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 The guns in CC and your thoughts (so we can make 'em better) 
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Azakan, that'd be 900rpm, only a seven percent increase over the coalition compact assault rifle, and 14% less than the Ronin uzi. Not particularly overpowered.
CC just feels like it has low-cyclic rate weapons due to lag.


Oh, also, the browncoat magmaul's fuel bomb mode is pretty neat, however, when it explodes into fuel, there seems to be a minimum velocity on those particles. There shouldn't be. Having a minimum velocity means that the spread of fuel will be less at the point where you aim the bomb, and there will be more fuel to either side of it. A concentration of fuel in the middle with less and less the farther from your aim would be better, I think, which is what would result from having no minimum velocity.
And I'd suggest velocity inheritance on that oil, too.


Sun Jun 24, 2012 8:45 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
SMG

Its cheap, and relatively affective on light actors,

BUT! I dont like kow fragile it is, if it takes upping its mass, i want it to be more sturdy, and if a small price increase can up damage, i could deal with that.


Thu Jun 28, 2012 7:04 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
No the Base set weaponry are meant to be cheap slightly worse than what you could get from another tech.


Thu Jun 28, 2012 9:50 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Haha funny I was just about to comment on the assault rifles and I see Crow has already done so. I feel like they should be the versatile, go-to workhorse that has a fighting chance in almost every situation. IMO everything else should be a niche weapon that's only good in certain circumstances. In particular the Coalition AR feels underwhelming in comparison to its incredibly strong options in the Auto Shotgun, the Heavy Sniper Rifle, and to a lesser extent its various cannon-y weapons. In fact I have some individual problems with those three.

The Auto Shotgun is far too effective at mid range, considering it's rate of fire it can dismantle even heavily armoured targets at the end of your screen. It simply dominates any kind of inside fighting and still does well in outside engagements. I think it should have its range reduced and maybe power slightly reduced so it doesn't dip into other niches. Maybe a longer reload as well?

The Heavy Sniper Rifle is a lot of fun and really overpowered. Unfortunately I think both of these traits come from the same thing: the fact that it's able to one shot most targets far outside of their aim range. Even the things it doesn't outright kill, like Coalition walkers, it knocks back and flips over, leaving them open for another shot.

The cannon weapons (Auto Cannon, Revolver Cannon, Flak Cannon, Uber Cannon and Missile Launcher) feel kinda redundant. Though they all have ways they differentiate themselves they all occupy roughly the same niche and I feel pretty ambivalent as to which one in the bunch I end up clicking on. Redundancy is charming in the Ronin faction but I feel like Coalition jsut be efficient and streamlined.

Pistol in general feel underpowered. Yeah they're a side arm but they're still firing bullets and they should still be able to kill people. Maybe they could be like the pistols in CoD where they do the same damage per bullet at close range but have much quicker fall off, slower rate of fire, and smaller clip size.


Mon Jul 02, 2012 6:28 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Contrary wrote:
*wall-o-text snip*

i see someone who is quite "Contrary" to most of the forum users(including me), who just post what they dont like about the guns, or say nothing.


Mon Jul 02, 2012 7:34 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Twitter Feed wrote:
CCData: Coalition Flak Cannon, Revolver Cannon, and Heavy Sniper Rifle made unbuyable. Coalition Sniper Rifle strengthened.


What? First the Mauler Shotgun and now this?

Is there any reason for "removing" these guns?


Wed Jul 04, 2012 10:50 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Yeah they're redundant as hell and we're moving them to other factions.


Wed Jul 04, 2012 11:01 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Phew, glad to hear that. I would miss my heavy sniper.


Wed Jul 04, 2012 11:04 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Nooooo, I liked coalition with extra weapons.

But at least,
unwoundpath wrote:
Phew, glad to hear that. I would miss my heavy sniper.


Wed Jul 04, 2012 11:25 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun name:Flak cannon
What I like about this gun:Great for fighting in small spaces as your enemys get a more concentrated burst
of the blast
What I don't like about this gun and I think should be changed about it:The reload time its easyer to use the uber cannon as its reload time is shorter and it still delivers a deadly payload

Additional notes:I just got cortex command and i am testing all the wepons forgive me if not all my info is right


Thu Jul 05, 2012 1:03 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gun Name: ALL THE PISTOLS.

What i like about them: They are all small and versatile side arms.

What i dont like: They should have more raw stopping power, say a Glock round to the chest, that should maybe make the hit actor stumble a bit. But with heavier pistols, i want to see actors stopped dead in there tracks when my Peacemaker round hits him in the chest, like, fall over and have to get back up.

Additional Comments: The trade star pistol would be tough to balance, but i think super light actors (Thin culled clone for example) should be minorly stopped.


Mon Jul 23, 2012 6:08 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Pain receptors are taken out and replaced with a blood percentage counter in all clones.

I think.

Wouldn't really make any sense though tbh.


Mon Jul 23, 2012 11:41 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
motochad wrote:
But with heavier pistols, I want to see actors stopped dead in there tracks when my Peacemaker round hits him in the chest, like, fall over and have to get back up.


This should only happen about 30 or 35% of the time, But still a good idea.

Gun name: Impulse cannon.
What I like about this gun: Very powerful and easy to aim.

What I don't like about this gun and I think should be changed about it: It's basicly useless in build 27, as it explodes about a meter in front of you. This requires you to get right up in your enemy's face to get a good shot in, which is quite dangerous and frequently results in injury or death.

How I think this could be fixed: Just make it the same as before B27. This was one of the reasons I backdated to B26.


Tue Jul 31, 2012 1:54 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
motochad wrote:
Pistols [...] stopping power [...] stumble [...] fall over

The idea's intriguing, but why for pistols specifically? Logically, if a conventional pistol would debilitate someone, a conventional rifle would more so.


Sun Sep 23, 2012 8:35 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Azukki wrote:
motochad wrote:
Pistols [...] stopping power [...] stumble [...] fall over

The idea's intriguing, but why for pistols specifically? Logically, if a conventional pistol would debilitate someone, a conventional rifle would more so.


Wow, i had like, a nine paragraph (Exaggeration much?) response typed up, and than i accidentally alt-f4'ed and lost it all, so here is the quick version.

I see your point, but due to balance issues, here is what i thought,

Semi-automatic two handers would stop people like a car.

Bursties would have like, a 1 in 3 chance of doing the same thing as an Semi.

Automatics would have a 20%-40% chance of having the effect of a Semi.


Sun Sep 30, 2012 3:15 am
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