Other > Suggestions

PPK12 Gauss Pistol in shops

<< < (4/7) > >>

Crazy:

--- Quote from: Solar on February 14, 2011, 09:54:23 PM ---Its fine, presuming its sufficiently rare that it is never used. Its way too good now if it ever gets used.

--- End quote ---
Well, never seen anyone using gauss outside big TC battles ;p Pretty much the only place where it  take the whole interest: you can really use the advantage of range and damage combined, enough to be more effective than others snipers, but not than two.



--- Quote from: Solar on February 14, 2011, 09:54:23 PM ---Dropping it down to somewhere in the region of twice as good vs BA as a .223 pistol would mean its still really great, its just not so increadibly great that it makes all other weapons look like pea shooters.

--- End quote ---

Hmm, for me it's already that, taken into account base damage, range, lower AP cost and ammo boost. But well, numbers... Numbers never change...




--- Quote from: Solar on February 14, 2011, 09:54:23 PM ---I've been working on a price system for weapons the last few days, which generates a price based upon their power vs different armour types, the range and a couple of other things. The Avenger comes out at $6350, the Sniper Rifle comes out at $5000, a buffed Gatling comes out at $5450, a nerfed Gauss Rifle comes out at $8800 (most expensive thing) and an unnerfed Gauss Rifle comes out at $11100 (!).
--- End quote ---

I really hope crits will be nerfed in that new system, or avenger is pretty much overpriced, and formula wrong ;p
PS: on recent test, it came out than it's more effective to use JHP on metal than AP now. Can you confirm with your numbers? Is that intended?






--- Quote from: Solar on February 14, 2011, 09:54:23 PM ---If you had a small chance of finding a rifle per hour (say 1 in 150) and a little higher of a pistol (say 1 in 75) with sufficiently hard work to do to even have a chance ... then you won't really be swimming in gauss. Could also limit it to between 10-50 rounds spawning in the whole of the glow per hour.

--- End quote ---

Damn, rounds are really not enough now I think, there is simply to much people going to Glow compared to ammo spawning. Added that it use much ammo each battle... Something like 30-50 would be better I think. Enough to be able to use it without going to glow every days in a week at hours when nobody go, but not enough to use it everyday either.

Krukon:
First of all, gauss isnt stocked by big gangs, as far as I know every fight having at least 15v15 participants has at least one gauss on each side. If I am correct, the highest amount used in single fight was 4 or 5 (if not 6).

I also support making Bozar gatherable via glow, as it would encourage more teams to go in there, which would encourage player fighting events over that place.

Last but not least: the range should be counted much more in this pricing you made solar. If the damage can be high (oh, crap, so is the sniper rifle) the range is most important counter. Consider that, please.

Solar:
Range is counted. Its counted triple if a weapon is also Long Ranged (Sniper is, Gauss isn't). Its why a Sniper rifle is near enough to an Avenger even though a Snipers damage is very small in comparison.

Bozar ($8000) could be fit in somewhere. Also must be sufficiently rare.

Krukon:
But when you are making any strategy, first of you search for such situations, where you can pwn enemy without being hit or even... seen...
Thats why sniper rifle (even if its avarange damage output is lower) is better than Avanger. More flexibility = better. More range = more flexibility. In fact fight having 10 snipers vs 10 avangers means bout 3-4 dead snipers and whole team of avangers wiped (as its the snipers who usually determine where the fight will be held). As avanger is good only in particular situations (corridors/buildings fights) snipers can do some good job everywhere. Even if we consider one sniper as weaker than one miniguner (I cannot agree on that, but just take it in consideration) - ten snipers in teams cooperate much better than ten minigunners.

This is why the first counter you have to take to consideration is range. If you need proof, then just make some big maps and boost BBgun range to 80 ;)

ps. Solar, please, make any decision about my ban appeal, as Id like to know if I should shut myself up or retun to normal account. :)
ps2. Bout Bozar: I fully agree. Hope we gonna balance it nicely.


edit @ down: try cooperating those snipers now, instead of every of them shooting different guys :)
and yeah, teams are mixed, but usually the one with more snipers win :<

edit @ sarakin: you are wrong and I am not nice boat, despite being part of his gang. And its snipers who determine where the fights will be held, so its them, who decide how the battle will look like. And this 10v10 was stupid example to point out important counter, and im not native english speaker to speak my mind perfectly

Hovinko:
2 Krukon: Omg that is not a true.


Sniper vs BG is not only about weapon. Its about a whole different build. Sniper has often around 160 hps. NO toughness and using JET.
How many times you need to do a critical shot into eyes to kill bg? 1-3 ? And its still luck dependant. And its about 7-21 APs. And thats hell of a time.

If you will put 10 snipers and 10 tank big guners with avengers. Big gunners with rush and will win. Because sniper is dead from 1, max from 2 bursts.
And it must be a HELL of a LUCK. To kill 10 big guners on first or second shot from 10 snipers.

Even in 1vs1, good big guner kill sniper very easily. Everything is about eyeshots or knockouts. And if BG know how to move without getting hit in the eyes (Yes its about skill) sniper is dependand only on HEAVY LUCK to do instakill or knockout into head.

TC is about mixing team of players. I really wanna see team only of big guners or snipers, it will be shit.
 Snipers need meatshields (Big gunners) also BG need support from snipers.

Update.
Btw. Gauss build is only good at using gauss. So its one purpose build. And not very cheap one with rareness of gauss. Consider that too.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version