Other > Winter 2011/2012
bg balance
italian moustache:
t888 yes yes. you know the best. you should be dev or ultra super duper dev! what would we poor nubs do with out your wisdom? >facepalm< xl7e is booseted? to 20bullets in mag? and 8bullets per burst? you can shoot only 2.5bust from 1 mag. increase mag cap and damage and give us bac lsw and m60.
avv:
--- Quote from: italian moustache on December 13, 2011, 03:22:39 pm ---lsw/m60 was allways only for sneakers and for lsw critters. i dont see point of making 2 quite good bg buns piece of shit or tb weapon. improve sg..but sg weapons allways will be weaker than bg. you cant make bigger hole with magnum gun than with m2 browning
--- End quote ---
Yes but sg can rationally be more agile. But how to be more agile when everyone runs equally fast and shoots equally fast? The game tries to compensate this by having sg to shoot with -1 ap faster and require less str to use. In exchange it has less range and does less damage making sg just plainly worse. One could say bg is also more expensive so it deserves to be better, but that's hardly the case when p90 and pancor are actually pretty hard to get in large ammounts. They can't even be farmed.
--- Quote ---my idea..improve xl7e to 10bullets per burst and dealed damage, increase range 35-42.
sg have good assault but i dont know why devs make it piece of shit.
--- End quote ---
Yes you can up the damage and range but if you toggle those you will just get situations where sg is either better or worse than bg. 2 hard factors is just too little to have any other conclusion than better or worse and that's what's the problem with sg vs bg. Both are based on pure damage, so the one that does more damage is simply better. Sg tries to compensate with being more lightweight to use, but fails.
Why snipers and rockets will still be used despite the awesome damage output of miniguns is that they have other factors than just range and damage. Snipers have crit effects and rocket has knockback aoe. SG burst needs something similar to stand out.
--- Quote from: T-888 ---FNAL and XL7 are already boosted in CBT.
--- End quote ---
And they still suck compared to minigun. One could say "you don't have to compare them to minigun" but then the answer is: yes I do because they are used in excactly the same way as minigun.
--- Quote from: T-888 ---It's fine with me , but the only thing i want to add the character can't run with minigun only if the minigun is in active handslot , otherwise it will be a stupid equip and re-equip play.
--- End quote ---
That's why it'd help to have automatic unequip and equip when the gun is wielded.
italian moustache:
SG burst needs something similar to stand out.
<<<well sg req less str,ap and are cheaper..it isnt enought? sg have snipers and bg...? we had bozars but devs took it away ;/
bg guns are more heavy and they needed more ammo so it is additional bonus weight...well bg range is 30-40 and sg 40-50...so what you want p90 with damage of mini and it can shoot 2times quicker and it has faster animation
T-888:
--- Quote from: italian moustache on December 13, 2011, 03:54:56 pm ---t888 yes yes. you know the best. you should be dev or ultra super duper dev! what would we poor nubs do with out your wisdom? >facepalm< xl7e is booseted? to 20bullets in mag? and 8bullets per burst? you can shoot only 2.5bust from 1 mag. increase mag cap and damage and give us bac lsw and m60.
--- End quote ---
Listen kid , you might learn something.
--- Quote from: Gorlak on November 08, 2011, 11:37:21 pm ---This is reported by me , they have wrong values boosted in CBT and haven't been fixed yet.
FN_FAL burst 14-22 , single shot 19-26
FN_FAL HPFA burst 11-22 , single shot 22-30
XL70E3 burst 12-19 , single shot 18-29
--- End quote ---
So you have no right to judge how good they are if haven't got the chance to test them.
Why do people still participate in forum section if they clearly don't know what the fuck is going on ?
--- Quote from: avv on December 13, 2011, 03:56:07 pm ---And they still suck compared to minigun. One could say "you don't have to compare them to minigun" but then the answer is: yes I do because they are used in excactly the same way as minigun.
That's why it'd help to have automatic unequip and equip when the gun is wielded.
--- End quote ---
If minigun would be walk only in active handslot there is no need for automatic anything.
So how do you know they will still suck ?
Previously sg rifles lacked only damage witch is boosted now , will be fixed. If minigun will be walk only , maybe sg will stand out as more versatile weapons with arguably good damage , as light assault rifles , easier to obtain , with less requirements for weapon management , that includes the -1 ap to burst and no need for brd to be efficient. Nothing is for sure , we just need to wait wipe and see how things go.
The fact that lsw has hardly lower requirements and less damage it was still widely used weapon , with no need for brd. So your arguments for damage being the main indicator how good the weapon is , is obsolete. hmm , but wait minigun has no range advantage over rifles , at least for the ordinary minigun , witch will be used more widely after wipe.
avv:
--- Quote from: T-888 on December 13, 2011, 04:08:36 pm ---So how do you know they will still suck ?
--- End quote ---
AR and p90 got buffed in current unwiped version and were they any better? BG still outdamaged them. Like I said: when you got two things that matter which are damage and range, you won't end up in balanced situation. The one that does more damage in the general fighting range 1-30 hex is simply better and there's no point to use the latter. It looks like fnfal and enfield were just brought to same level with AR and p90 and that level is still inferior to bg.
You still remember 30/08/2010 changelog? Here's part of it:
--- Quote from: teh cahngelog ---- Weapon changes:
* 10mm Pistol increased to 8-15 damage
* .223 Pistol increased to 25-30 damage
* Assault Rifle increased to 14-23 damage, increased to 12 shots per burst and magazine increased to hold the same number of bursts in normal and extended.
* 7.62mm Ammo increased to 12/10 damage mod
* 10mm JHP DR increased to +27
* FN FAL increased to 14-22 damage
* Combat Shotgun increased to 20-28 damage
* H&K CAWs increased to 6 shots per burst, magazine increased to 18
* Jackhammer increased to 20-31 damage, magazine increased to 15
* 10mm SMG increased to 8-15 damage
* p90c increased to 13-19 damage
* Tommy Gun increased to 12 shots per burst, magazine increased to 60
* Grease Gun increased to 12 shots per burst, magazine increased to 48
--- End quote ---
So as you can see, many sg burst weapons (not enfield or fnfal) got damage buff but all those guns are either completely rubbish or only somewhat useful in pvp.
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