RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
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Posted - 2012.07.08 02:58:00 -
[1] - Quote
Asher Night wrote: [Fixes] Swarm Launchers - I honestly feel these are fine right now. They should do next to nothing on personnel but adequate damage on vehicles. Higher damage SL's need to take up Heavy slots. Not sure if it does this right now. Forge Guns - Need to be redesigned to do very little damage on infantry and adequate damage on vehicles (more so than swarm launchers). Need to be more like a tool for destroying vehicle than a main weapon you kill personnel with. Mass Drivers - Needs to fire SLOWER, do less damage/splash damage and be able to do damage ALL vehicles, airborne and ground. My SMG effects vehicles so the Mass Driver should too. Assault Rifles - Need to do consistent damage regardless how far they hit you from. Not more damage the closer they are. This truely makes the SMG pointless. SMG - A slight bit more DPS. I'm severely disappointed by the end result after having proto-tier SMG's and SMG damage skills maxed out, and still losing gun fights at close quarters after I definitely get the first few shots. Pistols - Seem fine Shotguns - Seem fine aside from some hit detection issues where I will be literally on top of someone, fire, get a hit marker and no damage whatsoever will be done to their shield or armor. I doubt this is a balance issue though. It's a glitch. HMG's - Are fine in essence. They work the way SUBmachine guns should: If they start hitting you at very close range you can fight back but probably won't win before you die. I feel you should turn a bit slower while firing this weapon. Remote Explosives - Need to be detonated REMOTELY. Not simply because someone stepped on it.
Throwing my opinion in with this.
Even with boosters and servers open longer i don't see the proto stuff being a problem till month into the beta. (few weeks is minimum i think, if grinding like crazy)
But about these fixes.
Currently, the swarms do nothing shot at my feet. which doesn't make since with it being an explosion, but it shouldn't be anything like it was, minimal damage would be fine. and No, they should have a different type of infantry rocket launcher for a different Heavy Slot, cause some anti-vehicle guys don't always want to be in a heavy suit cause of limited mobility and inability to get 50 meters to a new vehicle target without the vehicle being gone already.
Forge guns seem fine other then frustrating in Close quarters, but the long range stuff is nice to see someone get. lol
Mass drivers, do need to fire a bit slower, but the damage radius might need to be looked, at although i don't like it already, it might need to go out more.
Agreed for AR's also, CreoDron needs MUCH more kick to make harder to keep the crazy DPS on a 9.7 m/s moving target, even in transversal.
SMG, at lower levels does need a little more DPS, and the prototype seem to do fine, might even be a little OP imo, but they eat up 400 EHP quick.
Pistols, only used lvl 1 and seem to do fine with it, those are fine, agreed.
Shotguns, can't add in on that cause of not using them, but I've never had a shotgun be at 0 and get no damage on me yet.. idk though.
HMGs, should be optimal range in 15-30 meters if they catch you. Close quarters they should be almost useless imo cause of swinging the weight around.
Remote Explosives, agreed, just add in a mine for that option |