Shouper of BHD
Better Hide R Die
37
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Posted - 2013.02.13 17:43:00 -
[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.
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.
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
AR ( Assault Rifle )
Should be a versatile gun, but not over powering in one specific area.
-Armor damage : Average -Shield damage : Average
SMG / Pistol
Perhaps the only weapons, that i can't see any significant balance issues.
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.
in my opinion the HMG/ heavy is fine BUT must agree on the range, from a distance the HMG needs more spread out shots (except for the burst), I actully fear and HMG as much as the swarmer (as a all out pilot) since some of the HMGs shoot at me sometimes killing my gunners and doing great damage even after I pulled out (way to accuret of range after a pulled out, as for my gunners thats becuse i fly low and slow).
the Shot Gun (SG) seems good where it is, I use the milita and slap 1 damage modifier on and its still good, as for the sheild/ armor HP it might be the ammo, I made a prediction back in E3 build in liek the 2-3 rd week of beta called "the user market" predicting that the guns we use will be makible, by using damage modifiers, tracking and other modules we can make the stats of a gun (imagine a AR as a Dropship, it allready does damage but a low ammoun of evrything, by adding modules it changes the stats durasticly...btw side arms you can comapre to the LAV and HMGs you can compare to the HAV ) it seems that prediction can be true... in fact we can costimize are ARs to have scopes instead of iron sights (soon) so why not ammo type? bullets made from iron or metal are good for armor peircing while plasma is good for sheilds since its a repeded burn drawing energy from the sheild consitently. |