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Noc Tempre
Imperfects Negative-Feedback
1504
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Posted - 2013.05.11 18:03:00 -
[31] - Quote
Iron Wolf Saber wrote:Noc Tempre wrote:Iron Wolf Saber wrote:Hey noc and telc, if you guys want CCP to nerf the Tac AR without any considerations to anything people have said here at all I would be all for it. :D Don't conflate addressing your misuse of the CPM seat with no care for the TAR. It is because I support every weapon that I don't want the CPM to try and filter which opinions get merit. Leave that to the game designers who are paid to do such things. Stop off topic posting. Stop trying to silence the community. Stop trying to tell me how to do your job.
Not silencing the community. This thread would be 110% okay if it was a community thread. Instead YOU made it a CPM issue, and I must call you on it. |
Iron Wolf Saber
Den of Swords
4051
|
Posted - 2013.05.11 18:06:00 -
[32] - Quote
Noc Tempre wrote:Iron Wolf Saber wrote:Noc Tempre wrote:Iron Wolf Saber wrote:Hey noc and telc, if you guys want CCP to nerf the Tac AR without any considerations to anything people have said here at all I would be all for it. :D Don't conflate addressing your misuse of the CPM seat with no care for the TAR. It is because I support every weapon that I don't want the CPM to try and filter which opinions get merit. Leave that to the game designers who are paid to do such things. Stop off topic posting. Stop trying to silence the community. Stop trying to tell me how to do your job. Not silencing the community. This thread would be 110% okay if it was a community thread. Instead YOU made it a CPM issue, and I must call you on it.
CPM = Community
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matsumoto yuichi san
SVER True Blood Unclaimed.
2
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Posted - 2013.05.11 18:09:00 -
[33] - Quote
boy if you are going to fight over CPM tasks, not i am on IWS side here, PLEASE DO IT SOMEWHERE ELSE. as you are ruining the point of the thread of getting a reading on the performance of the TAR as viewed by users and targets as the OP states
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Tiel Syysch
Imperfects Negative-Feedback
770
|
Posted - 2013.05.11 18:17:00 -
[34] - Quote
Iron Wolf Saber wrote: Bottom line CPM is not trying to balance anything, CPM is trying to show CCP there is a need for balance.
The fact that you are trying to single out a weapon as needing balance is you trying to balance something. You may not be handing CCP numbers specifically, but you are calling for something to be done, and using your role as CPM to do that is frankly bullshit in my opinion. If CCP wants a thread, they are fully capable of making one themselves (see: all the stickies in general discussion and the SP cap thread from a while back).
For you to be leveraging your behind-closed-doors time with CCP to balance individual pieces of the game is unfair to others. Members of the CPM have already shown that they either don't play much or don't specialize broadly/deeply enough to have an understanding of how particular items work in which case I wouldn't trust them with being able to separate legitimate from biased feedback coming from the community, while other CPM members have shown a pervasive bias toward other members of the community and would gladly "ruin" items they felt would hurt people they didn't like, in which case the CPM being involved in any hidden balance discussions would be detrimental to the game for the sake of an individual's personal vendetta.
I'm all fine for you to be trying to gather info as a player, but to be using the CPM in the way you have only makes it look like these discussions are happening away from the community, and I am not a fan of the road this is going down. The CPM members, even collectively, are not equipped with the knowledge necessary to make legitimate calls for balance. |
Noc Tempre
Imperfects Negative-Feedback
1504
|
Posted - 2013.05.11 18:22:00 -
[35] - Quote
Tiel Syysch wrote:Iron Wolf Saber wrote: Bottom line CPM is not trying to balance anything, CPM is trying to show CCP there is a need for balance.
The fact that you are trying to single out a weapon as needing balance is you trying to balance something. You may not be handing CCP numbers specifically, but you are calling for something to be done, and using your role as CPM to do that is frankly bullshit in my opinion. If CCP wants a thread, they are fully capable of making one themselves (see: all the stickies in general discussion and the SP cap thread from a while back). For you to be leveraging your behind-closed-doors time with CCP to balance individual pieces of the game is unfair to others. Members of the CPM have already shown that they either don't play much or don't specialize broadly/deeply enough to have an understanding of how particular items work in which case I wouldn't trust them with being able to separate legitimate from biased feedback coming from the community, while other CPM members have shown a pervasive bias toward other members of the community and would gladly "ruin" items they felt would hurt people they didn't like, in which case the CPM being involved in any hidden balance discussions would be detrimental to the game for the sake of an individual's personal vendetta. I'm all fine for you to be trying to gather info as a player, but to be using the CPM in the way you have only makes it look like these discussions are happening away from the community, and I am not a fan of the road this is going down. The CPM members, even collectively, are not equipped with the knowledge necessary to make legitimate calls for balance.
Well said. CCP gave you a list of items to discuss. TAC AR was on it. We have your back when you tell them "Tough, CPM can't help you with that; make a sticky in feedback". Because honestly, you no one could do that task but CCP and you risk letting them turn you into scapegoats. |
Tiel Syysch
Imperfects Negative-Feedback
773
|
Posted - 2013.05.11 18:26:00 -
[36] - Quote
I'll post something on topic here:
Telcontar Dunedain wrote:I think its too early to discuss the TAR credibly.
I think it is too. With hit detection still being questionable, aiming messed up, and range all screwed up, flailing about with balance just because people found a gun that actually works during all the problems is a bad idea. |
Deluxe Edition
TeamPlayers EoN.
161
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Posted - 2013.05.11 18:26:00 -
[37] - Quote
The rate of fire should be brought down to 450-500 RPM and get rid of the 10% damage buff they just gave it and it should be fine. |
I-X-I
Kinsho Swords Caldari State
4
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Posted - 2013.05.11 18:28:00 -
[38] - Quote
As a Logistics player who is now painted a bright yellow these guns anger me.
With the recent "range" nerf these guns are the obvious choice. Plus the damge on some of them is rediculous!
I put my Logi to the side after running into squads of these things, it not worth playing Logi imo right now. |
Iron Wolf Saber
Den of Swords
4051
|
Posted - 2013.05.11 18:29:00 -
[39] - Quote
Tiel Syysch wrote:I'll post something on topic here: Telcontar Dunedain wrote:I think its too early to discuss the TAR credibly. I think it is too. With hit detection still being questionable, aiming messed up, and range all screwed up, flailing about with balance just because people found a gun that actually works during all the problems is a bad idea.
I agree this is why I was hesitant to support any MD changes right now outside of phsyically fixing the gun itself before going afte rthe numbers. There are large number of things from uprising too screwy right now.
However when commands like "Everyone train for TARs" start popping up from various groups there is a need for some concern.
Its not on CCP's mind, this is proactive thought farming right now. Ideas about it may change when things get fixed but its trying to find the tone of the weapon overall. |
Deluxe Edition
TeamPlayers EoN.
161
|
Posted - 2013.05.11 18:31:00 -
[40] - Quote
I-X-I wrote:As a Logistics player who is now painted a bright yellow these guns anger me.
With the recent "range" nerf these guns are the obvious choice. Plus the damge on some of them is rediculous!
I put my Logi to the side after running into squads of these things, it not worth playing Logi imo right now.
First off Logi suits are the best combat suits (medium suit wise), second this is an example of how not to give feedback. I don't see how a tac AR would keep you from wanting to heal, rez, and distribute ammo to people. I'm also curious what do you change into when you put your logi down? |
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Noc Tempre
Imperfects Negative-Feedback
1506
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Posted - 2013.05.11 18:32:00 -
[41] - Quote
This is something that CCP asked you to discuss that they were WRONG for asking you. Inform them the best way to get feedback is for them to make a sticky. There is nothing you can do if they aren't willing to take the right steps. Don't embrace power creep, and don't let CCP play a blame game. |
Deluxe Edition
TeamPlayers EoN.
161
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Posted - 2013.05.11 18:36:00 -
[42] - Quote
Iron Wolf Saber wrote:Tiel Syysch wrote:I'll post something on topic here: Telcontar Dunedain wrote:I think its too early to discuss the TAR credibly. I think it is too. With hit detection still being questionable, aiming messed up, and range all screwed up, flailing about with balance just because people found a gun that actually works during all the problems is a bad idea. I agree this is why I was hesitant to support any MD changes right now outside of phsyically fixing the gun itself before going afte rthe numbers. There are large number of things from uprising too screwy right now. However when commands like "Everyone train for TARs" start popping up from various groups there is a need for some concern. Its not on CCP's mind, this is proactive thought farming right now. Ideas about it may change when things get fixed but its trying to find the tone of the weapon overall.
get used to you corp telling you what to train into. In the future I see many corps telling their players to go either shields or armor once we have shield transporting logi's. I also see corps telling players to use certain weapons depending on what the overall theme of the squad is. If you are running a blaster squad with short range AR's and sub machine guns the corp is well in the right to tell you to train into kenetic enhancers and cardiac regulators and to tell you to fit them on your suit. |
LittleCuteBunny
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
10
|
Posted - 2013.05.11 18:38:00 -
[43] - Quote
Modified Controller?
Even with a modified controller it wouldnGÇÖt make a great difference as you donGÇÖt spray and pray with the TAR, meaning that a use of such controller for use with a TAR would be so bad since the recoil will mess your shots so bad and you must time your shots to make the most of the TAR. In summary most of the times you end up shooting the gun at a lower fire rate than maximum of the gun. In any case a MACRO mouse would be even more efficient and easier to acquire than a modified controller. Bad argument.
So what are the real problems?
4. Damage Modifiers
The main issue is how damage mods stack, which is what makes it so appealing. If damage mods actually exhibited diminishing damage as more modifiers are stacked instead of the current compounding it will be a total different story
@ 1 Damage Modifier = (1.1) ^ 1 = 1.10 @ 2 Damage Modifier = (1.1) ^ 2 = 1.21 @ 3 Damage Modifier = (1.1) ^ 3 = 1.33 @ 4 Damage Modifier = (1.1) ^ 4 = 1.46 @ 5 Damage Modifier = (1.1) ^ 5 = 1.61
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Tiel Syysch
Imperfects Negative-Feedback
776
|
Posted - 2013.05.11 18:39:00 -
[44] - Quote
Iron Wolf Saber wrote: However when commands like "Everyone train for TARs" start popping up from various groups there is a need for some concern.
You're right. Something is broken in that instance. However, when fundamental game mechanics, such as hit detection and a player's ability to aim, are in question, I think that's a better direction to look than to start messing with items that people "adapted" to in order to still play with all the problems.
Remember heavies and strafe speed being nerfed when we still had no lag compensation? You're repeating that right here with this thread. You're focusing on the items rather than the mechanics. |
Kharga Lum
Seraphim Initiative. CRONOS.
47
|
Posted - 2013.05.11 18:39:00 -
[45] - Quote
Created an alt account for this.
Spent all my SP to fit a Tac AR onto the militia starter Frontline suit. It's the starter minmatar suit, the only change is the Tac, everything else is Militia BPO's.
This one change alone has made me competitive. I can hid and ambush proto suits making for easy assisted kills and if they're stupid I'll kill them myself. The AR bullets are harder to source giving me more time-on-target before I'm spotted then a laser which instantly gives away your position. With such low SP it's not an easy kill but it does enough damage to make the target spin around a few times. Very effective disruption tool for so little investment.
I have another account who spec'd into laser as a ranged support weapon. Tac appears to outrange the laser and does max damage with every bullet at any range until it's max. The laser requires time to heat up where it can do a competitive amount of damage, or more, and then only at it's very edge of range. Not to mention overheating this weapon can kill you if your gun duel is a challenging one.
While I understand the merits and purpose of this weapon, in it's current state it is a better laser then the laser is.
Reducing the ROF and/or increasing disperson while hip-firing could work. This would give the more Assaulty version of the assault riffle more purpose.
I'm OK with the range of the Tac if the laser range is increased. Looking only at the Tac for "balance" would be a mistake. I think we should look at it's role among the AR weapon group and its roll among the medium-long range weapons group to suitable find it's place. |
I-X-I
Kinsho Swords Caldari State
4
|
Posted - 2013.05.11 18:43:00 -
[46] - Quote
Deluxe Edition wrote:I-X-I wrote:As a Logistics player who is now painted a bright yellow these guns anger me.
With the recent "range" nerf these guns are the obvious choice. Plus the damge on some of them is rediculous!
I put my Logi to the side after running into squads of these things, it not worth playing Logi imo right now. First off Logi suits are the best combat suits (medium suit wise), second this is an example of how not to give feedback. I don't see how a tac AR would keep you from wanting to heal, rez, and distribute ammo to people. I'm also curious what do you change into when you put your logi down?
LOL Thats the point! They are the best ASSAULT suite.. DUH! When you run them as Logi should they are weak ( I am in an Amar)
A Tac has the best range out there right now plus damage, given the fact that I am painted a bright as yellow I am the first to "go". My team cant defend because of the range. Half the time I never even see the person shooting, just the kill feed of the Duvoule Tac.
FYI I speced into Amar Logistics that suite gets 3 highs and 3 lows, others get 5 and 4. Plus my equipment slots are lowered all because I get a sidearm that is not needed.
I could survive if I ran my logi as an assault, thats not my point. I wanted to be logistics not assault.
I speced into LAV's because its obvious they are the best killing machine right now.
And who are you to say this is an example of how not to give feedback? Ever think your idea of what feedback should be is a bit scewed by your over inflated sense of self? LOL
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I-X-I
Kinsho Swords Caldari State
4
|
Posted - 2013.05.11 18:46:00 -
[47] - Quote
Deluxe Edition wrote:I-X-I wrote:As a Logistics player who is now painted a bright yellow these guns anger me.
With the recent "range" nerf these guns are the obvious choice. Plus the damge on some of them is rediculous!
I put my Logi to the side after running into squads of these things, it not worth playing Logi imo right now. First off Logi suits are the best combat suits (medium suit wise), second this is an example of how not to give feedback. I don't see how a tac AR would keep you from wanting to heal, rez, and distribute ammo to people. I'm also curious what do you change into when you put your logi down?
I bet you are one of the "Logi's" running around with the TAC and Caldari Logistics suite. You obviously have not tryed playing TRUE logistics in this build.
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Iron Wolf Saber
Den of Swords
4053
|
Posted - 2013.05.11 18:50:00 -
[48] - Quote
Updated the OP to be more concise on the goal of this thread. |
I-X-I
Kinsho Swords Caldari State
4
|
Posted - 2013.05.11 18:57:00 -
[49] - Quote
Iron Wolf Saber wrote:Updated the OP to be more concise on the goal of this thread.
Thank you.
I felt my feedback was genuine because as a true Logi "trying" to run support these guns make it extrememly frustrating. |
Noc Tempre
Imperfects Negative-Feedback
1509
|
Posted - 2013.05.11 18:59:00 -
[50] - Quote
It's rather important to note the limitations of the CPM so both the community and CCP aren't disappointed. This is called "managing expectations" business 101 stuff. The CPM cannont be involved in individual weapon balance, and shame on CCP for making them feel they should be charged with leading the discussions on that.
Edit: As a compromise, since this thread now exists, CCP should sticky it. Meet the CPM halfway.
The TAC rifle is fine, the glitchy netcode and lack of rivals for the same role are causing more problems that no number change could fix. They could only break it by looking at the TAR in isolation. |
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Malkai Inos
The Vanguardians Orion Empire
38
|
Posted - 2013.05.11 19:11:00 -
[51] - Quote
Kharga Lum wrote:I'm OK with the range of the Tac if the laser range is increased. Looking only at the Tac for "balance" would be a mistake. I think we should look at it's role among the AR weapon group and its roll among the medium-long range weapons group to suitable find it's place.
I'm run a almost vanilla MLT medic myself and switching to the GLU tac just today made my killcount (not just K/D) skyrocket after an hour of adaptation. I quickly started to take advantage of the higher range and stopped dying to all but the most accurate of ARs. Heavies suddenly became free kills and even lasers don't make me run to cover very often. So i can confirm you first paragraphs.
This gun simply doesn't feel like a blaster in relative terms.
CCP needs to be very carefull with increasing ranges as to not break the non tac AR variants against scramblers and especially rail ARs should they arrive. I'd rather have the tac keep the better part of its damage but in turn lose some effective range. No gallente weapon bar a possible sniper should be fully effective at ranges beyond medium.
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ZDub 303
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
94
|
Posted - 2013.05.11 21:10:00 -
[52] - Quote
Agree with all of the other posts here.
You can't balance weapons in this game until ranges and hit detection have been fixed. We also need the new weapons to balance against as well.
So for now, fix range and hit detection, then lets come back and reevaluated the TAC AR. |
Daxxis KANNAH
Tronhadar Free Guard Minmatar Republic
13
|
Posted - 2013.05.11 21:34:00 -
[53] - Quote
Belendur Balfour wrote:First, I have not used the Tactical Assault Rifle in this build yet, I have however been killed by it afair amount. I keep hearing about modded controlers being a problem, however I wouold like a solution to that that would not penalize everyone else too if that is the problem. Second, the lack of a counter weapon. The Tactical Assault Rifle is a medium range weapon. The counter should be Laser Rifles, and maybe MD and other Tacticals. Fix sites on Lasers, and the damage so that it can do the same amount as the Tactical at the same ranges and that should help. And make the MD able to hit out a bit to keep everyone on their toes.
Think this guy hits the nail on the head. At the moment the only real counter are snipers who see them or Forge Gun players blasting at range.
I agree with most that they should definitely have a reduce ROF, though not some really low number but obviously lower than full auto rifles. Also though the recoil is quite high and only reduces when kneeling so it is skill and proper play to use them. Players with good gun game are just feasting now.
shaman oga wrote:I've tried it, but i don't like it to much. But there must be a reason of why people started to use it so much, i think they miss sharpshooter and they love the high damage it deals. I agree with the high damage but it should have the same range of any assault rifle. I have a question, what means TTK?
I believe it is Time To Kill but not a pro at this stuff |
xxMemphis
KILL-EM-QUICK RISE of LEGION
16
|
Posted - 2013.05.11 22:03:00 -
[54] - Quote
The TAR is getting out of hand....the damage is on the high side when paired with damage mods it is very OP...the fact that a user can fire nearly as fast as a burst fire gun (do to hit detection all guns should be used as burst fire), and it has more range than anything except a sniper rifle....it is basically the handicap version of no-scoping...like someone said a few guys charge you hit the trigger as fast as you can somewhat hip fire aim....land 4-5 shots and you have killed 2 of them....meanwhile they must hit you 10-15 times. Not sure of the solution....ROF, dmg, increase the range across the board on the others. I could be wrong but shouldn't the range be the same just the accuracy better? Fully auto m16 shoots as far as if you fire it single shot right? (Again not a gun guru but that seems right) |
Iron Wolf Saber
Den of Swords
4056
|
Posted - 2013.05.11 22:05:00 -
[55] - Quote
Daxxis KANNAH wrote:Belendur Balfour wrote:First, I have not used the Tactical Assault Rifle in this build yet, I have however been killed by it afair amount. I keep hearing about modded controlers being a problem, however I wouold like a solution to that that would not penalize everyone else too if that is the problem. Second, the lack of a counter weapon. The Tactical Assault Rifle is a medium range weapon. The counter should be Laser Rifles, and maybe MD and other Tacticals. Fix sites on Lasers, and the damage so that it can do the same amount as the Tactical at the same ranges and that should help. And make the MD able to hit out a bit to keep everyone on their toes. Think this guy hits the nail on the head. At the moment the only real counter are snipers who see them or Forge Gun players blasting at range. I agree with most that they should definitely have a reduce ROF, though not some really low number but obviously lower than full auto rifles. Also though the recoil is quite high and only reduces when kneeling so it is skill and proper play to use them. Players with good gun game are just feasting now. shaman oga wrote:I've tried it, but i don't like it to much. But there must be a reason of why people started to use it so much, i think they miss sharpshooter and they love the high damage it deals. I agree with the high damage but it should have the same range of any assault rifle. I have a question, what means TTK? I believe it is Time To Kill but not a pro at this stuff
It is Time to Kill its a good measurement to see how overpowered a weapon is however most people use it for 1v1 stats typically measure it in 1 v 8 targets (surrounded) stats. |
DudeMcGuy 06
L.O.T.I.S. RISE of LEGION
12
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Posted - 2013.05.12 01:32:00 -
[56] - Quote
Bump to keep this on the first page and absorb the TAC topics into one. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
700
|
Posted - 2013.05.12 01:44:00 -
[57] - Quote
First and foremost the entire AR line didn't need the blanket 10% damage buff They could have been fine with a 5% and no boost to the TAR. That's why we're here now discussing the TAR because outside of making it less effective in CQC, hip fire, or a smaller clip size, it's perfect as is for the skill ceiling and recoil to counter modded controllers and mice. The 10% boost pushed it over the line and damage mod stackers are using it as a semi automatic sniper rifle with a free stackable complex damage mod.
With that said, I came across a thread a couple of days ago and been spreading the word ever since. So I ask, what if they did this instead? (Please direct all +1s to Talos Alomar)
Talos Alomar wrote:I've never been quiet on my dislike of the Tac AR, but it fills a niche that many people love - the marksman. It's no sniper rifle, but it's able to take out reds at a great distance. The problem with the Tac AR is that it is still freaking amazing at CQC, and any failings that it might have are easily covered by making another fit with the same tier of the AR as it is governed by the exact same skill.
There is no trade off to skilling up the AR. You'll have a guaranteed great weapon at all ranges for the price of one skill. No other weapon is able to do that, and makes choices in what you want to do that much more limited.
This problem is then compounded by the Gallente Assault suit, which lets you fit high tier weapons without sacrificing any tank or damage output. This suit also is an armor tanker which is strong against lasers, the only weapon that can compete with the Tac AR for dealing damage at that range.
This puts all those small little advantages in the hands of the Tac AR, coming together to form the new OP (I hate that term too. please keep reading) weapon.
There does need to be a weapon to fill that role, It just shouldn't be in that skill tree.
My recommended course of action would be just to take the Tac AR out of the game. No nerfs to the point of being unplayable, just freaking nuke it and replace it with a new sniper rifle variant with a 25 round magazine and a decent rate of fire while extending the range slightly on the Gallente AR, ideally it's optimal should end where the LR starts. (possibly meaning bringing the LR's optimal in a little bit. but that's another thread)
This would accomplish a few things, namely it would give sniper rifle users the role of the designated marksman again. I can count on one hand how many times I've been shot by a sniper, let alone killed this build. Throw them a bone FFS. Less weapon diversity is the last thing this game needs.
secondly, it would balance out the roles of the various suits a little better. a low capacity weapon would put the Caldari assault in the running for owning the mid-long range game again with the suit specialty (reload bonus, for the uninformed), while letting the laser keep up with that role as it would be able to burn through Caldari shields (though the new variant would outrange the LR by a 10-20 meters), letting the designated marksman decide whether or not to close in and have a weapon that is still formidable in cqc though it doesn't fill that role as well as the AR or HMG.
As far as skill bonuses go, the new variant would still get helped by the sniper rifle op bonus of reduced sway as the rail rifle would have have to get settled in for a moment to balance having a longer range.
TL:DR (plus my own personal opinion) Nuke the TAR from the AR line temporarily because it makes the class to versatile than it should be and to add more incentive to use the burst, change the damage properties to 100/100% to shields/armor, make it slightly less effective in CQC or hip firing, give it its own skill tree with 2 more variants with differing ROF or bursts per trigger pull, and rename it the Caldari Gauss Rifle.
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Yoma Carrim
Situation Normal all fraked up
3
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Posted - 2013.05.12 01:46:00 -
[58] - Quote
Nurf the Damage. Nurff the Damage. Nurff the Damage. < all im hearing out of this thread (okey not realy but its what the majority is saying)
Nuff the fricken hipfire its to darn tight for a single shot battle rifle. The TAR should have good ADS accuracy, BAD hipfire, Low bullet count in each clip, and high Damage. Nurfing the hipfire should counter the OP perseption at close range. The problem isn't the guns damage is too high its that the Damage can be aplied so Consistenly at close range where it was never ment to engadge effectivly. |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
702
|
Posted - 2013.05.12 01:46:00 -
[59] - Quote
All this is assuming we're going to get another SP reset because of the borked up skill trees and bugged or misleading skills. |
Sete Clifton
PSU GHOST SYNDICATE
129
|
Posted - 2013.05.12 01:58:00 -
[60] - Quote
In my opinion it should be a high damage, low rate of fire gun meant for medium to long range encounters. To do this, I suggest these general changes:
-Increase damage (around 90) -Decrease rate of fire (120-150) -Maybe lower clip size a little (around 15?) |
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