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  • Brick2urFace Master 1,011 posts since
    Nov 14, 2011
    Currently Being Moderated
    45. Feb 29, 2012 9:22 PM (in response to Mmacola1)
    Re: 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.

  • kastro187420 Master 5,910 posts since
    May 23, 2011
    Currently Being Moderated
    46. Feb 29, 2012 9:29 PM (in response to trialstardragon)
    Re: 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).

  • anoreo Master 13,698 posts since
    May 23, 2011
    Currently Being Moderated
    47. Mar 1, 2012 3:58 AM (in response to iamhollywood5)
    Re: 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.

  • asasa Master 5,389 posts since
    Oct 20, 2011
    Currently Being Moderated
    49. Mar 1, 2012 8:52 AM (in response to iamhollywood5)
    Re: 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

  • That5What5Up Expert 1,003 posts since
    Nov 5, 2011
    Currently Being Moderated
    50. Mar 1, 2012 9:12 AM (in response to asasa)
    Re: Official Weapon Balance Feedback Thread.

    The important point of this thread is...

     

    Are the devs actually going to pay attention to it?

  • anoreo Master 13,698 posts since
    May 23, 2011
    Currently Being Moderated
    51. Mar 1, 2012 3:22 PM (in response to iamhollywood5)
    Re: Official Weapon Balance Feedback Thread.

    Trial star, your reversed min-max damage is genius!

  • LoNeZiLLa Novice 68 posts since
    Nov 6, 2011
    Currently Being Moderated
    54. Mar 1, 2012 7:30 PM (in response to iamhollywood5)
    Re: 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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