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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.02 23:36:00 -
[1] - Quote
Few random thoughts/proposals/ideas I want to throw out there.
Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design.
Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact.
Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing.
Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range.
Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart
Feel free to discuss.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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Nocturnal Soul
Primordial Threat
7
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Posted - 2015.07.02 23:41:00 -
[2] - Quote
We need the other rifle types for each race to properly balance. Without this first step everything else is pretty pointless.
"The Wrath of God is Immense. His Justice is Swift and Decisive. His Tolerance is Limited."
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Magnus Belmont
Kameira Lodge Amarr Empire
102
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Posted - 2015.07.02 23:48:00 -
[3] - Quote
Now these are my opinions but...
Rail rifles are fine, you should be penalized for holding down the fire button like a noob. The guns kick is fine if you stop firing intermittently, spray and pray should result in poor aim.
Honestly all the AR's seem to work just fine and kill just fine. Regular - Close range, Breach - Medium, Tactical - long. Burst fits as a nice over all.
Yeah, the combat rifle glitch eats at my soul D:
For modded controllers, there needs to be a built in fire rate cap. Also, people need to get some real gun game and stop using them, your all cheating little bastards and in my opinion, your kills don't count :/ Or, and I know this is well beyond CCP's capabilities, have a monitoring process for the button that's pressed to fire. If it's a constant and consistent rate of fire that persists for a long time, your controls should shut off for the remainder of the game until you re-log.
I can understand using a modded controller if your hand is f'd up, but having it set so friggin' high should be punishable.
The Assault scrambler is finally where it needs to be in my opinion, you see it often enough, rather then NEVER like it was before. |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1
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Posted - 2015.07.02 23:55:00 -
[4] - Quote
One thing to note:
NO guns in this game have their ranges based around actual engagement distances.
ALL guns in this game have their ranges based around arbitrary theoretical distances.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
763
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Posted - 2015.07.03 00:02:00 -
[5] - Quote
Assault rifles are my favorite and most used. I'll shred you any time just ask. Anyways, it needs a bit more damage and a bit mor range but with reduced effectiveness at further ranges. This will make it fierce at CQC and still be able to tickle dropsuits with rails and scramblers.
CEO of 48th Special Operations Force
Twitter-@48SOF
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Georgia Xavier
Y.A.M.A.H No Context
783
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Posted - 2015.07.03 00:50:00 -
[6] - Quote
I'm scared yet curious on how rat man will tweak the scrambler rifle. Had that weapon since the day it came. But I shall endure it if it means balance
On a commando the TacAR+ScR combo is heavenly
Click me
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
181
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Posted - 2015.07.03 00:59:00 -
[7] - Quote
Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss.
Couple of problem's here, RR doesn't need it's recoil reduced generally, it need's its recoil reduced racially, with the caldari suit, which has already been done, if anything the skill for the RR need's to be increased, the effectivity of it on other caldari weapon needs to be taken into account and need's to be increased upto 8% instead of 5%.
Breach AR, really hate it since I'm a caldari, however regardless of that, if the weapon range emulates the RR, it should have much reduced damage. It's not a bad weapon, but the AR deserves a little bit more weight in order to go up against the power house's
Never used CR that much, but why would you jump WHILE aiming down sight?
All modded controller user's should be punished, not all of them have bad hand's, some of them are lazy and use FOTM to win fire fight's.
Assault Scrambler Rifle, is the reason I want the caldari recoil reduction skill to increase it's effect's on the RR's as well as all the other hybrid railgun weapon's, since they have horrid kick (magsec mostly, but it'd be nice).
Assault Rifle, just need's better range and damage, thats all...
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.03 01:05:00 -
[8] - Quote
Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss. Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.03 01:07:00 -
[9] - Quote
CCP Rattati wrote:Aeon Amadi wrote:Few random thoughts/proposals/ideas I want to throw out there. Rail Rifle and Assault Rail Rifle: - Only changes these weapons need is to reduce their ADS recoil so that it isn't so hard to hit long-range targets, per the weapon's design. Breach Assault Rifle: - Victim of homogenization with the AR due to what I feel is improper feedback on design philosophy. Needs to have it's range brought back up to properly emulate the Rail Rifle but to have it's hipfire recoil/dispersion brought up rather dramatically to enforce it's design as a ranged weapon. Needs it's DPS dropped slightly as well to reflect this fact. Combat Rifle: - There is a bug that occurs whenever you jump that causes the scope to bounce all over the place when firing. Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however. Assault Scrambler Rifle: - This thing is still nigh on impossible to overheat with general use and it's heat isn't a good justification for such high DPS if it isn't actually overheating. IMO, it's heat build needs to be brought up some to balance it as a weapon of opportunity and less as a weapon of just raw power and range. Assault Rifle: - The viability of this rifle has decreased with strafe speed changes and I feel that by lowering it's optimal by 10m and increasing it's DPS linearly so that it retains the same DPS it currently does at 40m, it would make this weapon fierce in CQC as per it's design. How it would look on a chart Feel free to discuss. Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
Sounds good. I'm kinda hoping the initial viability decrease of the AR's settles, what with the strafe speeds being so new and all. This works.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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Scheneighnay McBob
Penumbra or something
7
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Posted - 2015.07.03 01:27:00 -
[10] - Quote
I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS
The anti-tunnel snake taskforce has assembled
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Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
181
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Posted - 2015.07.03 01:33:00 -
[11] - Quote
Scheneighnay McBob wrote:I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS
Well, not everything worked out as intended before, label's get moderately changed, so simply put thing's change. Beside's the Breach AR has way more range than the AR because of it's DPS anyway.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.03 01:38:00 -
[12] - Quote
Scheneighnay McBob wrote:I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS
If we're going by legacy design, than the Breach Assault Rifle is to emulate the Rail Rifle. Back then the Assault Rifle variants were placeholders to provide variety while the other racial rifles were being designed - as such, the variants were as such:
Assault Rifle (obvious) Burst Assault Rifle - Combat Rifle Tactical Assault Rifle - Scrambler Rifle Breach Assault Rifle - Rail Rifle
This is why anything with 'Assault' in front of it, as far as rifles, usually retain similarities to the Gallente Assault Rifle. Likewise, the variants closely match their racial emulations.
The problem with the Breach Assault Rifle is that it is trying to blend high damage (Gallente Assault Rifle) with long range (Caldari Rail Rifle), which is why it has been so hard to balance. Current design philosophy would state that the higher the damage, the lower the range or some kind of sacrifice to give it that high of damage. IMO, best way to retain those signature traits of both rifles would be to make it more like a Rail Rifle, but with lower range and higher damage. Give it a scope, add a bunch of hipfire recoil/dispersion so you're pointing at the sky if you hold down the trigger, and it'll be a good emulator, imo.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.03 01:39:00 -
[13] - Quote
Scheneighnay McBob wrote:I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS
quite agree. id increase dps by 33.3% and lower range by 33.3%
you'd get a real show stopper in cqc, but not much use anywhere else. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.03 01:39:00 -
[14] - Quote
Zan Azikuchi wrote:Scheneighnay McBob wrote:I feel like you don't understand the "breach" label. Breach means (or is supposed to mean, before CCP decided the consistency is overrated) shorter range, higher DPS Well, not everything worked out as intended before, label's get moderately changed, so simply put thing's change. Beside's the Breach AR has way more range than the AR because of it's DPS anyway.
For the record, according to Protofits (which may or may not be up to date) the Breach AR has about the same DPS as a Duvolle and the optimal range is set at 39m.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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Sergeant Sazu
Mantodea MC
628
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Posted - 2015.07.03 02:06:00 -
[15] - Quote
I dearly miss my old Breach AR.
The super tight hip-fire, the low but manageable DPS... Above all, I loved the ammo-efficiency. I wasn't forced into carrying Nanohives. It allowed me to be that Assault carrying a proto needle keeping the frontlines strong. It was my favorite weapon throughout all of Uprising. And the best part, I could be a hipster about it since it was so unpopular.
I'm not sure why Sir Rattati wanted the normalize the rifles, but it really ruined the variety. I then picked up the ACR. I honestly prefer using anti-shield weapons, but the ACR handled nicely, and that's all that matters to me. I'm not worried about a weapon's performance, I just need to enjoy it. More recently I switched to the burst CR because the ACR's iron sight was hard to work with at medium range. Dabbled in the ScR; it's an incredibly fun weapon, but eventually I dropped it because I disliked the need to restrain myself to avoid overheating.
Anyways, that's my sob story. I have differing ideas than the OP on how the rifles should be. But I'm a very unique player, my opinions are usually in the minority, and that's okay.
[63.2m SP - Next skill: Forge Gun Op. 5]
Sazu the Swagmaster Logi
-Title bestowed by Thal Vadam after I revived him
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1
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Posted - 2015.07.03 02:47:00 -
[16] - Quote
While i appreciate the discussion starter on this perpetual topic I have to say that it seems like many of the discussion points are treating symptoms and not root issues. Basically...i think we (and CCP Rattati) are making this too hard.
My view is that the differences in rifle performance is simply too broad. The range differences are over the top which drives 2nd and 3rd order reactions in the form of dmg, ROF, recoil, heat, and spool time.
I will be transparent about the fact that I absolutely detest the spool time mechanic for the Caldari weapon line. It absolutely feels like a clunky mechanic that was invented solely for the purpose of trying to make the weapon different but ultimately not adding to the quality of play. I think they should have gone with a mechanic near identical to the heat build up in the Amarr weapon line but call it "capacitor". When you run out of "capacitor" (i.e. hits the current overheat mark on a SCR/ASCR) your weapon simply goes out of commission until the "charge" builds back up.
The AR could, and should, be an optimal choice for relatively close in fights but having it utterly gimped against all other LWs due to it's range shortfall is pretty ridiculous. The options I've seen some folks floating around would make it more lethal than an HMG in a short range brawl and that just confounds me as to why some folks thinks that makes since.
The CR and SCR families are in pretty solid places. The could certainly be tweaked, however, one of the reasons they are preforming solid is that that they don't really come up short in any critical combat performance categories.
Overall...i just feel we should bring the weapons closer together in actual performance (more towards the CR/SCR zone) and homogenize the drawback mechanics of the SCR / RR systems for pure simplicity. This will allow meaningful adjustments and balancing the Light Weapon Class as a whole in comparison to the other weapon classes.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Starlight Burner
Arrary of Clusters
318
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Posted - 2015.07.03 10:55:00 -
[17] - Quote
Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Feel free to discuss.
Hell freakiin' no.
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.03 11:54:00 -
[18] - Quote
CCP Rattati wrote: Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
is there a good method of submitting proposals for things like this with spreadsheet spam to illustrate suggestions?
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Kinky Fat Bastard
OMFGZOMBIESRUN
32
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Posted - 2015.07.03 12:24:00 -
[19] - Quote
Looking at the assault rifles in PS2 on the PS4 I was surprised to find that if you fire a single shot in semi auto mode you have no recoil but spam the trigger and you have as much recoil as firing in full auto mode. |
Kinky Fat Bastard
OMFGZOMBIESRUN
32
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Posted - 2015.07.03 12:25:00 -
[20] - Quote
Starlight Burner wrote:Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Feel free to discuss.
Hell freakiin' no.
Learn not to spray and pray.
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Starlight Burner
Arrary of Clusters
320
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Posted - 2015.07.03 13:01:00 -
[21] - Quote
Kinky Fat Bastard wrote:Starlight Burner wrote:Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Feel free to discuss.
Hell freakiin' no. Learn not to spray and pray. How the **** does spray and pray have anything to do with recoil? Are you even reading these posts?
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
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Kinky Fat Bastard
OMFGZOMBIESRUN
32
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Posted - 2015.07.03 13:22:00 -
[22] - Quote
Starlight Burner wrote:Kinky Fat Bastard wrote:Starlight Burner wrote:Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
Feel free to discuss.
Hell freakiin' no. Learn not to spray and pray. How the **** does spray and pray have anything to do with recoil? Are you even reading these posts?
Are you stupid?
If you control you fire by firing in short bursts then you should not be affected by 'massive recoil'
If you just hold the fire button down until your weapon is empty (pray and spray) then you should end up pointing at the sky.
Spamming the trigger on a single shot weapon or using a modded controller should give a recoil penalty. |
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.07.03 14:07:00 -
[23] - Quote
Building recoil might be an interesting solution. More your spam the trigger the higher the recoil. Maybe a multiplier.
Some people ask us, "Where do you call home?"
And we say, "Home is where the bullets fly. Where the shells land."
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demonkiller 12
TERRA R1SING New Eden's Heros
834
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Posted - 2015.07.03 14:07:00 -
[24] - Quote
rail rifles too much recoil yep combat rifle feels fine though i think ive encountered that bug before breach ar, damage seems fine THE AIM ASSIST is ******* crazy though, like its literally auto aim assault rifle range is fine if anything needs a buff, we're in the bloody future yet most weapons are useless past 50m scramblers are meh, probably should remove charge shot as i can still take all someones shields at 130m lasers seems fine its a skill weapon and hardly anyone uses them, even less are good with them so thats fine
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CCP Rattati
C C P C C P Alliance
24
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Posted - 2015.07.03 14:49:00 -
[25] - Quote
Breakin Stuff wrote:CCP Rattati wrote: Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
is there a good method of submitting proposals for things like this with spreadsheet spam to illustrate suggestions? [email protected]
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.07.03 15:08:00 -
[26] - Quote
CCP Rattati wrote:Breakin Stuff wrote:CCP Rattati wrote: Solid ideas, but I really wanted to do a pass on underperforming weapons that are not ARs next :). Small tweaks like this seem to be fine though.
is there a good method of submitting proposals for things like this with spreadsheet spam to illustrate suggestions? [email protected]
Roger. About to dropkick two your way. Feedback and critique is the most valuable to me so I can improve future submissions
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Jack McReady
DUST University Ivy League
2
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Posted - 2015.07.03 15:27:00 -
[27] - Quote
Aeon Amadi wrote: Single-fire Rifles and Modded Controllers: - Potential solution that I've found to modded controllers is to increase the recoil on the weapons to make them unmanageable with rapid fire. This would unnecessarily punish players with non-modded controllers however.
the TAR already has alot of kick and recoil, firing at max RPM will hit everything... except your target.
only the SCR is accurate while firing with max RPM. |
DRT 99
RAT PATROL INC.
400
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Posted - 2015.07.03 15:30:00 -
[28] - Quote
how times change. players giving CCP spreadsheets? what is this! |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
182
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Posted - 2015.07.03 16:36:00 -
[29] - Quote
Jaysyn Larrisen wrote:While i appreciate the discussion starter on this perpetual topic I have to say that it seems like many of the discussion points are treating symptoms and not root issues. Basically...i think we (and CCP Rattati) are making this too hard.
My view is that the differences in rifle performance is simply too broad. The range differences are over the top which drives 2nd and 3rd order reactions in the form of dmg, ROF, recoil, heat, and spool time.
I will be transparent about the fact that I absolutely detest the spool time mechanic for the Caldari weapon line. It absolutely feels like a clunky mechanic that was invented solely for the purpose of trying to make the weapon different but ultimately not adding to the quality of play. I think they should have gone with a mechanic near identical to the heat build up in the Amarr weapon line but call it "capacitor". When you run out of "capacitor" (i.e. hits the current overheat mark on a SCR/ASCR) your weapon simply goes out of commission until the "charge" builds back up.
The AR could, and should, be an optimal choice for relatively close in fights but having it utterly gimped against all other LWs due to it's range shortfall is pretty ridiculous. The options I've seen some folks floating around would make it more lethal than an HMG in a short range brawl and that just confounds me as to why some folks thinks that makes since.
The CR and SCR families are in pretty solid places. The could certainly be tweaked, however, one of the reasons they are preforming solid is that that they don't really come up short in any critical combat performance categories.
Overall...i just feel we should bring the weapons closer together in actual performance (more towards the CR/SCR zone) which would emphasize damage profile differences and homogenize the drawback mechanics of the SCR / RR systems for pure simplicity. This will allow meaningful adjustments and balancing the Light Weapon Class as a whole in comparison to the other weapon classes.
Well I figured you could make the caldari line weapon's fire similarly to the Bolt Pistol, having to charge up each shot before firing the round. Obviously you'd have to change spool time's so that the spool control's the ROF and not the actual ROF.
But I certainly didn't even think of having a Battery, that could actually make feathering the RR line weapon's possible and may even better balance it, but if the batteries too low, the RR may be useless, if it's too high, nothing may really change, other than the fact you can't hold it down forever, in which case the caldari racial skill may end up changing again just to aid that 1 particular mechanic.
The Battery would be a very simple mechanic to apply to Cal weapon's.
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.03 17:06:00 -
[30] - Quote
the AR needs other mechanics to be adjusted for it work properly.
you need to get in close range for the weapon to work, so the suit stats need to reflect that the use be able to do so. gal suits need NATIVE dampening and sprint speed increase.
when i run the gal assault with a complex damp and kincat, the short range isnt an issue. i can run up to almost anyone i want and hose 2 or 3 of them before they know im there. and the speed helps me get in and out.
or we can add multiple suit bonuses and give the gal bonuses to damps and kincats. either way, they need the damps and speed same way gal scouts need damps and speed to use their shotguns. |
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