J-Lewis
Edimmu Warfighters Gallente Federation
242
|
Posted - 2013.07.23 11:24:00 -
[1] - Quote
Cosgar wrote:8213 wrote:I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill. Scrambler and Bolt pistols say "Hi"
Hey Cosgar, what's your opinion on having pistols be DUST's "noob-tubes"? One for each race, each works differently but generally easy and rewarding to use.
Low skill to high power ratio weapons which work well with high mobility suits (to make up for the lack of range), but are generally out-performed by more skill requiring alternatives (for instance the SMG). |
J-Lewis
Edimmu Warfighters Gallente Federation
242
|
Posted - 2013.07.23 14:49:00 -
[2] - Quote
Cosgar wrote:J-Lewis wrote:Cosgar wrote:8213 wrote:I direct hit with a Proto Flaylock caused me 560+ damage... the fact is: its a secondary, no secondary should be able to be a one-hit-kill. Scrambler and Bolt pistols say "Hi" Hey Cosgar, what's your opinion on having pistols be DUST's "noob-tubes"? One for each race, each works differently but generally easy and rewarding to use. Low skill to high power ratio weapons which work well with high mobility suits (to make up for the lack of range), but are generally out-performed by more skill requiring alternatives (for instance the SMG). We already have this. Just about all the sidearms out DPS light weapons. I'd rather see the Plasma Cannon become an actual n00b tube. Buff all the variants' damage, make it easier to use, and slap a militia variant on the anti-armor starter fit. New players or ones not used to FPS get a fighting chance while veterans and good FPS players will use better weapons and tactics. Of course this means the plasma cannon will be the most hated weapon in the game, but for anyone with sense, they'll know it's a necessity and will have full nerf immunity.
That's an option too. However, the classic Noob Tube is generally an attachment or secondary weapon, to not discourage use of the primary; so perhaps a single shot, AOE focused, damage on contact, anti infantry sidearm? Hell, make them replace contact grenades (**** contact grenades)!
We'd be talking weapons that deal decent burst damage but have poor sustained DPS. So we're talking perhaps 125-175 damage and a splash of 2-4 meters with one shot per mag. Not enough damage to outright kill anything (bar an untanked scout perhaps), but enough to weaken or finish off an enemy.
Note: I'm only insisting on it not being the PLC because the PLC is not only a light weapon, it is also supposedly meant as an anti vehicle weapon (I know it's a joke ATM). It's not something new players should be using IMO.
Here are some example weapons; damage is the same for direct hit and splash:
Amarr Thunderclap Projector: Emits a cone of electricity which arcs onto all targets within 4 meters of the one closest to your cross-hairs. 125 DMG 4 m AOE 20 m range hit-scan weapon (no need to compensate for gravity or travel time) 1 shot per mag
Caldari Scourge Launcher: Launches a guided missile with slight homing capabilities which accelerates over time. 150 DMG 2 m AOE 30 m range missile weapon (~2 second flight time, slight correction for gravity needed) 1 shot per mag
Gallente Blaze Cannon: Lobs a plasma bomb. The plasma lingers for a few seconds after the initial explosion, during which time it deals 25 damage/second to anyone within its area of effect. 175 DMG 2 m AOE 15 m range plasma weapon (Faster than the PLC, heavy trajectory curve) 1 shot per mag
Minmatar Fracture Gun: Fires a volatile grenade which explodes on contact. 150 DMG 3 m AOE 25 m range grenade launcher (Faster than the Mass driver, medium trajectory curve) 1 shot per mag
All weapons become 100% ineffective beyond their ranges; either self destructing or dissipating.
These are just examples; I think they're interesting. |