Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
|
Posted - 2013.02.16 18:02:00 -
[1] - Quote
Panther Alpha wrote:After 2 weeks playing Dust 514, here are my recommendations for better balance :
Heavies / HMG
1- Mobility : Heavies are build like a tank with legs, they should move as such. They shouldn't be allow to run, or jump. Their mobility should be seriously restricted ; Turning circle speed, should be the same as a mounted gun.
2- Aim : A powerful autocannon, should be slow to aim, and hard to control at full Rpm.
3- Damage : A HMG should be terrifying at close to medium range, and destroy everything in close quarters. But should have a high bullet spread, making them useless at medium to long range. The Heavy only sprints as fast as the assault walks. It can't jump over any of the obstacles. At close range both assault and scout suits strafe faster than its turning speed. It's a machine gun, not an autocannon. It fires bullets. Real life multi-barrel guns are insanely accurate. Also, seeing as it's supposed to be a hardcore area denial weapon, it wouldn't make any sense for the HMG to be relegated to shotgun status. Any gun useless at medium range has no business being on the slowest suit in the game, especially when that suit is designed to hold down an area from attack.
Quote:Snipers
1- Mobility : Snipers are not scouts, they carry a big, long, heavy weapon with them. The sniper rifle should have a weight penalty, slowing down their speed and overall mobility when running.
2- Aim : Autoaim should be remove from the sniper rifle, and only accurate, precise shoots should register.
3- Damage : Should be restricted to areas ; Head 100% damage / Upper body 45% damage / Lower body 20% damage. Snipers in the field rely on stealth and mobility to not get their asses killed. This has pretty much always been true. The game doesn't have auto aim, it slows down your aiming just a little when you move over an enemy, but it doesn't aim for you. The damage idea is just bad.
Quote: Shotgun
A shotgun should be powerful enough, to destroy the armor of a dropsuit instantly, but should be ineffective breaking through the shields.
-Armor damage: Very High -Shield damage : Low
The shotgun is a hybrid weapon, as such it deals equal damage to both. You'll have to wait until racial variants come out for something more specialized.
Quote: AR ( Assault Rifle )
Should be a versatile gun, but not over powering in one specific area.
-Armor damage : Average -Shield damage : Average
ARs are hybrid-type weapons, this is exactly what they do already.
Quote: Forge gun
Powerful, high damage, devastating gun. But such high power should be hard to control.
-High cold down circle after each shot. -No aim reference, needs to be shoot in a similar manner as a grenade.
Does are the most immediate balance issues that should be fix.
Forge Guns are anti-vehicle rail guns intended to be used at extremely long ranges. Getting rid of the aiming reticule would gimp them beyond belief. Also, the Forge gun already suffers from decreased mobility while charging and a charge timer that prevents instantaneous shots. Only the proto Forge Guns can one-shot infantry with their splash damage, but even then it only applies to militia fits, and they still suffer from low RoF. |
Jotun Hiem
Sanmatar Kelkoons Minmatar Republic
412
|
Posted - 2013.02.16 18:05:00 -
[2] - Quote
Panther Alpha wrote:I disagree, SP makes a huge difference. Seems the 190,000 SP a week, cap implementation, i been investing SP on improving my shields and armor "Core" skills, and i already seen a big difference. My durability in battle is much, much better.
- Been a "bit" harder to kill, makes a huge difference. Actually, he's right. Closed beta players don't actually have an SP advantage over anyone who started soon after the open beta started up. |