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Xender17
Intrepidus XI EoN.
344
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Posted - 2013.07.19 10:21:00 -
[1] - Quote
Weapons are of course a primary part of balance they affect the areas of HP with their role of damage.
Assault Rifle: The most basic of weapons. Meant to be effective in all areas of combat. Why isn't this weapon balanced? Because it has the advantage of being effective in all combat areas. The only reason this weapon isn't balanced is because of the flaws of the weapons that are area specific. The other weapons need fixing in the area of their specialization.
Scrambler Rifle: A shield damage bonus version of the AR. Probably the least complained about weapons in both nerf and buff. The only problem with this basic weapon are it's variants with the charge shot feature. Many would say that the charge trades off for heat build up. True, but with the ScR heat build up you'll be in situations were you are forced to fire at the target but only couple shots hit. Leading to your weapon overheating.
Laser Rifle: A very unique weapon meant for long range. Currently the weapon is in most cases unable to kill anything that moves or has more range.(Everything) The maximum almost no damage range should be removed so that laser rifle users can trust that they well do effective damage or no damage when the target is distant. Also what if a 1m slash damage radius was given to it? less than 4 hp though.
Mass Drive: A powerful weapon however easily defeated by the range and altitude of its enemy. Many people dislike this weapon. Something I have noticed, that if it can kill you with splash damage people scream nerf. In reality a mass driver would have a much larger blast radius. There has to be a point where people realize how wrong it is to have an explosive weapon do so little boom. Decrease splash damage and direct damage then increase blast radius. I own adv MDs but I do think they are, currently, OP.
Sniper Rifle: The long range weapon. Meant for simple finding and killing fro a distance. The ones that say OP... It's doing what it's suppose to. Its does practically nothing in CQC but incredible in LRC. The only problem with this are a couple of glitches that need fixing... Render distance is making it difficult to counter snipe and to counter sniping.
Shotgun: The essence of CQC. Meant to hit hard and fast at the cost medium range. The weapons downfalls would be mostly its usual counterpart, scouts, weakness. Also the hit detection sucks.
Swarm Launchers: A weapon pure of AV. It's full of glitches that cause large problems for mostly HAV's. Dropships remain capable of out running swarms. Which makes them underpowered. When jets come in what do you think well happen to swarms? If dropships can out run them then swarms well be completely useless. That said I think swarms need a major projectile speed buff at the cost of projectile startup speed nerf. Not without a dropship buff of course.
Plasma Cannon: Piece of crap. Buff all aspects and stats of the weapon.
Forge Gun: The largest threat to vehicles on the field. It should be forced to play close to its friends or far from its enemies. It's a large scale AV sniper rifle. The other problem is that when it does play far from, it can lock down an entire map for vehicles.
HMG: Fulfilling its intended role as the slayer of infanty. The opposite of the forge gun in some ways. Close to the enemy and close to a logi, or someone with nanohive.
SMG: A simple smaller less damaging version of a AR or HMG.
Scrambler Pistol: The little brain cell killer that seems perfect. But people are starting to talk about it. It seems fine to me. But I can't remember the last time I even got killed by one.
Nova Knife: The Assassins favorite weapon. Killing anyone dumb enough to let it get close. Currently all it takes to get away from NKers is walking backwards. Sense you'll only ever find scouts with them... It won't take much to save yourself. CCP said they were going to add sprint+charge. Which I believe is needed now.
Flaylock Pistol: More specifically the core version. Easy to use, hard hitting, needs a nerf. Everyone has agreed about this... and so had CCP.
Flux Grenade: Does everything to shields but nothing at all to armor. This is fine with infantry but the balance between Flux and AV nades needs a fix.
AV grenade: Remove tracking and decrease damage to shields by 35%. If you want to kill a tank or dropship you should have to fulfill that role. Not speccing into something that does the damage of a swarm launcher except 40% of the cost and half the SP.
Locus Grenade: The ultimate infantry mass killer. Limited supply but packs a punch. The impact grenades are the only problems right now. Reduce splash damage by 30%. I see people come at me in expert more with a shotgun then pull out a impact grenade when they realize they won't win. End of part 1. Part 2: Dropsuits. |
Nocturnal Soul
Immortal Retribution
223
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Posted - 2013.07.19 10:27:00 -
[2] - Quote
+1 |
Xender17
Intrepidus XI EoN.
344
|
Posted - 2013.07.19 10:27:00 -
[3] - Quote
:D |
Yoma Carrim
Situation Normal all fraked up
5
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Posted - 2013.07.19 11:39:00 -
[4] - Quote
Xender17 wrote:
Plasma Cannon: Piece of crap. Buff all aspects and stats of the weapon.
+1 for everything but this.
the Plasma cannon is one of the few weapons that can one shot all dropsuits on the battlefield with a direct hit. spec all its support skills to level five and its disgustingly good. The advanced and proto versions need to be buffed I agree but the standard version is fine as is.
currently has a few bugs involving the weapon jamming and hit detection currently the major problem holding the weapon back
takes skill to compensate for travel time, charge time, and projectile drop but nothing any player willing to learn to do so can't master. |
Cosgar
ParagonX
2860
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Posted - 2013.07.19 11:42:00 -
[5] - Quote
MD already took damage/radius nerf compared to Chrome, dropsuits have more EHP and nanohives got nerfed, starving it even further. Nothing needs to be adjusted with it. If you as a user think it's OP, it's only because you're familiar with it. |
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