Trion loves to play Nerf.
Oh lord the trolling has begun.o.o
N.L.A.H
Never Lose All Hope
True
Yes to another balance pass on the VoT Surge Bolter / Splintshot.
Yes to remove it from the game, whichever is easier.
True
Fact a half charge to full charge to the body will kill a player in 1 shot which is like 8-10 pellets hitting with a volley ball size hit box.
Fact is it's a design flaw and whoever created the weapon pretty much ruined an essential part of the game both in PvE and PvP.
if they also reduced the pellet count to maybe 3-4 fully charged and a smaller hit box then damage wise it might be more balance, but right now it's charge gun shoot for body then reap rewards in PvP.
Weapon Stash
http://s1308.photobucket.com/user/Za...0End%20Weapons
Casti Outfit / Head Pieces
http://s1308.photobucket.com/user/Za...0and%20Outfits
A possibly simpler solution to the over-use of certain powerful weapons in PvP would be to simply exclude them from use in PvP maps. Simply filter them out or give players a limited selection of weapons that they can use. Like so:
-I join a PvP match.
-As soon as the server starts queuing the players, I am given a loadout screen that lists weapons for me to choose.
-These weapons are not in my inventory, they are made specifically for PvP use and have stats that cannot be exploited. No mods, just base weapons.
-I make my weapons selection WHILE the server is building the map and splitting the players into teams- call it 90 seconds to make your weapons selections.
-EGO powers are untouched- you can build your EGO loadout well before you queue up for the match and whatever EGO/Perks loadout you're using before you enter the match will carry over into the arena/match.
-I enter the match and play on a more level playing field, relying on my skills rather than exploits or EGO ratings.
To me this would be a much better solution and stop a LOT of the whining that goes on about PvP. Now... waddaya wanna bet that Trion will soundly ignore a suggestion like this, regardless of who champions it? Any takers? Anyone?
I think that all charge weapons should work like the BMG does when used in damage mode. If you're firing the BMG and not hitting anything, it will eventually 'explode' and be unusable for a short time. The same should hold true for charge weapons (with a shorter timer)--you shouldn't be able to just hold a full charge and release it when someone enters your crosshairs. Yes, as it stands now you lose the charge after 15 seconds or so, but with no ill effects. Hell, make it so these 'overcharged' weapons deplete yoru shield when they pop. That'd be some nice pvp balance.
Yes, this is how pvp should work, but there's one fundamental flaw that Trion will jump on to disregard this idea: If your weapons don't matter, whats the point of PvPing? Gaining Echelon faction to buy better weapons? Getting keycodes to buy lockboxes to get better weapons?
It's the curse of Defiance being (or at least being pitched as) an MMO. An Unreal-style, non-progression PvP game isn't going to be much more popular than PvP already is. Yes, you still get XP and the like, but after you unlock the perks, what good is it?
This is why gear progression MMOs should have normalized damage in PvP.
Let PvE be unbalanced. It's okay because it's against the computer. PvP however, balance means so much more.