08-04-2015
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PigParty🐷
Join Date: Apr 2013
Location: PigPen
Posts: 2,913
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I didn't even mention spar, but ok. If guns are balanced in reg pk, then they're balanced in spar too. Just because a few players brought up spar a lot to you, doesn't mean you have to take it so seriously as to think everyone wants balancing to revolve around spar lol. Spar is just like it is on era and classic, there's a lot of people that do it, and a smaller amount that do it a lot. No one thought PK didn't matter, just a select few players brought up spar because that's what they do, and that's how they knew if the weapons were bad.
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08-05-2015
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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08-05-2015
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PigParty🐷
Join Date: Apr 2013
Location: PigPen
Posts: 2,913
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I knew it was the forums x.x I just thought he was talking about the staff section on the forums, since I use zplay instead of this basically, anyone who says zp on zone would mean literally zone patrol. Don't get your panties in a bunch. Anyways, sparrers don't dictate gun stats, so idk why you thought you had to bow down to them.
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08-05-2015
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*Yawn*
Join Date: Jan 2014
Posts: 361
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08-05-2015
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Uguu~
Join Date: Mar 2013
Location: Canada, NS
Posts: 1,046
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Diversity Utility Niche and most importantly, find a way to fix the flamethrower so it's not absolute ass, but have a small effective radius. |
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08-05-2015
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PigParty🐷
Join Date: Apr 2013
Location: PigPen
Posts: 2,913
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08-07-2015
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(☞゚∀゚)☞ dank meme ☚(゚ヮ゚☚)
Join Date: Oct 2012
Location: Utah
Posts: 5,261
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Im telling you what needs to happen for this to be possible is ****ING RELOAD TIMERS, a .1 hit timer, and high damage weapon model. High weapn model is crucial for this and i can tell you why. Medics. Medics are currently the **** class but what they bring to the table is speed. Speed in this game = offense. Give medics a gun that kills faster than any other and devestates in close quarters that commandos damage boost wont make the gun any better, so theres no reason for them to use that gun because why have 1 extra damage and the same kill time when you can go faster and have the same kill time. No guns cater to them without being OP to commandos etc. well high damage weapon system fixes this issue. Here was what was supposed to be my last some experiment how it was supposed to go down USING 5 guns. Keep in mind, recoil is removed cause f that jank ER beamer - this is a sidearm. Supposed to be used when out of ammo and quick reloading 11 dmg, 8 clip, .4 rof, .3 reload Lr pulsar - basic assault rifle, 13 dmg commando makes it a 4 hit kill meaning commandos will benifit from this gun the most 12 dmg, 15 clip, .25 rof , .75 reload Chaingun- LMG commandos will thrive with this gun 12dmg, 50 clip, 1.25 Reload, .145 rof Enranged- A Percision rifle that medics thrive off of 17 dmg, 6 clip, 1 reload, .4 ROF Metalicrifle- SMG that medics will thrive off Dmg 11, clip 12, .5 reload, .16 rof Sorry, its a ****ty truth, the only way to have a balanced game is through high weapon damages. Even with 100 HP, the kill times will have to decrease in order to have a balanced game with diverse and role specific weapons. I already did all the calculations, the chaingun is the fastest killer followed by smg, assault rifle, percision rifle, pistol. Sorry cooks but you're going to have to increase the weapons damages if you want nitche diverse type weapons. cause based tash says hur bullet speed impossibru to speedu uparu, so increased damage is the only option. Meaning you will have quite the **** storm. |
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