weapon/kill streak tuning
Fri Dec 11, 2015 9:44 am
#69626- ChisaGod Of Boobs
- Location : Boston, MA
you know what this game needed, damage buffs to anything....
f**king COD
Weapons
Submachine Guns:
Kuda
Increased ability to control recoil.
VMP
Time increased when aiming down sights.
Hip fire spread increased.
Weevil
Increased ability to control recoil.
Vesper
Reduced lethal range.
Razorback
Increased ability to control recoil.
Increased lethal range.
Assault Rifles:
KN-44
Increased ability to control recoil.
XR-2
Movement speed reduced.
HVK-30
Increased ability to control recoil.
ICR-1
Increased ability to control recoil.
Hip fire spread reduced.
Fixed an issue with the reload animation when a certain magazine was equipped.
Man-O-War * Increased ability to control recoil.
M8A7
Fire rate reduced.
Shotguns:
KRM-262
Removed 3-hit kill. Now guaranteed at 2-hits.
205 Brecci
Increased lethal range.
Haymaker 12
Increased lethal range.
Light Machine Guns
Dingo
Movement speed increased.
Increased ability to control recoil.
48 Dredge
Fire rate reduced.
Pistols:
MR6
Movement speed increased.
RK5
Movement speed increased.
Reduced lethal range.
L-CAR 9
Movement speed increased.
Reduced damage.
Reduced lethal range.
Hip fire spread increased.
Scorestreaks:
HC-XD
Explosive damage increased
Dart
Explosive damage increased for collision explosions
Handling tuning
Minimum speed slightly reduced
Fixed an issue where the Dart was not locking onto enemy players
Talon
AI controlled damage slightly increased
Mothership
Increased number of missiles required to destroy by 2
Owner turret explosive bullet damage increased
Owner rocket turret projectile speed increased
Hellstorm
Cluster bomb explosive damage increased
Rolling Thunder
Explosive radius per drone increased
Explosive damage per drone increased
Added 4 pairs of drones
Health per drone increased
Cerberus
Increased missiles required to destroy by 1
Increased EMP Grenades required to destroy by 1
G.I. Unit
Increased number of War Machine hits required to destroy
Slightly increased duration
Slightly decreased time stunned when hit by EMP Grenade
UAV
Increased base health
CUAV
Increased base health
Wraith
Increased base health
Fixed an issue where the Flak Drone would not intercept incoming missiles
R.A.P.S
Increased number or missiles required to destroy Deploy Ship by 1
Increased health per drone
Explosive damage per drone increased
Lightning Strike
Reduced the time between target selection and payload delivery
f**king COD
Weapons
Submachine Guns:
Kuda
Increased ability to control recoil.
VMP
Time increased when aiming down sights.
Hip fire spread increased.
Weevil
Increased ability to control recoil.
Vesper
Reduced lethal range.
Razorback
Increased ability to control recoil.
Increased lethal range.
Assault Rifles:
KN-44
Increased ability to control recoil.
XR-2
Movement speed reduced.
HVK-30
Increased ability to control recoil.
ICR-1
Increased ability to control recoil.
Hip fire spread reduced.
Fixed an issue with the reload animation when a certain magazine was equipped.
Man-O-War * Increased ability to control recoil.
M8A7
Fire rate reduced.
Shotguns:
KRM-262
Removed 3-hit kill. Now guaranteed at 2-hits.
205 Brecci
Increased lethal range.
Haymaker 12
Increased lethal range.
Light Machine Guns
Dingo
Movement speed increased.
Increased ability to control recoil.
48 Dredge
Fire rate reduced.
Pistols:
MR6
Movement speed increased.
RK5
Movement speed increased.
Reduced lethal range.
L-CAR 9
Movement speed increased.
Reduced damage.
Reduced lethal range.
Hip fire spread increased.
Scorestreaks:
HC-XD
Explosive damage increased
Dart
Explosive damage increased for collision explosions
Handling tuning
Minimum speed slightly reduced
Fixed an issue where the Dart was not locking onto enemy players
Talon
AI controlled damage slightly increased
Mothership
Increased number of missiles required to destroy by 2
Owner turret explosive bullet damage increased
Owner rocket turret projectile speed increased
Hellstorm
Cluster bomb explosive damage increased
Rolling Thunder
Explosive radius per drone increased
Explosive damage per drone increased
Added 4 pairs of drones
Health per drone increased
Cerberus
Increased missiles required to destroy by 1
Increased EMP Grenades required to destroy by 1
G.I. Unit
Increased number of War Machine hits required to destroy
Slightly increased duration
Slightly decreased time stunned when hit by EMP Grenade
UAV
Increased base health
CUAV
Increased base health
Wraith
Increased base health
Fixed an issue where the Flak Drone would not intercept incoming missiles
R.A.P.S
Increased number or missiles required to destroy Deploy Ship by 1
Increased health per drone
Explosive damage per drone increased
Lightning Strike
Reduced the time between target selection and payload delivery
Fri Dec 11, 2015 7:04 pm
#69635Mon Dec 14, 2015 10:40 am
#69653- Kaz--MoneyMember
- Location : Calgary, AB, Canada
Are these what have been implemented, or what you think should be implemented?
Mon Dec 14, 2015 10:44 am
#69654- ChisaGod Of Boobs
- Location : Boston, MA
that's what they released last week
my answer would be "nerf everything"
my answer would be "nerf everything"
Mon Dec 14, 2015 5:30 pm
#69662Mon Dec 14, 2015 8:00 pm
#69663RAPS I think use to only take 2 rockets to destroy, it makes sense for high end KS to require at least two people firing at it.
They most likely increase the explosion radius because I noticed when I had hardwire or cold blood forget which one with engineer I could see all the raps and I could walk by them without getting hurt. so even if they go off next to someone it would have a chance of killing me.
They most likely increase the explosion radius because I noticed when I had hardwire or cold blood forget which one with engineer I could see all the raps and I could walk by them without getting hurt. so even if they go off next to someone it would have a chance of killing me.
Thu Dec 17, 2015 3:46 pm
#69687Thu Dec 17, 2015 4:31 pm
#69689- Kaz--MoneyMember
- Location : Calgary, AB, Canada
The VMP is fast becoming the UMP (MW2) / AK47u (BO1) .
Thu Dec 17, 2015 7:03 pm
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