Talos Alomar
Subdreddit Test Alliance Please Ignore
806
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Posted - 2013.05.23 01:50:00 -
[1] - Quote
First off, I'll start by saying I love the energy weapons in this game. The look and feel of them set them apart from the other weapons in game, such as the AR or the shotgun which can be confused with being "real guns" . These energy weapons give me the feeling that I'm using something that's actually a laser (for the most part, but we will get to that.
I should also note that I'm not going to mention the fact that lasers are all but useless now that we have the Tac AR's dominating the field and the whole range nerf. I'm going to pretend they're balanced again (nerfed TacAR, longer range etc. you guys know there's an issue and are taking steps to correct it, I'm sure)
1. LR's have a definite niche that they serve(d) well. The green beam and that hiss meant that whatever open area you were thinking about crossing is owned by the enemy until you can pop the laserman. It changed the dynamic of the battlefield in a very real way, which pissed off a bunch of people you shouldn't have listened to, but made the game that much better by giving commanders another tool to use to control the field.
2. I love the Scrambler rifle - theres just one complaint. I have never once thought "darn I wish this charged faster", and the passive is wasted on the assault variant. This can be fixed a couple ways
2a. Change the passive to altering heat buldup or cool down.
2b. Increase the charge time and damage output on the charged shot for the basic. This still leaves the assault variant out to dry but whatever. I'm more or less ok with that.
3. Why do the scrambler weapons (specifically the pistol) have recoil? this doesn't make sense to me. If it's just for gameplay balancing purposes then at least come up with some pseudoscience as to why. I'd rather it just gets removed altogether, though.
4. The crosshairs should be different. Please give us the circle that the LR has for hipfiring the scrambler weapons. this will help balance the performance of the scrambler pistol with the SMG. Just take a moment to think about the last time you saw the scrambler pistol on the killfeed. It's always either the SMG or the flaylock when you see a sidearm kill.
5. Energy weapons should have ammo regeneration, but also not be replenished by hives. lasrs/scramblers use batteries that could easily be replenished by the dropsuit. part of the benefit of running lasers in EVE is that you don't run out of ammo and I'd like to see an analog of that in dust. A dropsuit with a micro-reactor shouldn't have to wait for a nanite cluster to recharge a battery. Also, the nanite clusters should have no effect recharging the batteries as there is no physical ammo to replace.
6. The scrambler pistol doesn't function at all like it's bigger brother. I'm just curious as to why. The SCR doesn't have the headshot bonus of the pistol either. Shouldn't scrambler tech all function pretty much the same?
7. The burst scrambler pistol needs some love. My suggestion (in conjuction with point 3) would be to change the pistol to fire a burst of three shots that take up one unit of ammo so the scrambler pistol's passive bonus can actually give you more bursts instead of adding an extra 1.6 bursts at level 5 |
Talos Alomar
Subdreddit Test Alliance Please Ignore
809
|
Posted - 2013.05.23 03:47:00 -
[2] - Quote
bacon blaster wrote:I feel I should argue a few points with you.
2a I feel you should explain a bit better. not really sure what you mean, mate.
Either a bonus to cooldown speed, or a reduction to heat buildup. Sorry if I was unclear.
bacon blaster wrote: 3 probably to help prevent someone from relentlessly pounding on someone, so that the one gun doesn't have a serious advantage.
It makes sense from a gameplay perspective. I just find it a bit weird
bacon blaster wrote:
4 I feel the dot scope is fine, just the lense shouldn't be so opaque. if they blend in at all or the light comes from the wrong angle, you can't see them at all. I know the amarr love covering everything (EVERYTHING) in gold plate, but that's just unnecessary.
I was talking about the hipfire crosshairs, not the ADS. I think the dot scope is more or less ok as well.
bacon blaster wrote: 5 I would agree that ammo is low as **** in this game, but giving a weapon regenerating ammo would be a bastard of an advantage, or they would have to nerf it in some way that would make it unusable.
it's not unlimited ammo, it just replenishes over time so you don't need a hive, but if you go and fire off all your rounds in a short amount of time you are going to be using a sidearm until you recharge your weapons. it seems rather fair in my head.
bacon blaster wrote: 6 the pistol is actually a good gun if you have a little skill. it hits really hard, and with a turbo controller (rapid fires the button for you) you can melt even a heavy in under a sec. Also, good point on the scr, it seems like it should have a headshot bonus. Everything else does. Hell, you even get one with forge guns on turret installations (aim for the turret).
I really like the scrambler pistol myself. it's a good little gun. I never said it wasn't, I'd just like a better hipfire. I don't really care too much that it doesn't work like the SCR, though i'd like to see a charge variant, though. I was just pointing out it was odd that the weapons worked differently. |