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Some weapons that could use a bit of tunning
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Synkronicity repliedOne thing i wanted to add to this, with the shock rifle. i found one of the most exciting things in the UT99 version, with the shock rifle, that gave the game some really sick tactics, was being able to use shock balls, to potentially zone players, and today i tried out the UT alpha, and while im so overwhelming excited about this finished release, i felt that the shock ball shooting time could do with a slight buff, even if you make the balls do less damage, idk, but i think back to the 99 days, and remember seeing players that had different skill bases depending on weapons, noticing players based off their style or proficiency, eg, shock whores (masters) on deck 16 battle it out, or really good hit scanners with minigun / pulse rifle that were unstoppable, not because these weapons were OP, but the skill base to utilise them was so tight at top end, that it inspired people to map train and skrim not just casually enter tournaments unprepared, etc, and the tactics involved with that level of play, would be great to see it return to that competitiveness through solid thought out weapon design. my 2c.
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Synkronicity repliedOne thing i wanted to add to this, with the shock rifle. i found one of the most exciting things in the UT99 version, with the shock rifle, that gave the game some really sick tactics, was being able to use shock balls, to potentially zone players, and today i tried out the UT alpha, and while im so overwhelming excited about this finished release, i felt that the shock ball shooting time could do with a slight buff, even if you make the balls do less damage, idk, but i think back to the 99 days, and remember seeing players that had different skill bases depending on weapons, noticing players based off their style or proficiency, eg, shock whores (masters) on deck 16 battle it out, or really good hit scanners with minigun / pulse rifle that were unstoppable, not because these weapons were OP, but the skill base to utilise them was so tight at top end, that it inspired people to map train and skrim not just casually enter tournaments unprepared, etc, and the tactics involved with that level of play, would be great to see it return to that competitiveness through solid thought out weapon design. my 2c.
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Delta Bolt repliedOriginally posted by Smurgl View PostI think the minigun and link have both been balanced for everyone having 100 health, but the rockets and flak are still over-powered for the 100 health + 25 armor that we see now.
It means that the minigun and link both feel pretty weak at the moment. I've tried attacking a base with link instead of rockets/flak and there is no chance!
So in my opinion, they should nerf the rocket and flak by a slight amount, however I can't really think of how, because reducing the damage they deal might make them underpowered. Do you know how they could make the rocket and flak less overpowered without making them too weak?
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Dexxlord repliedOriginally posted by Zeriel00 View PostMinigun's alt fire is not accurate at all unless your enemy is standing still, and the main fire is such a pea shooter I could stand there until the cows come home and then one shot you with a rocket
How is that ok?
The Shock Rifle is Spammy but there's no reason a head shot shouldn't do more damage, you could lower the base damage to 35 and raise head shot to 55 and do what I said while at the same time
nerfing the rifle so I don't understand your point
I never said the Flak needed more damage, I just said the animation felt a bit off/floaty
Maybe you could take some time to read my post before you disagree with everything
If you say Minigun alt is not accurate and Prim does no damage
well..
got bad news for you
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Zeriel00 repliedOriginally posted by Dexxlord View PostI kinda disagree with every point here
Minigun is so accurate you can use it on longer ranges with good damage output (with aim ofc).
The alt fire of minigun is almost undodgeable fire in general direction of your enemies you will almost never miss
Shock rifle is sooooo spammy in it's current state giving it a headshot function would make it even more broken plus it has insane knockback stopping enemies midair pushing em off ledges... ect
Flak can take most of a full stack in a single hit I don't know what you're saying
Regards
D.
Minigun's alt fire is not accurate at all unless your enemy is standing still, and the main fire is such a pea shooter I could stand there until the cows come home and then one shot you with a rocket
How is that ok?
The Shock Rifle is Spammy but there's no reason a head shot shouldn't do more damage, you could lower the base damage to 35 and raise head shot to 55 and do what I said while at the same time
nerfing the rifle so I don't understand your point
I never said the Flak needed more damage, I just said the animation felt a bit off/floaty
Maybe you could take some time to read my post before you disagree with everything
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Smurgl repliedOriginally posted by Dexxlord View Postyou surely mean those weapons are no alternative vs full stack right? because 100 / 25 is not alot
the weapons are fine just there is shock/flak/rocket outperforming everything else in this game
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Dexxlord repliedOriginally posted by Smurgl View PostI think the minigun and link have both been balanced for everyone having 100 health, but the rockets and flak are still over-powered for the 100 health + 25 armor that we see now.
It means that the minigun and link both feel pretty weak at the moment. I've tried attacking a base with link instead of rockets/flak and there is no chance!
you surely mean those weapons are no alternative vs full stack right? because 100 / 25 is not alot
the weapons are fine just there is shock/flak/rocket outperforming everything else in this game
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Smurgl repliedI think the minigun and link have both been balanced for everyone having 100 health, but the rockets and flak are still over-powered for the 100 health + 25 armor that we see now.
It means that the minigun and link both feel pretty weak at the moment. I've tried attacking a base with link instead of rockets/flak and there is no chance!
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Dexxlord repliedOriginally posted by Zeriel00 View PostHello, this is some feedback I'm leaving in case the devs are interested, I don't expect anyone to read this but after playing for a while the following
weapons could use some improvement.
-Minigun - This weapon feels a bit too weak, fire mode 1 takes way too long to kill someone and fire 2 suffers from the same problem but it's also slower and easier to dodge
-Shock Rifle - This weapon has really good fire rate and damage but it's really frustrating that it doesn't deal headshot damage, this breaks immersion for me and there should be
a reward for higher accuracy. The shock combo is a bit slow to be used mid range effectively.
-The Sniper Rifle - This one I feel the Zoom in is too smooth for a fast passed game also the model looks really ugly, kinda like a stick, no offense
-Flak cannon - This one the animation feels a bit off, it's hard to explain but the weapon's recoil and bullet speed feels like it lacks punch. It's hard to pin point the problem
It just doesn't feel like you're firing a powerful shotgun
The other weapons feel as expect it, great job with balancing.
My two scents
I kinda disagree with every point here
Minigun is so accurate you can use it on longer ranges with good damage output (with aim ofc).
The alt fire of minigun is almost undodgeable fire in general direction of your enemies you will almost never miss
Shock rifle is sooooo spammy in it's current state giving it a headshot function would make it even more broken plus it has insane knockback stopping enemies midair pushing em off ledges... ect
Flak can take most of a full stack in a single hit I don't know what you're saying
Regards
D.
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Some weapons that could use a bit of tunning
Hello, this is some feedback I'm leaving in case the devs are interested, I don't expect anyone to read this but after playing for a while the following
weapons could use some improvement.
-Minigun - This weapon feels a bit too weak, fire mode 1 takes way too long to kill someone and fire 2 suffers from the same problem but it's also slower and easier to dodge
-Shock Rifle - This weapon has really good fire rate and damage but it's really frustrating that it doesn't deal headshot damage, this breaks immersion for me and there should be
a reward for higher accuracy. The shock combo is a bit slow to be used mid range effectively.
-The Sniper Rifle - This one I feel the Zoom in is too smooth for a fast passed game also the model looks really ugly, kinda like a stick, no offense
-Flak cannon - This one the animation feels a bit off, it's hard to explain but the weapon's recoil and bullet speed feels like it lacks punch. It's hard to pin point the problem
It just doesn't feel like you're firing a powerful shotgun
The other weapons feel as expect it, great job with balancing.
My two scentsTags: None
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