.
.
Whoa, that’s a lot of information.
I don’t think making the Hollunds full-auto would be a good idea. Even if it had less damage then the Remburg, it would have to shoot faster, which would, in theory, give it an identical TTK. This would also open up insane spam and the ability to tackle multiple targets. Giving the Remburg lower accuracy would probably make it so that the only shotgun people would use would be your version of the Hollunds, due to it being easier to use. And I just wanted to point out that the KRISS Vector is the Blishlok ingame, at least by visual similarities.
[quote=“derpypenguinz19;25077”]Whoa, that’s a lot of information.
I don’t think making the Hollunds full-auto would be a good idea. Even if it had less damage then the Remburg, it would have to shoot faster, which would, in theory, give it an identical TTK. This would also open up insane spam and the ability to tackle multiple targets. Giving the Remburg lower accuracy would probably make it so that the only shotgun people would use would be your version of the Hollunds, due to it being easier to use. And I just wanted to point out that the KRISS Vector is the Blishlok ingame, at least by visual similarities.[/quote]
Well… yes, the full auto hollunds would bring some problems to the table, of cource we could remove that remburg accurazy debuff and give it to the hollunds, to compensate the fire rate and time to kill.
Im not completely sold to the idea that Blishlok is kriss vector. I mean it has the stock and similar barrel (except longer) but It looks more like futuristic thompson, some people also call it love child of Kriss and Thompson so it could be, that delopers made it to look both.
I would like similar changes to some older guns like mp44 and mp40, to make them bit more modern/futuristic.
no offense but your pulling numbers out of your ass.
Weapon balance has been carefully adjusted over the course of almost 2 years of in-game development. Developers have detailed stats on each weapon, and how it performs, in the hands of weak, average and strong players.
Don’t really think an upside-down change on half the weapons is gonna happen.
[quote=“Szakalot;25258”]no offense but your pulling numbers out of your ass.
Weapon balance has been carefully adjusted over the course of almost 2 years of in-game development. Developers have detailed stats on each weapon, and how it performs, in the hands of weak, average and strong players.
Don’t really think an upside-down change on half the weapons is gonna happen.[/quote]
well when i suggest someting, i dont automaticly expect it to work, lets just say that IF Hollunds would become full auto weapon, it would not be just that, it would take first the testing to see how well it performs, then it would be tested against other shotguns, then it would be tested in hands of the playerbase, and all that time it would be tweaked to make it balanced.
You are in some respects right about pulling numbers out of my ass, but there arent realy good sources for the weapons stats, the wiki does not have any accurazy numbers or damage drop charts, the reload times are missing and ingame bars that present stats dont give any good actual good presentation of the stats.
Now if i had good numbers to work with, i might not need to say “decrease accurazy slightly” or anything like that, i could give number like " incease accurazy to 25" or someting along those lines and even then the weapon should be tested multible times before it could be ready for the game.
reason why upside-down change pretty mutch should happen to shotguns is because there isnt much differences between them and the only real difference is that the Remburg is pretty much the best right now.
Hollund is supposed to have better mag size than others but the Ahnuld has even better mag size, what the shi…?
Also the smg-9, atleast to me, feels like the worst smg in game right now, cant talk about the others oppinion about this.
Snipers are nobraner right now, since only good sniper is the MOA, FELIX is just nerfed moa (higher movement sway, lower fire rate, lower mag size and only 4 damage more)
Semiauto sniper is somewhat ok but still does not have the benefits to trade it agaisnt the supperior MOA.
(this became longer comment than expected)
[quote=“Szakalot;25258”]no offense but your pulling numbers out of your ass.
Weapon balance has been carefully adjusted over the course of almost 2 years of in-game development. Developers have detailed stats on each weapon, and how it performs, in the hands of weak, average and strong players.
Don’t really think an upside-down change on half the weapons is gonna happen.[/quote]
2 years and some weapons is still awful and weak, and others is pretty good. Nobody uses a PDP or Fel-ix or Stark.
[quote=“unbleachedCoconut;25295”][quote=“Szakalot;25258”]no offense but your pulling numbers out of your ass.
Weapon balance has been carefully adjusted over the course of almost 2 years of in-game development. Developers have detailed stats on each weapon, and how it performs, in the hands of weak, average and strong players.
Don’t really think an upside-down change on half the weapons is gonna happen.[/quote]
2 years and some weapons is still awful and weak, and others is pretty good. Nobody uses a PDP or Fel-ix or Stark.[/quote]
Indeed, sometimes changes, even with long time balancing wont become any better. Look at planetside 2, there are so many bad weapons that havent been fixed in 3 years (and also if we count the closed beta time and development time, its allot of time to do fixes)
Which is why i give, maybe bit too game changing, but changing stat ideas, so those weapons would be actually usefull for their roles and not garbage.
(however i cant make ideas with numbers since hardly anybody except delopers know what are the accurazy and damage drop offs and reload times ingame and other stats in game, also the ingame stat showing bars dont realy tell how much anything realy is)
Lots of people use the Stark AR. If anything, I’d say the Stark is to the BR-16 as the M4A1 is to the TMIK. The former is more well-rounded and the latter shoots faster but is less accurate. That’s what it feels like, at least.
The Stark right now has exact same stats as BR-16 except lower mag size, also stark has scope but the scope has terible fov and it has terible recoil during scoping.
my suggestion was to change the Stark to be better at range and BR-16 to better medium close range.
Kriss Super V (Vector) Please! The weapon itself is a work of art and it is highly under used in video games. Only problem with it is because of the weapon itself, it would be really hard to balance in a game.
Kriss Vector isnt that hard to balance. Kriss Vector does not use powerfull ammunition but has real fast fire rate (1500 rounds per min), so ingame the gun would be real close to the Hochfir.
However i tought it would be real good secondary gun, with low damage and best secondary fire rate.
"Kriss Vector: possible game name: Krisis
Secondary weapon
mag size: 50
damage: 5
Rof 950 "
[quote=“omegaskorpion;25611”][quote=“refinedBadge;25593”]Kriss Super V (Vector) KRISS VECTOR TALK
[/quote][/quote]
Actually, it uses VERY Powerful Ammunition. .45" ACP to be precise, or 9mm. Just for reference, 5.56mm is the caliber an M16 uses, which equates to .223" in Inches, and fires those behemoths at a rate of 1,200 to 1,500 RPM. There’s a reason why players in Battlefield Hardline use the K10 to death – It doesn’t matter how much damage the rounds do if the magazine has the damage to kill someone with – because it’ll do it faster the other person’s gun in every single firefight.
Literally the only balance you could give the Kriss, is to make it have to reload to kill someone.
[quote=“goodField;25643”][quote=“omegaskorpion;25611”][quote=“refinedBadge;25593”]Kriss Super V (Vector) KRISS VECTOR TALK
[/quote][/quote]
Actually, it uses VERY Powerful Ammunition. .45" ACP to be precise, or 9mm. Just for reference, 5.56mm is the caliber an M16 uses, which equates to .223" in Inches, and fires those behemoths at a rate of 1,200 to 1,500 RPM. There’s a reason why players in Battlefield Hardline use the K10 to death – It doesn’t matter how much damage the rounds do if the magazine has the damage to kill someone with – because it’ll do it faster the other person’s gun in every single firefight.
Literally the only balance you could give the Kriss, is to make it have to reload to kill someone.
[/quote]
Not realy true, the 45.acp has not been found to have any advantage over 9mm ammunition. THE woud cavity that those bullets create arent much differend and some argue that 9mm is better.
However in games, the 45.acp is always potrayed “better”
just like smg:s are weaker than pistols ingame, but in reality, the smg is stonger, because longer barrel which gives bullet more velocity.
Tecnicly the 5.7 ammo is better, and 6.5×25mm ammo would be overkill.
(and those rounds are armor piercing, and pistol sized)
however im not here to talk about reality and real guns, im here to talk about ingame balance.
I’ve seen far worse injuries from a .45 ACP than from a 9mm but that’s beat around the bush.
Basically, the only way a Kriss can be balanced, is if people use the Civilian model of the gun (10 round capacity, 9mm, Semi-Auto)… or basically the Blishok 
[quote=“goodField;25696”]I’ve seen far worse injuries from a .45 ACP than from a 9mm but that’s beat around the bush.
Basically, the only way a Kriss can be balanced, is if people use the Civilian model of the gun (10 round capacity, 9mm, Semi-Auto)… or basically the Blishok ;P[/quote]
While i am not a gun expert, i am information digger…
…all the information that i have been gathering and searching (for 4 years now) it has seemed like that that the injuries caused by .45 acp arent much diferend from 9mm,
in some cases the .45 acp hardly even breaks bones (and neither does 9mm).
9mm has better muzzle velocity than .45 acp because its bigger bullet and has more mass, so wind resistance is also higher, but .45 has slightly more impact, atleast more impact area.
.45 acp has been glorified for… i dont know why, because it was created in murica and 9mm in german?.. and has been used longer than 9mm?
Dont get me wrong, there is nothing wrong with .45 acp but its not much greater than 9mm so you can pretty much cause same ammount of damage with both calibers.
He.ll, the 5.7×28mm ammo has more velocity and wounding power and still its less glorified (maybe because of the cost and use) and that bullet is smaller than 9mm.
still i have heard about 6.5×25mm ammo which is atleast what managed to gather from internet (which might not be true) is more power full than m4 and ak rounds ( 5.56×45mm and 7.62×39mm) and can penetrate steel plates that those rounds cant and weapon that uses these rounds is CBJ-MS.
BUT like i sayed, we cant let facts (and misinformation or assumptions) to affect gameplay too much, that would be boring XD
(talking about calibers, i suggested ump to this game, with damage of 20, reason for this is because ump has always been the “high damage smg” in games, so i realy dind’t want to break that tradition with caliber logic)
But about Vector ingame. the 10 mag would be too little for fast firing gun, i could get behind 25 mag but then it would be “high damage” weapon (basicly blihl… bishclok… biscuitclock)
i suggest it to be secondary with 50 ammo mag (wich is kinda odd since the current real mags are only up to 25 shots) and low damage of 5.
While I agree that certain guns could use a little more distinct traits to make them useful…your ideas…no, just no ok. No full auto shotties, no smgs with crazy range numbers, just no.
ok, i can understand that these changes arent to everyones mind, but what excatcly is wrong with them, explain please.
Full auto shotties in games are somewhat easy to balance, by decreasing damage and giving more fire rate and ammo. I dont see problem there, unless people have trauma about being shot with 10x5 pellets in 3s.
Ok what do you mean smg with grazy range numbers? i only gave 1 weapon a range number buff and that was SMG-9 and the range buff is only 100 from original (50 more than Crotzni)
(to be fare, the range numbers could be better explained ingame, like giving damage drop off chart or someting)
So what is wrong about other suggestions?
I feel like FEL-IX needs to be repurposed because it’s too similar in my opinion to the default MoA which does 75 damage compared to 79. If anything, I would like to see a more high risk reward sniper that does higher damage at maybe 90 per hit with –
- slower RPM
- Slower reload (I’d even go far as to say to make it magless with chambering each round)
- Slower ADS since I’m sure it’ll be more beefy
- Lower ammo capacity
[quote=“singular;25926”]I feel like FEL-IX needs to be repurposed because it’s too similar in my opinion to the default MoA which does 75 damage compared to 79. If anything, I would like to see a more high risk reward sniper that does higher damage at maybe 90 per hit with –
- slower RPM
- Slower reload (I’d even go far as to say to make it magless with chambering each round)
- Slower ADS since I’m sure it’ll be more beefy
- Lower ammo capacity[/quote]
just quoting my idea:
"FELIX
damage increase to 100, slight decrease to moving accuracy, Slight sway during scoping
This change would give Felix damage advance over MOA and not being weaker variant, but with a cost of movement accuracy and sway"
While your idea inst bad, having to chamber each round would be terible, expecialy since sniper is already hard to use in fast paced hip fire game. Lower rpm would not be option if damage is 90, but would be if damage was 100. Slower ADS does not sound so bad idea.
Lowering ammo capacity is not bad idea with high damage (so long as the sniper still has 1 mag in the gun and 2 in reserve like others)
SO, i want to talk little bit about hitscan and projectiles in games, while i personaly prefere the projectile type bullets (aka travel time) i want to hear would it be good idea to have bullets with travel time in dirty bomb (currently all weapons are hitscan weapons aka press button and hit target without delay [exepth when lagging])
what are the ups and downs in you oppinion?
Of course it does not need to be projectile based and instead range calculating hitscan that technically gives travel time to this instant hit mechanic (i dont realy know what its called, but i know that guns of icarus online uses that kind of hitscan in gatling gun
[that game is all about how fast can bullets and missiles hit your airship in range giving some challenge during ranged combat and even in close combat.])