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Carter Raynor
The Generals EoN.
46
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Posted - 2013.07.01 16:36:00 -
[1] - Quote
What I've Experience So Far Post TAC Nerf with the guns of DUST 514.
+ Scrambler Pistol - A powerful, albeit hard to use, close range weapon + Flaylock Pistol - A powerful sidearm, seems too powerful to be a sidearm, halving ROF would prevent spammers + Submachine Gun - Limited range, but liquidates any suit close range + Nova Knives - Specialty weapon, very versatile and deadly if in very close range + Assault Rifle - Good RPM, Good damage output, good range, this weapon is the good at everything master of nothing choice + Breach Assault Rifle - High damage output if in smg range, bullets disappear after that, needs to be fixed + Burst Assault Rifle - Decent rifle in the hands of someone who can land lots of bullets midrange, close range it suffers + TAC Assault Rifle - Still excels at mid range combat and some long range combat, close range it suffers due to nerf + Scrambler Rifle - Charge OHK headshot is a massive plus vs snipers or stationary targets, fast ROF but will overheat if spammed + Assault Scrambler Rifle - Overall good weapon, range, damage, and clip are fine + Shotgun - Infuriating, but it's balanced, anyone outside 10m is not killable (but can be with scout suit speed) + Laser Rifle - Shoots confetti and silly string, lack of variants is frusturating, and proto version is almost identical to tier 1 version, needs some serious love + Mass Driver - Seems like gread crowd control, I have a corpmate who excels with it as a logi, perfect for the role + Plasma Cannon - Powerful but teeters on the brink of broken, it can OHK a heavy, but it's hard to hit much with the shot speed and projectile drop + Sniper Rifle - 5 round mag but slow ROF, balanced + Charge Sniper Rifle - 5 round mag, can OHK many suits, this weapon should have a 2 round clip to compensate for its capabilities, the SR and TSR can get 1 to 2 kills in a clip average (non headshots), CSR can get 5 if all land body shots + Tactical Sniper Rifle - 3 round mag, high ROF, balanced + Swarm Launcher - Powerful vs MLT LAVs, Turrets, Armor HAVs, and Dropships + Heavy Machine Gun - Melts infantry close - medium range, does as intended + Forge Gun - Same as Swarm Launcher, but also kills infantry, shield HAVs, and pretty much anything the game has
In short, our current weapons seem like they are balanced for the exceptions of a few, which only need slight tweaks to ensure they keep their own identity.
In need of buff: + Plasma Cannon - Near complete reworking + Breach Assault Rifle - Range + Laser Rifle - Variants, and a closer look at damage and range
In need of slight nerf: + Flaylock - ROF + Charge Sniper Rifle - mag size
As you fellas can see, all CCP needs to do is add racial variants and tweak a few of the above weapons. |
Iron Wolf Saber
Den of Swords
5555
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Posted - 2013.07.01 16:40:00 -
[2] - Quote
Bullets disappearing should be fixed in 1.2
as for the rest of the guns fairly accurate description of current state. Hopefully the server side fixes and performance boosting will alleviate the deemed 'uselessness' of several weapons such as shotguns and mass drivers. |
Carter Raynor
The Generals EoN.
47
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Posted - 2013.07.01 16:45:00 -
[3] - Quote
Hopefully that fixes the problems with the Breach AR, but the others need to be addressed as well |
Medic 1879
Tritan's Onslaught RISE of LEGION
492
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Posted - 2013.07.01 16:46:00 -
[4] - Quote
Have they actually changed the charge sniper rifle so it costs what a proto weapon should instead of it being the same cost as a standard yet? |
Carter Raynor
The Generals EoN.
47
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Posted - 2013.07.01 16:47:00 -
[5] - Quote
Forgot about that, I'll add |
Altina McAlterson
Not Guilty EoN.
575
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Posted - 2013.07.01 16:48:00 -
[6] - Quote
Pretty much on point with everything.
Although to be honest I think reducing the splash radius on the flaylock could also be acceptable. By reducing the rate of fire you pretty much lay down and die for anything that survives your first shot. Rewarding accuracy is usually the way to go anyway.
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Carter Raynor
The Generals EoN.
47
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Posted - 2013.07.01 16:50:00 -
[7] - Quote
Reducing the ROF slightly, not halving it like the TAC, if you see how fast you can shoot the flaylock in your mind, slow it down by like 25%, spammers would have to aim more between shots |
Sinboto Simmons
SVER True Blood Public Disorder.
329
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Posted - 2013.07.01 16:52:00 -
[8] - Quote
on point with this pretty much mass driver needs some tweaks imho but maybe that'll be fixed in 1.2 |
Altina McAlterson
Not Guilty EoN.
575
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Posted - 2013.07.01 16:55:00 -
[9] - Quote
I forgot to add that swarm launcher damage needs to be completely redone because the way it is now there is a 25% difference between basic and advanced and a 20% difference between advanced and proto. That is way out of line with almost all other weapons and should be looked at. |
Colonel Killar
DUST CORE DARKSTAR ARMY
65
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Posted - 2013.07.01 16:56:00 -
[10] - Quote
Carter Raynor wrote:What I've Experience So Far Post TAC Nerf with the guns of DUST 514.
+ Scrambler Pistol - A powerful, albeit hard to use, close range weapon + Flaylock Pistol - A powerful sidearm, seems too powerful to be a sidearm, 25% lower ROF would prevent spammers + Submachine Gun - Limited range, but liquidates any suit close range + Nova Knives - Specialty weapon, very versatile and deadly if in very close range + Assault Rifle - Good RPM, Good damage output, good range, this weapon is the good at everything master of nothing choice + Breach Assault Rifle - High damage output if in smg range, bullets disappear after that, needs to be fixed + Burst Assault Rifle - Decent rifle in the hands of someone who can land lots of bullets midrange, close range it suffers + TAC Assault Rifle - Still excels at mid range combat and some long range combat, close range it suffers due to nerf + Scrambler Rifle - Charge OHK headshot is a massive plus vs snipers or stationary targets, fast ROF but will overheat if spammed + Assault Scrambler Rifle - Overall good weapon, range, damage, and clip are fine + Shotgun - Infuriating, but it's balanced, anyone outside 10m is not killable (but can be with scout suit speed) + Laser Rifle - Shoots confetti and silly string, lack of variants is frusturating, and proto version is almost identical to tier 1 version, needs some serious love + Mass Driver - Seems like gread crowd control, I have a corpmate who excels with it as a logi, perfect for the role + Plasma Cannon - Powerful but teeters on the brink of broken, it can OHK a heavy, but it's hard to hit much with the shot speed and projectile drop + Sniper Rifle - 5 round mag but slow ROF, balanced + Charge Sniper Rifle - 5 round mag, can OHK many suits, this weapon should have a 2 round clip to compensate for its capabilities, the SR and TSR can get 1 to 2 kills in a clip average (non headshots), CSR can get 5 if all land body shots, costs next to nothing vs other proto guns + Tactical Sniper Rifle - 3 round mag, high ROF, balanced + Swarm Launcher - Powerful vs MLT LAVs, Turrets, Armor HAVs, and Dropships + Heavy Machine Gun - Melts infantry close - medium range, does as intended + Forge Gun - Same as Swarm Launcher, but also kills infantry, shield HAVs, and pretty much anything the game has
In short, our current weapons seem like they are balanced for the exceptions of a few, which only need slight tweaks to ensure they keep their own identity.
In need of buff: + Plasma Cannon - Near complete reworking + Breach Assault Rifle - Range + Laser Rifle - Variants, and a closer look at damage and range + Mass Driver - Arc and Blast radius needs to be equal to that of a grenade even if it is at the cost of direct damage
In need of slight nerf: + Flaylock - ROF + Charge Sniper Rifle - mag size - needs price fixed
As you fellas can see, all CCP needs to do is add racial variants and tweak a few of the above weapons. Fixed |
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Zero Harpuia
WarRavens League of Infamy
540
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Posted - 2013.07.01 17:02:00 -
[11] - Quote
I love how the description for the Plasma Cannon treats it like an anti infantry weapon. When your community is using the RPG against everything BUT the vehicles, you know you dun goofed.
Also, the Laser Rifles are infuriating. Picked one up the minute the dropped oh so long ago, and every time they added an AURUM version instead of a variation I cried... added the Burnstalk back when the weapon had broken skills, then added the Templar one because fuckit. |
Oso Peresoso
RisingSuns
55
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Posted - 2013.07.01 17:10:00 -
[12] - Quote
If you're going to say "fixed" and quote a long post, you should bold/strikeout your changes so you can get your point across.
Good post OP, I don't use all the weapons so its nice to see whats up. IMO the flaylock could use a range nerf instead. Also from my own experience I went from Siper rifle to TAC sniper and back, and once I went back to regular sniper I realized two things. The TAC sniper is garbage, and the regular sniper has a decent enough ROF for the higher damage to make it completely worth choosing. Lastly, since its balanced by dispersion, I think the HMG should be effective beyond medium range. |
KOBLAKA1
Opus Arcana Covert Intervention
144
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Posted - 2013.07.01 17:12:00 -
[13] - Quote
Quote:+ Heavy Machine Gun - Melts infantry close - medium range, does as intended when did HMGs become CQC pretty sure thats what SMGs are for. |
Cody Sietz
Tritan's Onslaught RISE of LEGION
274
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Posted - 2013.07.01 18:40:00 -
[14] - Quote
I've been using shotguns alot lately, and the only thing thats weird is the advanced and proto ones aren't that much better then the basic.
otherwise everything is spot on, I never thought about nerfing the RoF on the flaylock, but it seems like a good idea. Also increase the PG usage a bit. |
XeroTheBigBoss
TeamPlayers EoN.
605
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Posted - 2013.07.01 18:47:00 -
[15] - Quote
I might hate the Flaylock more than anything in this game so I say slow it down 50% maybe even 75% If it's gonna have all that dmg and out damage the primary weapons than it needs to shoot slow as hell. |
DeadlyAztec11
Max-Pain-inc
615
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Posted - 2013.07.01 18:50:00 -
[16] - Quote
Altina McAlterson wrote:I forgot to add that swarm launcher damage needs to be completely redone because the way it is now there is a 25% difference between basic and advanced and a 20% difference between advanced and proto. That is way out of line with almost all other weapons and should be looked at. Considering how much free LAV's differ from Logi LAV's, I think it is balanced. |
Johnny Guilt
Algintal Core Gallente Federation
126
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Posted - 2013.07.01 18:57:00 -
[17] - Quote
Charge sniper is fine,it only OHK on headshots and milita/standard suits,while anyone tanking shields hard require more body shots to down. |
Mobias Wyvern
Crux Special Tasks Group Gallente Federation
8
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Posted - 2013.07.06 01:27:00 -
[18] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year
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