fpsdredd
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Post by fpsdredd on Jan 15, 2015 12:17:41 GMT -5
MK14- 2 shot kill short range, 3 shot kill Mid and Longer EPM3- Lower recoil, 2 shot kill short range, 3 shot kill Mid and long range Lynx- Reduce the recoil... similar to how they patched the Dragunov in MW3 These are solid suggestions.
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asasa
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Post by asasa on Jan 15, 2015 14:21:53 GMT -5
Have you really given this weapon time? And I really can't understand what thermal has to do with anything. Used EPM3 a bunch. MK14 ripped up a few lobbies, enough to see where it stands. My opinion is that everyone forgets that this is a game with higher BTK overall and shrinking down btk as low as they are is wrong. The thermal has always mitigated muzzle flash. It seems a logical next step to have it here for a similar mechanic. Thats more of a flaw with the thermal than it is a real advantage. No gun should be balanced under the assumption you are blind without thermal, or its usable with it. BTK in this game is not higher. The maps are smaller, and it's faster paced. Most combat is so close, so that the reduced gun ranges only compensates for that. BTK is the same, combat is closer, so aiming is easier. In effect, TTK is the same. On one of my reverse boosted accounts, I have something <2.5K/D with the EMP3 and well over 4K/D with the MK14. Tearing lobbies up with the MK14 is not even remotely as difficult as it is with the EMP3. My K/D with aggressive sniping is 3.. thats how abysmal the EMP3 is. MK14- 2 shot kill short range, 3 shot kill Mid and Longer EPM3- Lower recoil, 2 shot kill short range, 3 shot kill Mid and long range Lynx- Reduce the recoil... similar to how they patched the Dragunov in MW3 So.. make the MK14 and EMP3 the same gun, except the EMP3 has overheat rather than ammo, and you cant see anything with it? Also 80% move speed?
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fpsdredd
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Always working on the FPS metagame
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Post by fpsdredd on Jan 15, 2015 17:05:52 GMT -5
You need to dig a bit deeper on the differences asasa, that's all I'll say.
I've seen you talk with IW5000 and I will have none of it.
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Post by hulk2k10 on Jan 15, 2015 17:22:05 GMT -5
My vote is for a BO2 FAL or SMR damage profile.
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asasa
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Post by asasa on Jan 15, 2015 19:14:20 GMT -5
You need to dig a bit deeper on the differences asasa, that's all I'll say. I've seen you talk with IW5000 and I will have none of it. How about you clarify? The weapons are extremely similar already. If the only thing you can say is that "Give EMP3 thermal sightz" then I don't know what you expect. Laying somewhere random prone with the thermal like you could in MW3 isn't exactly desirable. Also, please dont hurt me.
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Post by dannyblazor on Jan 16, 2015 12:00:53 GMT -5
Pros and Cons between EPM3 and MK14. A suggestion also for when they patch it MK14: 2 shot kill range up to about 15m and drops down to a 3 shot kill afterwards. Headshot multipliers can make it a 2 shot kill when the enemy is in the 3 shot kill range. Uses ammunition with higher mobility than EPM3 EPM3: 2 shot kill range up to 20m and drops down to a 3 shot kill afterwards. Does not use ammunition but has slower mobility.
I think this is pretty balanced
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Post by dannyblazor on Jan 16, 2015 12:06:52 GMT -5
And, they need to get rid of the chest multipliers and all that BS with the MK14. Anywhere within that 15m range should be a 2 shot kill to anywhere in the body.
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asasa
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Post by asasa on Jan 16, 2015 14:16:06 GMT -5
Remember the EMP has quadruple the recoil. I'd rather one of them be high recoil as another way to differentiate them. With that said, the EMP would need a much larger 2hk range. 80% move speed is crippling imo.
I agree 100% with fck multipliers, especially in max damage range (that they do anything)
Last change would be to give all ars/smgs idle sway and to tone it down for the emp especially and maybe the mk14
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Post by dunsparceflinch on Jan 16, 2015 20:42:20 GMT -5
Okay, so what if the Mk14 were 55-45-35 with a 1.3 or 1.4 headshot multiplier and recoil reduced to G3 levels.
Meanwhile the EPM3 could be 75-62-49 (megaqwerty's mk14 idea) with a 1.4 headshot multiplier and 1.1 neck and full torso multipliers (at 62 mid range bodyshots would still deal 51 damage to players using exo stim).
Then Buff the AE4 to 42-33-30 damage.
Then just buff the Lynx to have 1.5 neck and chest multipliers so it has a purpose (and a 2.0 headshot multiplier so silencer still kills with headshots), increase the NA-45 to 50 damage and "fix" how the explosive works so it always explodes if the catalyst is nearby even if they are on different surfaces, and increase the Atlas 20mm ammo to 6 by default.
EDIT: Also, add a 1.1 arm multiplier to MORS Silver Bullet.
EDIT: For reference, the idea is that comparison would be the following:
AE4: Full auto, hardest to get 2HK with. (SCAR-H from BO2 but less range)
MK14: semi auto: easier to get 2hk with, always 3 or less HK. (FAL from MW2 with less range)
EPM3: semi auto: easiest 2hk, can 1hsk in smg range (making those range variations very tasty). (Mk14 from MW3 w/ less range)
Lynx: trades difficulty in 2hks for easier 1hks (Dragunov/WA2000)
MORS: Most accurate 1hk (every bolt action ever)
Atlas 20mm: Biggest 1hk box. (Ghosts Snipers with chrome lining)
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asasa
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Post by asasa on Jan 17, 2015 11:21:13 GMT -5
I like all of it but the atlas buff. It's already the best sniper.
Mors should get upper arm 1hk imo.
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Post by Megaqwerty on Jan 18, 2015 11:57:08 GMT -5
This is all just a circle jerk, but if you're proposing multipliers for the Lynx, remember to consider the effects of the suppressor on the gun.
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Post by jarry on Jan 19, 2015 2:49:24 GMT -5
Hey I was just in a game with a guy and when he killed me I noticed on his gun was acod ghosts symbol on his ak12. Not sure if it was a mod or something hope one of you can answer my question.
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Will
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Post by Will on Jan 19, 2015 2:50:04 GMT -5
Hey I was just in a game with a guy and when he killed me I noticed on his gun was acod ghosts symbol on his ak12. Not sure if it was a mod or something hope one of you can answer my question. Some of the variants have the skin from Ghosts, as well as the iron sights.
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Post by Marvel4 on Jan 19, 2015 16:42:51 GMT -5
You didn't correct the fire rates of the weapon variants with different burst delays.
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Will
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Post by Will on Jan 19, 2015 16:55:06 GMT -5
You didn't correct the fire rates of the weapon variants with different burst delays. Oh whoops, thanks for the pointer. I'll get right on that
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Post by brontesaur on Jan 20, 2015 2:14:59 GMT -5
Hmm so the IMR Feedback is actually better than the original IMR? That's good news to hear since I swore I could feel a difference.
On another note yesterday drift0r said that the AMR fires faster than the coded rates, does anyone know what's going on here? Do other weapons have the same effect?
Edit: Also with the ripped turrets, there seems to be a delay where it needs to charge up before it fires, and the energy turret seems to have a longer delay than the other 2.
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Will
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Post by Will on Jan 20, 2015 2:40:49 GMT -5
Hmm so the IMR Feedback is actually better than the original IMR? That's good news to hear since I swore I could feel a difference. On another note yesterday drift0r said that the AMR fires faster than the coded rates, does anyone know what's going on here? Do other weapons have the same effect? Edit: Also with the ripped turrets, there seems to be a delay where it needs to charge up before it fires, and the energy turret seems to have a longer delay than the other 2. Drift0r goofed - he was looking at the RPMs on this spreadsheet which are inclusive of the burst delays, and comparing them to his testing of the RPM without the burst delay.
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Post by brontesaur on Jan 20, 2015 5:21:42 GMT -5
Ah right. I found it interesting that he was off by 200 on the stock but only 20-30 on the pro pipe.
Edit: maybe he got the pro pipe correct and the diff was frame rounding but he calculated the stock wrong.
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asasa
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Post by asasa on Jan 20, 2015 11:49:12 GMT -5
Ah right. I found it interesting that he was off by 200 on the stock but only 20-30 on the pro pipe. Edit: maybe he got the pro pipe correct and the diff was frame rounding but he calculated the stock wrong. Na he just took the numbers from here without thinking it through.
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asasa
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Post by asasa on Jan 20, 2015 11:51:32 GMT -5
Hmm so the IMR Feedback is actually better than the original IMR? That's good news to hear since I swore I could feel a difference. On another note yesterday drift0r said that the AMR fires faster than the coded rates, does anyone know what's going on here? Do other weapons have the same effect? Edit: Also with the ripped turrets, there seems to be a delay where it needs to charge up before it fires, and the energy turret seems to have a longer delay than the other 2. Imr feedback has a typo on the range so don't use it. It's almost always a 5hk (beyond 7ft it's a 5hk) while the regular variant 3hk for 15ft, 4hk for 90ft or so.
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Post by brontesaur on Jan 20, 2015 12:58:27 GMT -5
Yup I play with a boar strike with silencer usually. Wish it fired a bit faster though.
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banana
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Post by banana on Jan 20, 2015 13:01:59 GMT -5
He'll probably mention it in whatever video is after the obsidian steed
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asasa
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Post by asasa on Jan 20, 2015 14:03:00 GMT -5
Yup I play with a boar strike with silencer usually. Wish it fired a bit faster though. Have you gotten the ARX Steel Bite or Hole Puncher yet? I'm curious as to how people think they compare (ARX vs IMR, the good variants)
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Will
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Post by Will on Jan 20, 2015 14:32:33 GMT -5
Added penetration and NA-45 explosion damage. Thanks Marvel!
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Post by hulk2k10 on Jan 20, 2015 14:36:35 GMT -5
Just my 2 cents, but I think IMR Impact is much better than Bore Strike. It has the same damage profile, but doesn't have the fire rate and recoil penalties. The Bore Strike has an additional 0.7 meter 3HK range but that hardly seems to offset the previously mentioned penalties.
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Post by hulk2k10 on Jan 20, 2015 14:38:29 GMT -5
Yup I play with a boar strike with silencer usually. Wish it fired a bit faster though. Have you gotten the ARX Steel Bite or Hole Puncher yet? I'm curious as to how people think they compare (ARX vs IMR, the good variants) I have the Steel Bite, but it shoots a bit slower than I would like. I hope to pick up a Hole Puncher and give that a whirl.
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Post by cashmoves on Jan 20, 2015 15:47:14 GMT -5
i just got the chucker PDW. threw akimbo and EM on it. this thing should absolutely spew bullets, id think near FMG status. why does the firerate appear so damn slow? I should have literally DOUBLED it.
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Post by brontesaur on Jan 21, 2015 1:20:46 GMT -5
Yup I play with a boar strike with silencer usually. Wish it fired a bit faster though. Have you gotten the ARX Steel Bite or Hole Puncher yet? I'm curious as to how people think they compare (ARX vs IMR, the good variants) No good ARX variants yet. The base ARX is pretty bad.
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Post by brontesaur on Jan 21, 2015 1:22:31 GMT -5
i just got the chucker PDW. threw akimbo and EM on it. this thing should absolutely spew bullets, id think near FMG status. why does the firerate appear so gosh darn golly gee whiz slow? I should have literally DOUBLED it. It's just the sound effect is only playing once, the guns still fire extremely fast.
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Will
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Post by Will on Jan 21, 2015 1:34:40 GMT -5
Yup I play with a boar strike with silencer usually. Wish it fired a bit faster though. Have you gotten the ARX Steel Bite or Hole Puncher yet? I'm curious as to how people think they compare (ARX vs IMR, the good variants) The only difference between the two is that the Steel Bite trades a slower fire rate for higher penetration. Based on that, I would say the Hole Puncher is far superior.
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