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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). |
Aeon Amadi
WarRavens
1109
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Posted - 2013.03.21 04:39:00 -
[2] - Quote
I'm sure the community will be happy to know that I'm staying as far away from this one as I possibly can while saying that I neither advocate nor condemn any of these ideas... |
Breakin Stuff
Immobile Infantry
729
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Posted - 2013.03.21 12:01:00 -
[3] - Quote
Once again, this forum needs an unlike button. |
KalOfTheRathi
CowTek
251
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Posted - 2013.03.21 12:17:00 -
[4] - Quote
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. |
Ulysses Knapse
Nuevo Atlas Corporation
126
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Posted - 2013.03.21 18:28:00 -
[5] - 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? |
Dr Stabwounds
Planetary Response Organisation Test Friends Please Ignore
15
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Posted - 2013.03.21 19:22:00 -
[6] - Quote
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. |
Ulysses Knapse
Nuevo Atlas Corporation
126
|
Posted - 2013.03.21 19:26:00 -
[7] - 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. |
Val'herik Dorn
SyNergy Gaming
357
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Posted - 2013.03.21 19:32:00 -
[8] - Quote
Ulysses Knapse wrote: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.
Your changes are bad... very bad..
Md add a fuse? Lol no
Unintended targets... there is no such thing...
Sub reduced magazine more damage? Hello mini ar!
The knly one I agree with is maybe increase fall off on the ar... and that's just a maybe
You want to resculpt the weapons entirely... what about the shotgun... scrambler?
I think you tried but bad ideas are bad... |
Dr Stabwounds
Planetary Response Organisation Test Friends Please Ignore
15
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Posted - 2013.03.21 19:35:00 -
[9] - Quote
Ulysses Knapse wrote:Dr Stabwounds wrote:Laser - No - Change doesn't make sense, Laser is more powerful the longer it's on, not the longer it's on one person. Charge - No - It's supposed to charge, working as intended AR - Dam - Maybe, clip size - No - Damage should go down, but there is no reason to change clip size HMG - meh - not enough exp with it to say either way MD- No - If by spamming you mean shooting then yes it does that, does someone spam you with an AR? Terrible idea, would be useless if they did that SMG- No - Clip runs out insanely quick already, it's set up like an SMG should be. Nova - Sure Swarm - No - Tankers already cry about it being too fast, I think it's in a good spot right now, no need for change Forge - No - I honestly don't even know why your proposing this.
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.
Really? Well look up then b/c I did actually think about them all thank you very much. Change isn't always bad, but this change? Yes, yes it would be.
Edit: @Val'herik Dorn - exactly! |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
60
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Posted - 2013.03.21 20:04:00 -
[10] - Quote
No |
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bacon blaster
VENGEANCE FOR HIRE
4
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Posted - 2013.03.21 20:36:00 -
[11] - Quote
I will give you credit for trying, but your ideas are bad, and you should feel bad. First, there is no such thing as an unintended target. Kill the blueberries. Kill them all.
Second, what kind of **** would design something like a mass driver without a contact det? Were I any sort of general, I would slap someone for even suggesting that. You could see the projectiles coming, and, with a little luck, run away before they go off. As far as driving people out of cover goes, you can already do that just fine with the rounds going off on contact, no need to change that.
The only thing I agree with here is changing the falloff on ARs, particularly with the Gek.
Also, the HMG is already short ranged, no need to bring it down to shotgun level. If anything, it could stand to see its range and dps increased. It's a ******* mini gun, why does it do so little damage at such a short ******* range?
The charge rifle is fine as it is. It's working exactly as it's supposed to.
Swarm launchers are supposed to track targets. That is the point of a seeker missile. Your suggestion might be neat for a new kind of swarm launcher, but that's it.
The rest just look like bad ideas that would nerf the crap out of everything.
Now, off to the corner with you so you can properly feel bad. |
Ulysses Knapse
Nuevo Atlas Corporation
126
|
Posted - 2013.03.21 21:10:00 -
[12] - 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. |
Mithridates VI
Tronhadar Free Guard Minmatar Republic
410
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Posted - 2013.03.21 21:27:00 -
[13] - 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? |
Mithridates VI
Tronhadar Free Guard Minmatar Republic
410
|
Posted - 2013.03.21 21:27:00 -
[14] - Quote
Ulysses Knapse wrote:Submachine Gun
Damage increased slightly.
Magazine size decreased.
TL;DR: More effective, but only in short bouts.
I feel like you misunderstand the purpose of the submachine gun and wish it was a different weapon.
Ulysses Knapse wrote:Nova Knives
Melee damage increased while holding.
TL;DR: Nova Knives act as a real melee weapon even without charging.
Melee is often more effective than the knives anyway. Really? Fix this weapon by buffing melee? Why would anyone charge them if this was the case?
Ulysses Knapse wrote:Swarm Launcher
Projectile speed increased.
Turning speed decreased.
TL;DR: Evasion is more tactical. One does not simply walk away from a missile.
As a derpship pilot, I like this.
Ulysses Knapse wrote: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). Why do forge guns need this new mechanic? |
Ulysses Knapse
Nuevo Atlas Corporation
126
|
Posted - 2013.03.21 21:47:00 -
[15] - 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.
|
slypie11
Planetary Response Organisation Test Friends Please Ignore
6
|
Posted - 2013.03.22 04:44:00 -
[16] - Quote
News flash, this isn't tf2. It is extremely different in every way. Adding a timer to the MD. Ridiculous. You could put something where it doesn't explode in close quarters(if that's not already implemented) but putting a timer on it makes it a glorified grenade throwing mechanic. Besides, that won't keep people from spamming. In fact, it will encourage it, because you will need to lay down as many grenades as possible to keep the enemy from evading explosions. There are problems with most of your other suggestions as well, but I think I've written enough |
Ulysses Knapse
Nuevo Atlas Corporation
242
|
Posted - 2013.04.15 08:22:00 -
[17] - 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. |
TheEnd762
Algintal Core Gallente Federation
24
|
Posted - 2013.04.15 09:00:00 -
[18] - Quote
I agree with your bit about lasers, if you're saying what I think you're saying, which is: the damage doesn't start increasing until the beam is hitting someone. It doesn't just start increasing because the trigger is being pulled and the beam isn't even connecting with an enemy yet.
Even as a sniper, I disagree with your charge sniper change. I can see both sides of the issue, but it needs to be a little unwieldy to compensate for it's damage.
I agree with decreasing the range and mag capacity of the non-tac/breach ARs.
HMG, keep the inaccuracy when beginning to fire, decease the RoF until it revs up, increase the damage falloff and especially accuracy falloff.
No fuses on mass drivers. Smaller mags and an arming distance, maybe.
SMGs, meh, I could go either way. Maybe if the breach SMG functioned better there would be no need for this.
Nova Knives, no, just make them function better as is. More damage, can hold charges.
Swarm Launcher, no, because it would be better against tanks, but horrible against dropships and the like.
Forge guns, meh, don't really care either way. |
Ulysses Knapse
Nuevo Atlas Corporation
255
|
Posted - 2013.04.15 09:15:00 -
[19] - 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. |
TheEnd762
Algintal Core Gallente Federation
24
|
Posted - 2013.04.15 09:47:00 -
[20] - Quote
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. |
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Ulysses Knapse
Nuevo Atlas Corporation
272
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Posted - 2013.04.15 10:22:00 -
[21] - 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. |
ShwerShwerShwer
The Marching Mercs
32
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Posted - 2013.04.15 10:44:00 -
[22] - Quote
He's right about the swarms. Right now they can pull 90 degree turn around cover which is irritating and unrealistic. I also agree with the bit about the laser rifles. Don't really like the rest of the suggestions though |
Ludvig Enraga
KILL-EM-QUICK RISE of LEGION
149
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Posted - 2013.04.16 00:01:00 -
[23] - Quote
I am so confused by the post. I think the proper name should have been: "what I want these weapons to do" instead of "fixing weapons" |
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