General > Discussion
weapons balance in 2.5
kurja:
I'm wondering, is further weapons balance-tweaking planned for 2.5 (or 2.6)? Currently there are, in my opinion, a couple issues.
One is encased plasma ammo for assault rifles, this seems just too good in every way. With rifle bullets being so small, I think it would make more sense to produce similar ammo for shotguns to make them work in later game - I for one would really love that, there are plenty late game-usable assault class mid-range weapons but rather few close combat weapons, I think this would make a ton of sense. There are some other issues as well... please discuss.
H-Hour:
I can't say yet. I'm still playing through. But encased plasma also fills a late-game role for rookies who can't effectively wield the needlers.
A shotgun ammo may be considered.
Sarin:
--- Quote from: H-Hour on January 21, 2013, 12:08:57 pm ---I can't say yet. I'm still playing through. But encased plasma also fills a late-game role for rookies who can't effectively wield the needlers.
A shotgun ammo may be considered.
--- End quote ---
Well, encased plasma is actually superior to needlers. Assault rifle is lighter, more accurate, in the full auto even faster, and as hard hitting as normal needler. Heavy needler is a support weapon akin to machine gun, and in this role it is outmatched by machine gun with encased plasma, as it's again more accurate and as hard hitting as heavy needler. Probably only advantage needler has is in greater amount of projectiles being more favorable for "tagging" aliens and letting them bleed out.
I agree that shotgun might be cool, late game lacks quick, hard hitting short ranged attack useful for CQB. I have to use grenades and plasma blades for that, each with its own huge problems (melee range/splash damage) and can't be used for RF to keep those damn speedy shevaars off my troops' backs.
kurja:
like said, plasma encased solid shots for the shottie would be just delicious.
What about the magnetic weapons? They're slow and heavy, and not incredibly accurate - atm I prefer assault rifles and snipers with plasma ammo, given the new tu system I can get two aimed shots with the sniper - each able to take out an armored ortnok. Only benefit to magnetic weapons over assault weapons seems to be through wall -ability. How could this be improved? Or is there any need - lots of subtly different weapons, to each his own?
And then there's the rocket launcher. Slow and heavy (as it should be), yet unable to take out the toughest targets in one HE shot it just doesn't seem worth using esp as other one shot kill weapons are available. For that I would suggest amping up the unwieldyness even further, say by making the rockets heavier and larger so you can only carry maybe 1 or 2 reloads, and make them more powerful with really big splash radiuses - so that it could really be the "b.f.g", barely portable but it would absolutely kill anything anywhere near the impact point. This could encourage deploying two-man rocket launcher teams, one carrying reloads and the other using the weapon, which would be a cool tactical element that's currently not in the game.
Sandro:
Against. RPG is nerfed enough already, no need to nerf it any further. Apparently, the version you are playing is NOT the latest dev version.
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