SandTrout
2004-02-06, 12:59 PM
I already posted this in the OF, but I figured I'd see the oppinions of people who frequent this site and not the OF.
I know there have been a lot of posts on this subject, but I had a small epiffiney(sp?) while reading a post. I'll teach pistols 101 before geting to my idea so that more people can catch more of the concept clearer.
Pistols are used by only 3 kinds of characters. These are A) Infiltrators, B) Low BR characters, and C) Snipers.
Low BR characters rarely use their pistols unless their main gun runs out of ammo and, makeing them a virtual non-issue with pistols.
Snipers are often in reinforced armor, so they have another weapon other than a pistol, so they don't normaly have pistols. This, again, makes them a virtual non-issue with pistols.
This leaves infiltrators who use pistols because they can carry no other weapons. Infiltrators use pistols to get kills on primaraly moveing targets that are not MAXes, because for non-moveing or MAXes ACEs and grenades work better.
The AMP is the primary assassin's weapon because it lets out the most firepower in the shortest amount of time. High recoil.
The Magscatter is good against very soft targets such as agile, standard, and other infiltrators because it takes 3 or less shots to kill, and the wide spread gives some margin for their fast movement. Its dissadvantage is that it is only useable at very close range to any effect.
The repeater is the medium-ranged pistol with good ROF, COF, and reletively low recoil. Best pistol for takeing out targets outside of DLV range.
The beamer is supposudely the long-range pistol with the betst COF and no damage degridation on the first 3 shots of a burst and bet AV damage. However, it is still woefuly inadiquate because of its flashy properties, small magazine, and low damage per magazine.
My sudgestion for fixing the beamer is actualy one that I discredited as a buff for the pulsar. Give the beamer burn-damage. This gives in a uniqe property other that the mode-switching and brings the damage up to par. The reason for the pulsar not revieveing this is that burn damage makes infiltrators easaly visable, and grunts already have an easy enough time killing infils. Infiltrators with this pistol, however, are not spaming an area with suppressive fire as the grunts with a rifle would. If an infiltrator is targeting you, they are going to try to make every shot hit their intended target.
Comments, questions, flames?
I know there have been a lot of posts on this subject, but I had a small epiffiney(sp?) while reading a post. I'll teach pistols 101 before geting to my idea so that more people can catch more of the concept clearer.
Pistols are used by only 3 kinds of characters. These are A) Infiltrators, B) Low BR characters, and C) Snipers.
Low BR characters rarely use their pistols unless their main gun runs out of ammo and, makeing them a virtual non-issue with pistols.
Snipers are often in reinforced armor, so they have another weapon other than a pistol, so they don't normaly have pistols. This, again, makes them a virtual non-issue with pistols.
This leaves infiltrators who use pistols because they can carry no other weapons. Infiltrators use pistols to get kills on primaraly moveing targets that are not MAXes, because for non-moveing or MAXes ACEs and grenades work better.
The AMP is the primary assassin's weapon because it lets out the most firepower in the shortest amount of time. High recoil.
The Magscatter is good against very soft targets such as agile, standard, and other infiltrators because it takes 3 or less shots to kill, and the wide spread gives some margin for their fast movement. Its dissadvantage is that it is only useable at very close range to any effect.
The repeater is the medium-ranged pistol with good ROF, COF, and reletively low recoil. Best pistol for takeing out targets outside of DLV range.
The beamer is supposudely the long-range pistol with the betst COF and no damage degridation on the first 3 shots of a burst and bet AV damage. However, it is still woefuly inadiquate because of its flashy properties, small magazine, and low damage per magazine.
My sudgestion for fixing the beamer is actualy one that I discredited as a buff for the pulsar. Give the beamer burn-damage. This gives in a uniqe property other that the mode-switching and brings the damage up to par. The reason for the pulsar not revieveing this is that burn damage makes infiltrators easaly visable, and grunts already have an easy enough time killing infils. Infiltrators with this pistol, however, are not spaming an area with suppressive fire as the grunts with a rifle would. If an infiltrator is targeting you, they are going to try to make every shot hit their intended target.
Comments, questions, flames?