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Vaux Karn
The Mercenary Collective
3
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Posted - 2013.05.12 20:08:00 -
[1] - Quote
This thread is to address weapon imbalances on both sides of the curve. Please add other weapons that have problems to this thread as I am only listing the ones that I have experience with.
1. Tactical Assault Rifles: the imbalance here occurs mostly from modded controllers due to the rate of fire. This could easily be fixed by capping it at around 150 to 200 RPM. I know 150 is lower than most people have suggested but I think this would be an acceptable trade off for the increased range. It would still be effective at 2.5 rounds per second but no longer be remotely as powerful in close quarters, thus bringing it back to the role it was designed for. At this kind of fire rate it wouldnt need recoil to be adjusted either, as players in close range would already be at a distinct disadvantage on their damage potential as compared to weapons designed for close quarters.
2. Mass Drivers: blast radius was a bit high last build (with operation 5 and pro variant) and is now too low this build. What I suggest is to leave the current radius in place and create a secondary radius that extends to the old distances but only deals 50-75% of the damage dealt by the primary blast radius. I don't know which percentage woul be better but I do think this would be an acceptable step in bringing the mass driver back into balance.
3. Laser Rifles: honestly a combination of issues, like lowered damage build up, raised heat build up, and not enough range. those three issues are the main problems. Fix two out of the three and you have the balance back. That simple. I know people complain about the sights but that is easy to accomodate, aim below them and raise onto them (which has been a long standing tactic anyway), sights are fine.
4. Forge Guns: this is a minor imbalance, almost unnoticeable, but it is almost impossible to figure out where a shot came from. I love forge guns, but when I can spend 90% of a match standing in the same spot with out anyone finding me, it is a problem. The fix is easy, increase the blue glow around a charging forge gun and let the bright blue trail to the shot linger for half a second instead of a tenth a second. That is a simple cosmetic fix, forge gunners wont get a nerf and vehicle pilots will finally be able to figure out where the kitten that bright blue flash of death came from (though only if they are paying attention).
Thanks for your patience, tried to keep it short but specific. |
Xubber II
The Southern Legion RISE of LEGION
4
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Posted - 2013.05.12 20:30:00 -
[2] - Quote
You are wrong to presume that just cause we shoot fast with tac that we are using mod controllers. I am a tac user and I can shoot at a very high rate of fire and I am only using a cheap mouse. |
Vaux Karn
The Mercenary Collective
3
|
Posted - 2013.05.12 21:46:00 -
[3] - Quote
I am not assuming eveyone that shoots fast is using modded controllers, but the few that are have created the biggest part of the problem. I shoot about 4-5 rounds per second with DS3, I know people can shoot fast, but there is still a modded controller crowd out there. If it were just modded controllers I wouldn't be saying less than 300 RPM, but the problem is more than that. I suggested 150-200 RPM in order to reduce the CQC effectiveness of a weapon which currently has no disadvantage. This would hurt me as well but it would, more importantly, balance the gun without hurting it at its designed ranges. |
KING CHECKMATE
Tal-Romon Legion Amarr Empire
76
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Posted - 2013.05.12 21:50:00 -
[4] - Quote
Vaux Karn wrote:This thread is to address weapon imbalances on both sides of the curve. Please add other weapons that have problems to this thread as I am only listing the ones that I have experience with.
1. Tactical Assault Rifles: the imbalance here occurs mostly from modded controllers due to the rate of fire. This could easily be fixed by capping it at around 150 to 200 RPM. I know 150 is lower than most people have suggested but I think this would be an acceptable trade off for the increased range. It would still be effective at 2.5 rounds per second but no longer be remotely as powerful in close quarters, thus bringing it back to the role it was designed for. At this kind of fire rate it wouldnt need recoil to be adjusted either, as players in close range would already be at a distinct disadvantage on their damage potential as compared to weapons designed for close quarters.
2. Mass Drivers: blast radius was a bit high last build (with operation 5 and pro variant) and is now too low this build. What I suggest is to leave the current radius in place and create a secondary radius that extends to the old distances but only deals 50-75% of the damage dealt by the primary blast radius. I don't know which percentage woul be better but I do think this would be an acceptable step in bringing the mass driver back into balance.
3. Laser Rifles: honestly a combination of issues, like lowered damage build up, raised heat build up, and not enough range. those three issues are the main problems. Fix two out of the three and you have the balance back. That simple. I know people complain about the sights but that is easy to accomodate, aim below them and raise onto them (which has been a long standing tactic anyway), sights are fine.
4. Forge Guns: this is a minor imbalance, almost unnoticeable, but it is almost impossible to figure out where a shot came from. I love forge guns, but when I can spend 90% of a match standing in the same spot with out anyone finding me, it is a problem. The fix is easy, increase the blue glow around a charging forge gun and let the bright blue trail to the shot linger for half a second instead of a tenth a second. That is a simple cosmetic fix, forge gunners wont get a nerf and vehicle pilots will finally be able to figure out where the kitten that bright blue flash of death came from (though only if they are paying attention).
Thanks for your patience, tried to keep it short but specific.
I agree to all BUT the assault rifle, the TAC. I dont use TAC AR's but i think they are good now. What they need is , WHEN shooting without scoping, a greater bullet spread. This way you nerf its CQC capabilities,that are the real issue here.
Still +1 |
White Mortadela
The Unholy Legion Of DarkStar DARKSTAR ARMY
10
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Posted - 2013.05.12 21:58:00 -
[5] - Quote
The TAC was crap in chromosome and got its glory back in uprising, its not op. |
Vaux Karn
The Mercenary Collective
4
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Posted - 2013.05.12 22:20:00 -
[6] - Quote
Imbalanced and Op are not the same thing, there needs to be trade off for the damage and range increases though. Semi-automatic means very little when there is effectively no cap on fire rate, my damage potential is too high without it, much less the few kittens who feel the need to cheat with modded controllers. I suggested 150 because it solves the both the controller issue and range, but 200 and adding more spread from the hip would also work. If you fix it solely with hip spread, people defeat with quick scope volleys, which is how I already take down heavies in CQC. |
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