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  1. #1

    I don't get what the devs were thinking with some weapons and mods.

    Take the Techmag Pulsar for example, its an smg, 121 damage, and just eats thru ammo like crazy, why does it seem that the faster a gun fires the less damage it does? What made them decide to do this? because it makes alot of the guns fairly worthless in my eyes. Its a major problem mostly with smg's, alot of them just have next to nothing for damage and just seem to be there for no reason but to eat ammo and not kill anything. So far at ego level 200 ish the only decent smg I have found has been the one I got for enter arkfall codes, the Legionare, thou those dmg that fire in 5 round burst actually have decent damage.

    Then we got the explosive weapons, rocket launchers and grenade launchers.. Why is there damage rating so damn low? I go tone that has 800 damage, sure it locks on has aoe (not that anything is ever close enough to get hit by it usually), but I could fire 1 shot from my assault rifle and do 1200 damage, its one of the ones that fire in 3 round bursts.

    Now before you say pvp balance.. Why not just have it set so when your in pvp mode all weapons get capped to a certan damage based on what type of gun it is? Alot of mmo's do this, as it is I find the rocket/grenade launchers fairly worthless as weapons, due to low damage, and slow refire. Smgs are next in the line for worthless weapons due to their low per hit damage and them being ammo sucking blackholes with nothing to show for it. Its especally bad in the case of smg's because it shares ammo with LMG and Assault rifles, if they had their own ammo that has a cap of maybe 1000, then they would be good. Making them share ammo with the far superior AR/LMG's was a bad move.

    It would also be nice if when you remove mods from a weapon it doesn't destroy them, I assume they just screw on or are bolted on so removing them should not be a major issue.

    Game as a whole needs better itemization, screw the pvp side, just have all weapons capped to their current damage when in pvp mode, but improve them for pve (namely smg and explosive weapons, and give smgs their own ammo type with 1000 round cap so they can actually be useful!)

    On the last note, with a Mass Cannon, how the hell do you manually detonate the projectile so it splits into 4? i've tried various key presses and I haven't been able to find which one does this, what is the trick to the weapon?

    Yeah I know this sounds like a QQ thread but its really annoying me how every weapon of the same type has the exact same damage as any other of that type, its just lazy itemization. Missions also need a overhaul, tired of every mission being a click the glowie thing.

  2. #2
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    First off... Detonators are far from weak. In fact they can hit over 100k dmg per clip on groups... Rocket launchers when they were to strong, ruined the PvP in the beta. Lockon rockets should stay the same, but I believe that normal ones should be increased by around 50% to make them equal to detonators.

  3. #3
    Now before you say pvp balance..
    Well, a lot of them are balanced for Shadow War. Most of the weapons with tracking like rockets or infestors have very low PvE damage while being fairly solid in PvP because of their ability to lock onto the target.

    Also, when you're high enough level you can retrieve the mods from a weapon at a high cost.

  4. #4
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    "On the last note, with a Mass Cannon, how the hell do you manually detonate the projectile so it splits into 4? i've tried various key presses and I haven't been able to find which one does this, what is the trick to the weapon?"

    What you do is while the rocket is STILL IN FLIGHT press the SQUARE button (X button if your on xbox) to detonate it and then it makes the split into the smaller bombs.

    A lot of the detonators and rocket launchers have you press SQUARE (X if on Xbox) to detonate the secondary effect like sticky bombs or grenades from a launcher.

  5. #5
    Senior Member ManaKeKz's Avatar
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    I agree with Syris on fast firing, low damage weapons being next to useless. Like those Assault Rifles with 40 damage per hit, wth?
    Since Trion made ammo management a part of the game, weapons that maximize damage per bullet are generally far more useful. There sure are scenarios like the co-op maps where you get the next ammo crate around every second corner, but even then I managed to run out of ammo with fast firing SMGs.
    As it's implemented now, my choice will almost always fall to the weapon with the best damage per shot.
    Shae
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    EGO 1477

  6. #6
    Senior Member Exes's Avatar
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    I don't think fast firing lower dmg stuff is super useless. There is this purple pistol you get from doing main quests that fire whole mag in 3 seconds (like 25 bullets or so?) but does reduced damage each. The spike dmg you can do with it is insane though, especially with firing, pressing overcharge when mag is empty then keep firing, reload, fire more.

    You will use pretty much all your ammo in 30 seconds but it's a lot of damage that way.

  7. #7
    firing more bullets means you'll have a much higher chance of a nano effect as well so I'd hardly say they're useless.

  8. #8
    Junior Member Remo's Avatar
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    Quote Originally Posted by ManaKeKz View Post
    I agree with Syris on fast firing, low damage weapons being next to useless. Like those Assault Rifles with 40 damage per hit, wth?
    Since Trion made ammo management a part of the game, weapons that maximize damage per bullet are generally far more useful. There sure are scenarios like the co-op maps where you get the next ammo crate around every second corner, but even then I managed to run out of ammo with fast firing SMGs.
    As it's implemented now, my choice will almost always fall to the weapon with the best damage per shot.
    Those specific assault rifles fire extra rounds per shot, so it's more like.. 40x6 + Extreme rate of fire. They are some of the highest DPS assault rifles in the game. Why it only says 40 instead of 40x6 is beyond me. Buy one and tap it and look at how many holes you make compared to the single round you fired and you will understand.

  9. #9
    Senior Member Exes's Avatar
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    Quote Originally Posted by Remo View Post
    Those specific assault rifles fire extra rounds per shot, so it's more like.. 40x6 + Extreme rate of fire. They are some of the highest DPS assault rifles in the game. Why it only says 40 instead of 40x6 is beyond me. Buy one and tap it and look at how many holes you make compared to the single round you fired and you will understand.
    Cause it does 6 times 40 per shot, it just happens to fire three times also. So its 40x3x6 = 720 with a huge proc chance for nano effects.

  10. #10
    Senior Member Soulvak's Avatar
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    I've been mostly using smgs, mostly green unmodded ones just to get the skill up. I keep a fully modded purple one for pvp. Anyway I don't have a problem with them killing things. I can take out dark matter emergencies in SF easy with them. I've also noticed it does the same damage as my carbine on the crystals in the scrapper arkfall.

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