Small balance change, Increase magazine size for LMG.

moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited February 2013 in Ideas and Suggestions
Right now, in almost every battle (even 1 on 1) I see marines fully empty a magazine, and switch to a pistol for the final few shots. This small mechanic has a huge effect on the winrate of marines in skirmishes, and consequently, how effectively marines hold territory. If you keep your head and switch weapons at the right time, you win. If you don't you lose. This is a good mechanic, and would never want to see it go entirely, but it plays such a huge part in so many battles that I would like to see the consequences of tweaking it.

The advantage of tweaking this over other variables is that it changes hardly anything about how the game feels. The LMG still feels just as effective, the skulk still feels just as strong. However, it will make a big difference in how effectively marines hold territory, by changing the outcomes of lots of little knife-edge skirmishes where it could easily go either way. I'd really like to see the effects of bumping it to 60.

Comments

  • Angry ChildAngry Child Join Date: 2012-12-05 Member: 174256Members
    It takes a little more than 1/5 of your clip to kill a skulk, adding more bullets isn't going to solve the issue of marines having terrible aim. They already have a huge amount.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    ^ What he said. Just learn to aim.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    I would hate to see us resort to a change like that to cover up the real issues - animations, hitreg and performance.

    And just for the record, you're not allowed to call a 20% increase in the most commonly used gun in the game a "small balance change"!
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    This would break the balance of the Rifle vs Skulks/other lifeforms scenario that has been perfectly fine the way it is since NS1 both in damage values and ammunition per clip.
  • AfterhoursAfterhours Join Date: 2012-09-18 Member: 159869Members, Reinforced - Shadow
    Yeah, gonna have to agree with the other posters OP. =/ Low-skill marines will waste an entire clip on a skulk instead of using controlled bursts, which effectively solves your problem of needing more ammo. It's more a matter of not wasting your ammunition spraying and praying.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    Add more bullets to the magazine but all change the adrenaline to a regen capacity.
  • bERt0rbERt0r Join Date: 2005-03-23 Member: 46181Members
    edited February 2013
    I would rather like to see the rate of fire of the lmg reduced so you dont was as many bullets when shooting skulks. Clean 11 bullet kills are pretty much impossible to achieve, even on not moving skulks thanks to the delay.
    Slower LMGs would also allow nerfing onos hp and if needed shotgun dmg vs onos. -> Onos can take an equal time under fire, gorge healing becomes more important (heal greater percentage of hp) onos have more time to decide whether to retreat or not but they should die when they get ambushed and trapped.
    Slower LMGs would make fade's life vs lmg easier - shotguns vs fades would become more important.
  • ekrizonekrizon Join Date: 2012-11-14 Member: 170924Members, Reinforced - Shadow
    If hitreg ever gets perfected you will feel like you have 100 bullets.
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