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Topic: [PVP] Weapon, Ammo & General Balance  (Read 7477 times)

Melt

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[PVP] Weapon, Ammo & General Balance
« on: April 09, 2015, 09:14:22 am »
I will start with the biggest offenders in each category, and ironically these three are all of my main builds.
If any of these suggestions can't be applied this game session, please let me know and we can work on altering them.

Statted Turbo Plasma Rifles - Combining the innate critical power and -AP of the base weapon with additional critical power and -AP from stats make this weapon superior to every other single target weapon in the game. My suggestion is to remove stats from Turbo Plasma Rifles, similar to Bozars, Alien Blasters and Solar Scorchers. They will still be used frequently and still be extremely effective.

Gecko Breath - A no brainer when choosing ammo for the Pancor, regardless of build. It "power creeps" over slug ammo. My suggestion is to give it a +40% DR modifier and allow Pyromaniac to work with it. This will force Gecko Breath users to diversify their builds to use this ammo properly. This will also nerf the overpowered "Flaming Pancor Tanks" that are all over the place. An alternative would be to lower the damage slightly by adding +10% DR modifier.

Heavy Handed - Permanent knockdown with almost no chance to counter it. Neither Stonewall nor Power Armor can save you from the mighty naked troll with a Mega Power Fist. My suggestion is to lower the chance to knockdown to 90% at 10 Strength and 5% less for each missing Strength point. As an addition, I would also suggest that ALL melee weapons share this same percentage and have a Strength penalty of -2 (bringing KO chance down to 80% at 10 Strength). Mega Power Fists will have a Strength penalty of -1, and Super Sledges will have no Strength penalty at all to compensate for their lack of stats and higher AP cost. Maybe it will finally be viable to use the Wakizashi and Little Jesus in fights.
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Gimper

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #1 on: April 09, 2015, 03:16:56 pm »
Turbos in general are OP. Gonna be rare next session (for real rare, not cave rare).

Gecko breath is easily countered with PA or BA.

I suggest that Mega Power Fists have less chance to KD depending on targets strength. Like full tanks with 10 str on drugs, only maybe have 50% chance of getting KD. A sniper with 1 str would get KD every punch. (If a sniper lets a melee get close enough to punch them, they deserve to die anyways  ;D )

Troll

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #2 on: April 09, 2015, 03:55:08 pm »
Quote
Statted Turbo Plasma Rifles - Combining the innate critical power and -AP of the base weapon with additional critical power and -AP from stats make this weapon superior to every other single target weapon in the game. My suggestion is to remove stats from Turbo Plasma Rifles, similar to Bozars, Alien Blasters and Solar Scorchers. They will still be used frequently and still be extremely effective.

Agree, they don't need stats, they are good enough. Basically, a TPR is a plasma rifle with +5range, +min/max damage, ap-1, it's enough.

Quote
Gecko Breath - A no brainer when choosing ammo for the Pancor, regardless of build. It "power creeps" over slug ammo. My suggestion is to give it a +40% DR modifier and allow Pyromaniac to work with it. This will force Gecko Breath users to diversify their builds to use this ammo properly. This will also nerf the overpowered "Flaming Pancor Tanks" that are all over the place. An alternative would be to lower the damage slightly by adding +10% DR modifier.

Gecko breath is effective on any character regardless his normal DR, and thats why it's used against big fat tanks. Adding 40 DR will make it completelly useless. Pyromaniac should improve damage % instead of giving flat damage, in order to work with gecko breath, and not shooting a guy for 70 hp for 2 ap with solar scorcher. A better way to balance gecko breath would be to lower damage mod instead of dr. Maybe 3/4 or 4/5.

Quote
I suggest that Mega Power Fists have less chance to KD depending on targets strength. Like full tanks with 10 str on drugs, only maybe have 50% chance of getting KD. A sniper with 1 str would get KD every punch. (If a sniper lets a melee get close enough to punch them, they deserve to die anyways  ;D )

Totally +1

Wind_Drift

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #3 on: April 09, 2015, 06:58:27 pm »
I agree on the TPR, if it were to stop being spawned with stats I wouldn't complain. It could stop spawning in caves as well, still I'd be fine. I wouldn't mind regular plasmas being somewhat useful either, since the range sucks (shorter range than plasma pistol).

Can't comment on the others, not enough first hand experience using them.

Troll

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #4 on: April 09, 2015, 11:24:15 pm »
Plasma pistol has too much range, 32 is fucked. It should have 24, like 14mm, but not more than the rifle. Or the rifle should have more, 35 is fine. TPR would still be a better choice. I'd like other pistols to have better range aswell, like 35 for .223 and 30 for 14 mm. Crit based weapons should be able to shoot before or at least at same time as bursting weapons.

Johnny

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #5 on: April 10, 2015, 03:08:34 am »
Staying on topic Id say Those 3 things are the most urgent things to change right now to reestablish a semblant of balance without requiring too much time for dev.

For pancor gecko,
Its not normal for a craftable weapon to do as much damage than a bozar making it the most used weapon by tanks.
An  easy solution would be to give a dr Mod like JHP ammo or completly remove it.
Saying brotherhood or hpa protects you okay but i have only one brotherhood armor at the moment and im sure not everyone got a crap load of them. Gecko shells are easy to find and cheap, hpa and brotherhood arent.
Could work.

For turbo,
Weapon is made for big fights were KO arent such a problem because of many players. Considering the few of us still playing this is a pain in the ass.
There is no reason for weapon such as 223 or plasmas to have a hidden crit roll bonus since they already have stats.
Deleting crit roll for 223 and plasma and making turbo non bonus like bozar could solve this. Turbo already does great damage on crit.

For power fisters,
Is there a need to explain why the current functionning of this weapon is broken. There is absolutly no chances to get up once your caught wich is annoying.
Giving it 80% at 10ST to KD could solve this.
The supersledge could be an alternative and get 80% chances to KD at 10STR since it can strike at a distance and you can avoid being hexed this way.

The problem is that now we have only small fights no more big 20v20 its over so we have to change accordingly to the server status.
Normal damage type snipers with this applied will still do good damge to tesla and enrgy good damage to normal helmets.

Troll

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #6 on: April 10, 2015, 12:06:58 pm »
.223 pistol has no bonus crit roll like plasma, and much lower bypass damage. It doesn't need any nerf. In fact I'd like the weapon to have a bit more range.

Jake

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #7 on: April 10, 2015, 12:12:21 pm »
Yeah, make a pistol with range like a rifle...
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Troll

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #8 on: April 10, 2015, 05:23:22 pm »
Yeah, make a pistol with range like a rifle...

No I didn't say that both rifles and pistols should have same range, just that the fact plasma pistols has more range than plasma rifle is stupid.
IMO best would be:
plasma pistol:30
plasma rifle:35
.223 pistol:35
14 mm pistol:30

Jake

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #9 on: April 10, 2015, 05:59:30 pm »
223 pistol should has max 28-30 range, since it is powerful pistol. 35 is a range of plasma rifle, xl70 in burst. Pistols should stay pistol in my opinion - a sidearm to support main, bigger weapon since many ppl snipe with pistols like with rifles or abuse 223 in TB mode.
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Destiny

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #10 on: April 10, 2015, 10:03:18 pm »
Melt only uses Turbos and Power fisters btw.
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Johnny

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #11 on: April 11, 2015, 06:20:16 am »

No I didn't say that both rifles and pistols should have same range, just that the fact plasma pistols has more range than plasma rifle is stupid.
IMO best would be:
plasma pistol:30
plasma rifle:35
.223 pistol:35
14 mm pistol:30

Please lets stay on topic we talking about turbo, gecko and power fists here lets concentrate on the most urgent things first or this topic will be ignored like the thousands other talking about the same thing. Sorry if i made a mistake about .223.

I support melt's idea to delete stats from turbo but keep its crit roll bonuse and stop making it spawn in caves.
FOr the plasma do the contrary keep stats but delete crit roll.

I think that 10% mod for gecko would be enough.


Melt only uses Turbos and Power fisters btw.

Thats even a better reason to listen he knows whats hes talking about in this matter. You can try to change this for better pvp or continue to face 100%KD melee trolls and 50KO per fights. It has been said many times that thse weapon are a problem now is the moment to solve it, in the current player base its even more noticeable.

Melt is the only plasma user i know complaining about this problem and me i play a char made for pancor gecko so i dont serve my own interest just trying to balance things so if you care post an advice no flame please.

Thx in advance.






Jake

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #12 on: April 11, 2015, 08:37:27 am »

No I didn't say that both rifles and pistols should have same range, just that the fact plasma pistols has more range than plasma rifle is stupid.
IMO best would be:
plasma pistol:30
plasma rifle:35
.223 pistol:35
14 mm pistol:30

Please lets stay on topic we talking about turbo, gecko and power fists here lets concentrate on the most urgent things first or this topic will be ignored like the thousands other talking about the same thing. Sorry if i made a mistake about .223.

I support melt's idea to delete stats from turbo but keep its crit roll bonuse and stop making it spawn in caves.
FOr the plasma do the contrary keep stats but delete crit roll.

I think that 10% mod for gecko would be enough.


Melt only uses Turbos and Power fisters btw.

Thats even a better reason to listen he knows whats hes talking about in this matter. You can try to change this for better pvp or continue to face 100%KD melee trolls and 50KO per fights. It has been said many times that thse weapon are a problem now is the moment to solve it, in the current player base its even more noticeable.

Melt is the only plasma user i know complaining about this problem and me i play a char made for pancor gecko so i dont serve my own interest just trying to balance things so if you care post an advice no flame please.

Thx in advance.







You know how focked up idea it is ? I bolded it for you. You suggest to stop spawning, the poor conditioned TPR in caves, so any ppl could have acces on it. Yeah, youre right. Making TPR available only for reno/wh/glow and TC locker team campers is a solution. I suggest that you make a list of even more weapons that should not be available for general public, cause if some noob finds the TPS in cave, in shitty condition then he will be OP.
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Johnny

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #13 on: April 11, 2015, 09:06:30 am »

You know how focked up idea it is ?

First of all that isnt "fucked up" and the turbo plasma problem has been discussed a lot of times and posts about this are countless just use search, sadly many of players who made those posts left.

Secondly the TPR is supposly a RARE weapon so can you explain why it spawn in caves and not bozars gauss etc..?
Bozar, gauss, pulse and other rare weapon dont have stats and dont spawn in caves.

So if you want a weapon like the turbo plasma youll have to go in glow or reno or wharehouse like the rest and actually risk being killed yes.

Kilgore with last update added a locker in glow and made warehouse far easier shouldnt be a problem for you "sailor moon".


Jake

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Re: [PVP] Weapon, Ammo & General Balance
« Reply #14 on: April 11, 2015, 09:31:40 am »
Lol Johny, you didnt get a point.

Why bozar isnt in caves ? Because Kilgore didnt put it there. Same like power armor. But he made available alien blaster, 4.7 ammo for your precious vindi also there. All those items are also rare. I dont argue about TPR being OP. But I am against alienating low and mid tier players from opportunities, like rare weapons. This way, u should spawn in reno only PA, bozar, tpr, vindis, alien blasters, 4.7, bridgekeeper's, gauss so like 80% of the population in the server can dream about this stuff, because its non stop camped by gangz, who control all rare items in the entire server - yeah, that sounds fun.

Whetever it is or it is not a problem for Sailor Moon, I have been many times in reno or WH as blue or geared just to encountered a 4-6 camped team, and it was not TC going on. What is funny though, I dont mind getting killed, thats why I go blue or have weapons meant to be lost. Its the noob taunting you can receive there after death, like they would conque some country or won 3v35 battle lol.

Also, youre argument that if I want something, then I should go its really focking invalid, because you can start new session, make an alliance and the team to camp one place at the time and you can have monopoly on tc locker before anyone can gear up in decent rare weapons to be able to fight you. Its happend before, its happening now - thats why u have 25 HPAs stored in lockers, shitload of other rare and uniqe stuff and still complaing about TPS being spawned in caves lol.
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