New Weapons/Skins Feedback

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Re: New Weapons Demo Feedback

Postby nightmar » 10 August 2019, 14:54

I noticed that people add their opininons about the weapons so I'ma do the same thing.

1) CS-autocannon I like the idea of having a small autocannon as a weapon. It's damage, fire rate and accuracy make it a reliable weapon and pretty much what I expected from the first CS rocket launcher.

2) Crossfire Vortex. Looks ncie and has a really cool projectile. However taking in mind it's fire rate and prjectile speed (if I am not mistaken it's energy so it is the slowest possible) I'd say it needs a serious buff in it's power.

3) PSI cutter. This weapon is absolutely great. Undoubtely one of the best upcoming weapons. It's fire rate and power fit prefectly and I love the idea of it's prjectile being able to reflect on walls like that without harming it's user.

4) android sniper rifle. This weapon is awesome. I find the idea of a 2 round rapid sniper rifle great and it's projectile is just beautiful. it's damage and fire rate alos fit the design.

5) Assault Rifle CR-30. Very nice. Pretty much I think this is how CS-Combat Rifle should be like for players to use it at MP. I think it would be better if it had just a bit higher power but I am not a rifle expert so I am not sure if that would mmake it OP.

6) Heavy Sniper CS-ragequit. Gotta love the ragequit into the gun's name. I love the design of the gun and pretty much everything about it. I like the idea of it being stronger than the other CS sniper rifle (since it's a long range heavy weapon it oughts to be powerful and slow).

7) Shotgun NXS-25. The design is cool and the shotgun itself is very good. Finally a shotgun that has a more realistic feature in it: It is quite slow but can blast an enemy to the heavens. The power is incredible but along with the fire rate make the weapon balanced.

8) Archetype 27XX. Now the design looks good but I find the weapon's fuction a bit off. the gun has a laser sight allowing players to notice enemies at a large distance something used for long range weapons. However the archetype is a fast spread type weapon which makes me see the laser sight as kinda useless since the weapon seems more suitable for mid/close range combat. Even if used for long range it won't be as effective as other long range snipers since the enemies having received low damage from the first shot will immediatly notice the sniper (most sniper rifles are oftenly used for their ability to 1 shot an enemy from a safe distance).

9) Marksman Rifle CS-RM. This is a very good weapon. It's strong but not too strong and slow but not too slow(in my opinion the alien rifle should be more like that to be used more often).

10) Raider Railgun Mk1. Finally a new rail projectile and a new nice railgun. It's quick and accurate making it a good replacement for rifles and more reliable for quick rail battles than lite railgun. It's design also looks awesome.

11) Medic Pistol. A long range defibrilator which I am pretty sure that also restores health to allies. Even though I ahve not tried it I'd say it looks kinda weak and if someone uses it when dying should be cautious about where they will aim.

12) Grenade Launcher CS-GLHF. Finally a grenade launcher with grenades that blow on impact with everything. I love this idea. I also believe that it's fire rate is good taking into consideration the fire rate of the CS grenade launcher.

13) falkonian anti-gravity rocket launcher. Who doesn't love homing missles? They are very well made with their velocity being neither too high nor too low.The projectile and weapons design also look cool. The weapon's power is low but it's only fair if you take in mind the fire rate and the projectile ability.

14) Rocket Launcher CS-Barrage. When I look at a weapon like Barrage I expect it to have high power and low fire rate (since the reload is 4 rockets) and not the opposite. Don't you think it's kinda off it have low power and high fire rate when the weapon fires 4 rockets? Other than that the weapon design looks cool even though i'd like the projectiles to look bigger (but since the weapon is quite weak they are ok I guess).

15) Plasma Shotgun. YES. A SHOTGUN THAT FIRE SOMETHING THAT ISN'T BULLETS. Took people long enough to make one. The design is prefect(when I first saw it I couldn't wait to get my hands on it). I still think it should have a CS next to it's name since plasmagun was also created by the CS.

16) Android Shotgun.The design looks great (I bet people will use it as a moded gun to work differently as well since the design would fit many weapon classes). It's projectiles, fire rate and spree degrees make it look quite strong however I ahve not seen much of it yet.

wow 17 new guns. Nice ( I did not add an opinion about the vehicle gun since I pay more attention to infantry)


BTW is it me or does the experimental version of the falkok grenade launcher work differently (I fired it and it shot 3 small orange glowing projectiles that stick into walls while in the sable version it still works the same)?
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Re: New Weapons Demo Feedback

Postby Incompetence » 10 August 2019, 16:31

nightmar wrote:5) Assault Rifle CR-30. Very nice. Pretty much I think this is how CS-Combat Rifle should be like for players to use it at MP. I think it would be better if it had just a bit higher power but I am not a rifle expert so I am not sure if that would mmake it OP.

originally the CR-30 did deal more damage per shot. it wasn't broken per se but it was definitely too powerful when paired with its high accuracy and rate of fire. atm its power is at a decent spot. as long as you can land headshots or your bursts consistently, you can outpace and beat plenty of weapons. its rate of fire and accuracy makes the weapon incredibly strong, even with a lower projectile power.

nightmar wrote:Archetype 27XX. Now the design looks good but I find the weapon's fuction a bit off.

this is because the weapon got butchered for whatever reason and was balanced as a shotgun rather than a sniper rifle, even though these changes not only ruined the weapon but imbalanced its identity and role incredibly. its current iteration is a mistake that ignores key points regarding the weapon

nightmar wrote:BTW is it me or does the experimental version of the falkok grenade launcher work differently (I fired it and it shot 3 small orange glowing projectiles that stick into walls while in the sable version it still works the same)?

update isn't live yet on the actual build of the game so the grenade launcher will behave differently.
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Re: New Weapons/Skins Feedback

Postby boom5 » 27 August 2019, 01:40

Sticky grenades for the falkok grenade launcher was a great suggestion.
Bruh Moment.
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Re: New Weapons/Skins Feedback

Postby Incompetence » 27 August 2019, 02:56

still going to reiterate that the archetype 27xx needs re-tuning. rn it's not worthy of being in slot 4 because it doesn't compete with that slot at all. it's directly competing more with slot 3 which to me doesn't make sense. it behaves too much like a shotgun.

i think having bullet speed set to 90 (current speed is 60 and CS sniper rifle speed is 120) is a good place to start to make it more like the slot 4 it's intended to be. 90 is an okay compromise to me considering this is both a sniper rifle and a shotgun at once atm. 90 bullet speed embraces the high-speed projectile nature all slot 4s have, but it's still outclassed by the CS sniper in terms of precision and bullet speed, and it outpaces typical slot 3s in terms of bullet speed. tightening its spread to its original iteration would also make it closer to what was originally intended: precise but not single-point precise. i don't find those changes to be too powerful; like I said, many other weapons can still beat it. CS sniper is more precise and much faster in bullet speed, same with all railgun-class weapons. needle is much more precise so headshots are much more consistent. archetype, even with lower spread, wouldn't be 100% consistent in headshots. its only unique factor would be its multi-shot and its ability to deal damage to both the head and body if aimed correctly, which would make the weapon slightly more forgiving and less punishing.

CS-GLHF: well, it could use a bit smaller blast radius. when i was designing the weapon, i wanted its skill curve to be based more on aiming, where grenade impacts did most of the work. i don't want people landing grenades 7-10 blocks away and dealing crazy damage, something like 1-2 blocks away was what I had in mind. let the CS grenade launcher have the larger blast radius out of the two non-sticky GLs. its fire rate would also make the weapon forgiving if you miss. also making it CS feels pretty redundant now but its current design makes it next to impossible to make it non-CS. there are plenty of CS weapons being added in which is further diluting the weapon pool unnecessarily with CS-affiliated weaponry; CS-GLHF was one of the first weapons that was CS and added in but now there's a slowly growing longer line behind it. i have a visual rework concept ready for it to fit my new OEDA faction. rn i don't want to contribute to a dilution of CS weapons and instead want to give it a different identity. this would be a fantastic introductory weapon for that faction in the meantime until the next submission event where i'd have more stuff made and ready for the faction.

PH-40: this gun triggers my destiny 1 PTSD (ffs d1y1 thorn all over again; it even has an eerily similar but still slightly slower fire rate and green DoT bullets). it's in an interesting spot atm. it does decent DPS because of its rof and collective damage + DoT damage. insanely powerful against <200 HP enemies, and decent against really high HP enemies (constant damage and DoT damage is useful in stopping/preventing HP regen). you'd arguably need less shots to kill a high HP target compared to other slot 4s because of its DPS and damage over time, which compounds with each shot landed, which in turn allows the damage over time effect to last longer. i'm pretty sure those alone make it stronger than even the heavy railgun, which has a drawback of having a slow reload.

CR-30: i have no issue with the weapon. i only want it renamed to "OEDA CR-30 AR" so it fits my OEDA faction lol. blame me for retconning my own lore for my weapons (then again, i never assigned the CR-30 to anyone in particular up until now). not necessary but it'd keep things consistent in terms of naming nomenclature. it'll justify its not-so-futuristic look somewhat too and it won't be factionless anymore.

CS-IK: why is it CS but i won't complain if it's under my faction
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Re: New Weapons/Skins Feedback

Postby Roxxar » 27 August 2019, 05:59

creator of the falkok grenade launcher here

i actually love the idea of sticky grenades. i didnt even suggest that, but its a great change that i think can make it really stand out gameplay-wise from every other new grenade/rocket launcher in-game now.
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Re: New Weapons/Skins Feedback

Postby storm8472 » 19 September 2019, 06:10

I think making a weapon toxic should be a trigger and not projectile model based.

Based on how it currently is the capabilities are reduced a lot.
The other thing is that the toxic grenade launcher seems kind of wierd, the bng-like effect at the start should have the projectile glow or something like that, or be removed, and the projectile explosion radius should be increased.

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