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원본 게시물 출처: Thoughts on Weapon Balance
작성자: jhutch_91 12/29/2016 2:08:27 AM
9
Remove HC rounds from fast firing arc types on all weapon types Revert the zoom nerf of the scopes for snipers Remove bloom from HAnd cannons but rework range/damage fall off even if your at scout rifle range and if it hits for 10damage let it hit Buff mid and high impact pulses damage Buff low impact and mid impact scouts (range and stability) the damage is fine Buff autos across the board (except fast firing) -base range and stability of ever arc type by 10 -buff damage of mid impact -Buff damage of high impact Remove rangefinder as a possible perk for high impact shotguns (party crasher and matador) Leave their damage and everything else the same Buff fusions- increase bolt magnetism (aim assist) The bolts need to be more sticky, more consistent. I don't really know how this would work besides making them hit scan. I think increasing aim assist and maybe 5-10range would help Increase bolt speed Rework range stat so that it actually makes the bolts travel faster and make them more consistent -buff low impact increase base mag size 6-7 and base stability The mid and high impact are fine Subclass balance -Rework jug to be like how a overshield works So when you take enough damage your health is also hurt - revert all the nerfs to hammers (hit detection and blast radius) -thunderstrike melee is around 14-15meters Nerf it to 10 -revert the nerf of flame shield (or at least make it activate on hit again) -revert the nerf to tripmines and throwing knifes -give bladance more lunge range on their swipes (less short stops) and more hit detection Fix all your freaking bugs Example Felwinter artifact with defender no back up plans -you need both melee to have the overshield to proc. Tell me why a artifact that gives 2 melee, but can't use both ever? This is with the shotgun and also by punching You have so many bugs like this bungo that need fixing
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  • And revert Firebolt arming time and partially restore hit radius.

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  • Fusions are actually not bad. High impact fusions are killer at good range, you just need stability to keep the bolts tight. Buff the damage on trip mines, but they don't need to be sticky. Otherwise, make all sticky grenades work as traps too. The damage should have been left alone.

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  • Trust me I know fusions Been using them since day 1 I know the high impact ones are more consistent But still due to a lot of things such as lag and many other factors Sometimes they don't feel as consistent You see bolts hit the target and only 1 hits or sometimes no damage Also when you die the bolts vanish... (glitch) either way that's stupid They just need to be more consistent as a whole weapon class Also I meant the damage to trip mines I totally forgot they could stick to the face did not mean that

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  • The bolts disappearing when you die is obnoxious. They don't need to be hit scan. Then it would be easy kills from crazy range. If connection issues make them inconsistent, I'm not sure how to fix that, but I don't think buffing them is necessarily the way to go. Not that I would mind. I love fusions. I just don't want to see them get out of hand.

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  • That's why I say aim assist would be the way to go I think by buffing the aim assist by a good portion will help make the bolts more consistent as a whole And of course small amount of range and stability for the low impact ones also

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  • Perhaps. Not sure how aim assist would affect bolt spreads. As for range, that just affects bolt speed on fusions. You think the bolts need to travel faster?

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  • Actually yes bolts do need to travel faster And they need to rework range stat so higher range actually makes a difference so they travel faster It's been tested many times that range basically only increases the speed by like 0.2 or even less than that And aim assist makes the bolts land on the target more I guess at least so we have been told So that's why I think reworking range/increaseing bolt speed And more aim assist across the board (buff each arc type by like 20?) Would be good start

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  • The issue with aim assist on a fusion might be that it could negate the need for stability, if it's just gonna help them hit anyway. I guess we'd have to see it in action. I haven't seen the tests on range. I always opt for stability so I don't pay much attention.

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  • Recoil direction and stability gives a fusion less kick and tighter bolts Aim assist would only make the bolts more consistent But yes you are right we will have to see it in action I think this would be the way to go in my opinion

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