Standard weapon balance

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Azarael
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Re: Standard weapon balance

Post by Azarael » Sun 12 Feb , 2012 11:46 pm

Minigun

Now follows the UT99 model: "Twice as fast, but half as accurate". Primary fire damage increased to 12 per shot, fire rate is now 10 rounds per second. Altfire damage reduced to 14, fire rate is now 5 rounds per second, spread slightly increased to deal with sniper mini issue.

Assault Rifle

Now has an 80% damage penalty against vehicles with primary fire.

Pulse Carbine

Increased speed of Pulse projectile by 10%.
Speed increases by 750 instead of 350 for every linked player.

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iRobot
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Re: Standard weapon balance

Post by iRobot » Mon 13 Feb , 2012 12:25 am

Now follows the UT99 model: "Twice as fast, but half as accurate". Primary fire damage increased to 12 per shot, fire rate is now 10 rounds per second
Yeh..thats gonna be lethal at close range, I like!

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Azarael
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Re: Standard weapon balance

Post by Azarael » Mon 13 Feb , 2012 12:26 am

It's actually the exact same DPS as now, but it fires more slowly with higher damage per bullet.

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iRobot
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Re: Standard weapon balance

Post by iRobot » Mon 13 Feb , 2012 7:16 pm

Well I dunno, 120dps seems a lot when its so easy to hit, unless it's going to spread easier than lurpak.

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Re: Standard weapon balance

Post by iZumo » Tue 21 Feb , 2012 2:41 am

This assault rifle is bollocks. It only puts "minigun spam" to the game (firing the weapon where its randomness is dominant over aim) and doesn't reduce damage over distance, like the rebalanced Mini. Also 225 ammo / 900 ammo max secures spam usage.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Tue 21 Feb , 2012 3:26 am

Will mirror with Minigun and set ammo to 200/250max.

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iRobot
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Re: Standard weapon balance

Post by iRobot » Tue 21 Feb , 2012 10:17 pm

Why not keep the ammunition high, but implement some kind of reload so its not just endless firing for 3 minutes.

It is an assault rifle, afterall :)

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Takeo
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Re: Standard weapon balance

Post by Takeo » Tue 21 Feb , 2012 10:19 pm

I would rather prefer a heating system instead of reload.
Image

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iRobot
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Re: Standard weapon balance

Post by iRobot » Tue 21 Feb , 2012 10:31 pm

I guess that would work too, and be less clunky.

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Azarael
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Re: Standard weapon balance

Post by Azarael » Wed 22 Feb , 2012 12:03 am

I don't want to add too many complications, BW-style, to the stock weapons. Range attenuation is risky as it is (it's invisible functionality to the players without DamagePopup on) but it's a better solution for the Mini and AR than having wide spread.

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