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Ulysses Knapse
Nuevo Atlas Corporation
122
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Posted - 2013.03.21 04:27:00 -
[1] - Quote
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.
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.
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.
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.
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.
Submachine Gun Damage increased slightly.
Magazine size decreased.
TL;DR: More effective, but only in short bouts.
Nova Knives Melee damage increased while holding.
TL;DR: Nova Knives act as a real melee weapon even without charging.
Swarm Launcher Projectile speed increased.
Turning speed decreased.
TL;DR: Evasion is more tactical. One does not simply walk away from a missile.
Forge Gun Overcharge added. Different variations use it differently.
Standard - Overcharge increases the speed of your next charge after firing.
Breach - Overcharge increases projectile speed and damage.
Assault - Overcharge gives you additional time before being forced to fire.
TL;DR: Improves Forge Guns that need it (Assault doesn't need it). |
Ulysses Knapse
Nuevo Atlas Corporation
126
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Posted - 2013.03.21 18:28:00 -
[2] - Quote
KalOfTheRathi wrote:Please don't post lists of technical support issues, bugs, requests, feedback or inane ideas regarding changing the game to better fit your play style or lack thereof.
The CCP version is on a sticky post at the top of the Forum. Hard to miss. Three replies, all adding absolutely nothing to the conversation. Anything else? |
Ulysses Knapse
Nuevo Atlas Corporation
126
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Posted - 2013.03.21 19:26:00 -
[3] - Quote
Dr Stabwounds wrote:Laser - No Charge - No AR - Dam - Maybe, clip size - No HMG - meh MD- No SMG- No Nova - Sure Swarm - No Forge - No
Sorry, but I don't like your proposed changes. You don't even state why, you just looked at them, said "change is bad" and denied them. |
Ulysses Knapse
Nuevo Atlas Corporation
126
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Posted - 2013.03.21 21:10:00 -
[4] - Quote
Mass Driver Longer range than assault rifle, splash damage, instant detonation, high DPS. The only downside is the low ammo capacity. I suggested the fuse so it wasn't as effectively spammed. Take, for example, TF2. Balance-wise, TF2 does it right. Grenade launchers with ******* fuses.
Swarm Launcher I never said Swarm Missiles wouldn't track, I said they would track more slowly. Outrunning missiles is bullshit, but not being able to evade them is more bullshit.
Charge Rifle What's the difference? It just makes it more intuitive to use.
Submachine Gun The Submachine Gun is a sidearm, sidearms are supposed to be used in tight spots. All I'm asking for is that they be less like an assault rifle in terms of ammo capacity and more like an assault rifle in terms of damage. Accuracy, range, falloff, it doesn't change, it just makes it a more effective weapon in tight situations without making it better than an assault rifle.
Laser Rifle Everything is just so wrong on this. For some reason, they deal more damage over time the longer they fire at anything, which just doesn't make sense and leads to odd gameplay situations. I'm just asking that it be more important to actually focus fire on a single target like a laser realistically would.
HMG I actually advocated for INCREASED range, not decreased range, so I have no idea what you are talking about.
If you can come up for some REAL arguments, I'd be glad to hear them. |
Ulysses Knapse
Nuevo Atlas Corporation
126
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Posted - 2013.03.21 21:47:00 -
[5] - Quote
Mithridates VI wrote: 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?
TF2 does the same thing with grenade launchers and they are still a very decent weapon.
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Ulysses Knapse
Nuevo Atlas Corporation
242
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Posted - 2013.04.15 08:22:00 -
[6] - Quote
slypie11 wrote:News flash, this isn't tf2. It is extremely different in every way. Not my point. My point is that TF2 is balanced and Dust 514 is not. |
Ulysses Knapse
Nuevo Atlas Corporation
255
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Posted - 2013.04.15 09:15:00 -
[7] - Quote
TheEnd762 wrote:Swarm Launcher, no, because it would be better against tanks, but horrible against dropships and the like.. Right now, dropships can avoid swarm missiles just by flying away from them. Dropship pilots should have to perform evasive maneuvers instead of just flying away. |
Ulysses Knapse
Nuevo Atlas Corporation
272
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Posted - 2013.04.15 10:22:00 -
[8] - Quote
TheEnd762 wrote:Ulysses Knapse wrote:TheEnd762 wrote:Swarm Launcher, no, because it would be better against tanks, but horrible against dropships and the like.. They already home so well in the open, this would require that Swarm Launcher users actually aim instead of just locking on and firing. Aiming is required for lock-on. Only barely. You don't pan out the trajectory. If the tank is on open ground, you can shoot in any direction you want so long as the lock is maintained. |
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