Whoa... Just... Yeah, I suppose I'll just leave this here for you. So chaingun is supposed to be the main chase and duel gun, where in RL/GL share the role for groundpounder. Gotcha.
Now that we got that over with, can we actually get back to the main point that was that the current CG needs a slight buffing for the chase part? And doing this without making it completely rape in... Actually nevermind as it is the main duel weapon anyways. *chocolate cookies*. Well I'm sorry. I'll leave you guys to ponder about it yourselfs.
"On all the other weapons, you have a period before you can fire again. I am not talking about waiting until the overheat bar has disappeared can you change weapons, that would be horrible. I’m talking about a period of time before the chain gun stops firing. It makes sense to have this period of time there. I am not decided on how long this period of time should be"
Being a chaser, I currently like playing with the nerf, and think chasing should be more a finishing thing than a kill-you-from-half-health thing. I'd like to see the sniper get a bit more play in a mid-field type position (or even at base) to help counteract a bit of the reduced damage from the cg.
The Spread is fine. You just gotta get used to it and ur fine, and learning all the levels of overheat is pretty important too.
I don't think you understood what I said, basically, you have to get used to it ^^I agree, I think giving the outrider sniper the rocket launcher or the grenade launcher would make it a more viable playing class. Basically more customizable classes.
Why would you add inaccuracy to a weapon over time? Would you like the rocket or grenade launcher become more and more inaccurate the more you fire it? I say just give it a consistent spread throughout whether this be extremely narrow spread or a wide spread.
Being a chaser, I currently like playing with the nerf, and think chasing should be more a finishing thing than a kill-you-from-half-health thing. I'd like to see the sniper get a bit more play in a mid-field type position (or even at base) to help counteract a bit of the reduced damage from the cg.
I don't think you understood what I said, basically, you have to get used to it ^^
That's like saying you have to get used to a projectile that zig-zags to its target. Please explain why a weapon should have increased inaccuracy over time instead of a constant spread.
Which of what I said is in question here? Or, what points are in question that I should consider responding to? And what issues am I avoiding?. I truly don't know what you are referring to.
I have not tried to dissect your posting style or tried to establish that you are a "meanie". All I have shown is how your "abrasive manner" effects the thread as a whole and why it is not welcome here.
As to the rest of your post, I will PM you as to not derail this thread any further. Feel free to post it up if you like.
If you read over RockeyRex’s posts, you’ll notice he’s not being friendly. Here’s how he starts off with his contribution: “Stop. Just stop. If you like talking out of yer arse, do it on 4chan or something.” If you want a respectful, mature discussion, you should’ve focused your attention on RockeyRex in the first place. Also, “Do you have to attack someone personally to feel happy with your post?”.
“Though you and desk had some valid points, the bashing that was incorporated into your posts does not elevate it far above crap.”
“In summary, what do you lose in responding in a respectful manner?”
This is hypocritical. If you want to focus on the discussion at hand, you’d focus on the valid points raised by Nept and Desk and respond in a respectful manner. By not responding to them, you appear to be avoiding the issue.
The overheat mechanic helps with balance. In duels, close-range cg is naturally out-shined by MAs, due to the rewarding knockback and disorientating effects. At mid-range, MAs become less frequent, yet the cg retains much of its effectiveness. The overheat places limits to keep the cg from become too dominate mid-range.
The overheat introduces additional skill as well. At mid-range a player needs to manage their overheat wisely. If a player fires too much and too inaccurately, they are punished with an inaccurate weapon. The solution to the problem is, of course, firing in bursts. Firing in bursts allows skilled players to maintain good accuracy, thus maintaining good damage. In a way, it’s like MAing your target several times.
Now I do not mind the hang time or damage drop off, (makes things balanced) but the reload time is just stupid.
I fight a guy with chain gun, he wins. If I do not MA , I am dead.
I cannot switch weapons fast enough to even counteract what he is throwing at me.
Proper aim hits proper movement (especially in Legions). I’ve dueled with many players who hit MAs and cg consistently, despite any attempts I make to avoid them. “Proper movement” may throw off less skilled players, but against good players “proper movement” and “dodging” is quite limited.Though MAs are disorienting and have a knock back effect, proper movement can be used to easily avoid them. Considering the high velocity of the CG projectiles, it is extremely hard to dodge them at close range.
If you’re talking about the spread, yes, it is spamming and easy to hit with at close range with the overheat. However, the cg doesn’t start off with the spread. If the player is bad, they will have a much harder time hitting with the cg with no overheat. Given the time it takes to build up the overheat, the player is only rewarded with an easier weapon after giving his opposition a head start.And the spam of them creates a sort of "splash damage" in the air.
I was pointing out with overheat management the cg is good at all ranges and introduces another skill to the game. I am not opposed to new ideas; I’m simply expressing why I enjoy the current system.I would just like the CG to be a more consistent weapon for all ranges.
Are you referring to the occasional lag spikes? They aren’t as frequent when it’s just 2 people in a server. Give dueling using bursts a shot.Many players, including me have inconsistent(not high) ping. Hence we will not know the true lead of the weapon until the tracers give the feedback.
A good player can adjust to most pings--at anything. Is it necessary for the Developers to make a high pinger equal to a low pinger (100+ diffrence; I honestly don't notice a 50 ping difference)? There's also easier weapons (splash weapons) for high pingers to use.The spread the CG creates over time makes it more ping dependent than it needs to be.
I've addressed this in my previous posts regarding situational weapon use. Let's also ask, why do you want the CG to be "consistent" for all ranges, when the rocket and nade are not "consistent" at all ranges?Actually I do not agree with this. Though MAs are disorienting and have a knock back effect, proper movement can be used to easily avoid them. Considering the high velocity of the CG projectiles, it is extremely hard to dodge them at close range. And the spam of them creates a sort of "splash damage" in the air. I would just like the CG to be a more consistent weapon for all ranges.
I would think that at mid-range, leading the player and taking into account the dodging of the other player is skill enough, all the while dodging the other players projectiles. Even if a player fires accurately, he is punished due to the damage output of the CG and how quickly the spread takes effect.
Many players, including me have inconsistent(not high) ping. Hence we will not know the true lead of the weapon until the tracers give the feedback. The spread the CG creates over time makes it more ping dependent than it needs to be.
Many posts seem to be shuffled and some even seem to be missing. It's quite confusing.
Though this might require another thread entirely, I agree with the weapon switch time of the laser rifle. But you have to keep in mind that you are using a sniper class. It might be a way to keep it balanced.
I do not know if you have the same problem, but unless you are in first person and not zoomed in, it is very hard to know when the sniper rifle has reloaded. Many times, I have fired and the sound triggers for a fire but no beam comes out.
Oh ok, so you'd rather have max overheat at the weapon at all times?That's like saying you have to get used to a projectile that zig-zags to its target. Please explain why a weapon should have increased inaccuracy over time instead of a constant spread.
Which of what I said is in question here? Or, what points are in question that I should consider responding to? And what issues am I avoiding?. I truly don't know what you are referring to.
I have not tried to dissect your posting style or tried to establish that you are a "meanie". All I have shown is how your "abrasive manner" effects the thread as a whole and why it is not welcome here.
As to the rest of your post, I will PM you as to not derail this thread any further. Feel free to post it up if you like.
Oh please. You didn't destroy anything. The fact that our views of what CG should be balanced upon is just different don't make your "objective" responce any more correct.Come on now, we completely destroyed his argument, I'm pretty sure we reacted in a manner that was beneficial to the community as a whole. Not only will people know that RockyRex's posts are failed attempts at trolling, but also our responses might actually convince some of you to think objectively.
Proper aim hits proper movement (especially in Legions). I’ve dueled with many players who hit MAs and cg consistently, despite any attempts I make to avoid them. “Proper movement” may throw off less skilled players, but against good players “proper movement” and “dodging” is quite limited.
If you’re talking about the spread, yes, it is spamming and easy to hit with at close range with the overheat. However, the cg doesn’t start off with the spread. If the player is bad, they will have a much harder time hitting with the cg with no overheat. Given the time it takes to build up the overheat, the player is only rewarded with an easier weapon after giving his opposition a head start.
I’m sorry if I missed your point here.
Are you referring to the occasional lag spikes? They aren’t as frequent when it’s just 2 people in a server. Give dueling using bursts a shot.
A good player can adjust to most pings--at anything. Is it necessary for the Developers to make a high pinger equal to a low pinger (100+ diffrence; I honestly don't notice a 50 ping difference)? There's also easier weapons (splash weapons) for high pingers to use.
I've addressed this in my previous posts regarding situational weapon use. Let's also ask, why do you want the CG to be "consistent" for all ranges, when the rocket and nade are not "consistent" at all ranges?
i have yet to see a situation where firing in bursts is not only entirely possible, but also preferable. As such, I've never been affected by the overheat. Perhaps you should try using a burst method so you don't overheat, homing. Once you see how simple a solution this is to your problem, you wont have to worry about this thread any more.
Having the overheat spread prevents people from just spamming the cg with pinpoint accuracy. Makes you think more about what you're doing.
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.
And why do I need to think more about what level of overheat I'm at? God know, there's enough to think about. 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. This already stretches me to the limit. And many players get lost in some of this stuff and lose situational awareness.
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?