Mithridates VI
Tronhadar Free Guard Minmatar Republic
410
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Posted - 2013.03.21 21:27:00 -
[1] - Quote
You are both complaining about criticisms being made without reasons given and offering fixes to problems you haven't stated. That's silly and you're silly for doing it.
Ulysses Knapse wrote:Laser Rifle
Damage no longer increases the more the Laser Rifle is fired.
Damage is increased on a specific target the more that target is hit. (Damage increases more quickly, though)
TL;DR: Laser Rifle retains intended purpose, but is more merciful on non-intended targets.
Your TL;DR suggests that your complaint with the laser rifle is that it damages non-intended targets. Give an example of a situation where someone the laser rifle user didn't want to do damage to takes damage from the laser rifle.
Ulysses Knapse wrote:Charge Sniper Rifle
Charging is automatic, shot is fired upon pressing R1/LMB, not upon releasing.
TL;DR: Functionality remains the same but it is more intuitive and easier on your fingers.
This is functionally identical to turning it into a regular sniper rifle with a long reload. The point is to add a delay between seeing the target and being ready to damage the target as a balance for the increased damage. My suggested change to the charge sniper would be seriously limit the amount of time it can remain charged, to prevent it from being constantly charged and waiting for a target.
Ulysses Knapse wrote:Assault Rifle
Range remains the same, but damage falloff is increased. (Not applied to Tactical or Burst variants)
Magazine size reduced. (Not applied to Tactical variants)
TL;DR: Firepower remains the same, but is less effective at long ranges and harder to spam.
I feel like you're addressing problems with the weapon that don't actually exist.
Ulysses Knapse wrote:Heavy Machine Gun
Inaccuracy while beginning to fire reduced, instead the RoF is slower until it revs up all the way.
Damage falloff decreased.
TL;DR: Effective range is increased, but close-medium range remains the optimal range.
Eh, no particular disagreement with initial RoF decrease, don't see the point in increasing effective range.
Ulysses Knapse wrote:Mass Driver
Projectile does not go off on contact, has short fuse. (A certain variation might have a legacy fuse)
Reload time increased.
TL;DR: Firepower stays the same, but it isn't as effective to spam.
So you want MD users to have to both lead their targets, correctly angle the weapon, and THEN adjust for a fuse which gives enough warning to avoid all damage from this weapon? Your suggestion renders the MD useless, or at best useful only in very specific close-quarters settings. ic? |