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+1 (Destiny)

by Kahzgul, Wednesday, July 01, 2015, 23:12 (3233 days ago) @ Harmanimus

Regarding auto rifles and scout rifles to not bring them too far up, though some damage or stability/accuracy improvements regardless of the method. But what I would actually do to give them a better edge in their range niches, I would actually increase the amount of flinch they cause. Given how often a Scout Rifle engaging a sniper ends with the sniper taking 2-3 rounds to the noggin' followed by the sniper landing a headshot, and how muh hand cannons do similar to autorifles in their ranges, giving them benefits hat are less directly associated with Time-To-Kill might be a nice way to rebalance them to make them competitive again.

I agree with Cody on the exotics fixes. Wholeheartedly, in fact. Damage drop off for hand cannons needs to fall off a cliff at mid-range. A world where hand cannon beats sniper rifle at long range is not a world I want to live in.

I also agree with you that weapon staggers per bullet hit need to be larger for auto-rifles to stand a chance in the current meta.

If I could modify the weapons as I saw fit, I would want the effectiveness at range to look like this:

LONG RANGE
Sniper Rifle: 1-2 hits per kill. TTK Instant-1.5 sec., damage halved when not LDS. Headshots impossible when not LDS.
Scout Rifle: 4-5 hits per kill. TTK: 2.8-3.5 sec. Headshots impossible when not LDS.
Assault Rifle: 7-9 hits per kill. TTK: 3.5-4.5 sec.
Hand Cannon: 5-6 hits per kill. TTK:
Fusion Rifle: At least 3 full bursts per kill. TTK: ~4.5 sec
Shotgun: Ineffective.

MEDIUM LONG RANGE
Sniper Rifle: 1-2 hits per kill. TTK Instant-1.5 sec., damage halved when not LDS. Headshots impossible when not LDS.
Scout Rifle: 3-5 hits per kill. TTK: 2.1-3.5 sec. Headshots impossible when not LDS.
Assault Rifle: 6-7 hits per kill. TTK: 2.5-3 sec.
Hand Cannon: 4-5 hits per kill. TTK: 2.7-3.33 sec.
Fusion Rifle: At least 3 full bursts per kill. TTK: ~4.5 sec
Shotgun: Ineffective.

MEDIUM RANGE
Sniper Rifle: 1-2 hits per kill. TTK Instant-1.5 sec., damage halved when not LDS. Headshots impossible when not LDS.
Scout Rifle: 3-4 hits per kill. TTK: 2.1-2.8 sec. Headshots impossible when not LDS.
Assault Rifle: 5 hits per kill. TTK: 2 sec.
Hand Cannon: 3-4 hits per kill. TTK: 2-2.7 sec.
Fusion Rifle: At least 2 full or 3 partial bursts per kill. TTK: ~3-4.5 sec
Shotgun: Ineffective.

MEDIUM SHORT RANGE
Sniper Rifle: 1-2 hits per kill. TTK Instant-1.5 sec., damage halved when not LDS. Headshots impossible when not LDS.
Scout Rifle: 3-4 hits per kill. TTK: 2.1-2.8 sec. Headshots impossible when not LDS.
Assault Rifle: 5 hits per kill. TTK: 2 sec.
Hand Cannon: 2-3 hits per kill. TTK: 1.3-2 sec.
Fusion Rifle: At least 2 partial bursts per kill. TTK: ~3 sec.
Shotgun: 3 full bursts per kill. TTK: 3 sec.

SHORT RANGE:
Sniper Rifle: 1-2 hits per kill. TTK Instant-1.5 sec., damage halved when not LDS. Headshots impossible when not LDS.
Scout Rifle: 3-4 hits per kill. TTK: 2.1-2.8 sec Headshots impossible when not LDS.
Assault Rifle: 5 hits per kill. TTK: 2 sec
Hand Cannon: 2-3 hits per kill. TTK: 1.3-2 sec
Fusion Rifle: 1 burst per kill. TTK: Charge time (~1.5 sec)
Shotgun: 1 burst per kill. TTK: Instant

The result would be you can choose your weapon to have an ideal distance to target where that weapon class is the fastest TTK overall. Closer range weapons would have faster theoretical TTKs than longer ranged weapons, and longer ranged weapons would be less effective in close range because they do less damage or cannot score critical hits when hip-firing. Long range encounters would be slower paced than close-range ones, giving surprised players more time to find cover while rewarding skilled snipers. Close range encounters would be extremely fast-paced with no time to hide (as it is now), rewarding players for clever flanking maneuvers and surprise attacks around corners.


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