The two things you mention that I [u]really[/u] think need at least a really hard look if not a major overhaul are the high impact weapons and the ammo counts.
1) Ammo counts: Especially on AR's and sniper rifles... Scouts are mostly fine, they generally have significantly higher mag sizes than hand cannons but a little tweak is probably OK. But a lot of the mid-high impact AR's have really low mag sizes. Mags should be smaller as you go up in impact, sure, but not quite so dramatically.
And there's even variability in the classes with no logical explanation. Example: I have a really great roll on both a Haakon's Hatchet and a Paleocontact. There are some minor differences in the perks but the stats come out about the same, and most of the base stats are pretty similar to begin with. But inexplicably the Paleocontact has a 40% larger magazine. Why?
Same with sniper rifles. Why do the lower impact variants have basically the same size magazine? On the extremes, Weylorans has a mag of 5, and the Spindle 3, but otherwise every single one has 4 . Weylorans should have at least 6 in the mag. The Antinomy/Defiance class arguably should have 5, and Glass promontory definitely should.
2) High impact variants of all guns are weak. They need a decent amount of work, but the easiest solution is to make it so that impact actually means something, and those weapons have noticeably increased flinch. Maybe not HCR-level, but the tiny amount of extra flinch they currently have pales in comparison to what you get from a doctrine because it's just pumping out so many rounds. It should be the opposite.
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Bump.
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I have a high impact AR Shadow Price which has a next to godly roll with almost maxed stability, crowd control, and life support. It performs great, and I often outgun higher RoF AR's in toe-to-toe action when I'm using my titan. I think that Higher impact AR/PR's can compete with the higher RoF brethren, but because the magazine sizes are so small, and the fire rate much less, it actually puts MORE emphasis on your ability to repeatedly land precision hits, not less. The result? Higher impact weapons need MUCH HIGHER quality perks/rolls in order to deliver the same results as compared with the higher RoF/Bigger Magazine alternative. I think one of the things they could do to try to balance this out is to adjust body shot damage so that when you hit a body shot with a higher impact weapon, it does more damage than a body shot of a lower impact weapon. Bring body shot damage for higher impact weapons closer to that of precision damage, and suddenly, the platform is a lot more competitive. It would most certainly make higher impact AR/PR's more forgiving platforms to take into battle if you don't have tremendous perks.
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In the end that's pretty much the same as buffing the base damage, which I think would be fine, but AR's are tough to find the sweet spot so if you combined increased flinch with a more modest buff to damage you can give yourself a little more room for error.
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[quote]In the end that's pretty much the same as buffing the base damage, which I think would be fine, but AR's are tough to find the sweet spot so if you combined increased flinch with a more modest buff to damage you can give yourself a little more room for error.[/quote] Pretty much, but not quite. A buff in base damage would certainly elevate body shot damage, but it would also elevate precision damage somewhat. That's not really what I'm suggesting here. I'm fine with high impact AR's hitting for 26ish precision damage per headshot (though if it was buffed slightly, I won't complain, even if I'm not an avid AR user). Instead, what I'm suggesting is reducing the variability between precision and non-precision damage so that that you are not penalized as harshly if you shoot a guy in the neck/shoulder/upper chest first rather than the face (which people often do to try to account for rising recoil patterns).