wings
True Bro
Posts: 3,776
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Post by wings on Mar 27, 2014 12:41:21 GMT -5
Shotgun explosive rounds. Like the AA-12 in Battlefield? You know that will wind up the 'community' just as much as a shotgun having a OHK range beyond pissing distance will.
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Deleted
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Post by Deleted on Mar 27, 2014 13:59:10 GMT -5
In hindsight adding green/beige camo to a gun is suicide.
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Post by -3055- on Mar 27, 2014 14:40:00 GMT -5
Shotgun explosive rounds. Like the AA-12 in Battlefield? You know that will wind up the 'community' just as much as a shotgun having a OHK range beyond pissing distance will. idk idc I'm too busy jerking off to the idea of an explosive shotgun
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Post by thegentleman on Mar 27, 2014 16:13:48 GMT -5
As for the LMGs, it's interesting. If you look at the LMGs as a category, and remove the ChainSAW, there's a remarkable consistency between the three. They have the same mag size, all have good sights, they really just changed the damage and firerate between them (and gave the M27 much better reloads). It seems unlikely that they will make a gun with great statistics whose drawback is its sights; all of the DLC guns have best-in-class sights, and a gun with poor sights would likely be a strong deterrent to driving DLC sales. It's something that would work fine as a part of the shipped game but would not be included in DLC. There are basically two ways I could see them doing an LMG DLC. The first is something similar to the HAMR, with the first x bullets firing at a faster rate. That would be enough differentiation to make it stand out from the other LMGs, and I seem to remember the HAMR being fairly popular in BO2, but I'm not sure it has enough appeal to really drive DLC sales, because LMGs are not all that popular (it's COD, most players are using SMGs/ARs). The other option is to do something more like an AR/LMG hybrid - basically, make a really nasty AR and then give it LMG handling. Something like the Stoner would work perfectly for this. I feel like there's a lot of bizarre options that could be done. Make a Medium Machinegun like the M60 that has a 75% movement speed, a 50 or 75-round mag, and a 2-3 hit kill damage profile with a 500 round per minute fire rate. Basically, something that performs like the select-fire BO2 FAL. Or, make it so that you've got a middling LMG standing, but one that's substantially affected by crouching and prone bonuses. I think the idea of tweaking the mobility and mag size within the category could provide some interesting options. Alternately, the XM-8 in Black Ops II was novel with its 4-round burst. That would be an LMG I'd use. Same goes with the shotguns, incidentally. Give me a more powerful shotgun that actually kills within its intended distance, but gimp my mag size and mobility. Or double my range and tighten my shot cone, but drop the number of pellets in the burst to 5 or 6. Make me change the way that I (have to) play with the bulldog, and shotgun DLC might be viable or interesting.
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Post by TheHawkNY on Mar 27, 2014 16:33:35 GMT -5
As for the LMGs, it's interesting. If you look at the LMGs as a category, and remove the ChainSAW, there's a remarkable consistency between the three. They have the same mag size, all have good sights, they really just changed the damage and firerate between them (and gave the M27 much better reloads). It seems unlikely that they will make a gun with great statistics whose drawback is its sights; all of the DLC guns have best-in-class sights, and a gun with poor sights would likely be a strong deterrent to driving DLC sales. It's something that would work fine as a part of the shipped game but would not be included in DLC. There are basically two ways I could see them doing an LMG DLC. The first is something similar to the HAMR, with the first x bullets firing at a faster rate. That would be enough differentiation to make it stand out from the other LMGs, and I seem to remember the HAMR being fairly popular in BO2, but I'm not sure it has enough appeal to really drive DLC sales, because LMGs are not all that popular (it's COD, most players are using SMGs/ARs). The other option is to do something more like an AR/LMG hybrid - basically, make a really nasty AR and then give it LMG handling. Something like the Stoner would work perfectly for this. I feel like there's a lot of bizarre options that could be done. Make a Medium Machinegun like the M60 that has a 75% movement speed, a 50 or 75-round mag, and a 2-3 hit kill damage profile with a 500 round per minute fire rate. Basically, something that performs like the select-fire BO2 FAL. Or, make it so that you've got a middling LMG standing, but one that's substantially affected by crouching and prone bonuses. I think the idea of tweaking the mobility and mag size within the category could provide some interesting options. Alternately, the XM-8 in Black Ops II was novel with its 4-round burst. That would be an LMG I'd use. Same goes with the shotguns, incidentally. Give me a more powerful shotgun that actually kills within its intended distance, but gimp my mag size and mobility. Or double my range and tighten my shot cone, but drop the number of pellets in the burst to 5 or 6. Make me change the way that I (have to) play with the bulldog, and shotgun DLC might be viable or interesting. If they lowered the movement speed, or make it middling unless you are crouching/prone, it wouldn't sell. Those guns, while potentially viable and balanced, would not have a broad enough appeal to make people go out and purchase a DLC. As for a burst fire LMG like the M8A1, I thought about it but forgot to mention it in my previous post. It could be viable, but of course likely would suffer from the same issue of being too niche to drive actual DLC sales. With the shotguns, they already have something that increases the range and tightens the shot cone - slugs. I don't see them doing that, because I don't think anyone really wants to play a COD where you can get killed in one shot by a shotgun by twice the distance you can now.
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Deleted
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Post by Deleted on Mar 27, 2014 16:53:02 GMT -5
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Deleted
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Post by Deleted on Mar 27, 2014 23:07:53 GMT -5
Lol Mousey thinks poop smells nice.
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Post by thegentleman on Mar 28, 2014 2:41:21 GMT -5
As for a burst fire LMG like the M8A1, I thought about it but forgot to mention it in my previous post. It could be viable, but of course likely would suffer from the same issue of being too niche to drive actual DLC sales. The heart of the problem is that we're creating a hypothetical game that we can't win. In regards to DLC, we've got the following: 1) Create a balanced & nuanced gun that people won't use because the playerbase is dumb as a sack of rocks 2) Create another AR / SMG and saturate an already-populated weapon class even further. 3) Create a viable gun within a non-viable weapon class, which will cause people to cry "pay to win!" simply because it's better than a number of shitty alternatives 4) Create a virtual clone of existing guns because the parameters of handling/mobility/magazine size within the class are thought of as gospel With all of those four areas, you have a tension between creating a good, easy to use weapon that the veteran playerbase will hate on, and creating a great weapon requiring a different philosophy of use that newcomers won't understand and will therefore flop in the marketplace. So for that reason, we've encountered the easiest way to hit a middle ground: 5) Design a weapon around a novelty (Done with the Tracker Sight sniper and the AR/SMG switch-gun) Still, I don't think a balanced gun requiring a different playstyle is out of the question. All you need to do is shoot a montage of a new gun blasting people down and newbies are going to want to buy it and try it out. And I think that the value of the "casual" playerbase's desire to buy DLC that caters to them is overrated. If they really wanted to drive DLC sales with the weapons alone, the guns included in these first two drops would have been way the hell better.
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tiesieman
True Bro
mental lagger
Posts: 1,401
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Post by tiesieman on Mar 28, 2014 6:21:06 GMT -5
are you saying you like the smell of poop
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Post by kylet357 on Mar 28, 2014 8:46:50 GMT -5
You little shit, don't lie.
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Post by TheHawkNY on Mar 28, 2014 13:10:18 GMT -5
As for a burst fire LMG like the M8A1, I thought about it but forgot to mention it in my previous post. It could be viable, but of course likely would suffer from the same issue of being too niche to drive actual DLC sales. The heart of the problem is that we're creating a hypothetical game that we can't win. In regards to DLC, we've got the following: 1) Create a balanced & nuanced gun that people won't use because the playerbase is dumb as a sack of rocks 2) Create another AR / SMG and saturate an already-populated weapon class even further. 3) Create a viable gun within a non-viable weapon class, which will cause people to cry "pay to win!" simply because it's better than a number of shitty alternatives 4) Create a virtual clone of existing guns because the parameters of handling/mobility/magazine size within the class are thought of as gospel With all of those four areas, you have a tension between creating a good, easy to use weapon that the veteran playerbase will hate on, and creating a great weapon requiring a different philosophy of use that newcomers won't understand and will therefore flop in the marketplace. So for that reason, we've encountered the easiest way to hit a middle ground: 5) Design a weapon around a novelty (Done with the Tracker Sight sniper and the AR/SMG switch-gun) Still, I don't think a balanced gun requiring a different playstyle is out of the question. All you need to do is shoot a montage of a new gun blasting people down and newbies are going to want to buy it and try it out. And I think that the value of the "casual" playerbase's desire to buy DLC that caters to them is overrated. If they really wanted to drive DLC sales with the weapons alone, the guns included in these first two drops would have been way the hell better. First of all, if they weren't using the weapons to drive sales of the DLC, then there wouldn't be weapon DLC. It's there to drive sales. They are not going to include a weapon that will not drive sales when they could include one that would. Second, the gun doesn't need to be incredible to drive DLC sales. It needs to have something slightly unique to make players think "if I get that gun I'm going to go HAM with it", and not have any visible outstanding issues that would make them realize they probably won't before they go ahead and purchase it. Look at the DLC they've put out so far: - Maverick Sniper - Semi-auto, so it won't deter people who won't use bolt actions. They realized pretty much everyone sniping was using a thermal, and gave it a free unique integrated sight that does pretty much the same thing. - Maverick AR - 2hk up close, best irons in the AR category. You're not gonna see how you're going to get smoked at range by a Remington/AK in the trailer. - Ripper - It may be subjective whether the irons are best in the SMG category, but they're certainly not bad. The AR sight is obviously best in the AR category. Now being on PS3, I haven't actually used it, but I want to use it. I realize that objectively, they didn't put in a gun that absolutely shits all over the other guns. But subjectively, I think, "look at that, I could get rid of Stalker on my AR classes and have an AR but have three extra points to use oh my god I'm gonna doo-doo all over a bunch of 12 year olds I can't wait to have that." And that's exactly what they intended - make it have something unique to make players want it and think they're going to do really well with it, while not realize the more subtle drawbacks, which in this case is probably that performance in AR mode is just poor enough compared to other ARs to compensate for the benefits of increased mobility. There's a reason the first person never gets killed in the trailer - they're selling to you that you're going to get a ton of kills and be awesome. As for adding an AR/SMG would saturate an already-populated weapon class even further - they may have relatively high numbers of weapons, but they're among the least saturated of the weapon classes. Look at some of the other groups: - DMRs - They're the same except for firerate and range. What else should they do in this group? A DLC with just a DMR is not going to drive sales. At this point, there are only four, and that's too many for them to feel unique. - Snipers - Is there really much to add there? You look through Snipers in old games, and are there any features of snipers that are just missing in Ghosts? - Pistols - No one uses them anyway. But there are 5. The PDW is complete dumpster, the .44 fires unbearably slowly, the other three are just combinations of firerate/range, they could have done just 2 without problem. Looking at pistols in old games, they could add the Executioner (driving no extra DLC sales), or a full-auto (causing screams of pay-to-win, probably only benefiting snipers) Now look at some guns from previous COD games they could basically port with minimal changes that would feel like unique ARs in Ghosts while also being viable: - FG42 (or alternatively, Type 25) - 100% movement speed, RPM > 900, 4-5 damage, 20 round mag - MW3 FAD - 4-4hk range, RPM > 900 - G11 (or alternatively, MW2 Famas) - Burst fire viable at range, clear sights - M8A1 - 4 bullet burst - AN-94 - First bullet or few bullets shoot faster - MW2 SCAR-H - A midpoint between the R5 and SA-805 with clear sights that don't require an optic like most players feel they need to use on the R5 and SA-805 And for SMGs: - PPSh-41 - Insane ROF, low damage - Skorpion EVO - ROF > 1200, 4hk at max damage range - MW1/BO1 Skorpion - 2hk, 20 round mag - Basically half the BO1 SMGs - 4-5hk damage, akimbo greatness Point is, there's plenty of room in there to add, and that's just examples from previous titles. Look, I'm not saying I want them to put out more AR/SMG DLC. I'd much, much prefer if they put out a shotgun and/or LMG DLC. But I don't really expect them to, and if I were them, that's not what I'd do. If I were them, I'd make something like an AR with RPM > 900, 4-5hk damage profile & moderate recoil or 3-4hk & high recoil, integrated burst fire attachment that makes it really good at range, really clear irons, and then fool around with movement speed/weapon handling/mag size to make it balanced. Take the same weapon model (like they did for the Maverick) and make a DMR with an integrated hybrid scope to switch between scope and irons/RDS. Then it's just a matter of making a trailer with the phrase "fastest firing AR in the game", a shot of bursting someone at distance, and finally a shot of killing someone with the scope up, flipping it down, and turning to kill an enemy closing in from another direction.
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Deleted
Deleted Member
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Post by Deleted on Mar 28, 2014 16:27:05 GMT -5
I got it! A gun... FOR YOUR DOG.
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n1gh7
True Bro
Black Market Dealer
Posts: 11,718
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Post by n1gh7 on Mar 28, 2014 16:58:15 GMT -5
The heart of the problem is that we're creating a hypothetical game that we can't win. In regards to DLC, we've got the following: 1) Create a balanced & nuanced gun that people won't use because the playerbase is dumb as a sack of rocks 2) Create another AR / SMG and saturate an already-populated weapon class even further. 3) Create a viable gun within a non-viable weapon class, which will cause people to cry "pay to win!" simply because it's better than a number of shitty alternatives 4) Create a virtual clone of existing guns because the parameters of handling/mobility/magazine size within the class are thought of as gospel With all of those four areas, you have a tension between creating a good, easy to use weapon that the veteran playerbase will hate on, and creating a great weapon requiring a different philosophy of use that newcomers won't understand and will therefore flop in the marketplace. So for that reason, we've encountered the easiest way to hit a middle ground: 5) Design a weapon around a novelty (Done with the Tracker Sight sniper and the AR/SMG switch-gun) Still, I don't think a balanced gun requiring a different playstyle is out of the question. All you need to do is shoot a montage of a new gun blasting people down and newbies are going to want to buy it and try it out. And I think that the value of the "casual" playerbase's desire to buy DLC that caters to them is overrated. If they really wanted to drive DLC sales with the weapons alone, the guns included in these first two drops would have been way the hell better. First of all, if they weren't using the weapons to drive sales of the DLC, then there wouldn't be weapon DLC. It's there to drive sales. They are not going to include a weapon that will not drive sales when they could include one that would. Second, the gun doesn't need to be incredible to drive DLC sales. It needs to have something slightly unique to make players think "if I get that gun I'm going to go HAM with it", and not have any visible outstanding issues that would make them realize they probably won't before they go ahead and purchase it. Look at the DLC they've put out so far: - Maverick Sniper - Semi-auto, so it won't deter people who won't use bolt actions. They realized pretty much everyone sniping was using a thermal, and gave it a free unique integrated sight that does pretty much the same thing. - Maverick AR - 2hk up close, best irons in the AR category. You're not gonna see how you're going to get smoked at range by a Remington/AK in the trailer. - Ripper - It may be subjective whether the irons are best in the SMG category, but they're certainly not bad. The AR sight is obviously best in the AR category. Now being on PS3, I haven't actually used it, but I want to use it. I realize that objectively, they didn't put in a gun that absolutely shits all over the other guns. But subjectively, I think, "look at that, I could get rid of Stalker on my AR classes and have an AR but have three extra points to use oh my god I'm gonna doo-doo all over a bunch of 12 year olds I can't wait to have that." And that's exactly what they intended - make it have something unique to make players want it and think they're going to do really well with it, while not realize the more subtle drawbacks, which in this case is probably that performance in AR mode is just poor enough compared to other ARs to compensate for the benefits of increased mobility. There's a reason the first person never gets killed in the trailer - they're selling to you that you're going to get a ton of kills and be awesome. As for adding an AR/SMG would saturate an already-populated weapon class even further - they may have relatively high numbers of weapons, but they're among the least saturated of the weapon classes. Look at some of the other groups: - DMRs - They're the same except for firerate and range. What else should they do in this group? A DLC with just a DMR is not going to drive sales. At this point, there are only four, and that's too many for them to feel unique. - Snipers - Is there really much to add there? You look through Snipers in old games, and are there any features of snipers that are just missing in Ghosts? - Pistols - No one uses them anyway. But there are 5. The PDW is complete dumpster, the .44 fires unbearably slowly, the other three are just combinations of firerate/range, they could have done just 2 without problem. Looking at pistols in old games, they could add the Executioner (driving no extra DLC sales), or a full-auto (causing screams of pay-to-win, probably only benefiting snipers) Now look at some guns from previous COD games they could basically port with minimal changes that would feel like unique ARs in Ghosts while also being viable: - FG42 (or alternatively, Type 25) - 100% movement speed, RPM > 900, 4-5 damage, 20 round mag - MW3 FAD - 4-4hk range, RPM > 900 - G11 (or alternatively, MW2 Famas) - Burst fire viable at range, clear sights - M8A1 - 4 bullet burst - AN-94 - First bullet or few bullets shoot faster - MW2 SCAR-H - A midpoint between the R5 and SA-805 with clear sights that don't require an optic like most players feel they need to use on the R5 and SA-805 And for SMGs: - PPSh-41 - Insane ROF, low damage - Skorpion EVO - ROF > 1200, 4hk at max damage range - MW1/BO1 Skorpion - 2hk, 20 round mag - Basically half the BO1 SMGs - 4-5hk damage, akimbo greatness Point is, there's plenty of room in there to add, and that's just examples from previous titles. Look, I'm not saying I want them to put out more AR/SMG DLC. I'd much, much prefer if they put out a shotgun and/or LMG DLC. But I don't really expect them to, and if I were them, that's not what I'd do. If I were them, I'd make something like an AR with RPM > 900, 4-5hk damage profile & moderate recoil or 3-4hk & high recoil, integrated burst fire attachment that makes it really good at range, really clear irons, and then fool around with movement speed/weapon handling/mag size to make it balanced. Take the same weapon model (like they did for the Maverick) and make a DMR with an integrated hybrid scope to switch between scope and irons/RDS. Then it's just a matter of making a trailer with the phrase "fastest firing AR in the game", a shot of bursting someone at distance, and finally a shot of killing someone with the scope up, flipping it down, and turning to kill an enemy closing in from another direction. Welp that pretty much covers everything. /thread
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probaddie
True Bro
You're triggering my intelligence
Posts: 11,043
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Post by probaddie on Mar 28, 2014 21:03:36 GMT -5
I got it! A gun... FOR YOUR DOG. Aroo.
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Post by theprocitizen on Apr 1, 2014 15:06:35 GMT -5
First of all, if they weren't using the weapons to drive sales of the DLC, then there wouldn't be weapon DLC. It's there to drive sales. They are not going to include a weapon that will not drive sales when they could include one that would. Second, the gun doesn't need to be incredible to drive DLC sales. It needs to have something slightly unique to make players think "if I get that gun I'm going to go HAM with it", and not have any visible outstanding issues that would make them realize they probably won't before they go ahead and purchase it. Look at the DLC they've put out so far: - Maverick Sniper - Semi-auto, so it won't deter people who won't use bolt actions. They realized pretty much everyone sniping was using a thermal, and gave it a free unique integrated sight that does pretty much the same thing. - Maverick AR - 2hk up close, best irons in the AR category. You're not gonna see how you're going to get smoked at range by a Remington/AK in the trailer. - Ripper - It may be subjective whether the irons are best in the SMG category, but they're certainly not bad. The AR sight is obviously best in the AR category. Now being on PS3, I haven't actually used it, but I want to use it. I realize that objectively, they didn't put in a gun that absolutely shits all over the other guns. But subjectively, I think, "look at that, I could get rid of Stalker on my AR classes and have an AR but have three extra points to use oh my god I'm gonna doo-doo all over a bunch of 12 year olds I can't wait to have that." And that's exactly what they intended - make it have something unique to make players want it and think they're going to do really well with it, while not realize the more subtle drawbacks, which in this case is probably that performance in AR mode is just poor enough compared to other ARs to compensate for the benefits of increased mobility. There's a reason the first person never gets killed in the trailer - they're selling to you that you're going to get a ton of kills and be awesome. As for adding an AR/SMG would saturate an already-populated weapon class even further - they may have relatively high numbers of weapons, but they're among the least saturated of the weapon classes. Look at some of the other groups: - DMRs - They're the same except for firerate and range. What else should they do in this group? A DLC with just a DMR is not going to drive sales. At this point, there are only four, and that's too many for them to feel unique. - Snipers - Is there really much to add there? You look through Snipers in old games, and are there any features of snipers that are just missing in Ghosts? - Pistols - No one uses them anyway. But there are 5. The PDW is complete dumpster, the .44 fires unbearably slowly, the other three are just combinations of firerate/range, they could have done just 2 without problem. Looking at pistols in old games, they could add the Executioner (driving no extra DLC sales), or a full-auto (causing screams of pay-to-win, probably only benefiting snipers) Now look at some guns from previous COD games they could basically port with minimal changes that would feel like unique ARs in Ghosts while also being viable: - FG42 (or alternatively, Type 25) - 100% movement speed, RPM > 900, 4-5 damage, 20 round mag - MW3 FAD - 4-4hk range, RPM > 900 - G11 (or alternatively, MW2 Famas) - Burst fire viable at range, clear sights - M8A1 - 4 bullet burst - AN-94 - First bullet or few bullets shoot faster - MW2 SCAR-H - A midpoint between the R5 and SA-805 with clear sights that don't require an optic like most players feel they need to use on the R5 and SA-805 And for SMGs: - PPSh-41 - Insane ROF, low damage - Skorpion EVO - ROF > 1200, 4hk at max damage range - MW1/BO1 Skorpion - 2hk, 20 round mag - Basically half the BO1 SMGs - 4-5hk damage, akimbo greatness Point is, there's plenty of room in there to add, and that's just examples from previous titles. Look, I'm not saying I want them to put out more AR/SMG DLC. I'd much, much prefer if they put out a shotgun and/or LMG DLC. But I don't really expect them to, and if I were them, that's not what I'd do. If I were them, I'd make something like an AR with RPM > 900, 4-5hk damage profile & moderate recoil or 3-4hk & high recoil, integrated burst fire attachment that makes it really good at range, really clear irons, and then fool around with movement speed/weapon handling/mag size to make it balanced. Take the same weapon model (like they did for the Maverick) and make a DMR with an integrated hybrid scope to switch between scope and irons/RDS. Then it's just a matter of making a trailer with the phrase "fastest firing AR in the game", a shot of bursting someone at distance, and finally a shot of killing someone with the scope up, flipping it down, and turning to kill an enemy closing in from another direction. I think you are missing the point of this thread. We all know a burst fire double action shotgun of craziness won't be added to the game. The point is to have an interesting discussion of unlikely weapons just for kicks, with stats included so we have something to argue over. If say, you wanted to bring back the PPSh, make up a stat list/chart as you would ideally have it, and ask for opinions. No matter what I, or anyone proposes, a compelling case that it wouldn't drive sales, would be op or weak or non-unique, can be made. That isn't a reason to shut down the conversation. I think we can ignore the sales viability then, and we're creative enough that we probably won't make anything non-unique, which means we can have fun with it, and tweak things back and forth on the strength of guns. On that note, what do you all think of introducing a burst fire attachment for LMG's? It could fire off a burst of 5 or 6 rounds, and instead of adding damage multipliers, it will give a small in burst rate of fire bump, with a big enough delay that the overall rate of fire is a bit lower. I think it could be great for a more precise LMG play style. Alternatively (or at the same time) what about an Ameli competitor, like some others have mentioned, that has a sub 600rpm (maybe 520?) but a long, say 30m or 35m, 2hk range, with a reduced or greatly reduced magazine. It would have either 60 rounds per mag and fairly high recoil or 36 and moderate/low recoil. If this is sounding op, consider that if you have even a decent trigger finger a extended mags mr28 would perform better in most areas; 36 round mag, medium/low recoil, high 500's rpm, 30ish meter 2btk range. What do you think of these Ideas?
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Post by -3055- on Apr 1, 2014 15:16:53 GMT -5
burst fire LMG you say?
75% recoil reduction, 60% RoF increase, BTK doubled, fires 8 shots per burst. 0.4 burst delay.
Or just give me a 500 round LMG with a 9-12 BTK and 1800 RPM and no recoil. Like less than MW3 MP7 with kick proficiency recoil.
Extended mags quadruples mag size and because fuck you, pussy
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Post by theprocitizen on Apr 1, 2014 15:42:57 GMT -5
burst fire LMG you say? 75% recoil reduction, 60% RoF increase, BTK doubled, fires 8 shots per burst. 0.4 burst delay. Or just give me a 500 round LMG with a 9-12 BTK and 1800 RPM and no recoil. Like less than MW3 MP7 with kick proficiency recoil. Extended mags quadruples mag size and because fu ck you, pussy MERRY CHRISTMAS
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Deleted
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Post by Deleted on Apr 1, 2014 17:43:09 GMT -5
A Dragunov that knocks the weapon of out an opponent's hand when hitmarkered. Boom. Chaos, whining, and balance everywhere. Davie plz.
Actually, an SMG that fires multiple projectiles per hammer pull would be interesting; an SMG shotgun hybrid. Wait... akimbo SMGs kind of do that already. Never mind.
A beefy AR/LMG hybrid would be welcome in Ghosts. The AUG HBAR is an ideal candidate for this.
A grenade launcher pistol; essentially a stun gun. Nobody in their right mind in professional league CS:GO ever equips these, but a 1SK secondary would bring hilarity to the table.
Damage over Time weapons will only serve for intense anger and hilarity. Let's put these in.
Wait, gun DLC? Why not a new grenade; Willy Pete was my best friend in Black Ops 1. I got 47 kills with that and I feel like a hero.
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Deleted
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Post by Deleted on Apr 1, 2014 17:48:06 GMT -5
MERRY CHRISTMAS 4320 RPM- that's got to be illegal or something.
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Post by theprocitizen on Apr 1, 2014 23:58:28 GMT -5
MERRY CHRISTMAS 4320 RPM- that's got to be illegal or something. Borderlands does what it wants fool. Deal with it. (Because seriously, who doesn't want a weapon like that?)
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Deleted
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Post by Deleted on Apr 2, 2014 0:23:12 GMT -5
Because seriously, who doesn't want a weapon like that? Pretty much anyone not running Rifleman Soldier w/ Ammo Regen and the fourth DLC. Four bullets a hammer pull can put out some great DPS for a CQC assault rifle in the endgame for Roland after some farming, but at the rate it chews through ammo even the strongest ammo regen needs some help with a Guardian to blot out another weapon slot with. Not to mention 2/3 weapon type Heavy Gunner Anarchy SMG builds or a decent shotgun build wipe the ammo problem altogether. It can work; it's just that it takes a lot of work. Personally I like going heavy gunner CR/SMG/SG. Draco, Raven, Destroyer, Serpens, 88.0+ accuracy ARs that are essentially laser weapons limited by idle sway.
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Post by theprocitizen on Apr 2, 2014 10:45:55 GMT -5
WHAT?
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Post by theprocitizen on Apr 2, 2014 11:29:38 GMT -5
No sustain. Pool and regen cant keep up with the cost. You got dps but no sustain so your clear speed drops and you cant leech when you aren't attacking so your survivability tanks too. All your points will have to go into regen and you can't run any MF gear so nobodys gonna want to map with you. But its okay because everyone runs blood magic anyway so youll be fine. Yeah, my setup burns through my full inventory of ar rounds in one pull of the trigger, I basically just use other stuff, smgs, etc. (got a nice hellfire) and pull da choppa out for a giant damage dump. to each his own
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Post by -3055- on Apr 2, 2014 12:54:53 GMT -5
Gunzerk akimbo infinitys with one being slag.
Goml motherfucker
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Post by Deleted on Apr 2, 2014 13:55:58 GMT -5
No sustain. Pool and regen cant keep up with the cost. You got dps but no sustain so your clear speed drops and you cant leech when you aren't attacking so your survivability tanks too. All your points will have to go into regen and you can't run any MF gear so nobodys gonna want to map with you. But its okay because everyone runs blood magic anyway so youll be fine. See, that's another thing. How come blood magic has to be a thing? Why can't I power my spells through another bodily fluid- do you realize how much blood I'll save if my spells were powered by urine? Probably a lot.
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Post by Deleted on Apr 2, 2014 13:56:48 GMT -5
Mmmm my ding ding dong.
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Post by Deleted on Apr 4, 2014 20:25:18 GMT -5
See, that's another thing. How come blood magic has to be a thing? Why can't I power my spells through another bodily fluid- do you realize how much blood I'll save if my spells were powered by urine? Probably a lot. Still easier than using fuc king mana for them though. All that shits good for is being reserved by grace and hatred. Okay, but how about spells powered by freshly squeezed orange juice? I just don't see why these spells have to be powered by blood.
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Post by Deleted on Apr 4, 2014 21:33:54 GMT -5
And blood does?! If Call of Duty was a budget game we'd probably see orange jelly on the screen instead of that fancy red stuff; think about it.
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Post by Deleted on Apr 4, 2014 22:46:13 GMT -5
Mousey confirmed hacker
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Post by theprocitizen on Apr 7, 2014 0:38:46 GMT -5
Why not both? Dexter's bloody orange anyone? With a bit of gene splicing we could probably get a blood orange that actually bleeds human blood (not really), which would be pretty cool.
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