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Ppc Damage Delivery


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#121 IceCase88

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Posted 30 May 2014 - 07:06 PM

View PostMcgral18, on 30 May 2014 - 11:48 AM, said:



That seems like a silly solution.


As opposed to the constant buffing, fixing, and nerfing of weapons in addition to ghost heat and weapons convergence issues not to mention the constant whining about high pinpoint alphas and now the idea of adding splash damage to PPCs when splash damage has always been terrible? And a random hit mechanic sounds silly. Bogging the devs down with constant weapons changes, meta changing, nerfing, buffing, fixing, isn't silly?

Edit: Almost forgot... HSR and hit registration issues... and a random hit mechanic seems silly. lol It is probably the one thing that would fix the game.

Edited by IceCase88, 30 May 2014 - 07:08 PM.


#122 Mcgral18

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Posted 30 May 2014 - 07:12 PM

View PostIceCase88, on 30 May 2014 - 07:06 PM, said:

As opposed to the constant buffing, fixing, and nerfing of weapons in addition to ghost heat and weapons convergence issues not to mention the constant whining about high pinpoint alphas and now the idea of adding splash damage to PPCs when splash damage has always been terrible? And a random hit mechanic sounds silly. Bogging the devs down with constant weapons changes, meta changing, nerfing, buffing, fixing, isn't silly?

Edit: Almost forgot... HSR and hit registration issues... and a random hit mechanic seems silly. lol It is probably the one thing that would fix the game.


Well, implementing weapons properly would have been a good start. Our 14 ton AC60 is a prime example of too much damage.

Completely random is a bad thing, something you can't control. Conditionally random, at least you know you put that randomness into the crosshair by yourself.

Fixing PP FLD is another start.

Static crosshairs.

Targetting computer overload.

Etc... None of which will ever be implemented by PGI.





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