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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Automatic weapon balance?

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 Automatic weapon balance? 

vote
A) I like them as they are--leave them alone. 13%  13%  [ 96 ]
B) They're not bad--they need minor adjustment. 28%  28%  [ 201 ]
C) They're really messed up--they need major adjustment. 45%  45%  [ 328 ]
D) I hate the very idea of them--remove them completely. 12%  12%  [ 92 ]
Total votes : 717

 Automatic weapon balance? 
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Cyberlink
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Joined: Thu Feb 10, 2011 5:27 pm
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Post Automatic weapon balance?
Feel free to elaborate why you voted the way you did.
Be constructive.
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Mon Apr 23, 2012 11:55 am
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Tharnes
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Joined: Sun Feb 12, 2012 8:36 am
Posts: 382
Post Re: Automatic weapon balance?
B
SMGs and LMG need some tweaking (NJ4... :roll: )
But AR and CG are fine / weak compared to SMGs.
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Mon Apr 23, 2012 12:02 pm
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Tamburlaine
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Joined: Sun Dec 04, 2011 2:13 am
Posts: 1859
Post Re: Automatic weapon balance?
Hmm. Now if I vote "minor", am I saying "minor" like the last buff the Nova Colt got? Hi-Rez's definition of minor?

Or am I saying minor relative to "drop their damage by half, drop their ammo by half, add cone of fire and screen shake and bloom and add a 0.5% chance that each bullet will seduce your fiancee the day before your wedding"?

THIS IS THE MOST IMPORTANT DECISION OF MY LIFE.
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Mon Apr 23, 2012 12:05 pm
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SickSpider
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Joined: Sat Mar 12, 2011 1:41 am
Posts: 362
Location: BC, Canada
Post Re: Automatic weapon balance?
So, I voted C.. the only reason I voted that and not D is 'cause all that needs to be done is change the travel of the bullets, not straight, just add random spreed and I'll be happy!

All MG, in a way, are still hitScan, FIX physics so we could jet left/right in low/high speeds, than when flying towards someone I will be able to dodge around and move so it will not be so easy to just follow me.
And like I said before, add randomness to the bullets.
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Mon Apr 23, 2012 12:07 pm
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Immie
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Joined: Mon Jan 17, 2011 9:10 pm
Posts: 1310
Post Re: Automatic weapon balance?
Voted B; we just need 100% inheritance, possibly a small change to how damage falloff works, and maybe some minor ROF tweaks for specific weapons.
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Mon Apr 23, 2012 12:13 pm
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Tamburlaine
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Joined: Sun Dec 04, 2011 2:13 am
Posts: 1859
Post Re: Automatic weapon balance?
Aside from the definition of minor, I am wracked by other great problems this day.

Specifically, most of my problems with automatics are less "balance" in my mind and more "general design". That is, there is little correlation between what a weapon is and what it does. The assault rifle is closer to the machine pistol (which fires faster than the gatling gun) than it is to the light assault rifle. The light assault rifle - a "chasing gun" - has slower projectiles than the light machine gun (yet the bullets have the same speed as the LMG's big brother, the chain gun...). These are things that cause great confusion in my mind-bone.

Aside from that stuff, most of my complaints about "how autos work" in this game come from things not directly related to their damage, rate of fire, accuracy, etc. They have to do with weapon switch speeds, ROF/projectile speeds of spinfusors, and the like.

Also, f*** screenshake.
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Mon Apr 23, 2012 12:24 pm
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RaindanceFOREVA


Joined: Fri Mar 02, 2012 8:29 pm
Posts: 128
Post Re: Automatic weapon balance?
C.

I think they were implemented well in tribes 1 where your first couple shots were accurate, but the longer you kept firing the worse the aim became. I mean, thats pretty much common sense to implement it that way ya know?

This way its fine to finish off an enemy that might be wounded but you can't blatantly spam as your primary tactic.


Mon Apr 23, 2012 12:26 pm
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CreativeConstraints


Joined: Mon Sep 12, 2011 8:17 am
Posts: 1196
Post Re: Automatic weapon balance?
Tribes 1 has by far the most rapetastic chaingun in the entire series.


Mon Apr 23, 2012 12:28 pm
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DizcoDuck


Joined: Thu Oct 28, 2010 6:25 pm
Posts: 66
Post Re: Automatic weapon balance?
C

Even though I don't feel they don't fit the tribes style of play in their current state, I am not completely opposed to them. They just shouldn't be primary weapons. As they are currently, they shred through people way too quickly. In previous Tribes games they were finishing weapons. The spinfusor should be the primary weapon in this game. The autos just need to be less accurate and deal less damage. The Doombringer chaingun should also have a 100 round clip or an overheat system. How is it that the tank's gun has a 100 round clip, but the Doombringer doesn't? It's ridiculous that they can spray and pray for as long as they have ammo.


Mon Apr 23, 2012 12:28 pm
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OP-Judas


Joined: Sun Mar 18, 2012 5:44 am
Posts: 195
Post Re: Automatic weapon balance?
C. I really cant see why the autos should have less inheritence and be twice as strong as grace weapons
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Mon Apr 23, 2012 12:32 pm
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