In all my time playing legions, I have yet to meet one of these players that can MA me consistently.
I’ll post a video to show you how consistent MAs can be at close range.
No, I am referring to the fact that some of us have bad ISPs.
Games shouldn’t be balanced for those with unstable connections. Your connection isn’t a problem with the game; it’s a problem with your connection.
Each weapon excels in different areas. And ping affects these weapons differently. Therefore if ping affects one weapon and its specialized area. This is not made up by "splashy weapons". In this case, ping affects chain gun far more than it effects say the rocket launcher. The area that the chaingun affects is not made up by "splashy weapons".
The game shouldn’t be balanced for people with unequal pings; it should be balanced for people with equal pings. Why does a player with 150 ping have to be equal to a player with 50 ping?
The rockets and nades are consistent over all ranger…
“Did you guys know that rockets have a 25% perpendicular drift depending on your perpendicular speed.”
I’m assuming there’s a drift for grenades as well. I left out the “over time” because you’ll never be standing still.
If that were the case we can just make a burst weapon with whatever many rounds/burst. We wouldn't need a cg would we.
Perhaps the cg was ment to be burst fire mid-long range and stream up close—it would explain overheat.
And why do I need to think more about what level of overheat I'm at?
In final, It boils down to why would you have a player thinking about spread when there are so many more important things to think about?
“The overheat introduces additional skill as well.” I’ve explained this in previous posts. Why remove an element of skill from the game?
Such as, the lead on the target, how the target is moving, what the target is shooting at me, what terrain I'm going to be landing on, how can I use this terrain to gain an advantage, how much energy do I have, who are the players around me, what is the situation with the flag, and several others.
Everything you listed is an essential skill in any FPS—even spread; it should all be second nature.
I would think that the chain gun gaining spread as quickly as it does is actually making it harder for newer players to get good with it.
Good. A skill gap! We shouldn’t make the game easier; we should make it more user-friendly. There are many tutorials and guides, but none of them are given to a player when they first start. A new player shouldn’t have to find them—they should be offered to them on a silver platter. I’d also like to point out games like CoD (which the majority of people play) have spread accumulated over time and there’s no shortage of new players. The lack of new players is because of the vastly different movement in Legions and the lack of user-friendliness. (No I am not arguing for easier movement; I’m arguing for tutorials given at registration and “Helpers”)
Frankly, I wouldn't care if the gun started with a spread. I would just like it to have a consistent spread.
If the cg starts off with a (somewhat large) spread, it would punish good players more than it does now. The controlled bursts give a good player the perfect accuracy of the first few shots. Your “start off with a spread” idea won’t give a good player the accuracy bursts have, unless it has a tight spread. Let’s say the cg has a very tight spread so it rewards accurate duelist. However, chaining out cappers (incoming or coming home) much more possible and easier due to the predictable, linear movement. Also, if there is no overheat (when the bar reaches the top and stops firing), the cg would become spammy. How do you propose we balance this?
“I would just like the CG to be a more consistent weapon for all ranges.”
“Considering the high velocity of the CG projectiles, it is extremely hard to dodge them at close range.”
Having a consistent (I’m assuming tight) spread would make dodging harder—you won’t have the cg overheat missing for the player.
The problem with the cg (other than damage) is not the cg itself—it’s the movement. It’s like trying to balance heat-seeking missiles (think Tribes) without Flares. When you remove Flares from Tribes, it becomes hard to balance heat-seeking missiles through only minor tweaks. In this case, the problem with missiles is not the missiles themselves; it is the lack of content to balance them. If more movement options are added, such as a dodge, it would increase the skill gap; help balance the cg, and make more weapons possible (Desk mentioned freedom of movement needing a buff—one of the points you missed).