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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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nomadchaser
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Joined: Sun Nov 13, 2011 4:24 am
Posts: 396
Post Re: Automatic weapon balance?
Frostiken wrote:
Frankly I think the Doombringer CG should have a similar falloff profile, but do considerably more damage at lethally close ranges. Adjust the falloff to be more aggressive to retain the current curve.

It's totally moronic that this high-caliber beast does such awful damage relative to the SMGs at point-blank range. If I open that thing up indoors, the walls should be painted with blood.
I'll trade you higher damage at close range for lower damage at long range ;)


Mon Apr 23, 2012 11:03 pm
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c0mad0r
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Joined: Thu Nov 03, 2011 12:54 pm
Posts: 604
Location: San Diego, CA. USA
Post Re: Automatic weapon balance?
Larger round projectile.................= Shorter range (Faster fall-off)
Faster Rate of Fire (RoF) + Recoil = Larger the spread

Distance to target.......Chance to hit...Example distance
≤ Optimal range..........100%...............≤ 50 m
Optimal + falloff...........50%.................156 m
Optimal + 2 × falloff....6.25%...............350 m
Optimal + 3 × falloff....0.20%...............625 m

Auto's dominate because they're easier to use or are more familiar to use for many, but it doesn't make for a fun match when everyone is using them. Like Wobberjockey though, I feel the DMB CG and the PATH LAR weapons are fine as is.

We need some tuning somewhere though.
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Mon Apr 23, 2012 11:23 pm
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Oishi
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Joined: Sun Nov 29, 2009 6:18 am
Posts: 180
Location: Netherlands
Post Re: Automatic weapon balance?
Too many different types, to OP against classes like heavies. Bullet spam makes gameplay BORING.
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Tue Apr 24, 2012 1:05 am
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desolatedlunatic


Joined: Wed Feb 29, 2012 5:49 pm
Posts: 509
Post Re: Automatic weapon balance?
Hirez: "You don't like SMG's. Where did we fail?! It's not the way we brought you up!"
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cyber-raptor67 wrote:
but because of the fact that you instanly fire when you first press you left mouse click you just need the "reload time" to kill
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Tue Apr 24, 2012 1:30 am
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deathnoise
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Joined: Thu Dec 01, 2011 3:27 pm
Posts: 186
Post Re: Automatic weapon balance?
C - "They're really messed up--they need major adjustment."

... RELATIVELY to spinfusors, while spinfusors needs a huge buff, too, to give us some variety.

Spinfusors needs a decent buff to the projectile speed (100-200%), to make it a viable weapon in midair combat. Otherwise - automatic weapons are always gonna be overpowered (because of versatility) [because in hands of capable player they are as good in air as on the ground, while spinfusor doesnt offer that versatility, regardless of level of player's competence/hours spent on the game]
Also - they need a really significant buff to rate of fire (+100-200%) so the spinfusors could have the same (or higher/much higher) theoretical DPS than machine guns (more reliability when chasing).

Since spinfusor aiming doesn't rely on noob "aiming assistance"/ feedback mechanism that STEERS the aim of the players [like automatic weapons do] but instead - it relies 100% on the judgement of the player, based on the experience gathered in the previous games - they should have that additional DPS.

After that - cut the splash by half so it wouldnt be overpowered in close combat.

These changes would've also fix the Brute class, which is unusable, at the moment.


Tue Apr 24, 2012 1:47 am
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gallwapa


Joined: Sat Dec 10, 2011 10:10 pm
Posts: 246
Post Re: Automatic weapon balance?
Why does every class have unique gun/mechanics?

I'm somewhere between C and D. I think the chaingun and LAR are good examples of what these weapons should be. But standardize...


Tue Apr 24, 2012 3:28 am
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Tablemat


Joined: Mon Apr 02, 2012 1:40 pm
Posts: 45
Post Re: Automatic weapon balance?
Voted C, but it no longer matters. After reading the latest patch notes, im uninstalling. This game is headed into obscurity, and will most likely be remembered as Tribes: A-ss-end. A total travesty.


Tue Apr 24, 2012 3:34 am
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MadHat


Joined: Sat Aug 28, 2010 7:06 pm
Posts: 1366
Post Re: Automatic weapon balance?
Tablemat wrote:
Voted C, but it no longer matters. After reading the latest patch notes, im uninstalling. This game is headed into obscurity, and will most likely be remembered as Tribes: A-ss-end. A total travesty.

DRAMA!

I voted minor adjustment, mostly a RoF or Damage nerf would suffice I think. Also weapon switch being faster baseline so players have a reason to switch away from MGs.


Tue Apr 24, 2012 3:41 am
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sleepytime
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Joined: Fri Mar 26, 2010 3:36 pm
Posts: 21
Post Re: Automatic weapon balance?
voted c

really messed up balance wise.

a smg only does 80 a hit while a rocket launcher does 900... enough to kill a pathfinder in a single blow... how is that fun or balanced?

Not sure if it would be considered a major adjustment, but I think all machine guns need, at least, a slight buff to damage
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Tue Apr 24, 2012 3:44 am
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Litego
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Joined: Mon Jun 07, 2010 8:12 pm
Posts: 5540
Location: North Cape - Norway
Post Re: Automatic weapon balance?
Voted C, because the netcode makes them feel like s*** at high ping and because of this they are balanced around medium ping which makes them extremely overpowered at low ping. These weapons are less about skill and more about living close to the server and having a good connection, this is not good game design in the year 2012, and need some serious attention.

I'd like to say their inheritance need some tweaking, but I can't really tell if it is just my unfortunate high ping which makes them feel like s***, or both ping and inheritance.
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Tue Apr 24, 2012 3:49 am
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