Build wrote:1 shot per clip, headshot only does 50 damage. Body does random.
Well played...
Build wrote:1 shot per clip, headshot only does 50 damage. Body does random.
Side arms are meant to be last resort shitastic weapons, not weapons that completely cover up the downside of the weapons youre using and are equal/better than the other primarys.
I think that we should encourage people to be wise with their ammo instead of giving them a way to avoid strategy all together.
how does ammo come into this at all? I feel like a sidearm should at least somewhat balance out the primary's weaknesses.
it's hard to defend yourself at close range with a rifle, and at long range with a shotgun. ammo would not have helped me win those fights, unless it fell on my enemy's head.
I didn't say I was for or against side-arms, just that I had an idea. so tell me how you would balance them. I do want to hear your suggestion. seriously.
Rockettechgamer wrote:4. If my primary was out of ammo, why would I continue on using my pistol? the handgun should not be a viable primary.
Fluttershy wrote:Rockettechgamer wrote:4. If my primary was out of ammo, why would I continue on using my pistol? the handgun should not be a viable primary.
Then dont give it the stats of a primary or damage higher than the rifle. If I were to make a handgun Id do three things.
1)give it pathetically low damage (ie, 20H-13B-8L) but a fire rate slightly above rifles
2)Pinpoint accuracy
3)High/infinate ammo
All the guns would have access to this and it does several things
a)its truely a backup weapon in that its damage is not even comparable to the primary
B) Its a back up that doesnt just bandaid the ammo problem. Thats key, if it has low ammo the entire concept is thrown away because itd just prolong the "im out of ammo" scenario people like to throw out despite usually only happening with SMG.
MrHaaaaaaxFF wrote:Perferably high ammo, not infinite. Maybe we could adjust it to near SMG's damage(y'know, dat pistol rounds!) but it would be OP.
But again, who would survive 5 rounds to tha face?
Fluttershy wrote:MrHaaaaaaxFF wrote:Perferably high ammo, not infinite. Maybe we could adjust it to near SMG's damage(y'know, dat pistol rounds!) but it would be OP.
But again, who would survive 5 rounds to tha face?
Whoever thinks realism comes before gameplay should take a dive. Into a pool of reason anyways. Smg damage for a side arm is too much, while at first that sounds "ok", consider two hit kills. On a back up weapon.
Then dont give it the stats of a primary or damage higher than the rifle. If I were to make a handgun Id do three things.
1)give it pathetically low damage (ie, 20H-13B-8L) but a fire rate slightly above rifles
2)Pinpoint accuracy
3)High/infinate ammo
All the guns would have access to this and it does several things
a)its truely a backup weapon in that its damage is not even comparable to the primary
B) Its a back up that doesnt just bandaid the ammo problem. Thats key, if it has low ammo the entire concept is thrown away because itd just prolong the "im out of ammo" scenario people like to throw out despite usually only happening with SMG.
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