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Thread Statistics | Show CCP posts - 4 post(s) |
Samantha Hunyz
Mannar Focused Warfare Gallente Federation
189
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Posted - 2015.09.08 15:28:00 -
[1] - Quote
The Minoan ManiacArchon wrote:The sniper rifle needs work. I know it was nerfed because of redline sniping.
But to cure redline sniping you need to give it redline to redline range. If you test it with some good snipers you will see it works. You need to create an antagonist to each redline sniper. This would reduce all sniping to redline sniping, with the only true counter to sniping would be.... sniping. I won't even leave examples of this because they should be obvious.
The sniper rifle needs its data heavily looked into. We need to find the average TTK in real combat vs paper achievable TTK. Compare that to the TTK of other weapons to see what actually needs to be buffed. Off a gut feeling I believe it is low and needs faster rates of fire across all tiers and variants as opposed to flat damage increases.
Next we need to look at CCP's intended ranges and what they believe would be a healthy zoom level for those distances. It currently feels that within 100ms of the targets the current zoom finally works well. This can be tied to rendering and hit detection. If hit detection or added zoom can't push it past those distances reliably, we need to rework the sniper rifle to perform better at or around 100-150m. If rendering and zoom isn't plausible, than a flat damage bonus is needed. Using only 50% of the thumb sticks and having to be immobile is the balancing factor for this. TL;DR Need more damage if range has to be reduced for hit detection.
Last but necessary is the fact that the dot and circle sights are garbage. I spoke up but was ignored when you asked for input on the sights. We need a horizontal and vertical line cross hair. Just take the one with the dot and add in an equally thin vertical line to it in the center. This would allow those us to better track our targets and better place our rounds where we want them.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
192
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Posted - 2015.09.10 04:07:00 -
[2] - Quote
Aim assist balance. Prioritize lowest range for strongest aim assist, furthest range= you have to aim yourself. Do this by weapon category as well (heavy, light, side).
This would allow the combat rifle and plasma rifle to tear up those in close quarters, while allowing the scrambler and rail rifle to own long rang combat. It would give a clear defined reason to pick one weapon over another instead of raw dps flavor of the month fit op.
As for sidearm aim assist balancing, remember even though all weapons are deadly, the side arm in the video game world are designed as a finishing off item. Keeping that in mind, the sub and magsec (pray and spray) should have the strongest aim assist, but still sub par to main hand weapons. Pistols in all forms are and should be skill based and should have closer to the minimal aim assist allowed.
As for the Heavy weapons, the forge would be boosted for anti-infantry with aim assist I do agree. The side effect would be it would be worse for vehicle engagement as it is better to lead a target. The hmg, is fine were it is at, but thats just my opinion as I don't ever use them enough to input any real information on them.
Closing note: Since aim assist helps along the line of overall DPS (server correction and bullet magnetism), I do believe all weapons should receive aim assist. Most of the weapons that don't have it should still be so minimal that there is no pull or noticeable difference. The only noticeable difference would be better fluid weapon performance. Mass drivers right on target might actually apply damage (even direct hits), sniper rifles and forgers shots wouldn't pass straight through targets, and so on.
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
197
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Posted - 2015.09.10 04:09:00 -
[3] - Quote
WyrmHero1945 wrote:Devadander wrote:WyrmHero1945 wrote:Devadander wrote:Cal-ass bonus CalAss bonus is great! To what would you change it? Normalize reload speed, increase dispersion, make dispersion reduction assault bonus. Dispersion on rail weaponry doesn't make much sense, physically. I know, it's a game, but rail weaponry is known to have good accuracy. Take for example the Sniper Rifle: it's a rail-based weapon, and it's very accurate. IRL, we'll probably use rails for long distance combat in the future. I like how CCP designed rail weaponry in this game. The rifle, pistol and SMG have the best accuracy in their category. Imo both Caldari and Gallente bonuses are fine because they aren't very game changing, but aren't necessarily bad bonuses. You can get a slight advantage if you use the corresponding faction weapon. If you change them to something related to shields or armor, they'll start to feel unbalanced vs other suits. lol, no dispersion would be scrambler rifle 2.0 ban nerf hammer op!
When I look down my scope, all I see are dead people.
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Samantha Hunyz
Mannar Focused Warfare Gallente Federation
197
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Posted - 2015.09.10 04:24:00 -
[4] - Quote
Samantha Hunyz wrote:Aim assist balance. Prioritize lowest range for strongest aim assist, furthest range= you have to aim yourself. Do this by weapon category as well (heavy, light, side).
This would allow the combat rifle and plasma rifle to tear up those in close quarters, while allowing the scrambler and rail rifle to own long rang combat. It would give a clear defined reason to pick one weapon over another instead of raw dps flavor of the month fit op.
As for sidearm aim assist balancing, remember even though all weapons are deadly, the side arm in the video game world are designed as a finishing off item. Keeping that in mind, the sub and magsec (pray and spray) should have the strongest aim assist, but still sub par to main hand weapons. Pistols in all forms are and should be skill based and should have closer to the minimal aim assist allowed.
As for the Heavy weapons, the forge would be boosted for anti-infantry with aim assist I do agree. The side effect would be it would be worse for vehicle engagement as it is better to lead a target. The hmg, is fine were it is at, but thats just my opinion as I don't ever use them enough to input any real information on them.
Closing note: Since aim assist helps along the line of overall DPS (server correction and bullet magnetism), I do believe all weapons should receive aim assist. Most of the weapons that don't have it should still be so minimal that there is no pull or noticeable difference. The only noticeable difference would be better fluid weapon performance. Mass drivers right on target might actually apply damage (even direct hits), sniper rifles and forgers shots wouldn't pass straight through targets, and so on. Oh and I am not done yet....
Most of the problems that plaque most weapons could easily be adjusted after this fix. For example but not limited to:
1. Scrambler rifle. Well this would balance it for real. It performs too well at all ranges currently. after this fix, it would suffer from the old HMG dilemma. It would be too accurate to use close up.
2. Fix the rail rifle kick and dispersion. Tune it close but worse than the current scrambler rifle kick and dispersion. This would make it what it was intended to do. Be good when far but far from good.
3. Bolt pistol wouldn't be any easy hip fire one hit kill strafe weapon.
4. You might see a more balanced weapon kill feed. Many maps allow the player to choose their engagement range but only reward those using a few of the weapons. Sure many weapons due pop up on the kill feed due to this, but I believe my purposed fix would see the ranges actually matter from which you choose to shoot from. This fix would also bring lore and tank into accountability for what you choose.
When I look down my scope, all I see are dead people.
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