Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Baths are for normal people, are you normal?
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2011-02-23, 11:24 PM | [Ignore Me] #17 | ||
Private
|
I think the best thing that could be done is that common pool weapons get really strengthened. There is almost no reason to take a common pool weapon over an empire weapon. With common pool weapons, you can create a single weapon for each role, and make it effective. Make a good sub-machine gun, a good assault rifle, a good machine gun, a good shotgun, etc. Once you have the bases covered, you make empire weapons that have a unique characteristic that represents the faction, but also has weaknesses that won't make it overpowered.
Empire weaponry should enhance your weapon selection, not dominate it. |
||
|
2011-02-24, 08:33 AM | [Ignore Me] #19 | ||
Sergeant Major
|
MA is pretty effective, they are meant as long ranged weapons (Not the MCG like bags suggests. His suggestion is pretty bad. It would make MCG the weapon of choice by far. The lasher pretty bad. No area denial AT ALL. The NC gun completely removed? TBH bags it seems like you play too much TR )
|
||
|
2011-02-24, 10:16 AM | [Ignore Me] #20 | |||
Lieutenant General
|
MCG no bloom until 10 shots period. Lasher lash removed, COF tightened. Jack Hammer removed and replaced with heavy gauss. (you're a moron if you think they should keep the jackhammer in its current state) Honestly I'd probably use heavy gauss. (Did you seriously miss the part where I said they would replace the Jackhammer???) I'm planning on rolling NC come PSN so I'm not sure how I can be biased towards TR? But yeah, please continue to make yourself look silly and ignore the fact that the ideas aren't mine. ^_^ I need a good laugh. In the off chance that you aren't trolling and just lack reading comprehension, I fixed my first post. ( I think I put what, two disclaimers about how the ideas weren't mine? ) Last edited by Bags; 2011-02-24 at 10:30 AM. |
|||
|
2011-02-24, 11:05 AM | [Ignore Me] #21 | ||
Master Sergeant
|
NC need to carry moar gauss so I can pick them up off the dead bodies :-p
__________________
"One of the serious problems in planning against American doctrine is that the Americans do not read their manuals nor do they feel any obligation to follow their doctrine"-Russian Document "The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis"-German Field General "If we don't know what were doing, then the enemy certainly can't anticipate our future actions!"-American Soldier |
||
|
2011-02-24, 08:51 PM | [Ignore Me] #24 | ||
Sergeant Major
|
Hum how about move the MCG and JackHammer to Common Pool and give everyone the "Ball Rifle" AKA the lasher as MA lol
Oh and I still use Punsher over gus/puls/Cycl dunno why other then the fact i keep a box of jammer ammo with me to blow up mines or stop spitfires Last edited by Bruttal; 2011-02-24 at 08:54 PM. |
||
|
2011-02-25, 07:48 AM | [Ignore Me] #25 | ||
Sergeant Major
|
My suggestion is to only have one type of weapon within a category like Heavy Assault. With 'one type of weapon' I don't mean that all 3 empires should have the exact same weapon. But a shotgun, a minigun and a slow-orb-firing-gun are very hard (or impossible) to balance within this cert category.
Instead I would like to see weapons of a certification that only differ in certain characteristics like damage/RoF/clip size etc, but are otherwise the same type of weapon. BF BC2 is a good example I think. The weapons within a category only differ in certain points, but all of them are usefull and have their own unique feel to them. Link to a weapon stats page: http://denkirson.xanga.com/722757523/bad-company-2/ (Sure there are guns that are bit more powerfull than others of their category, but we only have to make 3 different guns per cert and not 7!) The biggest difference between the weapon, would be their empire specific look, but in combination with the slight stat difference it would be enough to give each gun nice unique empire feel. Example: Heavy Support (Close to Midrange Fire): TR: Minichaingun NC: Could be some sort of Minigun as well with a slower rate of fire, but higher damage per shot, or the before mentioned heavy gaussrifle. VS: A weapon looking equally to the Lasher, but shooting projectiles with similar stats like the TR and NC version. Example 2: Heavy Assault (Closerange Fire): All three empires would have some kind of shotgun. The same goes for all other things as well. All AV weapons for example should either be guideable/lock-on missilelaunchers or should fire fast moving projectiles like the lancer. Again you could make 2 different AV weapons for each empire here without problems. The same applies to vehicles: Magriders for example should not be able to hover over the water and fire Sniperbeams. Instead increase their armour, give them projectiles that are effected by gravity, decrease RoF, but increase the damage per shot to a value equal that of the other tanks. Same thing with MAXes. I think this is the (perfect) way to have unique empire weapons that are still 'balanced'. You won't get 100% balance, true, but it would still be better than in the old game. Sure you would lose some of that empire uniqueness, but for the sake of balance, this is a price that I would be willing to pay. This is my opinion. |
||
|
|
Bookmarks |
|
|