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Suggestion stuff

Discussion in 'Ideas' started by Piky, Aug 2, 2015.

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  1. Piky

    Piky Well-Known Member

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    The PP-90M1, it's like the P90, expect lower damage. It's got some good accuracy but that's pretty much it.
    -Suggestion: Increase the damage by 8+ (24 damage per bullet) so it's a good weapon to get at level 60.

    To all sub-machine guns; they run out of ammo very quickly. They're pretty much ammo-eating machines.
    -Suggestions: Increase ammo by 32. Increase Mac-10's ammo by 48 (separate from the 32 increase)
    -Alternative Suggestions: Increase ammo by 20. Increase Mac-10's ammo by 38

    Snipers with 32 ammo won't last that long, don't know why the Isolator has 64 and others don't.
    -Suggestion(s): Buff those weapons with at least 16 (if that doesn't work, maybe 10) more ammo. Could possibly reduce the Isolator's ammo by 16 but part of me doesn't. (64 in clip)

    The Typhoid has a problem. It eats through ammo so quickly.
    -Suggestion: Buff the ammo by 32 (64 in clip)

    Most of the assault rifles aren't that great in ammo wise when it comes to using them.
    -Suggestions: Buff M16's ammo by 48 so new players won't have such a hard time on ammo consumption. Now onto the others, increase their ammo by at least maybe 20 or 24 so those who usually don't have Scavenger won't be so left out so often.

    M1014 isn't the best, and it's pretty much the worst. And so is the Spas-12
    -Suggestions: Increase damage to every pellet by 1 (12x8 = 96 damage). Increase damage to every pellet by 1 on Spas-12 per pellet (15x8 = 120 damage). Increase ammo on M1014 by 16 (or 10 if 16 doesn't work.

    Spawn protection isn't really that long enough to survive. In most cases. Spawn killing completely ruins it.
    -Suggestion: Increase Spawn Protection for 3 more seconds.
     
    • Agree Agree x 4
    • Like Like x 1
  2. MR_EVIL_OVERLORD

    MR_EVIL_OVERLORD Elite Legacy Legend | PRO | Genius Super Villain

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    Nice suggestions. The shotguns need a revamp on their load out they are completely worthless to some players.

    I do like the 3 seconds additional of spawn protection. That might help players from getting camped into a corner at spawn.

    None of this will probably be done, just saying. We can't even get clans fixed.
     
  3. Romkelolol

    Romkelolol Well-Known Member

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    It makes me sad to see this many good suggestions... that will most likely never get added to the servers.
     
    • Agree Agree x 4
  4. marcel18167

    marcel18167 Well-Known Member

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    At some maps you can already run into the enemy spawn befor the spawn protection ran out.... and overall a bull would not help because the knockback is the problem with spawn trapping and not the spawn protection.
     
  5. Lord_Roke

    Lord_Roke Forums Watchdog

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    PP90M1: 24 damage would mean you can kill a enemy with 4 bullets, which is pretty OP considering the high fire rate.
    Maybe buff it to 18-20.

    Everything regarding ammo: It was planned to change some ammo amounts, but it turned out to be quite complicated so we didn't do it yet.
    Also, I think you can't change the ammo amount to numbers like 48 because of the system. We can adjust how much ammo you get on spawning and how many bullets you need per shot (The numbers need to be integers).
    Right now you get 64 ammo on spawning; to give a weapon 48 shots it would need to use 1.33 ammo per shot which of course isn't integer and doesn't work.
    Once we figure out how to change the standard ammo amount possible shot amounts would be 16, 32, 64 and 128 (I doubt any gun should start with more than 128 shots).

    M1014: Good idea, with this buff it would almost be a onehit if all bullets hit.

    Spas-12: Right now it does 112 damge if all bullets hit and 98 if 7 bullets hit. This means it oneshots if 7 or 8 bullets hit the enemy which is pretty good for a low level shotgun. I don't think it needs to be changed.

    Spawn protection: This is always a double-edged knife. Longer spawn protection also gives new-spawned players more time to kill others without a risk.


    We just updated multiple war guns and maps. We will continue to do this more often in future, so these suggestions indeed have a chance of being added.
     
    • Like Like x 1
    • Informative Informative x 1
  6. Piky

    Piky Well-Known Member

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    Huh, didn't know about the ammo. That's something I could've thought out but it seems complex. What I meant with like 48 is like spawning with more ammo. But yeah, if it's possible, go for it. 20 damage for the PP90M1 seems good. You're right about the Spas-12 :stuck_out_tongue:
    I am thinking about maybe 1-2 more seconds on spawn protection but there's so much that can happen. Oh well :stuck_out_tongue:
     
  7. Lord_Roke

    Lord_Roke Forums Watchdog

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    You always get the same amount of ammo on spawning, no matter what gun you use. How much ammo the gun is using per shot makes the difference.
    Hope I explained it understandable.
     
  8. Piky

    Piky Well-Known Member

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    Oh, that now makes sense. Oh wells.
     
  9. Eso

    Eso Blow My High (Members Only)

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    The thing that's the problem is the reload speed is the same for every single gun. Which makes half the smgs useless.

    It should be that the smgs are the fastest to reload and the lmgs or snipers take the longest.
     
  10. marcel18167

    marcel18167 Well-Known Member

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    Idear: if you choose one of the guns that should have more ammo you get an extra killstreak: 0 kills (or 1) extra ammo. (like the 5ks)
     
  11. Xavier1974

    Xavier1974 I cream scarecrows

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    Good ideas, I like the pp90, that weapon's a disappointment. Almost 2700 credits I believe.
     
  12. pAggYDaRP

    pAggYDaRP Well-Known Member

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    disagree with the last 2 paragraphs and the iso bit. otherwise, great ideas!

    *also another thing, ammo isnt everything. <--- (important)
     
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