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Thread: Weapon Overhaul

  1. #1

    Weapon Overhaul

    I think that the weapons in this game need to be redone from the ground up. Most weapons of the same class do the exact same thing, the only difference is random stat bonuses and mods which aside from the 1.30x mag increase are minimal and negligible in most cases.

    Weapon Damage
    >Weapons should scale with your EGO rating, and its respective weapon skill not something super big, it can be as tiny as 0.02 damage per EGO point so by 5000 ego I will do an extra 100 damage, but I want to feel that as I progress I get stronger perks are so situational that I don't feel this. Of course if I get stronger enemies should get stronger (By area), and if they get strong I should be able to endure their hits so everything from shields to health should scale with EGO rating.

    Customizablity and uniqueness
    >More weapon mods should be added, all with different variants of each other and different models, if I add a stock I want to see a stock! Weapon mods should be able to be used to build a weapon in the sense that if you have the parts like the body, handle, barrel etc, you could actually build a weapon instead of just being able to stick it to your current gun that you will just end up selling after maxing out its EXP. With this in mind weapons that are broken down should give a chance at giving their part, or a 100% chance for a huge ark salvage fee. Bosses should also have a chance to drop weapons with unique mods that can be broken down for, and also unique mod drops and each of these mods has varied stats. This can really increase the uniqueness of weapons cosmetically and stat wise while also giving the players customizability over their own weapons, if done right no two weapons will be exactly the same.

    Ammo
    >Weapons should have a more diversified ammo distribution, a SMG, Assault Rifle, and a LMG should not share the same ammo, that's like saying a UMP can fire a 5.56MM round, or a Pistol shooting Infector rounds! Yes pistols and revolvers share the same ammo pool but this makes more sense than the SMG, AR, and LMG, I want to be able to switch from AR Long-Mid range to an SMG Mid-Short range and not have to worry about running out of ammo because my first weapon ate it all.

  2. #2
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    Quote Originally Posted by Tero View Post
    I think that the weapons in this game need to be redone from the ground up. Most weapons of the same class do the exact same thing, the only difference is random stat bonuses and mods which aside from the 1.30x mag increase are minimal and negligible in most cases.

    Weapon Damage
    >Weapons should scale with your EGO rating, and its respective weapon skill not something super big, it can be as tiny as 0.02 damage per EGO point so by 5000 ego I will do an extra 100 damage, but I want to feel that as I progress I get stronger perks are so situational that I don't feel this. Of course if I get stronger enemies should get stronger (By area), and if they get strong I should be able to endure their hits so everything from shields to health should scale with EGO rating.

    Customizablity and uniqueness
    >More weapon mods should be added, all with different variants of each other and different models, if I add a stock I want to see a stock! Weapon mods should be able to be used to build a weapon in the sense that if you have the parts like the body, handle, barrel etc, you could actually build a weapon instead of just being able to stick it to your current gun that you will just end up selling after maxing out its EXP. With this in mind weapons that are broken down should give a chance at giving their part, or a 100% chance for a huge ark salvage fee. Bosses should also have a chance to drop weapons with unique mods that can be broken down for, and also unique mod drops and each of these mods has varied stats. This can really increase the uniqueness of weapons cosmetically and stat wise while also giving the players customizability over their own weapons, if done right no two weapons will be exactly the same.

    Ammo
    >Weapons should have a more diversified ammo distribution, a SMG, Assault Rifle, and a LMG should not share the same ammo, that's like saying a UMP can fire a 5.56MM round, or a Pistol shooting Infector rounds! Yes pistols and revolvers share the same ammo pool but this makes more sense than the SMG, AR, and LMG, I want to be able to switch from AR Long-Mid range to an SMG Mid-Short range and not have to worry about running out of ammo because my first weapon ate it all.
    bud i agree with the weapon scaling to ego but in a way that it stays with the core concept of what the creators wanted. they wanted a game where a lvl 100 ego rated player could possibly take out a ego rating 1k or higher . i think the scaling should be in small increments of possibly 50 points of damage based on ever 100 ego or something.

  3. #3
    Quote Originally Posted by demonichatered View Post
    bud i agree with the weapon scaling to ego but in a way that it stays with the core concept of what the creators wanted. they wanted a game where a lvl 100 ego rated player could possibly take out a ego rating 1k or higher . i think the scaling should be in small increments of possibly 50 points of damage based on ever 100 ego or something.
    Lol the scaling that I wrote is alot smaller, at 50 points for every 100 that's about 2500 extra damage, at 0.02 damage per EGO point you get an extra 100 at 5000 EGO.

  4. #4
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    sorry didn't read the hwole paragraph >.>: i would raise it to .05 then just for a little bit more damage

  5. #5
    Quote Originally Posted by demonichatered View Post
    sorry didn't read the hwole paragraph >.>: i would raise it to .05 then just for a little bit more damage
    250 extra damage, as long as health and shield scale also :P

  6. #6
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    yeah no schmidt. LOL

  7. #7
    I'm almost certain that there is very minor ego scaling. Compare some of your old low ego rating weapons or shields with your higher ego weapons (assume no other modifiers). Basically, I don't think that ego rating attached to your weapon is just for show. A side effect being that eventually you should change your weapons.

  8. #8
    Quote Originally Posted by Tero View Post
    Most weapons of the same class do the exact same thing, the only difference is random stat bonuses and mods which aside from the 1.30x mag increase are minimal and negligible in most cases.
    You are wrong.
    I'm sorry, but this is just how it is. For white vendor mods you're partially right, there are only a few that stand out (Catalyst magazines would be one for example) and the scope section needs to be looked at, but once you have blue rarity mods with synergy bonuses (something that two weeks into the game is entierly OK not to have) you'll realize your misconception.


    Quote Originally Posted by Tero View Post
    Weapon Damage
    >Weapons should scale with your EGO rating, and its respective weapon skill not something super big, it can be as tiny as 0.02 damage per EGO point so by 5000 ego I will do an extra 100 damage, but I want to feel that as I progress I get stronger perks are so situational that I don't feel this. Of course if I get stronger enemies should get stronger (By area), and if they get strong I should be able to endure their hits so everything from shields to health should scale with EGO rating.
    It does scale with EGO rating ... do you know how that rating comes to be that number? It's 10 Rating for each skill point, a set amount of rating for each achievement ... and it is also 4 points of rating for each weapon level. So yes, the bonuses you get when comparing level 1 to level 11 (I'm not at 20 yet, but I can only imagine it would be even more distinctive) are quite numerous and significant.
    Another thing that scales with rating is you'll find new types of weapons that you were unable to encounter before, some of them are just a twist on what you already know, some are seemingly a whole different category (northstar flare for example) and some are simply better than the previously encountered versions.


    Quote Originally Posted by Tero View Post
    Ammo
    >Weapons should have a more diversified ammo distribution, a SMG, Assault Rifle, and a LMG should not share the same ammo, that's like saying a UMP can fire a 5.56MM round, or a Pistol shooting Infector rounds! Yes pistols and revolvers share the same ammo pool but this makes more sense than the SMG, AR, and LMG, I want to be able to switch from AR Long-Mid range to an SMG Mid-Short range and not have to worry about running out of ammo because my first weapon ate it all.
    Sharing ammo types is a purely gameplay design choice. It doesn't make sense and it doesn't have to. It's simply done so you have to choose or some players would take two rapid fire guns (and gimp themselfs by doing so I might add) and never pick up a detonator or pistol.
    SMG and Assault Rifle categories are similar, not because of range, but type of combat ... which would be rapid fire. You basicly choose to take one of these either for mobility (SMG) or long range (LMG) or a compromise (AR). A forced choise, yes ... but not a terrible one.

  9. #9
    Weapon Damage
    I don't think it's a good idea. Since this is a skill based shooter and not a RPG, stats should stay the same on specific weapon type. It's how you want to play your character and how good you are that should matter, not that old school "I'm level 80 so I can deal more damage" stuff, and I believe this is exactly why they didn't named their EGO rating the traditional way, levels. Besides, this allow you to replay all the content anytime you want and not feeling like a god in the starter area. Of course, there're ways to execute your suggestion without breaking the shooter side of the game, but what Trion did was the easiest way, and if it's not broken...

    Customizablity and uniqueness
    Gun crafting... hmm... I've always like the idea but I can't see that happening in the game since it's gonna be a really huge overhaul. I just hope they can keep adding new gun models every months. Honestly, how hard could that be?

    Ammo
    Totally agree. I kinda understand their reason for that, but it just feels so weird that the infector gun and pistols use the same bullets.

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