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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
I was using steady aim so the spread differnece is tiny. It wouldn't have made a differnece the game wanted me to die. Seriously there was at least 6 cqc hitmarkers that were complete bs. I seriously "frustration quit" like 5 games tonight because of the hitmarkers. That and the 1887 is much better at range than the spas.
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
I've been suggesting both of these ideas to Vahn for a long time, especially the damage-flip, so that it gains damage at further ranges, and loses damage up close. I've always wanted a 50-70 damage set-up so that only a headshot up close would deal enough damage to kill (assuming a x2 multiplier is used).
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
I got some ideas: If IW is intent on keeping the T95 a powerhouse, then keep it like that but make it not good at long range aka really low min damage, but jack it up on the M16 so there is some difference between them.
LMGs need their infinite range back.
AA-12,SPAS-12 and Model need a buff. AA-12 moreso because it is the worst.
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
Well, the Type 95 already does only 20 damage at long range (5 shots to kill). I think the problem is the range... Maybe the damage should drop off at a much earlier range?
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
T95: Increase hipspread to 5-9, 4.5-8, 4-7 [Same as MK14]
M16: Increase burst firerate to 1050RPM, reduce recoil to 30-30L/R; 0-20D/U
ACR: Reduce firerate to 655 [Or about 40RPM, as values on console are already ~630]. Reduce damage to 35-25.
MP7: Reduce minimum damage to 17.
Shotguns: If possible, multiple seperate damage drops [50>40>------15] so that range can have some purpose over damage. Effectively, create a very short range where they can 2HK[Or 4HK, depending on gun] without damage, then a much longer chunk that requires damage to be a 2HK. Gives them the extreme CQC consistency they need.
SPAS: Increase max damage to 40, pellets to 9
KSG: Increase pump speed for an RPM ~90
1887: Increase max damage to 40, 9 pellets
AA12: More reserve ammo, increase damage to 20-10
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
The important point of this thread is...
Are the devs actually going to pay attention to it?
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
Trial star, your reversed min-max damage is genius!
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
anoreo wrote:
Trial star, your reversed min-max damage is genius!
I've thought about the flip-flopped damage (50-70) ever since Black Ops came out but ultimately I don't think that's the best decision. #1 it's quite unrealistic, and #2 the main idea is to discourage quickscoping, not hurting sniping as a whole. I still believe a sniper rifle should be able to kill a guy 10 feet away from you if he happens to walk right in front of the area you are aiming it. For a while I thought it would be the perfect solution but eventually I realized there are many ways that this would hurt sniping as a whole, not just quickscoping. I think there are better ways of abolishing quickscoping.
Another similar solution I was thinking about was reduced damage for the first 0.5-1 seconds after aiming. No initial sway or "ADS delay" like Black Ops, but it would be impossible to be a 1 shot kill for the first second of aiming. After that 1 second, damage would go back up to the normal value. While this is just as unrealistic as the other solution, I feel like this targets quickscopers more than snipers in general. However, now that I am beginning to try out coding for myself, I can see how this could get very complicated (i.e. glitch-potential)
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
asasa wrote:
T95: Increase hipspread to 5-9, 4.5-8, 4-7 [Same as MK14]
M16: Increase burst firerate to 1050RPM, reduce recoil to 30-30L/R; 0-20D/U
ACR: Reduce firerate to 655 [Or about 40RPM, as values on console are already ~630]. Reduce damage to 35-25.
MP7: Reduce minimum damage to 17.
Shotguns: If possible, multiple seperate damage drops [50>40>------15] so that range can have some purpose over damage. Effectively, create a very short range where they can 2HK[Or 4HK, depending on gun] without damage, then a much longer chunk that requires damage to be a 2HK. Gives them the extreme CQC consistency they need.
SPAS: Increase max damage to 40, pellets to 9
KSG: Increase pump speed for an RPM ~90
1887: Increase max damage to 40, 9 pellets
AA12: More reserve ammo, increase damage to 20-10
I really like these suggestions. Although I'd also give the ACR a little less range, because if you are only lowering the RoF you are just making a clone-copy of the CM901 with less recoil. Still no reason to use the CM901 unless it has more range than the ACR
...wait, 1050 rpm on the M16?? and then add rapid fire??? lol
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Currently Being ModeratedRe: Official Weapon Balance Feedback Thread.
The Type 95 needs to have its damage reduced to 45-49, that way it is a 3 shot kill up-close which gives the SMGs a chance to win the gunfight. Instead of the Type 95 having the damage of 55 up-close, which is a 2-shot kill, and I believe the PP90M1 has the same firerate as the Type 95 but is a 3 shot kill up-close.
The ACR hip-fire should also be improved so it can match the Type 95 in an up-close gunfight.
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