NIGGSWORM
The Unholy Legion Of DarkStar DARKSTAR ARMY
3
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Posted - 2013.07.22 22:36:00 -
[1] - Quote
D legendary hero wrote:due to the fact that there are many threads on similar topics and that my explainations tend to be lengthy and would require alot of programming i decided to develop this series of threads called the QUICK fix series.
this series intends to use preexisting elements of the game and/or simple changes to balance out weaponry, vehicles, etc already in the game. that why it can effectively fix a problem in the short term while long term solutions are in development.
this threads topic is: [b] Flaylocks [/b[
problem: high rate of fire and reload speed allows players to spam this gun as a primary.
solution: reduce RPM to 133.5 or 100. increase reload time to 3.5 seconds or 4 second. increase blast radius by .5m for STD, breach, ADV, proto. *#
the .5m ensures that the weapons stays effective, while the decreased RPM and increased reload time means that every shot must count. it also gives people who use chip damage weapons a chance to fire back.
*the jumping mechanic is still bloken jumping while someone fires flaylocks will still allow you to dodge the blast entirely.
#for a reference to how this would work. fire a breach scrambler pistol. this should be the fire rate. reload an SMG. this should be the flaylocks reload and fire rate.
thats harsh, i have a better idea reduce its affect on shield to by half... |
NIGGSWORM
The Unholy Legion Of DarkStar DARKSTAR ARMY
16
|
Posted - 2013.07.23 23:06:00 -
[2] - Quote
Kane Fyea wrote:NIGGSWORM wrote:D legendary hero wrote:due to the fact that there are many threads on similar topics and that my explainations tend to be lengthy and would require alot of programming i decided to develop this series of threads called the QUICK fix series.
this series intends to use preexisting elements of the game and/or simple changes to balance out weaponry, vehicles, etc already in the game. that why it can effectively fix a problem in the short term while long term solutions are in development.
this threads topic is: [b] Flaylocks [/b[
problem: high rate of fire and reload speed allows players to spam this gun as a primary.
solution: reduce RPM to 133.5 or 100. increase reload time to 3.5 seconds or 4 second. increase blast radius by .5m for STD, breach, ADV, proto. *#
the .5m ensures that the weapons stays effective, while the decreased RPM and increased reload time means that every shot must count. it also gives people who use chip damage weapons a chance to fire back.
*the jumping mechanic is still bloken jumping while someone fires flaylocks will still allow you to dodge the blast entirely.
#for a reference to how this would work. fire a breach scrambler pistol. this should be the fire rate. reload an SMG. this should be the flaylocks reload and fire rate. thats harsh, i have a better idea reduce its affect on shield to by half... Yea let's make shields even more viable. Those armor tankers can fk off amiright?
umm first of all their is a **** load of weapons to deal with shield and a grenade made specifically for that role (flux) their is also scrambler rifle, plasma cannon- quite good if you know how to use it and their is scrambler pistol, laser rifle, there is more weapons to deal with shields than their is with armor anyway, with armor extension modules you also get more ehp |