I don’t think bullets should be projectiles mostly because the game is so fast-paced. It’s already hard enough to kill a person that’s walljumping all over the place, and making bullets have a travel time would make it even harder.
.
that is true, althought it could give some variation to smg and rifles, i mean, smg:s already dominate close range battles, the projectile speed would not change that, but it would change how well smg performs in range, i mean, you could hit better with a rifle a moving target than with a smg. (since there are people that complain how rifles feel weaker or perform excat same as some smg:s)
Then again, it could create allot of missing since everybody moves so fast. Alltought it would not change the feel of close range combat if the bullet speeds are set right.
My only fear would be that the lag would make the shots miss even more than it would with just a projectile speed.
pretty much a 2 sided change.
[quote=“omegaskorpion;26036”][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)
[/quote]
100 damage in my opinion is too powerful since you would ultimately be able to 1 shot 4 different mercs. We’ve already been through this which is why it was nerfed from 80 damage to 79 damage to prevent the Aura one shots people were complaining about…
I know I said I wanted a buff to 90 damage, however I don’t necessarily agree with being able to 1 shot mercs (unless it’s a headshot of course). If you want to give the FEL a purpose for people to use it, nerf the MoA to 65-70 damage and keep the FEL at 79 so there’s a bigger difference for people to justify its use.
Or – my idea-- buff Aura’s health to 90, slightly nerf healing stations, buff FEL to 89 and keep the MoA the way it is. Doing this would:
- No one-shot body shots
- Takes off more HP from other mercs while still holding true to what I said above
- Make the sniper rifles more diverse for players to choose what he/she feels best suites them.
The 10 point damage buff for the FEL-IX will make the rifles more proportionate @ 89 - 75 - 45.
Also hipfire is irrelevant since you’re not even suppose to be up close.
[quote=“singular;26608”]
100 damage in my opinion is too powerful since you would ultimately be able to 1 shot 4 different mercs. We’ve already been through this which is why it was nerfed from 80 damage to 79 damage to prevent the Aura one shots people were complaining about…
I know I said I wanted a buff to 90 damage, however I don’t necessarily agree with being able to 1 shot mercs (unless it’s a headshot of course). If you want to give the FEL a purpose for people to use it, nerf the MoA to 65-70 damage and keep the FEL at 79 so there’s a bigger difference for people to justify its use.
Or – my idea-- buff Aura’s health to 90, slightly nerf healing stations, buff FEL to 89 and keep the MoA the way it is. Doing this would:
- No one-shot body shots
- Takes off more HP from other mercs while still holding true to what I said above
- Make the sniper rifles more diverse for players to choose what he/she feels best suites them.
The 10 point damage buff for the FEL-IX will make the rifles more proportionate @ 89 - 75 - 45.
Also hipfire is irrelevant since you’re not even suppose to be up close. [/quote]
The 100 damage would be justified, IF… IF the scope had sway (aka the scope moves random directions during scoping without controll) during regular scoping and even more when moving. (the capacity decrease and fire rate decrease would also help)
The difference between this and back then is the fact that the scope is totaly still, if the scope wasnt still it would make felix even more skill requiring gun with high power.
(also IF game would have bullets with actual travelling time it would also give some, skill requirement too)
While nerfing MOA damage, could be the answer, buffing Auras health could backfire allot, since she is fastest merc with a heal station that can almost instantly heal her back to full health, having 90 health would make it even worse. (of course this would mean nerfs to movement speed but i dont think delicated Aura players want thant [or do you?])
“No one-shot body shots”
Not sure what to say about this, i mean yes, instakill snipers are bad (i am always complaining about cs AWP) but then again there are weapons/abilities that can instakill, like naders direct hit grenades and fletchers stikkies kill aura with one direct hit.
SO i can only say that 1 shot body shot is justfied if it takes skill to deliver. (scope sway and so on)
“Takes off more HP from other mercs while still holding true to what I said above”
Indeed. However merc with lower hp, run insanely fast, meaning that scope sway one shot sniper would have trouple to shoot someting that is sanic fast.
“Make the sniper rifles more diverse for players to choose what he/she feels best suites them.”
Indeed.
Well i can say that we both want diversity to snipers, and felix to be the strongest one.
I am not compleately sure which one of the ideas is great for felix, instakill hard to use gun or no sway high damage gun.
However the thing would still be same, it would still instakill aura and this could only be avoided with hp change, which is highly unlikely.
89 damage would work too, with a scope sway, however i am not sure howmuch sway would be good for this gun. What ammount is too much and what ammount is too little.
(god i would love to have someway to test thease ideas in action)
(edit, well yeah, maybe moa nerf would be a better option than felix buff)
i posted ideas for new mercs, these weapon suggestion could be implied to them http://forums.dirtybomb.nexon.net/discussion/12140/new-mercs-with-concept-art?new=1
Now i FINALY figure out how to make pictures visible.
I hope the picture set up isn’t too bad for your eyes.
Since Dirty bomb wiki has finaly better weapon stats showing charts, i was finaly able to balance these weapons even better.
(if you are curious, heres the wiki: http://dirtybomb.gamepedia.com/WeaponStats )
Further more updated stats, Also possible ingame mechanics like reload speeds that are affected by remaining ammo.
Also suggestion about rebalancing Blishlok. While its a good gun and i like it, It still has major weaknesses compared to others SMG. I only suggest increasing fire rate, without touching accuracy/spread or recoil, Giving it slighly better DPS.
More balancing suggestions. I changed the Moa and Felix suggestion to little differend. Changing Moa damage to 65 so the felix has the highes damage (to be fare, this idea isnt realy mine)
Reasons for this is that moa is good, people love it, but its too good for it self, out shining other snipers.
Now i have added few suggestions for m4, secondary smg and… oh well, there is pretty much every weapon ingame so technically they all need balance.
I made few changes here and there, adding suggestions to make ammo and healing needing players have the marks on top of their heads more frequently, currently they seem to be appearing close to having no ammo or health.
Also suggestion about seeing the missions during playing, making easier to keep track support and objective missions progress.
I’m going to say something, but I’m not trolling. This is a
legitimate suggestion
Just go play Battlefield.
[quote=“noupperlobeman;38511”]I’m going to say something, but I’m not trolling. This is a
legitimate suggestion
Just go play Battlefield.[/quote]
While i can understand where your suggestion comes from, you have to understand that i suggest these weapons (with their stats) just as possible weapons for the game as mercs are being released. I also like weapon variety and i hate to see that almost every merc has a Bishlock in their arsenal.
I also like to suggest weapon changes, some bad, some good… its up to others to decide.
Weapon projectiles is one thing, but im not asking for bullet drop.
I also suggested things like: Ammo station giving extra half ammo just like ammo boxes, 3h mission progression bar during playing, differend sounds for differend guns (burst rifles have same sound, pistols and Bishlock have same sound) and etc.
Since its not most clever idea to make weapon suggestions with weapons that already exist, im going to add to the mix older weapons with consept art that is kinda like a modernizetation of those old weapons.
Now there is a whole family of G11 weapons in my suggestions
(stats are in main page)
http://pre13.deviantart.net/9357/th/pre/f/2015/186/8/f/dirty_bomb_g11_by_omegaskorpion-d902jp7.png
http://pre05.deviantart.net/b75e/th/pre/f/2015/186/0/d/dirty_bomb_mauser_g11_by_omegaskorpion-d902iks.png
http://pre14.deviantart.net/8424/th/pre/f/2015/186/6/d/dirty_bomb_sniper_g11_by_omegaskorpion-d902o3k.png
http://pre09.deviantart.net/ff7c/th/pre/f/2015/186/1/5/dirty_bomb_pistol_g11_by_omegaskorpion-d902m3k.png
Now i suggest few other things:
Mission Display
While playing, the player can see the missions and progress during game.
Support Marks
Healing and Ammo needing players have marks appear more frequently.
Wall Run
For a short time player can wall run, could be a universal ability or loadout card ability.
Training Ground
A training area where player can test and train any merc (even the ones player has not unlocked) and test them against stationary and moving bot mercs. Player can change to any merc or loadout during play in the training area.
Ammo Station
It could be good if the ammo station would give over ammo just like the ammo crates around the maps do.
Artilery Strike
Instead of having to lock on, player will instantly lock with a press of an button the area where artillery hits. It will also not give a sh## about ceiling glass. Also laser targeter can launch with secondary attack two small grenades that deal 40 damage which are designed to be used in buildings
Air Strike
Has now 2 fire modes, a indoor grenade version and airstrike version, this time they are separated and player can use grenade versions outdoors. (if you throw the airstrike version indoors, it will not deal any damage and wont summon the airstrike)
Empty And Full Reloads
It would be good if the reload speed would be affected by the remaining ammo in the mag, If there is at least 1 ammo left in the gun the reload speed is fast, if there is 0 ammo in the gun its long reload.
At the same time it would be right time to fix the fast reload bug, when reloading, if person runs just after new mag is placed on the gun, the user does not need to wait the full reload animation, which
I made slightly more or less futuristic lever action rifle, since i want those to be added in game.
Just for info: the Longshot is supposed to be a Thompson Contender, I think?
This pistol however, has a break-action-mechanism. That means after every shot you “break” down the barrel, pull out the case, insert a new bullet, close it again, pull the hammer, and then it’s reloaded.
So having a magazine wouldn’t really work, I think. IF there’s a fast reload, it could be similar to the one from the Pyro in TF2 reloading the Flaregun or the Scorchshot, but even slower, from my personal point of view.
[quote=“irishroy;48005”]Just for info: the Longshot is supposed to be a Thompson Contender, I think?
This pistol however, has a break-action-mechanism. That means after every shot you “break” down the barrel, pull out the case, insert a new bullet, close it again, pull the hammer, and then it’s reloaded.
So having a magazine wouldn’t really work, I think. IF there’s a fast reload, it could be similar to the one from the Pyro in TF2 reloading the Flaregun or the Scorchshot, but even slower, from my personal point of view.[/quote]
Umm not realy, the original gun was bolt action (sniper) pistol, however i tought that ingame there could be a semiauto pistol sniper rifle.
Now of course it would not work with the original design but it could work if it was made that way and since dirty bomb is near future there could be this kind of weapons.
edit:
Oh wait, i think you are right, the original picture which i modelled after indeed was Thompson Contender, however in the picture it was in angle which made it look like bolt action xD,
There however is boltaction sniper pistol(s) like Remington XP-100.