

Please Rebalance Projectile Weapons/gauss Rifles.
#1
Posted 20 March 2013 - 08:18 PM
Projectile weapons need to have their damage nerfed outside of their intended ranges. Far too often it feels that weapons that are meant to be effective at say a range of 450m are almost as good at ranges of 900m or more. This shouldn't be. Should they be useless? Maybe, but probably not, but this needs to be addressed.
Now the Gauss rifle, rebalance this weapon please? 3 hp for them? Really 3? And then they explode, a weapon with no explosive component to them? Many times I feel they are a greater danger to their user than to other people becuase they explode after the first time you get hit and takes out huge sections of your internals.
Buff their HP to something that's respectable and logical. If you want a counter balance, increase their min range is one way, and the applied readjustments to weapon's affectiveness when outside their intended max range will help.
Anyone else have thoughts and suggestions?
#3
Posted 20 March 2013 - 08:34 PM
Valdez Raptor, on 20 March 2013 - 08:18 PM, said:
I guess you don't know what Arc Flash is.
Gauss rifles explode, deal with it.
#4
Posted 20 March 2013 - 08:38 PM
Valdez Raptor, on 20 March 2013 - 08:18 PM, said:
Projectile weapons need to have their damage nerfed outside of their intended ranges. Far too often it feels that weapons that are meant to be effective at say a range of 450m are almost as good at ranges of 900m or more. This shouldn't be. Should they be useless? Maybe, but probably not, but this needs to be addressed.
Now the Gauss rifle, rebalance this weapon please? 3 hp for them? Really 3? And then they explode, a weapon with no explosive component to them? Many times I feel they are a greater danger to their user than to other people becuase they explode after the first time you get hit and takes out huge sections of your internals.
Buff their HP to something that's respectable and logical. If you want a counter balance, increase their min range is one way, and the applied readjustments to weapon's affectiveness when outside their intended max range will help.
Anyone else have thoughts and suggestions?
its the capacitors that explode
#5
Posted 20 March 2013 - 09:13 PM
Valdez Raptor, on 20 March 2013 - 08:18 PM, said:
That's exactly how it works currently for ALL weapons (except missiles). Beyond normal range, damage begins to fall off. Missiles detonate at max range.
#6
Posted 20 March 2013 - 09:22 PM
TerebNeerg, on 20 March 2013 - 09:13 PM, said:
It's pretty clear he's aware of that, what he's suggesting is that the falloff distance is reduced/rate increased, depending on how you want to look at it. To be honest, it might not be a bad idea to reel in the falloff distances, they're fairly hard hitting well beyond their listed ranges.
#7
Posted 20 March 2013 - 09:26 PM
Gaan Cathal, on 20 March 2013 - 09:22 PM, said:
It's pretty clear he's aware of that, what he's suggesting is that the falloff distance is reduced/rate increased, depending on how you want to look at it. To be honest, it might not be a bad idea to reel in the falloff distances, they're fairly hard hitting well beyond their listed ranges.
Ballistic max range is 3x their optimal range. So at double their "normal" range, they are doing half damage. The OP says
Quote
Is 50% damage not pretty much exactly what is described?
#8
Posted 20 March 2013 - 09:31 PM
#12
Posted 20 March 2013 - 10:20 PM
#14
Posted 20 March 2013 - 10:51 PM
fire inert pellets/slugs.
so the ammo is not explosive.
for balance reasons the gun became explosive. it's a good deal. so i guess don't use them if you don't like it
#15
Posted 20 March 2013 - 10:57 PM
Mazzyplz, on 20 March 2013 - 10:51 PM, said:
fire inert pellets/slugs.
so the ammo is not explosive.
for balance reasons the gun became explosive. it's a good deal. so i guess don't use them if you don't like it
A gauss rifle is not a railgun. They operate on different principles. However you are correct in that the ammo for both is typically inert.
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