You're right about most of those to one degree or another, but you are dead wrong about the Falcon. Also because they are so light, the GPR and Avenger don't gimp your team if you are power spamming and using their high rate of fire to deliver cryo ammo.Aranha wrote...
Sabbatine wrote...
Plerion wrote...
Seriously, why is the lightweight Phalanx pistol at equal or better DPS than most of the assualt rifles?
Most of the weapons, including all of the SMGs, are completely obsolete.
Really? List five non-SMG weapons that are completely obsolete.Plerion wrote...
The Carnifex, Black Widow, Geth Plasma Shotgun basically dominate the multiplayer.
Wow really? You'd think everyone would be using them if this were the case...Plerion wrote...
There is a short list of alternative weapons that are arguably useful in certain circumstances, but for the most part, many of the other weapons are entirely useless.
Ok, list five more (that do not appear on your other list) non-smg weapons that are entirely useless.
Sounds like you havent started playing gold yet mate. 80% or auto ARs and SMGs hit armored targets for 5 damage per bullet as there is a 50 damage reduced per shot without Armor Pierce. Useless!
Everyone is using the Carniflex, Black Widow and Geth Plasma Shotgun those are the most used guns in the game + Widow, Paladin.
Entirely useless on Gold:
[*]M-3 Predator[*]M-23 Katana[*]M-4 Shuriken
[*]M-8 Avenger
[/list][*]M-22 Eviscerator[*]M-9 Tempest[*]M-12 Locust[*]M-13 Raptor[*]M-27 Scimitar[*]M-97 Viper[*]M-29 Incisor
[*]Phaeston
[/list][*]Geth Pulse Rifle
[*]Arc Pistol
[*]M-37 Falcon[*]M-76 Revenant[/list]Pretty much by picking any of these weapons gimps your team on GOLD!
Hilarious Weapon Balance Issues
#176
Posté 02 avril 2012 - 09:10
#177
Posté 02 avril 2012 - 09:14
That is trivial too and requires less processing: Increase dmage to barriers by X or X% for each bulet that strikes it. Stacks indefinitely lasts 2 seconds.dumael wrote...
Atochthon wrote...
Increase damage to bariers as a function fo shots per second. Now up AR and SMG base damage a tad, and normalize out shotgun damage a bit (more specifically make shotguns deal bonus damage to shields/barriers based on pellets IE multiply shottie "shots per second" by 8/3/1 depending on shottie in formulas).
Should normalize out weapon setups to some degree. After that you need some polish.
Yeah. That'd be pretty good.
I had a similar idea of giving bonus damage to a target with shields or barriers as a function of how many weapon impacts it has received over a time window.
Your idea is nearly trivial to implement in comparison.
Done implemented your ability. Trivial implementation, coding might be interesting though.
Edit: Stacking 1 damage per hit would be the best buff to automatic weapons and be negligible for slower weapons btw
Modifié par Autochthon, 02 avril 2012 - 09:31 .
#178
Posté 02 avril 2012 - 09:21
I Also wish they would change the paladin back to the way before the latest update.
Just my 2 cents and not trying to be demanding or anything.
Modifié par shooterking07, 02 avril 2012 - 09:24 .
#179
Posté 02 avril 2012 - 09:25
Its almost as if they want all the soldiers to run around with widows and paladin's and the adepts and engineers to run around with carnifex's/phalanx.
#180
Posté 02 avril 2012 - 09:28
Mazandus wrote...
My only issue with the way the Paladin was buffed was that the devs clearly understand the need to have differentiation amongst weapons in a class. Since the Paladin retained its weight but also got buffed in damage, its now the defacto weapon for classes who want a pistol but don't care about longer cooldowns. So they understand and tune the weapon weight vs cooldown numbers for pistols, but leave the other 3 weapon classes (assault rifles/smgs/shotguns) who have some questionable ahem members alone.
Its almost as if they want all the soldiers to run around with widows and paladin's and the adepts and engineers to run around with carnifex's/phalanx.
Shotguns are probably the only class that's balanced. They're fine in good hands, godly in deadly hands.
#181
Posté 02 avril 2012 - 09:34
/sarcasm
Seriously though, Weapon rarity is a factor. That list has only a couple of rares on it and I would argue more than a few of these are on here because of personal dislike and clashing with play style.
#182
Posté 02 avril 2012 - 09:38
They're on the list because they're numerically weaker than other picks. For the most part.LeinadSemrig wrote...
WHOA WHOA WHOA! Are you trying to tell me that all these common and uncommon weapons I have won't actually be able to fire on Gold? What kind of crazy design decision is that?
/sarcasm
Seriously though, Weapon rarity is a factor. That list has only a couple of rares on it and I would argue more than a few of these are on here because of personal dislike and clashing with play style.
Every weapon should be balanced within +/- 5% ish. Or at least be viable in trade-offs. There's no reason to make the standard issue weapons effectively useless. Do they need to be the best DPS? No. But they could make up for it in other ways (like how ridiculously light the avenger is)
#183
Posté 02 avril 2012 - 10:02
Autochthon wrote...
That is trivial too and requires less processing: Increase dmage to barriers by X or X% for each bulet that strikes it. Stacks indefinitely lasts 2 seconds.
Done implemented your ability. Trivial implementation, coding might be interesting though.
Well say, each target has a shield damage bonus ( x 1.0) , each strike increases by say 0.01, bonus decays by 0.01 every ~4 frames, capped at x2.0 bonus.
Yours? base + base mods (rank bonuses, ammo) for damage vs health, shields, armor can be cached, just apply situational modifier (cloak, warp, etc). Also avoids special casing for one type of 'health'.
I know which I'd chose.





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