Pages: 1 2 3 [4] 5 6 7 8 9 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Andius Fidelitas
Algintal Core Gallente Federation
51
|
Posted - 2012.10.05 16:56:00 -
[91] - Quote
To OP
Your posting privilages need a nerf. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.10.05 17:05:00 -
[92] - Quote
Standard AR's need recoil
Breach AR's need an overall performance boost ( increase clip size to 42 and an slight increase in RoF) |
Rorek IronBlood
ZionTCD Legacy Rising
746
|
Posted - 2012.10.05 17:10:00 -
[93] - Quote
xprotoman23 wrote:Standard AR's need recoil
Breach AR's need an overall performance boost ( increase clip size to 42 and an slight increase in RoF)
... Hm. Reasonable, and I approve since I am a breach fan. (>.>") |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.05 17:13:00 -
[94] - Quote
+1 Proto. That baby needs some love. I'd rather use militia than creodon |
Roy Ventus
Foxhound Corporation
172
|
Posted - 2012.10.05 17:27:00 -
[95] - Quote
(Ignore this post) |
m621 zma
Seraphim Initiative. CRONOS.
22
|
Posted - 2012.10.05 18:50:00 -
[96] - Quote
Sobriety Denied wrote:Flagratus wrote:Tony Calif wrote:Jotun Hiem wrote:They just need some of the recoil put back in and then they'd be fine. They're ridiculously stable right now, when compared to the other weapons.
This is coming from a logibro, by the way. This. Now everyone go to the feedback thread and agree with me :D Edit: @ Flag Yeah, but YOU, the marine, adjust to the weapon. You have practise, and I'm sure you'd never try full auto vs someone at 200m I'm NOT in the army. But I fired an M-16 in the states. Fully auto I put 3 rounds into a target at 20 yards. I think you'd do FAR better at managing the recoil. Like I say, I don't have the experience you do. You're right. Because of my practice I was able to manage my recoil. But isn't that what AR OP is for in game? To Stabilize the weapon better for more accurate firing and less recoil? no it only increases the dmg.. there is skills to reload faster and another to increase range
No he's right AR op decreases kick and dispersion. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2012.10.05 20:18:00 -
[97] - Quote
xprotoman23 wrote:Standard AR's need recoil
Breach AR's need an overall performance boost ( increase clip size to 42 and an slight increase in RoF)
|
Fiasco Llana
Sanmatar Kelkoons Minmatar Republic
251
|
Posted - 2012.10.05 23:55:00 -
[98] - Quote
Wow. This thread got a lot of attention.
Yeah I have since specced into AR's and in my first game I went 26/4 whereas with the sniper rifle i was going 14/0 or so. I suppose that's just a fluke and in no way was the switch of weapon type?
Breach AR's need no recoil, tight hipfire, large damage per bullet, and slow ROF.
Normal AR's need high ROF, medium hipfire, and high recoil with moderate damage per bullet. |
m621 zma
Seraphim Initiative. CRONOS.
22
|
Posted - 2012.10.06 12:51:00 -
[99] - Quote
I just posted htis on a thread in feedback, though I'd stick it in here as well in case anyone cared LOL
With Light Weapon Sharpshooter at level 3. Basic Assault Rifle maximum range 91m Gek-38 maximum range 96m Killswitch Gek maximum range 106m
If you max out Light Weapon Sharpshooter and Sharpshooter proficiency you're talking another 25% of range - for the above rifles that's under 140m.
AR's feel strongest at approx 50% of their maximum range - which drops them into SMG territory (base max range on a Toxin SMG is 39m)
As a side note both the Basic and Advanced Laser Rifles with Light Weapon Sharpshooter at level 3 have a maximum range of 97m |
Gcember
Villore Sec Ops Gallente Federation
123
|
Posted - 2012.10.06 12:55:00 -
[100] - Quote
Please just enjoy the game! Adapt to it! |
|
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2012.10.06 14:13:00 -
[101] - Quote
Yeah, adapt to CoD in space... It's not a game, it's a beta. Oh, that phrase actually came in useful for once. |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2012.10.06 14:29:00 -
[102] - Quote
I find this really interesting that everyone calls for a nerf when things don't go their way or something that they have grown accustomed to playing with in OTHER GAMES doesn't necessarily work in THIS GAME.
For one, this isn't the OTHER GAMES. Hasn't claimed to be, yet so many people in this beta want this game to be like OTHER GAMES. We have already seen the faulty outcome of this in reduction of strafing speed (especially in the scout suits).
Please, everyone, tale a BIG DEEP BREATH, and clear your mind of the nonsense of all the OTHER GAMES you have played, and attempt to no impose those expectations onto THIS GAME. This is DUST, NOT COD, BF3, MOH, UT3, Halo, or any of those OTHER games.
I fear all of this trolling is distracting CCP from making their game and they are being bullied by the forum posters to make the game a COD, BF3, etc. knock off instead of letting the developers create and then give birth to their vision/game.
It sounds like if people removed their expectations, or at least tempered them dramatically, a few more people on this beta and forum would be a bit less frustrated and a bit more enjoyable.
Just an observation. |
IUU-05
Royal Uhlans Amarr Empire
18
|
Posted - 2012.10.06 14:54:00 -
[103] - Quote
GOD not another nerf hammer!!!!! stop crying that AR's kill you, no scramb pistols are OP, no wait Shotguns need a nerf.... all these weeks pass and its people like you that get the devs to drop the hammer on everything untill all weapons are useless...... dont listen to tears and leave the AR be...... |
Bosse Ansgar
47
|
Posted - 2012.10.06 15:33:00 -
[104] - Quote
Kazeno Rannaa wrote:I find this really interesting that everyone calls for a nerf when things don't go their way or something that they have grown accustomed to playing with in OTHER GAMES doesn't necessarily work in THIS GAME.
For one, this isn't the OTHER GAMES. Hasn't claimed to be, yet so many people in this beta want this game to be like OTHER GAMES. We have already seen the faulty outcome of this in reduction of strafing speed (especially in the scout suits).
Please, everyone, tale a BIG DEEP BREATH, and clear your mind of the nonsense of all the OTHER GAMES you have played, and attempt to no impose those expectations onto THIS GAME. This is DUST, NOT COD, BF3, MOH, UT3, Halo, or any of those OTHER games.
I fear all of this trolling is distracting CCP from making their game and they are being bullied by the forum posters to make the game a COD, BF3, etc. knock off instead of letting the developers create and then give birth to their vision/game.
It sounds like if people removed their expectations, or at least tempered them dramatically, a few more people on this beta and forum would be a bit less frustrated and a bit more enjoyable.
Just an observation.
No one has claimed this game needs to be like other games, and no matter what they do this game WILL BE LIKE OTHER GAMES simply because it's a FPS. That means it has guns and gunplay like other games, that means it has vehicles like other games, that means it has many many other aspects that similar games have.
What people want isn't a carbon copy of other games, no one has said that, what they want is a new game that has many new ideas and incorporates the best physics and gunplay elements from other games that drew people to this genre in the first place. Taking ques on how to do things right from other games that did them right is not a bad thing, in fact it is how video games have progressed as far as they have. Think about that for a minute and it'll settle in. CCP needs for this game to be great, but by trying to do everything different from other games you are not necessarily doing them better. And discussing what would make this game better is the whole point of this forum.
The OP has a point that having only one weapon worth using in the game makes it pointless to use anything else, and if CCP doesn't fix that issue then they are wasting their time by making other weapons since they will never be used.
Go play "Holier than thou" elsewhere.
Bosse |
Sleepy Zan
Internal Error. Negative-Feedback
2046
|
Posted - 2012.10.06 15:42:00 -
[105] - Quote
hmmm.. this thread went on longer than I expected
And the best reoccurring answer I have seen is increase the ******* recoil, that's all that is needed imo as well. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.06 15:46:00 -
[106] - Quote
Villanor Aquarius wrote:The assault rifle needs more recoil and a damage penalty at close range. The laser rifle does reduced damage below it's optimal range, the assault rifle should also but it's optimal range should remain subpar to now just with damage penalties on the low end of it.
No flame intended here, just a question about how a slug thring weapon like the AR could possibly have greater damage at distance than close up. Normal damage falls off with time and range, it doesn't get better.
Recoil is a function of the gun, not the range you are firing at. It can't possibly change.
If a gun has poor Dispersion at close quarters, it's just going to be worse at range. That is why SMGs and shotguns are so poor at range. You only hit with a fraction of your output.
Since the issue is balance, would it not make more sense to buff the DPS of CQC weapons than to mess with the AR? |
Mira Adari
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.10.06 15:52:00 -
[107] - Quote
Skihids wrote:Villanor Aquarius wrote:The assault rifle needs more recoil and a damage penalty at close range. The laser rifle does reduced damage below it's optimal range, the assault rifle should also but it's optimal range should remain subpar to now just with damage penalties on the low end of it. No flame intended here, just a question about how a slug thring weapon like the AR could possibly have greater damage at distance than close up. Normal damage falls off with time and range, it doesn't get better. Recoil is a function of the gun, not the range you are firing at. It can't possibly change. If a gun has poor Dispersion at close quarters, it's just going to be worse at range. That is why SMGs and shotguns are so poor at range. You only hit with a fraction of your output. Since the issue is balance, would it not make more sense to buff the DPS of CQC weapons than to mess with the AR? 1: The DUST AR is not firing slugs 2: Recoil is the same per shot regardless of RoF, but the higher the RoF, the more this accumulates. It is easy to compensate for the recoil of a single shot, but considerably harder at full auto
We don't need more damage, we need less. The higher the damage, the more the game devolves into see first - win. If people die slower, they have more time to react. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.06 16:12:00 -
[108] - Quote
Mira Adari wrote:Skihids wrote:Villanor Aquarius wrote:The assault rifle needs more recoil and a damage penalty at close range. The laser rifle does reduced damage below it's optimal range, the assault rifle should also but it's optimal range should remain subpar to now just with damage penalties on the low end of it. No flame intended here, just a question about how a slug thring weapon like the AR could possibly have greater damage at distance than close up. Normal damage falls off with time and range, it doesn't get better. Recoil is a function of the gun, not the range you are firing at. It can't possibly change. If a gun has poor Dispersion at close quarters, it's just going to be worse at range. That is why SMGs and shotguns are so poor at range. You only hit with a fraction of your output. Since the issue is balance, would it not make more sense to buff the DPS of CQC weapons than to mess with the AR? 1: The DUST AR is not firing slugs 2: Recoil is the same per shot regardless of RoF, but the higher the RoF, the more this accumulates. It is easy to compensate for the recoil of a single shot, but considerably harder at full auto We don't need more damage, we need less. The higher the damage, the more the game devolves into see first - win. If people die slower, they have more time to react.
Slug, energy packet, whatever. My point was that when the shot leaves the barrel of the gun it has all the energy it will ever have. It doesn't magically soak up additional energy from the surrounding air. The plasma charge will only dissapate with time and distance. Missiles on the other hand can have an arming time/distance which render them useless at close range.
Recoil does not increase with extended fire, rather the cumulitve effect of recoil does build up over time and will walk your aim away from your target. But that is not a solution to CQC. Close quarter combat is very forgiving of recoil. SMGs have terrible recoil given their low weight and high output. Shotguns have even more kick, though it has a slow RoF. If AR's had enough recoil to interfere with CQC they would be worse at mid range and utterly useless beyond that.
|
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.06 17:22:00 -
[109] - Quote
Skihids wrote:Mira Adari wrote:Skihids wrote:Villanor Aquarius wrote:The assault rifle needs more recoil and a damage penalty at close range. The laser rifle does reduced damage below it's optimal range, the assault rifle should also but it's optimal range should remain subpar to now just with damage penalties on the low end of it. No flame intended here, just a question about how a slug thring weapon like the AR could possibly have greater damage at distance than close up. Normal damage falls off with time and range, it doesn't get better. Recoil is a function of the gun, not the range you are firing at. It can't possibly change. If a gun has poor Dispersion at close quarters, it's just going to be worse at range. That is why SMGs and shotguns are so poor at range. You only hit with a fraction of your output. Since the issue is balance, would it not make more sense to buff the DPS of CQC weapons than to mess with the AR? 1: The DUST AR is not firing slugs 2: Recoil is the same per shot regardless of RoF, but the higher the RoF, the more this accumulates. It is easy to compensate for the recoil of a single shot, but considerably harder at full auto We don't need more damage, we need less. The higher the damage, the more the game devolves into see first - win. If people die slower, they have more time to react. Slug, energy packet, whatever. My point was that when the shot leaves the barrel of the gun it has all the energy it will ever have. It doesn't magically soak up additional energy from the surrounding air. The plasma charge will only dissapate with time and distance. Missiles on the other hand can have an arming time/distance which render them useless at close range. Recoil does not increase with extended fire, rather the cumulitve effect of recoil does build up over time and will walk your aim away from your target. But that is not a solution to CQC. Close quarter combat is very forgiving of recoil. SMGs have terrible recoil given their low weight and high output. Shotguns have even more kick, though it has a slow RoF. If AR's had enough recoil to interfere with CQC they would be worse at mid range and utterly useless beyond that.
Ok, I've come up with at least a partial "explanation" for lower close quarters damage. The AR is supposed to "tune" the plasma packet to best penetrate the enemy shield. So let's say that all the energy is in that packet as it leaves the barrel, but hte packet frequency doesn't stabalize for some short time. That would give a reason for a lower damage close and full damage at further range.
That works for sheild damage, but doesn't explain lower damage against armor.
I know this is a game and it must be balanced, I just hate doing it by magic. I want rationality in my SF or it becomes fantasy.
|
Syeleos
Tronhadar Free Guard Minmatar Republic
17
|
Posted - 2012.10.06 19:33:00 -
[110] - Quote
Fact of the matter is, Assault Rifles are pretty damn strong on this build, to the point where I've noticed it. Last build, I actually noticed that accuracy WAS an issue, in that it DIDN'T shoot in a straight line. I remember shooting a guy on the other side of this small plateau, and only a few of my shots were hitting when I was shooting at him full-auto. NOW, it's like the Laser Rifle but worse, because Assault Rifles by nature have above average shot and decent RoF, so in ANY role, they devastate.
I should know, I just finished playing in a game where I was using the Breach SMG with the Skinweave Recon Dropsuit and I was getting consistently destroyed in close range by the GEK Assault Rifle, and no amount of strafing and jumping would save me. That, and the horribly broken ICD-9 Toxin SMG, which seriously needs a nerf, and needed one since 2 builds ago.
With the aforementioned loadout on the last build, I could actually stand toe to toe with most builds and prevail. My usual score in Skirmish was around 16/5, and most of the time I got killed 'cause I had to reload. There HAS been a difference in weapon statistics, and it's not very good. That an agile player with an SMG is outclassed in close range by someone in an Assault Dropsuit with an Assault Rifle is odd, the only thing in close range that should outshoot me is a shotgun, right? |
|
Madison Four
57
|
Posted - 2012.10.06 20:11:00 -
[111] - Quote
Let me add my voice to the chorus of people who say the AR is overpowered.
it is.
The problem is that you can shoot nearly an entire clip in a straight line, with no deviance whatsoever, from quite a distance. I know, because I've done it.
the recoil needs to be increased at the very least.
This being said by someone who uses the AR almost exclusively on his Logi. |
Zekain Kade
BetaMax.
931
|
Posted - 2012.10.06 20:15:00 -
[112] - Quote
Sleepy Zan wrote:protoman won't be happy about this But seriously, instead of CCP nerfing ARs why don't you just get better or you know... increase strafe speed so you get get away from the enemy holding sustained fire on you. |
William HBonney
Imperfects Negative-Feedback
318
|
Posted - 2012.10.06 20:26:00 -
[113] - Quote
ARs are a bit too stable now, if all the other guns recieved the same love it would make for a very deadly game. The range is fine and so is the damage...SMGs use to do more DPS, but no longer, so they have them beat, but SMGs take less PG And CPU and are sidearms sooo but they suck against vehicles. Proto hates when people don't get out to fight him and stay in their trucks..hahaha GO AV!! |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
132
|
Posted - 2012.10.07 07:58:00 -
[114] - Quote
Rorek IronBlood wrote:
I do not believe that the AR (Assault Rifle) needs any sort of balancing, or lowering. It is suppose to naturally be that go-to weapon, and the undeniable all-purpose weapon. What I have noticed this build is that due to CCP slowing the game down a slight bit between lowering the character speeds, and strafe (for purpose speculated) that the 'Scout' variant is a lot harder to take to the front lines. Almost an undeniable liability to play unless you are literally armed with a stealth module. Also I took to noticing that the SMG has seen a slight balancing in which it now is litterally useless nigh without passive skills to enforce it's natural killing ability. Having a steady hand helps a lot too. The shotgun is still naturally brutal and even more so when that stealth module wielding player nails you in the back while you are unaware of his/her prescence. The forge gun is beyond deadly, and so is the mass driver. Ran into someone wielding one infact last night and they were able to dispense of me before I could get comfortable enough to fire properly. A direct hit like that of the forge gun is lethality at it's finest. The swarm dismantles armored and non armored vehicles to ashes, and speaks for itself. The scrambler pistol is again still relevent as well. Infact I may as well just say that all weapons are still capable and lethal killing tools. However! They are nonetheless tools and only as powerful and/or lethal as the player/merc/Duster whom is wielding them.
Spouting that the AR, the go-to all-purpose weapon needs to be rebalanced is nonesense. It's your opinion, but it certainly does not need one. Even the laser rifle is getting plenty kills and use by Dusters on the battlefield. CCP makes all of the dropsuits in terms of armor plating and shielding the same, and people still complain. If anything the game is increadibly balanced at the moment. The only problem apparent is the flaws in the players, and unfortunetly it's these said players blaming everyone and especially the game for their problems other then themselves.
Are there legitimate issues to be concerned about? Yes. Is this thread detracting from them? Yes.
I had completely the opposite experience. I hate playing with AR and pick it up only to compare it to other weapons - everytime I tried AR kills would start coming unnaturally easy. Here are some of my thoughts on how other weapons compare. Particularly, speaking of MD -- MD is a weapon that I often use trying to test it in different situations. It is far from deadly - might as well be shooting cotton balls. It finally has hit detection and shell detonation that were simply absent in last build but despite the claimed balancing, all other aspects of the weapon are sub-par. As far as other weapons are concerned I can only speak for SR and HMG in this build, again, same story - far inferior to AR.
1. MD - low rate of fire, low total capacity, low clip size, very low damage and - hard to shoot (gotta calculate the arch and shells fly super slow) 3. SR - poor scope zoom, mad sway unless crouching for a few seconds, low mag size, relatively low ROF, AND in this build it seems that damage somehow got nerfed - you just can't one shot a suit with a Charge SR like you used to before. 4. HMG - total joke at all but the shortest range, limited to an unwieldy and expenisive heavy suit, and again, the damage is kinda low, maybe marginally better than AR but ONLY at low range.
Contrast to AR: Brutal damage, brutal accuracy, long range, huge mag and total capacity.
What will end up happening is that ppl will stop playing all weapons except for AR and this will make the game completely stale and boring.
Should AR be the universal weapon? - sure. But it should not be the ultimate weapon. It should not trump all other specialist weapons across the entire situational spectrum. |
Crimson MoonV
Amarr Templars Amarr Empire
658
|
Posted - 2012.10.07 08:19:00 -
[115] - Quote
Ludvig Enraga wrote:Rorek IronBlood wrote:
I do not believe that the AR (Assault Rifle) needs any sort of balancing, or lowering. It is suppose to naturally be that go-to weapon, and the undeniable all-purpose weapon. What I have noticed this build is that due to CCP slowing the game down a slight bit between lowering the character speeds, and strafe (for purpose speculated) that the 'Scout' variant is a lot harder to take to the front lines. Almost an undeniable liability to play unless you are literally armed with a stealth module. Also I took to noticing that the SMG has seen a slight balancing in which it now is litterally useless nigh without passive skills to enforce it's natural killing ability. Having a steady hand helps a lot too. The shotgun is still naturally brutal and even more so when that stealth module wielding player nails you in the back while you are unaware of his/her prescence. The forge gun is beyond deadly, and so is the mass driver. Ran into someone wielding one infact last night and they were able to dispense of me before I could get comfortable enough to fire properly. A direct hit like that of the forge gun is lethality at it's finest. The swarm dismantles armored and non armored vehicles to ashes, and speaks for itself. The scrambler pistol is again still relevent as well. Infact I may as well just say that all weapons are still capable and lethal killing tools. However! They are nonetheless tools and only as powerful and/or lethal as the player/merc/Duster whom is wielding them.
Spouting that the AR, the go-to all-purpose weapon needs to be rebalanced is nonesense. It's your opinion, but it certainly does not need one. Even the laser rifle is getting plenty kills and use by Dusters on the battlefield. CCP makes all of the dropsuits in terms of armor plating and shielding the same, and people still complain. If anything the game is increadibly balanced at the moment. The only problem apparent is the flaws in the players, and unfortunetly it's these said players blaming everyone and especially the game for their problems other then themselves.
Are there legitimate issues to be concerned about? Yes. Is this thread detracting from them? Yes.
I had completely the opposite experience. I hate playing with AR and pick it up only to compare it to other weapons - everytime I tried AR kills would start coming unnaturally easy. Here are some of my thoughts on how other weapons compare. Particularly, speaking of MD -- MD is a weapon that I often use trying to test it in different situations. It is far from deadly - might as well be shooting cotton balls. It finally has hit detection and shell detonation that were simply absent in last build but despite the claimed balancing, all other aspects of the weapon are sub-par. As far as other weapons are concerned I can only speak for SR and HMG in this build, again, same story - far inferior to AR. 1. MD - low rate of fire, low total capacity, low clip size, very low damage and - hard to shoot (gotta calculate the arch and shells fly super slow) 3. SR - poor scope zoom, mad sway unless crouching for a few seconds, low mag size, relatively low ROF, AND in this build it seems that damage somehow got nerfed - you just can't one shot a suit with a Charge SR like you used to before. 4. HMG - total joke at all but the shortest range, limited to an unwieldy and expenisive heavy suit, and again, the damage is kinda low, maybe marginally better than AR but ONLY at low range. Contrast to AR: Brutal damage, brutal accuracy, long range, huge mag and total capacity. What will end up happening is that ppl will stop playing all weapons except for AR and this will make the game completely stale and boring. Should AR be the universal weapon? - sure. But it should not be the ultimate weapon. It should not trump all other specialist weapons across the entire situational spectrum. Agreed. ccp needs to buff all the other weapons. Nerfs ruin games. |
Flagratus
ZionTCD Legacy Rising
69
|
Posted - 2012.10.07 18:03:00 -
[116] - Quote
Seeing as people ignore the science of why there should be no recoil, let me ask this. Why do people keep thinking that these weapons use archaic brass and lead as the projectile? I'm sorry, I hate to sound like I'm being rude or mean, but what's hard to understand here? |
Tyrius Madison
97
|
Posted - 2012.10.07 18:06:00 -
[117] - Quote
Flagratus wrote:Seeing as people ignore the science of why there should be no recoil, let me ask this. Why do people keep thinking that these weapons use archaic brass and lead as the projectile? I'm sorry, I hate to sound like I'm being rude or mean, but what's hard to understand here?
this is a gameplay issue. Lore has no place in it.
ARs are stupidly more powerful than everything else, and no matter what Lore you come up with, they should not be able to shoot 48 rounds in a perfect straight line.
It needs recoil.
either that, or every other weapon should be buffed to where the AR is, and we should all be shooting straight lines with ridiculous damage at all ranges with everything. |
Flagratus
ZionTCD Legacy Rising
69
|
Posted - 2012.10.07 18:29:00 -
[118] - Quote
Then I suggest, and this will go against everything CCP has built so far, make all the weapons projectile based. Forget fancy futuristic weapons, lets revert back to brass and lead, and get CCP to take real world weapon descriptions then we can be just like all these other FPS games. There's your recoil, then all this bickering and blah, blah, blah can stop.
*EDIT* Let me rephrase that. Plasma travels faster and farther than a brass and lead slug, depending on mass . So by default, with Plasma having a temperature of 10,000 Degrees Celsius and, depending on the atmosphere, travels from 2,000 meters per second to 8,000 meters per second. And seeing as all weapons in the game utilize Plasma, other than the Laser Rifle, it wold pack a punch and have a range greater than any weapon other FPS games have. So why not just buff everything else to compensate? |
Vincam Velmoriar
Villore Sec Ops Gallente Federation
103
|
Posted - 2012.10.07 18:38:00 -
[119] - Quote
Flagratus wrote:Then I suggest, and this will go against everything CCP has built so far, make all the weapons projectile based. Forget fancy futuristic weapons, lets revert back to brass and lead, and get CCP to take real world weapon descriptions then we can be just like all these other FPS games. There's your recoil, then all this bickering and blah, blah, blah can stop.
The science argument is pretty weak, imho. You could come up with any futuristic idea that is within the realm of possibility to make your argument.. At the end of the day, it's a game. Balance trumps "science". It also trumps your idea of what will be possible in 100 years. |
Xavier Hastings
ZionTCD Legacy Rising
243
|
Posted - 2012.10.07 18:40:00 -
[120] - Quote
I don't think the AR needs a nerf.
But as some people might have already said:
All other guns need a buff. |
|
|
|
|
Pages: 1 2 3 [4] 5 6 7 8 9 :: one page |
First page | Previous page | Next page | Last page |