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2013-08-09, 02:43 PM | [Ignore Me] #1 | ||
Major
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The most heard complaint about guns in this game is that they look & feel too similar but also perform too similar. To change that, a lot can already be gained with relatively little effort in the balance/statistics or performance department.
The class to start with is TR LMG's because they suffer from this the most imo. They should be very good in a specific role while sucking at another. This is unfortunately not the case with TR LMG's atm:
Below are some ideas for TR LMG performance changes. Warning: other factions LMG's need changes as well to balance this out (VS Ursa would be UP vs new TMG-50), but TR LMG seems to be the weapon class that needs most fixing:
Btw all guns need access to 2x reflex. CQB to mid range guns need access to 1x reflex as well. And please, state very clear roles in the gun description mouse-over that should include recoil stats as well. People pay money for these guns and should be well-informed when buying them. Last edited by Rolfski; 2013-08-10 at 07:17 AM. |
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2013-08-09, 03:19 PM | [Ignore Me] #2 | ||
Contributor General
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I've played with the Carv, The Carv-s and the Rhino.
The Carv-S was the only one I didn't like and to my eyes seemed like a downgrade to the Carv. The Rhino suited me well and that's the gun I generally recommend if anyone asks me. Having said all of that, I would need some persuading that a buff for any of these guns is needed. I'm not the best, far from it but I did ok with them. |
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2013-08-09, 04:31 PM | [Ignore Me] #4 | ||
Lieutenant Colonel
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Ive been using the MCG lately.
Who cares abut other LMGs when you have that beast? 90% of the time it probably the best gun in the whole game that anyone could hope to be holding.
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Wherever you went - Here you are. Last edited by Ghoest9; 2013-08-09 at 04:32 PM. |
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2013-08-09, 06:25 PM | [Ignore Me] #7 | ||
It's not very far away.
http://www.planetside-universe.com/s...8&postcount=64 Your MCG numbers for the same timeframe, by comparison, are 58,158, 3449, and 16.86. |
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2013-08-09, 08:27 PM | [Ignore Me] #8 | ||
Captain
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The tr has only 2 lmg.
Tmg-50 for long range. Msw-r for close range. End of discussion, all the others are not worth to get it, 100 certs the msw-r and 500 the tmg-50. I have all of then (not the m32 bull because it is pointless) and they just plain suck bad, I can get some kills with the rhino, but I still like the msw-r and the tmg-50 more. The t9 carv since the nerf, you can't hit more then two bullets in the same target in the same burst unless you have a foregrip on it. It is just bad, real bad. I made a Vanu on the test server, I really can't believe they have all that variety of lmg while we only got two real options. They even have a lmg with the same status as the msw-r, but with 0,75 move speed while ads! And it is not the best in the VS arsenal!
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In planetside since the close beta of the first game! Outfit Brasileira de Planetside 2 |
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2013-08-09, 09:04 PM | [Ignore Me] #9 | |||
Staff Sergeant
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2013-08-09, 11:08 PM | [Ignore Me] #12 | ||
Sergeant
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These would be good changes. Clearly defining the role of the weapons is a good thing since it prevents people for spending certs/SC on a weapon that doesn't really suit their playstyle. The same changes would have to be made for VS and NC of course.
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2013-08-10, 12:18 AM | [Ignore Me] #13 | |||
Staff Sergeant
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For instance, the Polaris is widely regarded as at best a mediocre weapon by most vets, yet it has the highest KPU rating. This is due to the fact that only a relatively few amount of people use it, but perform relatively well with it. You can see (to a lesser extent) the same issue with the Gauss Saw S, Carv S, and Bull, all considered mediocre weapons. On the flip side, the Orion, TMG-50, MSW-R, SAW, and GD-22S are all widely considered effective weapons (and coincidentally -or not - also have some of the highest unique user counts), yet all fall at the bottom of the KPU list. In both cases your analysis directly contradicts the sentiment of most Planetside 2 vets. So either the data you're pulling is missing a key factor (and I'm guessing here that simply dividing number of kills by number of users isn't really the most telling use of the data), or most people in this game have very skewed definitions of effectiveness when it comes to weapons. If I had to interpret this data, I'd probably say that the more popular weapons are simply diluted by less experienced players. In the context of the MCG (which, from your data, is one of the most-used weapons in the game), it might mean the same. |
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2013-08-10, 12:47 AM | [Ignore Me] #14 | ||
Maybe - who knows. I provide a healthy dose of personal uncertainty at various points. But I also know that the Law of Large Numbers is at work here, and I'm not tracking ownership - I'm tracking use. Make of it what you will.
Perhaps user sentiment knows something that the numerical facts do not. Or, perhaps you can't dyno a car from the driver's seat. |
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2013-08-10, 12:46 PM | [Ignore Me] #15 | ||
Lieutenant Colonel
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I think Varsam is right.
The MCG is probably the most popular HA weapon with new players other than the starter gun. I dont think you can can learn much of anything from those numbers concerning the MCG. You really arent learning much about any of the gun except how popular they are. Dont you feel embarrassed for writing that? You do realize that your sample is pretty meaningless because its in no way normalized or controlled - its nothing like a dyno on a car.
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Wherever you went - Here you are. Last edited by Ghoest9; 2013-08-10 at 12:52 PM. |
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