Walking_Arsenal wrote:1.) So... improve server syncing so that everyone can see movables and players in the same place.
I think you missed what I said or misunderstood the point. You can't improve server syncing if there isn't any server based synchronization to begin with. Everything currently is client-sided
Walking_Arsenal wrote:2.) Not necessarily. Since an ammo system is coming, it can be a slot weapon.
Explosives able to be thrown have always been classified as grenades. If this was a weapon that fired explosive charges, then this would be a different story. As a standalone item, this would be best regarded as a grenade and not a slot weapon
Walking_Arsenal wrote:3.) Say, for example, you're chasing someone and they fall off of a platform and take some damage, but they're able to keep running. They're able to run out of the limits of your sight and you won't find them until later. Slowing them down by chasing them off a platform or shooting them in the legs gives players more strategies. Players are slowed down from falling only if they fall from a height that damages them, and the duration and slowness are determined by how much damage they took from the fall.
Selfboosting would negate these slow down effects since people would just do that rather than run, especially when it's much more efficient and quicker in terms of mobility. The current iteration where characters are destabilized when they take fall damage is good enough since recovery times aren't very fast anyways. This is a simple and straightforward game so it's better to keep it as such
Walking_Arsenal wrote:4.) If you kill a bunch of enemies and turn to do something else, the other team can revive them and you can easily be swarmed.
Then that's the player's fault for diverting his or her attention to something else. The game requires you to keep an eye out for everything and to keep a guard up. If you can't do that or if you can't prioritize certain things in the game, you have no one to blame but yourself
Walking_Arsenal wrote:5.) It can be effective if its applied for hand thrown grenades, since its simple to dodge them and you can easily run out of grenades.
If anything, fragmentation's merely a fancy way of showing the grenade's explosion radius and shockwave. Grenades right now are already in a decent spot and adding more perks to them just makes them borderline overpowered
Walking_Arsenal wrote:8.) As I stated, its useless since its very hard to deflect projectiles in multiplayer anyway. Also, since rails move faster in water, you can't really put up a screen of bullets around you, so why not increase damage when using it underwater? The CS-BNG's projectiles are easy to dodge, but you've forgotten about the damage it creates when the projectile is near a player. This weapon is also ridiculously powerful in tight areas since the damage created by the projectile near a player can kill them if they can't get out of that area easily. I get that it can kill you if you move too close to a wall or target, but no one is suicidal enough to get that close to someone with a BNG.
Even if deflecting bullets is going to be a rarity, there's still the skill of evasion that comes in play often, especially since some players selfboost around in maps. The Alien Pistol's projectile speed is superior to that of standard bullet based weapons. It's essentially comparing infinity, i.e a relatively high number like 500, to a relatively low number like 5. The difference between the two is there and it's very noticeable. Because of this unmatched speed, projectiles are significantly more difficult to evade. You can land shots on a moving target more successfully because you don't need to lead targets as much as with a bullet based weapon. Since there's less leading involved, the skill requirement in regards to aiming and tracking also drops. That makes the Alien Pistol a very useful weapon compared to other pistols and for beginners as well
It doesn't make sense to increase damage for projectiles that slow down tremendously in water. Logically, if an extremely fast projectile deals x amount of damage, then slower speeds deal less than x amount of damage. It's similar to how explosives in PB2 perform in and out of water. Out of water explosions deal more damage over range while in water, it's more confined to a small radius. Explosions don't expand quickly underwater both in reality and in PB2. Less kinetic energy = less power
I didn't forget about the BNG's AoE damage, especially since it ties in strongly with my point about the weapon countering rushing tactics. Players can easily enter the AoE range and damage themselves. No one said anything about moving too close to a wall - I said specifically the projectile. Anyone and everyone - teammates, the shooter, and enemies alike - are all vulnerable and at risk of getting damaged by the CS-BNG regardless. The skill level of the shooter determines the degree of the severity of this vulnerability and risk
Walking_Arsenal wrote:Question, of all the ways you can find that my suggestions can be useless, can you find ways that they can be useful?
Who said anything about ways that these ideas can be useless? I'm giving my opinions in a neutral way and including criticism to show the potential overlooked flaws in your ideas