Weapon changes

Discussion in 'Archive' started by Beerdude26, Apr 23, 2007.

  1. Silk

    Silk Mapper

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    Ok i changed my mind. As it is now practicly all (infantry) weapons are overpowered, some of them even VERY overpowered. I hadn't noticed it because i was using the weapons against rocks and ground to check for bugs, but a few moments ago when we were playing in escort it was very obvious. having no recoil makes it feel like playing quake3, with weapon damage like in ut instagib mode but at a rof like a mg42. It's just that effective. I can't even say if they are balanced or not. They all kill people so easily that you can just pick a random gun and start killing.
    It will be hard finding the right settings though. You can't really ask someone to stand still while you test your weapons. They shouldn't even be standing still for a good test :D
     
  2. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Guess what I did in the first R&D settings? But pretty much the entire Empires community came down on my ass and I had to put them back :p
     
  3. tkeracer619

    tkeracer619 Member

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    In war there are snipers. They don't take 5 shots to kill a target....... In fact they blow your dead body parts 30 feet off the side of a mountain..... Its just a part of war. Don't like it, don't run down the middle of the street or field where a sniper is camped up =]

    I like the time it takes to get iron sites out, when shooting a real gun.... it takes a second or two to line up your target....

    I like the guns, time will tell more about the balance.....

    Spray and pray is legit. If I was to round out 30 shots from my ak47 at my waist and 4 dudes are standing in the path of those 30 shots 100 feet away ... well you'd be dead or praying to your god for saving you... untill I spray my next clip. That said I have run into a room, blasted the NF AR and nobody dies but me.......
     
  4. ^Dee^

    ^Dee^ Former Super Moderator

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    I think physical recoil should be reintroduced. It does feel more run and gunny than what I remember =o
     
  5. Goose

    Goose Member

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    Yes, but how many maps offer good cover that is not a push map? Canyon, Crossroads, money, duststorm, mvalley, isle, slaughtered, and I may be missing, offer little to no cover against snipers. The push maps that do offer coverage, it will just be sniper whoring on both sides, because that is what will get all the kills. Best counter against a sniper has to be a vehicle, but then again thats the counter to any type of infantry.
    Notice that I never used the term scout, because when they get reemplemented they will just be a glorified solo sniping machine. No need for teamwork.
     
  6. arklansman

    arklansman Member

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    Scout is rediculously weak with the range dampening. If it were removed or lessened then it would be fine.
     
  7. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    I never was a scout because the rifle was overpowered, now I'm a scout and I find the rifle useless, and every other rifle overpowered. I guess balancing went from one extreme to the opposite extreme. But I guess that's why it's a beta. :P
     
  8. Deiform

    Deiform Member

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    What's the damage of nuke missles now? I'm pretty sure they're useless against non-vehicles now.
     
  9. grayclay88

    grayclay88 Banned

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    If everything is overpowered, doesn't that move the norm up a notch, making everything balanced?

    My thoughts:
    Scout is useless. 3 shots to kill, way too weak.
    I mostly use rifleman, so my thoughts are as follows:
    NF-AR: Seems fine to me. It gets pretty damn innacurate if you dont burst fire.
    NF-AR2: My new favorite gun, handles like the M1_Garand, which just rocks.
    NF-MG: Works well in its setting, i wish it had ironsights tho. The other rifles have spoiled me :)
    BE-AR: Seems too innacurate in ironsights. Ironsights are also too view constricting.
    BE-AR2: Same thing as above.
    BE-MG: Havent used enough to tell.
     
  10. arklansman

    arklansman Member

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    I think the eye offsets on the BEAR need to be lowered just a tiny bit.

    Is it just me, or does it seem like MG turrets are more powerful?
     
    Last edited: Apr 24, 2007
  11. Shinzon

    Shinzon Member

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    The NF iron sights are alot better then the BE ones in the fact that they block ALOT LESS view...

    With the BE Iron's im barley able to tell if im shooting right; I would often bring the iron sights up shoot randomly, being them down check where the person is shoot again...

    While with the NF weapons I was able to target and shoot without too much blockage...

    The all of the SMG's might use a slight accuracy reduction (When crouching only; they feel like death sprays: the BE ones especialy, while being good when walkin standing or running)
     
  12. knighttemplar

    knighttemplar Member

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    NFAR are simply way too good now. The Damage needs to be taken down a bit, but the biggest thing is a change to the BEAR, the sight is simply way too difficult to use. I would rather use smg2 than a BEAR, it's just a pain to use.

    The NF weapons are a lot of fun to use, but BE just isn't there yet.
     
  13. Jcw87

    Jcw87 Member

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    NF mines take forever to place, while BE mines still place just as fast as in 1.071. Makes it alot harder for NF to ninja.
     
  14. Dubee

    Dubee Grapehead

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    haha i still have pulled it off

    but yeah either NF mines should be able to place faster or BE mines should take the same time(which im agianst:mad: )
     
  15. Broccoli

    Broccoli Member

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    Yeah, I find myself never using BE ironsights. People say that they give an accuracy boost, but they don't: if you can't see your target, how can you hit it? The gun could be pin-point accurate, but if I'm blindfolded I'm not gonna hit shit.

    Also frustrating about them is if you accidentally hit mouse2 in a firefight, there's a good few seconds where you can't fire. In other words, you're dead. I have quite a sensitive mouse, so this happens far too often. Cancelling out should be easier.

    And finally, I agree about the range dampening on the scout rifle. I was playing as scout, and got two clean shots on a rifleman a good distance away (1 headshot, as far as I could tell). He just casually turns around and blows be away (from full health) with a short burst of his rifle. At this kind of range, the scout should be king.
     
  16. Silk

    Silk Mapper

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    Sure, but so is giving all the weapons 0.005 damage and rof of 5 shots/minute. Instagib mode is a 100% balanced, that doesn't mean it fits empires.
    If someone spots you before you spot him, no matter the range, you're dead since he can kill you in a second.

    I'm all for reintroducing recoil. At least SOME recoil so people actually have to try to control their weapon while firing.
     
  17. Caelo

    Caelo Member

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    NF mines should do double damage or at least more splash damage :D
     
  18. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    About the BE AR: I propose making the front ironsight (the little bit in the middle) some kind of cool square (with rounded corners) see-through aiming screen. This way, you free up a good amount of viewing space, AND you can actually see where you're firing. Plus, it wouldn't require ages of remodeling :p
     
  19. Lollum

    Lollum Tester++

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    A way to fix the NF-mine would be: play the animation when it is already dropped instead while dropping it!
     
  20. ^Dee^

    ^Dee^ Former Super Moderator

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    or just allow it to be dropped during the animation :)
     

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