GizmoGomez Posted July 28, 2013 Share Posted July 28, 2013 So, here's a very quickly put together list of stuff, and I would like to know how close this is to the actual game. My quickly-formulated and not-really-researched-much-at-all idea: For shotguns: High damage, medium/low TU cost (20, 25, 30), medium/high accuracy, and short range. Pistols: Low damage, medium/low accuracy, very low TU costs (10, 15), short range. Assault Rifles: Medium/low damage, medium/high accuracy, decent range (between carbine/shotgun and precision rifle) and medium/low TU costs (20, 25, 30, 30 burst fire). Carbines: Medium accuracy, medium/low damage, short range, low TU costs (15, 20, 25, 25 burst). Precision: High accuracy, long range, high TU costs (40, 50, 60), medium damage with high armor mitigation (once hypervelocity is back in, it'll get better.) LMG: Medium Accuracy, medium damage, medium/high TU costs (40 burst), medium/long RL: medium accuracy, medium/long range, high TU costs (30, 35 fire, 35 reload), variable damage (duh). Again, just pulling stuff out of thin air. How close to the actual game are these numbers? Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted July 28, 2013 Author Share Posted July 28, 2013 What's important to note is that a high accuracy doesn't mean it can hit across the map; hopefully the accuracy formula works and accuracy drops off nicely after the engagement distance is gone. Also, we can factor in the close range engagement accuracy bonus into the carbine, shotgun, and pistol (and to an extent assault rifle, but not much). Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 31, 2013 Share Posted July 31, 2013 I think suppression is important to mention. So the LMG can afford to be low accuracy instead of medium (which is what I'd say it is and should be) because it's got high suppression. Why do carbines never get any mitigation? Quote Link to comment Share on other sites More sharing options...
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