26 Apr 12, 09:51AM
22 damage for AR at 20 bullets with slightly reduced sprint ability (but still have proper recoil, is this possible?) as well as reduced spread as larry had stated. Personally, I'd be happy with 22/20. However, if concessions need to be made, limiting the sprint potential and reducing spread could force players to play AR as a long range gun, as opposed to a "do-everything" gun. If 20 bullets are still OP, definitely reduce spread and leave the sprint potential where it is. If you reward players with better accuracy, the AR would become somewhat of a specialty gun.
As far as helmets are concerned, they are definitely useful. I think the problem in the SVN comes with the SMG being relatively weak against them, as well as AR (with reduced # of bullets) against it. atm, the killing time for smg/ar have been raised somewhat higher than what the gameplay physics support. If someone with 100/100 can just sprint past an SMGer (assuming they have decent aim) to score a flag and still have some stack, there is a problem. As harps said, they provide a nice touch and addition to map management, but to compensate, maybe think about having SMG be more effective against armor (although armor is meant to prevent small arms fire), increase the overall damage of SMG, or increase the rate of fire of SMG (although it's already too fast for me to properly count bullets at full-auto). 7 bullets at 100/100 seems reasonable for AR although it may still be too slow.
As far as helmets are concerned, they are definitely useful. I think the problem in the SVN comes with the SMG being relatively weak against them, as well as AR (with reduced # of bullets) against it. atm, the killing time for smg/ar have been raised somewhat higher than what the gameplay physics support. If someone with 100/100 can just sprint past an SMGer (assuming they have decent aim) to score a flag and still have some stack, there is a problem. As harps said, they provide a nice touch and addition to map management, but to compensate, maybe think about having SMG be more effective against armor (although armor is meant to prevent small arms fire), increase the overall damage of SMG, or increase the rate of fire of SMG (although it's already too fast for me to properly count bullets at full-auto). 7 bullets at 100/100 seems reasonable for AR although it may still be too slow.