Other > Closed suggestions

BIG GUNS vs SMALL GUNS

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187umkillass:
This whole situation between BG vs. Sg is one big misunderstanding ...
Let us be realistic what you want to oscillate, something which can not reasonably balance? Taking the game to be a realist you must fonline.
Selecting small weapons must be dependent on the happiness in the fight with heavy weapons .....
Once someone decides to small-arms it is clear he has to reckon with revolt against the minigun is probably reasonable? How can balance weapons ak-112 type and the minigun? This whole talk about balancing does not make sense. Everyone should be aware of the choice of weapons and (the consequences), and for that I do not understand what idiot changed the Performance of weapons for example by reducing the scale area-type weapons Pancor making this weapon one big shit? Not enough of the pre-wipe weapon was inaccessible to wipe it's the people who waited for "something" received one big shit on the paper. I do not understand just to shut his mouth? To summarize, fuck the balancing of weapons, just  bring only the restoration of nominal value of the weapons from fallout2. Peace

For example i show this CRAP



And Nominative




Lordus:
 Fallout has big number of guns and only few of them is usable to PvP. I like BIG GUNS firepower, i dont have nothing personal against this weapons, but it is boring if your PvP are reduced only to two guns..

 Big guns are the most powerfull and most easy to handle in PvP. Forgot about leveling and supporting this gun with ammo. As i told before wipe, the economy will not affect the PvP. The prices of ammo should be multiplied and this changes will afect the game play too much, so  leave the economy modification.


 Let the firepower on the same level as it is and change the hadnlig (i dont mean perk). Why the most powerfull class is the most easy to handle (enter area, push a button and click click click, R, click click click?  Biggunners should more think about their AP and time economy.


 I.e. As a Minigunner, you will enter the city, you will see enemy, them you will burst your three rounds and then you will need to reload. That will take some time. So you must get from the first line for some seconds or cooperate with your assault riffles teamates which will reload much faster and they can fire almost constantinously.. That will be the biggest difference between those two builds. You will need to make your team more balanced then now. Also pursuit of the enemy will be ideal for smallgunners and snipers instead of biggunners (no run with big gun in active slot).

 Hope the fights will be more longer then, if the number of BG will be little reduced. I though that fight lenght was the main reason why devs reduced the criticals for snipers and they disabled instakills. But they forgot, that BGs have their own kind of instakill (3x push button).

Solar:
Jackhammer (and all bursting shotguns) had a boost recently. A Jackhammer's DPS is now inbetween a Minigun and an Avenger - without having to switch ammo to suit the target and at a fraction of the ammo cost with the ability to aim as well. Of course its shorter range, but you can't have everything.

Kilgore:
BG don't need any further nerf, SG need to have their range and damage boosted. BG are supposed to be powerful, also getting them and enough ammo for them is harder than obtaining hunting rifle and 20 ammo (you all seem to forgot about it). "3-burst instakill" is a bit different compared to what was pre-wipe (I mean a guy with 10mm pistol being able to instakill someone heavily armored, with 250hp and lots of dmg resistance)

and also, it's a joke that the most advanced rifle in the game has lower range than a minigun, but I told it long ago

Solar:
Equal to mini in burst mode, +5 in single.

But then it would be equally strange to have AR at similar range to true Rifles. Guess the true place for them is inbetween rifles and BG is DPS and range.

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