DRL > Requests For Features

Balance suggestions

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lmaoboat:
I meant just the generic weapons. Like melee, shotguns, and chain guns all have guaranteed upgrades at some point.

Radagast:

--- Quote from: lmaoboat on April 14, 2013, 21:10 ---I meant just the generic weapons. Like melee, shotguns, and chain guns all have guaranteed upgrades at some point.

--- End quote ---

To be honest I kinda agree with this, just for the sake of more options and more variety in the game, in terms of pistols.
I actually encountered my first exotic pistol after way too many runs. I know it's random but finding a better pistol than the initial one after 10+ runs is somewhat not that logical. I did find a trigun though in one of those runs. I think..

And it's kinda strange considering the variety of pistols in real life. I mean come on it's a common weapon after all.
Check a list of pistols here for example:
http://en.wikipedia.org/wiki/List_of_pistols

I'm not saying the game needs that many pistols ofc, but it "could" actually use a minor or alternate upgrade or two in later levels, such as a colt, or a glock for instance. Other alternate ideas "could" be a desert eagle. This could provide a better damage/piercing option at the expense of higher reload time and low magazine number.

Just my humble opinion. :)

AlterAsc:
The problem with adding another common pistol that's better than basic pistol is pistol's high scaling with SoG. Even a small upgrade translates in quite a noticeable difference later. For example combat pistol having initial 3d3 which is not much better than 2d4 becomes best single-shot pistol with 3d6 after P3 modding. And it also have super-high clip size, which is upgradable too...
I would like to use something other than what i got right on the start, but i don't think this can be easily balanced.

Evilpotatoe:
I think some more pistol variety would be nice, but I don't think guns need to be buffed. (Well, to be exact, I want guns buffed and SoG nerfed, so that guns could have a use in other builds)
Anyway, I'd rather put new "alternative basic pistols" than new exotics/uniques, which are usually more powerful.

Basically, fire time quickly becomes negligible, so a 'quick fire' pistol could be good for the couple of first levels in the game... and useless after that.  Unless you start with it, it doesn't seem worth to create such an item, I guess.
Most relevant parameters seem to be magazine size and precision. SoG makes most of the damages, but reaching 12 or more makes a difference, since it enables knockback.
What could we do with this ?

Here are some basic guns variants ideas :
Basic gun (just for comparison) :
1.0s firing time
1.2s reload time
2d4 damages (avg 5)
+4 precision
6 bullets magazine
Alt. fire : aimed shot (+3 precision, firing time doubled)
Alt. reload : dual reload

Precision gun :
1.2s firing time
1.2s reload time
3d2 damages (avg 4.5)
+7 precision
4 bullets magazine
Alt. fire : aimed shot (+7 precision, doubles firing time)
Alt. reload : none (or dual reload, if you want, but such a command shouldn't be on the weapon. It should belong to the interface. And anyway, it's quite useless)
The idea is just to have a gun with built-in EE, making shots more reliable. Weaker, and even worse than basic gun in terms of reloads, but better precision, which should also increases ammo efficiency. Since I think it might be quite weak, I buffed alt-fire (not sure it does a difference, but the goal is to improve out-of sight shooting accuracy)

Mammoth gun :
1s firing time
0.8s reload time
6d2 damages
+2 precision
2 bullets magazine
Alt fire : dual shot (-3 precision, fire both bullets at once, doubles firing time)
Alt. reload : same as previous.
Basically, this one is intended to give a chance of knockback to non MSS builds.

Glock 42 :
(9 or 12 bullets magazine, burst of 3 bullets, terrible precision) -> Either awful damages or overpowered ones (witg SoG). Too powerful with MSS or too weak with anythinf else -> bad idea (IMO)



Btw, I'm afraid those suggestions are not balanced, but I don't really see better ideas to improve pistols variety without reworking all guns & SoG itself.

Evilpotatoe:
Also, forgot to say I agree with SageAcrin (& some older posts) about boots problem : boots are currently non interesting at all. Most of the time, you'll go tactical boots since they are the only useful ones. Acid-protection ones are useless, acid-proof are rarely useful, and plasteel don't protect you enough for the lava pits, which is the only place where you could need them.

Reworking all the boots would probably be the best choice, with a split of useful stats on different items (speed, dodge, protection, maybe some activations... like Aegis boots, getting 100% protection for a short time full feets protection, etc.)

I also like the idea of T-mods improving dodge on armors/boots, since knockback reduction doesn't seem of any use.

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