Avenger 245
Crux Special Tasks Group Gallente Federation
477
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Posted - 2012.07.07 21:01:00 -
[1] - Quote
Weapons After using every variation of all the weapons these are my thoughts on the balancing out the other weapons and making them viable choice of the assault rifle which is undisputed the best in game weapon. I have used all tech 1 variants of the weapons and the tech 2 variants of the assault rifles. Assault Rifles One thing all the assault rifles need to make other weapons more useful is increase the rifles kick, donGÇÖt but to much kick on the tactical or burst variants though, they are already underused, and a burst style rifle is supposed to burst to limit kick, right now there is no kick to limit.
Tactical Assault Rifle is a poor choice a weapons for a simple reason the standard and breach can do everything it do better. To improve this weapon take away the slower turning when the sights are up to allow this weapon, you could balance this with a special skill only for the tactical, and increase clip size from 24 to 36.
Burst Assault Rifle could be a viable choice if the damage was increase by a small bit even using the tech 2 variant I struggle to take down others increase all variation damage by 10% would help make this a useful weapon and remove the breach as the only weapon of choice.
Shotguns Right now the shotguns are primarily underused do to the map being ill-suited for them but when used in ideal circumstance the standard variant of the shotgun could use a 10% or 15% range increase and the breach needs a wide spread and increase the clip size and both guns would be great for when a close quarter map shows up.
Mass Drivers The mass diver is a weapon lacking in a lot of place and probable will never see much use however some form a range finder and a more ammunition would improve the weapon.
Ammunition In the spirit of customization that is a shining part of dust, specialized ammo would be a fun idea, for weapons like the Mass driver give them AP round and AV rounds. For shotguns give them the spraying plasma that can damage multiple enemies and a slug of plasma which has increased range and damage to one target. Something like this could be a idea for later beta testing to see how it impacts the game.
Weapon attachments Weapon attachments give weapons and make them more customization for their weapons. Sights add a few different kinds of like sights such as iron sights, different scope and maybe a holographic range finder that ties into the HUD of the helmets
Muzzle attachment have different attachments like silencers, and maybe one unique for dust is a rail gun extender that would increase the damage output from the assault rifles
Sensors have sensors you attach to your gun that would expand upon the HUD sensors and minimap.
Under barrel have maybe a limited shotgun attachment that would only have two per clip, have a limited mass driver though would only have one per clip. And maybe a plasma flamethrower, this last one is mostly ideal and should only be taken lightly. But if it is consider make it so the plasma flames stick.
Modules On modules I am mostly satisfied with how they but there all a few things I think the modules need or requires improving. Grenades AP grenades should have a larger radius but does more widespread damage to multiple targets, AV grenades should have smaller radius but do more damage to a single target. Some form of Sticky grenade should be add.
Mines a explosive that detonates when a target gets close to it, make AP and AV version and maybe a remote explosive version as well.
Hacking modules that speed up the time it takes to hack an installation |