11 Jan 12, 12:02PM
(This post was last modified: 11 Jan 12, 12:03PM by Roflcopter.)
(10 Jan 12, 11:13PM)MerCyKiL Wrote: 1. Reduce power of shotgun slightly. There would be no such thing as a "splatter". The max damage received would be 90 hp. Reasonable because it stops complaining from non-shotgun users about instant deaths, but also does not stir an up-cry from others who use the shotgun as their primary weapon.
Shotgun is already too weak in clan matches, although 90 damage might be acceptable if the shotgun had a decent range.
(10 Jan 12, 11:13PM)MerCyKiL Wrote: 2. Make sniper damage 85 or 90 Other more skilled players have complained that sniping combo (1 shot sniper, two pistol) is still not fast enough to be competitive with their enemy's AR skills.
With 85 damage the sniper would be able to kill in 400ms versus SMG and AR's minimum of 480ms. In addition, a single shot would take three health packs to restore a players health to an amount that would allow them to survive another shot meaning that a single shot would be practically a guarantee the player would die on their second encounter. I'm a bad sniper but even I could consistently hit one sniper shot on each encounter.
If you look at the game now, a top sniper competes well with a top AR; there just aren't many top snipers. This speaks about the inherent learning curve with the sniper but the fact there are some players who rival ARs proves it's not overpowered. Anyway, in SVN, the AR will be slightly weaker (2 lower damage) and the sniper a little stronger (lower spread, 10-round pistol). If anything we'll probably see sniper slightly overpowered.
(10 Jan 12, 11:13PM)MerCyKiL Wrote: 3. Lower recoil on ARs To those AR regulars who took offense to the previous suggestion, I think that a good counter would be to take away a small amount recoil for better shooting. I'm not saying it should be as steady as the smg. Not even half that. But AR'ing and sniping would be nearly equal alternatives if both suggestions were to take place, making game play more even and basically turn the game into this: a game dependent almost entirely on teamwork and tactical skills.
Lower recoil requires less skill. I agree a bit more range with all the weapons would be nice, but the only thing that stops this is spread. Recoil is fine to manage already, spread is impossible.
(10 Jan 12, 11:13PM)MerCyKiL Wrote: 4. Make smg damage 18 This would simply be to keep up with the improvements in the AR and sniper rifle. The recoil would be the same. The cartridge size would be the same. Just one less shot needed, therefore still being an equal to the other weapons.
SMG would take 400ms to kill an unshielded player vs AR's 480ms. SMG has already been increased in SVN to a level where it takes an on par amount to kill compared to the AR, but that amount is 15.5 (technically alternatively 15 and 16) damage.
(10 Jan 12, 11:13PM)MerCyKiL Wrote: 5. Increase Carbine firing rate It may seems that the carbine is the odd weapon out. Even in this current version, the carbine is one of the least desirable choices for a primary, although B} puts in a nice effort to keep it in use ;). Currently, the firing rate of the Carbine stands at 720 milliseconds. I think if it was dropped down to 500, it would be a more competitive weapon.
That's not a bad idea. I'd like to see it ignore shield too and I think 500ms is a bit low.