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  1. #321
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Minor buff to SVA-88 and the Serpent!

    VS Serpent
    • Long Reload: 3.8 to 2.89 seconds
    • Short Reload: 2.65 to 2.59 seconds


    VS SVA-88

    • Short Reload: 3.845 to 3.065 seconds
    • Recoil Settle: 15 to 13
    • Equip Time: 1.0 to 0.9 seconds



    Resist Shield upgrades work!
    • The resist shield duration will now correctly increase with each cert rank.


    Plus buff to Magrider armour, Saron angles, fixed Cosmos CoF, and so much more. Go read the patch notes.



    PS: This post is just about the weapon changes. The rest should be discussed in the State of the Game thread.

  2. #322
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Holy patchnotes, that's a long list of changes btw.

    Infantry Weapon Changes


    • The majority of infantry weapons have been adjusted to better even out the performance of the different types. Assault rifles, carbines, and small magazine LMGs have had their equip speeds and reload times tuned to allow them to be more competitive with the larger magazine LMGs. Short range assault rifles and carbines are being reduced in effectiveness at long range. Long range weapons are being increased in effectiveness through individual weapon tuning and related attachment changes. Burst variants are now more accurate. Exact changes are detailed below.


    Weapon Misc. Changes


    • Increased the hold breath time by 1 second when looking through a 6x or higher scope.
    • All rocket launchers now have a short delay between ammo pickups from engineer ammunition packs.
    • All shotguns with a 20 meter max damage range had that max range reduced to 18 meters.
    • Fixed a bug that was causing pump-action shotguns to start their chamber timer early. This will result in the below weapons having a longer delay between each shot.



      • NC GD-66 Claw
      • NC LA39 Bruiser
      • TR TRS-12 Uppercut
      • TR TAS-16 Blackjack
      • VS Phobos VX86
      • VS Deimos VA29


    Weapon Equip Times


    • All Assault Rifles except the below: 0.75 to 0.65 seconds
    • NC Reaper DMR: 0.875 to 0.78 seconds
    • All Carbine Rifles except the below: 0.575 to 0.55 seconds
      • NC AC-X11: 0.7 to 0.65 seconds

    • All Sniper Rifles: 0.75 to 0.85 seconds
    • All Shotguns: 0.7 to 0.75 seconds
    • All SMGs: 0.75 to 0.65 seconds
    • All Scout Rifles: 0.75 to 0.65 seconds
    • TR T7 Mini-Chaingun & VS Lasher X2: 1.3 to 0.9 seconds
    • Both Medical Kit Types: 0.3 to 0.4 seconds
    • LMG equip times are more varied and will be listed below.


    Weapon Attachment Changes

    Compensator

    • Increased vertical recoil reduction on all weapons.


    Suppressor


    • Carbines: These now slow the projectile by 35%, instead of the previous 40%.
    • SMGs: These now slow the projectile by 20%, increased from 18%.


    Velocity Ammunition


    • The velocity increase from this ammo type was increased on the majority of weapon types. The benefit given differs per weapon.


    Forward Grips

    • LMG Forward Grips no longer reduce vertical recoil.
    • Weapons with direction recoil will now lean more toward center when a forward grip is attached.
    • The maximum horizontal recoil cap is now lowered when a grip is attached.
    • All forward grips now have an equip penalty. It ranges from 20ms to 150ms, depending on the weapon, with long range weapons and weapons with an innate slow equip speed being penalized less. In general, it drops all weapons down by one weight class. For example, fast equipping 50 round LMGs will drop to the equip speed of 75 round LMGs.


    Grenade & Smoke Launchers


    • These now have a 4 second delay between ammo pickups from engineer ammunition packs.


    6x Scopes


    • All 6x scopes now have weapon sway.


    Weapon Specific Changes

    NC Gauss Rifle

    • Long Reload: 2.725 to 2.6 seconds
    • Short Reload: 2.05 to 1.95 seconds
    • First Shot Recoil: 2 to 2.15


    NC GR-22

    • Min Damage Range: 65 to 60 meters
    • Short Reload: 2.31 to 2.455 seconds
    • Stand move aimed accuracy: 0.3 to 0.35
    • Max horizontal recoil: 0.225 to .0275


    NC Reaper DMR

    • Long Reload: 3.03 to 2.565 seconds
    • Short Reload: 1.8 to 1.86 seconds


    NC Gauss Rifle Burst

    • Long Reload: 2.725 to 2.6 seconds
    • Short Reload: 2.05 to 1.95 seconds
    • Horizontal Recoil: 0.175 to 0.15
    • Aimed accuracy, crouch moving: 0.15 to 0.075
    • Aimed accuracy, stand moving: 0.3 to 0.15
    • Added Velocity Ammo


    NC Gauss Rifle S

    • Vertical Recoil: 0.35 to 0.34
    • First Shot Recoil: 1.65 to 1.5


    NC Carnage

    • Long Reload: 3.2 to 2.6 seconds
    • Short Reload: 2.55 to 2.285 seconds
    • First Shot Recoil: 3 to 2.25
    • Projectile Speed: 580 to 600
    • Aimed accuracy, stand moving: 0.35 to 0.3
    • Min horizontal recoil: 0.3 to 0.275


    NC AF-19 Mercenary

    • Long Reload: 3.2 to 2.75 seconds
    • Short Reload: 1.760 to 1.8 seconds


    NC GD-7F

    • Min horizontal recoil: 0.2 to 0.225
    • Max horizontal recoil: 0.2 to 0.3
    • Made pull to the left more predictable


    NC AC-X11


    • Long Reload: 3.05 to 2.425 seconds
    • Short Reload: 2.3 to 1.855 seconds


    NC Gauss Compact Burst


    • Long Reload: 3.2 to 2.75 seconds
    • Short Reload: 1.760 to 1.8 seconds
    • Aimed accuracy, crouch moving: 0.15 to 0.075
    • Aimed accuracy, stand moving: 0.3 to 0.15
    • Added Velocity Ammo


    NC Gauss Compact S


    • Short Reload: 2.05 to 2.365 seconds


    NC Razor


    • Long Reload: 2.4 to 2.275 seconds
    • Short Reload: 1.55 to 1.66 seconds
    • Vertical Recoil: 0.4 to 0.35
    • Made recoil direction more predictable


    NC NC6 Gauss SAW


    • Long Reload: 7.4 to 7.5 seconds
    • Short Reload: 6.3 to 6.5 seconds
    • Recoil Settle: 13 to 12
    • Equip Time: 1.0 to 1.2 seconds


    NC EM1


    • Long Reload: 4.6 to 4.465 seconds
    • Short Reload: 3.585 to 3.5 seconds
    • Projectile Speed: 590 to 600 m/s
    • First Shot Recoil: 2.6 to 2.3
    • Equip Time: 1.0 to 0.9 seconds


    NC GD-22S


    • Long Reload: 4.3 to 3.765
    • Short Reload: 3.44 to 3.135
    • Equip Time: 0.9 to 0.8 seconds
    • Increased hip accuracy by 0.5 in all movement states.


    NC Gauss SAW S


    • Long Reload: 5.1 to 5.02 seconds
    • Short Reload: 4.235 to 4.24 seconds
    • Vertical Recoil: 0.5 to 0.45
    • Equip Time: 1.0 to 0.9 seconds


    NC EM6


    • Long Reload: 5.4 to 5.5 seconds
    • Short Reload: 4.32 to 4.655 seconds
    • First Shot Recoil: 1.5 to 1.8
    • Equip Time: 1.0 to 1.1 seconds


    NC Anchor


    • Long Reload: 4.1 to 4.0 seconds
    • Short Reload: 3.075 to 3.37 seconds
    • First Shot Recoil: 2.25 to 2
    • Equip Time: 1.0 to 0.8 seconds
    • Increased hip accuracy by 0.5 in all movement states.


    NC Rebel


    • Aimed Accuracy: 0.5 to 0.3


    NC AF-4 Cyclone


    • Projectile Speed: 375 to 360


    NC NCM2 Falcon


    • Reload: 2.4 to 2.1 seconds
    • Direct Damage: 700 to 850
    • Indirect damage: Max damage reduced from 250 to 80.


    TR T1 Cycler


    • Long Reload: 3.7 to 3.55 seconds
    • Short Reload: 2.8 to 2.755 seconds


    TR Cycler TRV


    • Long Reload: 4.1 to 4.13 seconds
    • Short Reload: 3.007 to 3.12 seconds
    • Min damage range: 65 to 60
    • Aimed stand move accuracy: 0.3 to 0.35
    • Aimed crouch move accuracy: 0.25 to 0.2
    • Max horizontal recoil: 0.275 to 0.3


    TR SABR-13


    • Short Reload: 2.425 to 2.665 seconds
    • Vertical Recoil: 0.35 to 0.4
    • First shot recoil: 1.4 to 0.75
    • Projectile Velocity: 620 to 600


    TR T1B Cycler


    • Long Reload: 3.7 to 3.55 seconds
    • Short Reload: 2.8 to 2.755 seconds
    • Aimed accuracy, crouch moving: 0.2 to 0.1
    • Aimed accuracy, stand moving: 0.3 to 0.15


    TR T1S Cycler


    • Long Reload: 3.885 to 3.65 seconds


    TR Tar


    • Long Reload: 4.1 to 4.11
    • Short Reload: 3.280 to 2.96
    • Min Damage Range: 65 to 60
    • Aimed accuracy, crouch moving: .25 to 0.2
    • Aimed accuracy, stand moving: .3 to .35


    TR TRAC-5

    • Short Reload: 2.6 to 2.595 seconds

    TR LC2 Lynx


    • Short Reload: 2.8 to 2.96 seconds
    • Min horizontal recoil: 0.2 to 0.225
    • Max horizontal recoil: 0.225 to 0.25


    TR T5 AMC


    • Long Reload: 3.1 to 3.13 seconds
    • Short Reload: 2.17 to 2.265 seconds
    • First Shot Recoil Multiplier: 2.5 to 1.5


    TR TRAC-5 Burst


    • Short Reload: 2.6 to 2.595 seconds
    • Aimed accuracy, crouch moving: .2 to 0.1
    • Aimed accuracy, stand moving: .3 to .15
    • Added Velocity Ammunition


    TR TRAC-5 S


    • Long Reload: 3.885 to 3.87 seconds
    • Vertical Recoil: 0.336 to 0.34
    • First Shot Recoil: 1.88 to 1.85


    TR LC3 Jaguar


    • Long Reload: 3.85 to 3.88 seconds
    • Short Reload: 2.8 to 2.755 seconds
    • Max horizontal recoil: 0.25 to 0.275


    TR T9 CARV S


    • Long Reload: 6.5 to 6.11 seconds
    • Short Reload: 5.5 to 5.11 seconds
    • Equip Time: 1200 to 1100


    TR MSW-R


    • Long Reload: 4.25 to 3.65 seconds
    • Short Reload: 3.4 to 3.045 seconds
    • Equip Time: 0.9 to 0.8 seconds


    TR T16


    • Long Reload: 4.95 to 4.925 seconds
    • First Shot Recoil: 3 to 2
    • Equip Time: 1.0 to 1.1 seconds


    TR TMG-50


    • Long Reload: 5.098 to 5.225 seconds
    • Short Reload: 4.233 to 4.24
    • Equip Time: 1.0 to .9 seconds


    TR T32 Bull


    • Long Reload: 4.0 to 3.565 seconds
    • Short Reload: 3.4 to 3.195 seconds
    • Equip Time: 900 to 800


    TR TX2 Emperor


    • Aimed Accuracy: 0.5 to 0.3


    TR Armistice


    • Long Reload: 3.0 to 2.92 seconds
    • Short Reload: 2.275 to 2.25 seconds


    TR PDW-16 Hailstorm


    • Made recoil more consistently pull to the right.


    TR T2 Striker


    • Chamber Time: 0.7 to 0.5 seconds
    • Lock-On Time: 2.5 to 2.25 seconds
    • Note: The fix that lowered the pump-action shotgun rate of fire also lowered the Striker’s. These changes are to compensate for that.


    TR M3 Pounder HEG


    • Direct Damage: 350 to 425
    • Indirect damage: Max damage reduced from 150 to 75.


    VS H-V45

    • Short Reload: 2.55 to 2.565 seconds
    • Damage min range: 65 to 60 meters
    • Aimed accuracy, stand moving: 0.3 to 0.35


    VS CME


    • Long Reload: 3.0 to 2.34 seconds
    • Short Reload: 2.4 to 2.0 seconds
    • First Shot Recoil: 3 to 2.5
    • Min Horizontal Recoil: 0.225 to 0.2


    VS Equinox VE2 Burst


    • Aimed accuracy, crouch moving: 0.15 to 0.75
    • Aimed accuracy, stand moving: 0.25 to 0.125
    • Added Velocity Ammo


    VS Equinox VE2


    • Long Reload: 2.415 to 2.3 seconds
    • Short Reload: 1.8 to 1.875 seconds
    • Vertical Recoil: 0.245 to 0.25
    • First Shot Recoil: 2.25 to 2


    VS Corvus VA55


    • First Shot Recoil: 2 to 1.85
    • Long Reload: 2.4 to 2.47 seconds
    • Short Reload: 1.8 to 2.015 seconds


    VS Solstice


    • Long Reload: 2.2 to 2.28


    VS VX6-7


    • Long Reload: 2.7 to 2.755


    VS Pulsar C


    • Vertical Recoil: 0.42 to 0.4
    • Long Reload: 2.65 to 2.61 seconds
    • Short Reload: 2.0 to 1.82 seconds


    VS Solstice Burst


    • Long Reload: 2.2 to 2.28
    • Aimed accuracy, crouch moving: 0.15 to 0.075
    • Aimed accuracy, stand moving: 0.25 to 0.125
    • Added Velocity Ammo


    VS Solstice SF


    • Long Reload: 2.65 to 2.78 seconds
    • Short Reload: 1.730 to 1.875 seconds


    VS Serpent


    • Long Reload: 3.8 to 2.89 seconds
    • Short Reload: 2.65 to 2.59 seconds


    VS Orion


    • Long Reload: 4.6 to 4.0 seconds
    • Short Reload: 2.8 to 3.045 seconds
    • Maximum horizontal recoil: 0.2 to 0.225
    • Equip Time: 0.9 to 0.8 seconds


    VS VX29 Polaris


    • Short Reload: 4.182 to 4.2 seconds
    • Hip accuracy, stand moving: 3.25 to 3.0


    VS Pulsar LSW


    • Equip Time: 1.0 to 0.9 seconds


    VS SVA-88


    • Short Reload: 3.845 to 3.065 seconds
    • Recoil Settle: 15 to 13
    • Equip Time: 1.0 to 0.9 seconds


    VS Flare


    • Long Reload: 5.0 to 5.225
    • Short Reload: 4.0 to 4.24
    • Equip Time: 1.0 to 0.9 seconds


    VS Ursa


    • Aimed accuracy, stand moving: 0.4 to 0.35
    • Hip accuracy, crouch moving: 3 to 2.5
    • Hip accuracy, stand: 3 to 2.5
    • Hip accuracy, stand moving: 4 to 3.25
    • Equip Time: 1.0 to 0.9 seconds


    VS Eridani SX5


    • Aimed Accuracy: 0.4 to 0.3
    • Long Reload: 2.85 to 2.8 seconds
    • Short Reload: 1.75 to 1.74


    VS Sirius SX12


    • Aimed Accuracy: 0.4 to 0.3


    VS Comet VMT


    • Direct damage: 430 to 475
    • Indirect damage: Max damage reduced from 110 to 80.
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!
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  3. #323
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Quote Originally Posted by Bankrotas View Post
    Hey, I just had a bad idea, but I will ask about it anyway.
    Quote Originally Posted by Bankrotas View Post

    What if, VS would have their accuracy trait shown more through charging mechanic. I.E. Lancer instead of increasing damage, would be at max damage from lvl 1 charge to 3, however, CoF would be at maximum at lvl 1 and minimum at lvl 3 charge.
    Same would apply to upcoming empire specific pistols, of which VS one will be charged, so basic damage it would do would be 167 ala beamer, or maybe manticore 200, I'd give you 250 but NC would disagree, and damage would stay same, but accuracy (CoF, bullet speed) would increase.
    Same with your old weapons, since you have high first shot multiplier, you're better at sustained fire, but what if the more sustained fire you do, the more bullets you shoot, the smaller your CoF becomes and faster your speed goes (on the other had recoil ramps up a lot too)


    Heh, that would be really interesting if nothing else. I'd like to see what kind of effect that would have on the game. I like the idea of increased output, both damage and velocity, as the accelerators in the guns spin up to to their maximum speed. There could even be upgrades that overclock the accelerators, possibly leading to some kind of overheating if they are pushed too far.

  4. #324
    Secondary Hivemind Nexus EsotericReverie's Avatar
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    Holy patchnotes, Batman!

  5. #325
    Secondary Hivemind Nexus MrEclectic's Avatar
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    The SAW got a minor buff, since the other 3 nerfs aren't really that relevant.

    BTW, the Ursa has its accuracy buffed. Nevertheless, if the PTS VR implementation is the one that is going live with this patch, SVA-88 still comparable at long range (you notice some difference past 100m), and still way better within 80m.

  6. #326
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Aren't you mixing Saw S and Saw? Saw had a nerf on recoil settling.

    Also all these nerfs to short reload are really annoying and honestly are good for newbies and bad players more :/
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!
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  7. #327
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Overall I'm extremely happy with the weapon changes. Nothing drastic, just small tweaks here and there. But I expect a huge uproar from TR players. TRV, TAR, Lynx and Jaguar have all received a minor increase in horizontal recoil. I say good, because these were laser accurate even mid to long range, when they are supposed to be CQC weapons, like the Hydra, VX and the Serpent.

    To be fair though, the stats read as if the Lynx and the Jaguar should be the VS weapons (x0.75 movement multiplier, high but not extremely so RoF) and the Serpent and the VX the TR (x0.5 movement multiplier, bullet hoses).

  8. #328
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Bankrotas View Post
    Aren't you mixing Saw S and Saw? Saw had a nerf on recoil settling.
    It got from 13 to 12. Perhaps I'm reading it wrong though, so please correct me. Doesn't that mean that if you keep the trigger pressed, it settles to slightly less recoil than before?

  9. #329
    Secondary Hivemind Nexus Bankrotas's Avatar
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    Yes, settles less. Slight nerf for sniping.

    I need to have a smoke on these changes, cause for now, I don't really see, why they made it the way they did.
    Hear from the spirit-world this mystery:
    Creation is summed up, O man, in thee;
    Angel and demon, man and beast art thou,
    Yea, thou art all thou dost appear to be!
    http://ps2guides.besaba.com/

  10. #330
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Bankrotas View Post
    Yes, settles less. Slight nerf for sniping.

    I need to have a smoke on these changes, cause for now, I don't really see, why they made it the way they did.
    OK, my brain is probably stuck in stupid mode (which happens with increasing frequency - "οὐ γάρ ἔρχεται μόνον", old age doesn't come alone, as my ancestors used to say), but settling to less recoil is better, or have I misunderstood the mechanics? Perhaps I'm influenced by the stated intentions of the devs about these changes, which is to make long range weapons more distinctive and effective in their role.

  11. #331
    Secondary Hivemind Nexus MrEclectic's Avatar
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    As for tanks, obviously AP is an attractive option after this patch. Still, no shotgun or Gatling weapon for us, and the PPA has terrible projectile velocity (as slow as a shotgun). So, AP+Saron/Halberd and run away the moment you see a Light Assault, hope to transfer Saron sniping skills to the AP, or are there any other options?

    The Prowler at least has the AP+Vulcan option. That will be scary.

    Oh, and perhaps the days of a Sunderer charging MBTs and Lightings are over. Which is a shame, really, as I loved doing that.
    Last edited by MrEclectic; 02-05-2013 at 11:24 AM.

  12. #332
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    Use Lightnings as support tanks either with AP to bust tanks or HE to protect against infantry? Or have mixed mags, you do not need to have a Saron on every mag, a Kobalt could do very well to help out against infantry.

    Edit: Or even better anti infantry sunderers as support vehicles. Kobalt + Fury or similar.

  13. #333
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    Quote Originally Posted by Bankrotas View Post
    Hey, I just had a bad idea, but I will ask about it anyway.

    What if, VS would have their accuracy trait shown more through charging mechanic. I.E. Lancer instead of increasing damage, would be at max damage from lvl 1 charge to 3, however, CoF would be at maximum at lvl 1 and minimum at lvl 3 charge.
    Same would apply to upcoming empire specific pistols, of which VS one will be charged, so basic damage it would do would be 167 ala beamer, or maybe manticore 200, I'd give you 250 but NC would disagree, and damage would stay same, but accuracy (CoF, bullet speed) would increase.
    Same with your old weapons, since you have high first shot multiplier, you're better at sustained fire, but what if the more sustained fire you do, the more bullets you shoot, the smaller your CoF becomes and faster your speed goes (on the other had recoil ramps up a lot too)
    Borderlands 2 had weapons like this, they start with horrible CoF but the more you shoot the more accurate they become. Basically inverse recoil. Can be really fun but also really annoying.

  14. #334
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Wardancer View Post
    Use Lightnings as support tanks either with AP to bust tanks or HE to protect against infantry? Or have mixed mags, you do not need to have a Saron on every mag, a Kobalt could do very well to help out against infantry.

    Edit: Or even better anti infantry sunderers as support vehicles. Kobalt + Fury or similar.
    That is brilliant. Sunderers as APVs. Mags on the vanguard, eliminating enemy armour, Sunderers follow up, suppressing the enemy infantry, and the troops disembark near the enemy position. And perhaps a couple of Harassers, uhm, harassing the enemy with Furies.

  15. #335
    Secondary Hivemind Nexus Bankrotas's Avatar
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    So... I still don't like the changes. Mostly because the way they were implemented. They feel like trying to do balance without having a gold standart. This seems to be big misstep by SOE. They should've started balancing weapons arround NS variants, not what they did here.
    All in all this game update is more like recoil/reload game update rather than weapon balance update.
    Only thing I feel they worked more and enough to call a balance patch were burst weapon variants. Other than that, GU8 infantry weapon wise sucks (no other word fits better).
    Hear from the spirit-world this mystery:
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    Angel and demon, man and beast art thou,
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  16. #336
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Bankrotas View Post
    So... I still don't like the changes. Mostly because the way they were implemented. They feel like trying to do balance without having a gold standart. This seems to be big misstep by SOE. They should've started balancing weapons arround NS variants, not what they did here.
    All in all this game update is more like recoil/reload game update rather than weapon balance update.
    Only thing I feel they worked more and enough to call a balance patch were burst weapon variants. Other than that, GU8 infantry weapon wise sucks (no other word fits better).
    Well, reload times changes do seem kind of irrelevant (nice to have, but not much impact, if you come to think of it - I loved the Serpent even with is previous long reload times, which in practice didn't seem that long). To be fair though, atm, what else could they do but change recoil characteristics for some weapons? I hope this is just the first step. Minor tweaks to recoil, collect data to see how that plays out, and then proceed with some more careful tweaking.

    As for the Forward Grip balancing disadvantage, since most of the weapons I care about got their equip times reduced, in effect it's not there.

    At least it is not the buff the Vanguard and the Prowler, nerf the Magrider into oblivion, as they use to do in the past. I'm willing to give them the benefit of the doubt.

  17. #337
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by Wardancer View Post
    Borderlands 2 had weapons like this, they start with horrible CoF but the more you shoot the more accurate they become. Basically inverse recoil. Can be really fun but also really annoying.
    VS should be Maliwan, not Hyperion. Rotating magazines and weird animations in SMGs, teal and purple weapons, elemental effects (Lasher!). Form meets function.

  18. #338
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    the orion was nerfed, while the SVA and serpent had their comparable disadvantages reduced. lol, i thought they wanted less one size fits all.

  19. #339
    Secondary Hivemind Nexus MrEclectic's Avatar
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    Quote Originally Posted by qaz View Post
    the orion was nerfed, while the SVA and serpent had their comparable disadvantages reduced. lol, i thought they wanted less one size fits all.
    The SVA and the Serpent are my favourite weapons ATM, even before GU8. I'm a happy spandex freak!

  20. #340
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    Quote Originally Posted by Bankrotas View Post
    What if, VS would have their accuracy trait shown more through charging mechanic. I.E. Lancer instead of increasing damage, would be at max damage from lvl 1 charge to 3, however, CoF would be at maximum at lvl 1 and minimum at lvl 3 charge.
    I see major problems with this. At close range, where accuracy doesn't matter, you would be able to spam full powered shots and achieve a ridiculously short TTK. Basically the trade off would end up meaning spamming at point blank has no disadvantages and at long range you will always try to wait for the third charge. Balancing damage around the rapid fire option would make full-charged shots feel pathetically weak. Although I like the idea I don't see a way they could implement it.

    Still reading patch notes...

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