Mykinius
03-12-2012, 11:42 PM
- It would be nice if weapons had a "DPS" statistic that combined damage per shot and rate of fire.
- Shotguns should have a spread statistic.
- Weapons should have easy-to-understand classifications in the shop for better comparing same-level options. For example, the 3 assault rifles for level 5 might be divided into "Spray and Pray," "Jack of All Trades," and "Precision Rifle" or "Counter-Sniper." These quick descriptions would instantly help decrypt the statistics for potential buyers. In this example, the first one would obviously be "close range, high damage," the second one would be average in most respects, and the third one would have low recoil, high precision, probably lower damage, and a decent mid/long-range scope.
- There MUST be a way to try weapons. I've said it before, but wasting days' worth of credits on a weapon you end up hating is sucky. Your only option is to sell it back for less than 500 credits.
- Weapons you hover over should only be compared to another weapon of the same category. Hovering over a shotgun shouldn't compare it to my equipped assault rifle, but rather my most expensive shotgun in my inventory, for instance.
- In my opinion, all weapons should have side upgrades available. It only seems to be available for shotguns (maybe more, but I mostly play Assault), which doesn't make sense since they're close-range (and targeting is best with snipers or other people not adjacent to you).
- Pistols need to be made more differentiated. At the moment, the only upgrade anyone would probably consider is the spiky-damage 6-shooter thing. The rest are all just like the 1st pistol but "slightly faster and less damaging" or something. Perhaps each pistol model could be upgraded with a different upgrade specific to that pistol. For example, there could be a single silencer pistol, scope pistol, high-ammo pistol, and targeter pistol. Sure, those aren't common in the real world, but this is a sci-fi game! Those ideas aren't totally implausible.
- There ought to be a better way to see what the scopes are. At the click of a but-ton (lol, no censoring HERE), the player should see a preview of the scoped-gun in first person. This would help someone (especially a new player) see the difference between a reflex scope, an assault scope, and the occasional x4 scope, for instance.
- My favorite scope so far, the x4 one on the VSS, doesn't seem to be available for any other Assault Rifles. (This one is my favorite because the entire screen becomes scoped in, not just a relatively small circle in the middle of my screen.) This strikes me as odd.
- There are duplicate armors, and if I recall, there are level 39 armors... even though the level cap is (to my recollection) only 30.
- Heat's description shouldn't imply that its purpose is damage over time like it currently does. It's a suppression tool, and the DOT is far too weak for it to be used as a damage tool as implied.
- The improved abilities need to differentiate themselves from the default ones. Take Blitz, for example. Your choices are -15 second cooldown (meh), +10% running speed / -.2 second setup (meh), and +1.5 seconds of running (meh). All of these are negligibly better than the default. To make the higher-level choices more interesting without becoming too much better, they should be sidegrades with drastic differences and significant downsides. In this example, that could be -30 second cooldown / -2 seconds of running or +33% speed / way less handling.
The modified abilities could introduce new mechanics, too. Stuff like "-75% damage received during charge from all sides / triple setup time" and "instant setup but ends on first person hit."
- Shotguns should have a spread statistic.
- Weapons should have easy-to-understand classifications in the shop for better comparing same-level options. For example, the 3 assault rifles for level 5 might be divided into "Spray and Pray," "Jack of All Trades," and "Precision Rifle" or "Counter-Sniper." These quick descriptions would instantly help decrypt the statistics for potential buyers. In this example, the first one would obviously be "close range, high damage," the second one would be average in most respects, and the third one would have low recoil, high precision, probably lower damage, and a decent mid/long-range scope.
- There MUST be a way to try weapons. I've said it before, but wasting days' worth of credits on a weapon you end up hating is sucky. Your only option is to sell it back for less than 500 credits.
- Weapons you hover over should only be compared to another weapon of the same category. Hovering over a shotgun shouldn't compare it to my equipped assault rifle, but rather my most expensive shotgun in my inventory, for instance.
- In my opinion, all weapons should have side upgrades available. It only seems to be available for shotguns (maybe more, but I mostly play Assault), which doesn't make sense since they're close-range (and targeting is best with snipers or other people not adjacent to you).
- Pistols need to be made more differentiated. At the moment, the only upgrade anyone would probably consider is the spiky-damage 6-shooter thing. The rest are all just like the 1st pistol but "slightly faster and less damaging" or something. Perhaps each pistol model could be upgraded with a different upgrade specific to that pistol. For example, there could be a single silencer pistol, scope pistol, high-ammo pistol, and targeter pistol. Sure, those aren't common in the real world, but this is a sci-fi game! Those ideas aren't totally implausible.
- There ought to be a better way to see what the scopes are. At the click of a but-ton (lol, no censoring HERE), the player should see a preview of the scoped-gun in first person. This would help someone (especially a new player) see the difference between a reflex scope, an assault scope, and the occasional x4 scope, for instance.
- My favorite scope so far, the x4 one on the VSS, doesn't seem to be available for any other Assault Rifles. (This one is my favorite because the entire screen becomes scoped in, not just a relatively small circle in the middle of my screen.) This strikes me as odd.
- There are duplicate armors, and if I recall, there are level 39 armors... even though the level cap is (to my recollection) only 30.
- Heat's description shouldn't imply that its purpose is damage over time like it currently does. It's a suppression tool, and the DOT is far too weak for it to be used as a damage tool as implied.
- The improved abilities need to differentiate themselves from the default ones. Take Blitz, for example. Your choices are -15 second cooldown (meh), +10% running speed / -.2 second setup (meh), and +1.5 seconds of running (meh). All of these are negligibly better than the default. To make the higher-level choices more interesting without becoming too much better, they should be sidegrades with drastic differences and significant downsides. In this example, that could be -30 second cooldown / -2 seconds of running or +33% speed / way less handling.
The modified abilities could introduce new mechanics, too. Stuff like "-75% damage received during charge from all sides / triple setup time" and "instant setup but ends on first person hit."