Jump to content

Please Rebalance Projectile Weapons/gauss Rifles.


14 replies to this topic

#1 Valdez Raptor

    Member

  • PipPip
  • 38 posts

Posted 20 March 2013 - 08:18 PM

I waited a bit before posting this, waited till more information came out on weapons, and from in game experience and there is something I need to get out.

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?

#2 Valder

    Member

  • PipPipPipPipPipPipPip
  • 680 posts
  • LocationQQmercs.com

Posted 20 March 2013 - 08:21 PM

Game balance feedback is feedback.

#3 WassonG

    Member

  • PipPip
  • Elite Founder
  • 47 posts

Posted 20 March 2013 - 08:34 PM

I guess you are unfamiliar

View PostValdez Raptor, on 20 March 2013 - 08:18 PM, said:

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?


I guess you don't know what Arc Flash is.



Gauss rifles explode, deal with it.

#4 boomboom517

    Member

  • PipPipPip
  • Knight Errant
  • 56 posts

Posted 20 March 2013 - 08:38 PM

View PostValdez Raptor, on 20 March 2013 - 08:18 PM, said:

I waited a bit before posting this, waited till more information came out on weapons, and from in game experience and there is something I need to get out.

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 TerebNeerg

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 260 posts

Posted 20 March 2013 - 09:13 PM

View PostValdez Raptor, on 20 March 2013 - 08:18 PM, said:

Projectile weapons need to have their damage nerfed outside of their intended ranges.


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 Gaan Cathal

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 2,108 posts

Posted 20 March 2013 - 09:22 PM

View PostTerebNeerg, on 20 March 2013 - 09:13 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.


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 TerebNeerg

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 260 posts

Posted 20 March 2013 - 09:26 PM

View PostGaan 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

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.


Is 50% damage not pretty much exactly what is described?

#8 Mounty

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 220 posts
  • LocationOrange, NSW, Australia

Posted 20 March 2013 - 09:31 PM

I think a big part of the problem is that the in game effects of being hit are the same at any range, we can't tell how much damage is really being done but it always feels the same. The result is that some people think their taking more damage than they really are.

#9 Ryvucz

    Zunrith

  • PipPipPipPipPipPipPipPipPip
  • 2,839 posts
  • LocationColorado Springs, Colorado

Posted 20 March 2013 - 09:35 PM

View PostWassonG, on 20 March 2013 - 08:34 PM, said:

I guess you are unfamiliar


I guess you don't know what Arc Flash is.



Gauss rifles explode, deal with it.


Woah, that tech survive that?

#10 Commander Kobold

    Member

  • PipPipPipPipPipPipPipPip
  • The Territorial
  • 1,429 posts
  • LocationCanada

Posted 20 March 2013 - 09:39 PM

View PostWassonG, on 20 March 2013 - 08:34 PM, said:

I guess you are unfamiliar


I guess you don't know what Arc Flash is.



Gauss rifles explode, deal with it.


he's dead jim

#11 Solis Obscuri

    Don't Care How I Want It Now!

  • PipPipPipPipPipPipPipPipPip
  • The DeathRain
  • The DeathRain
  • 4,751 posts
  • LocationPomme de Terre

Posted 20 March 2013 - 09:53 PM

View PostRyvucz, on 20 March 2013 - 09:35 PM, said:

Woah, that tech survive that?

He had his safety glasses on...

#12 Corwin Vickers

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 631 posts
  • LocationChateau, Clan Wolf Occupation Zone

Posted 20 March 2013 - 10:20 PM

Gauss blow up in the TT also while their ammo does not. Just a quirk of rail guns.

#13 Frostiken

    Member

  • PipPipPipPipPipPipPipPip
  • 1,156 posts

Posted 20 March 2013 - 10:48 PM

And I still say they need a minimum range mechanic.

#14 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 20 March 2013 - 10:51 PM

gauss rifle explode because RAILGUNS (what a gauss canon is)
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 Tor6

    Member

  • PipPipPipPipPipPip
  • 270 posts

Posted 20 March 2013 - 10:57 PM

View PostMazzyplz, on 20 March 2013 - 10:51 PM, said:

gauss rifle explode because RAILGUNS (what a gauss canon is)
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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users