -
[1] - Quote
The CR is my primary weapon, for no other reason than the fact that it works well with the tactics I use (to clarify further, I use a speed tanked scout).
I think that the jamming idea sounds interesting, just as an idea at the very least. Brainstorming is fun so why not contribute.
I like the idea of adding a few different firearm malfunctions, or at least just to think about it. Mechanically these ideas below are tailored more towards gameplay than realism and any numbers are off the top of my head.
Hangfire: There is a slight delay between a trigger pull and the firing of the burst/bullet.
Squib load: Jam, must press the reload button prior to attempting to fire, or in 3 bursts (CR) or 10 bullets (ACR)--each of these bullets failing to escape the barrel--there will be moderate splashback damage from the pressure build-up.
Slamfire: Gun may shot a round when it loads into the chamber, causing an extra bullet to fire even if the trigger was not pulled. Only happens after firing or reloading, as this is when a new bullet will be fed into the chamber.
Hammer follow: Causes the gun to fire faster than it was designed to, however the condition will deteriorate to the point where it jams completely, and the only way to stop the hammer follow or fix the perma-jam caused by it will be to use a supply depot, or a nanohive.
Just some fun ideas to toss around, probably not really a great idea for actual gameplay, beyond the occasional jam coming up when you fire too fast.
The little Min with the little voice.
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Finn Colman
Immortal Guides
59
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Posted - 2014.11.19 23:22:00 -
[2] - Quote
Militia Locus Grenade wrote:I guess i'm not the only one who thinks this guy is an idiot and should stop posting.
From all of us here
Go BIomass Yourself May I quote The Joker, "Why so serious?"
The little Min with the little voice.
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Finn Colman
Immortal Guides
60
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Posted - 2014.11.20 15:11:00 -
[3] - Quote
Breakin Stuff wrote: I don't dual tank on any suit. I have found doing so handicaps more than helps.
And projectiles aren't overperforming. They are meant to kill armor. 80% of the dropsuits I see are amarr or gallente unless they're scouts. Projectiles are most effective against these suits. The exception comes when shield suits try to brawl. Since the EHP is lower overall they die fast because you cannot recover fast enough in CQC to make up for the buffer that armor has.
When shield suits are used as intended in skirmish and long range combat they excel. But when most blue and red dots are using armor suits with armor destroying weapons the numbers skew, especially with the recent RR nerfs.
We won't even discuss how mist cal/min players rush into close combat with the enthusiasm of an amarr sentinel.
I remember having to get used to the fact that, as someone who exclusively uses Min suits (mostly 'cause they're fast), I could not simply go head to head with most enemies.
I actually found that I performed better when I traded some shield extenders and armor plates for kincats, shield energizers, and shield regulators. I had to outwit my opponents rather than outgun them for the most part, and I would pop in and out of cover very quickly. My enemies don't regen the same amount that I do when by the time that I pop back out. Rinse, repeat, and eventually they go down.
Given, there is usually at least one smart red who figures out that they should just flush me out of cover. The moment they do that I have the choice either to run and possibly get away (or more likely, get gunned down), or to stay and let them destroy me nearly 100% of the time. Needless to say, I run every time that a such an enemy appears.
Fact is though, most people follow EHP > all else. The few of us that wise up enough to stray from this idea aren't really representative of the whole. Most people just tank EHP as much as they can, unless they dedicate their fit to a specific role (eg. scan-tower scouts, logis, etc.). When using something in a way that it is not optimized for, it will tend to be less effective than something that is optimized for that purpose, and people generally aren't smart enough to realize this.
Personally I feel that I see a fairly balanced number of each weapon except the Plasma Rifle.
The little Min with the little voice.
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