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Let's talk about the Chaingun.
  • Rougey
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Re: Let's talk about the Chaingun.
« Reply #90 on: 11.03.09 | 02:24 PM »
Now I have been around for ages in this game, not making myself the guru of all things legions, but it has allowed me to form some ideas from my past experiences and play-time.
You might not be the Guru, but I however, are. And as the Guru of legions, right down to floating six inches in the air in the lotus position above your golden throne, surrounded by a golden nimbus of light, in a pink marble palace atop of the highest peek of the highest mountain, in a room full of scantly clad women bearing silver platters of fruit and crystal pitchers of ice cold Beer, occasionally ranting out pearls of great wisdom and spiritual enlightenment; I can say this:
+1


EDIT: Now if you excuse me I must feed my Blue Liger and bless some virgins.
« Last Edit: 11.03.09 | 02:28 PM by Rougey »
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  • Outlawl
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Re: Let's talk about the Chaingun.
« Reply #91 on: 11.03.09 | 02:26 PM »
Yeah, taking longer to kill someone would change the gameplay, so it would require the addition of other elements.

And please please, drop the RL/GL only versus CG only conversation. My last post you quoted was just to show why I'm not using that scenario.


You balance according to what we have, not what we should have. This is what you have right now, and you have to deal with it.

And by dropping the RL/GL vs. CG only scenario, you are just summarizing that good player should know when to use all 3 weapons instead of just one. When another weapon can replace the role of another weapon to the point where it is performing better than the first, than it is overpowered. In the cases presented the chain gun is not overpowered. End of Story.
Re: Let's talk about the Chaingun.
« Reply #92 on: 11.03.09 | 02:29 PM »
Again, I never said replace.
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  • Outlawl
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Re: Let's talk about the Chaingun.
« Reply #93 on: 11.03.09 | 02:31 PM »

You balance according to what we have, not what we should have. This is what you have right now, and you have to deal with it.

And by dropping the RL/GL vs. CG only scenario, you are just summarizing that good player should know when to use all 3 weapons instead of just one. When another weapon can replace *mimick* the role of another weapon to the point where it is performing better than the first, than it is overpowered. In the cases presented the chain gun is not overpowered. End of Story.
  • DeadSketch
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Re: Let's talk about the Chaingun.
« Reply #94 on: 11.03.09 | 02:32 PM »
OMG, this thread is GOING NOWEHREHR EHAERJKLH:RHEHDL:AKSDSKJ!%!@$^&!$@


But seriously, lets put some other ideas on the table other than changing RoF and increasing Projectile speed.  It'll only hurt chasers and reduce effectiveness of evading chainfire.
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  • Rougey
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Re: Let's talk about the Chaingun.
« Reply #95 on: 11.03.09 | 02:35 PM »
You balance according to what we have, not what we should have. This is what you have right now, and you have to deal with it.
This, and the three core weapons have been well balanced against eachother for some time now, specs aside; though the sniper only entered that fold recently. Each has its strengths and its weaknesses; I was, and while rusty am still, exceptionally good with the CG, but this was more a result of my sparing partner being a freak with the grenade launcher, and even after that, it was my experience and skill at moving which had me winning most bouts rather than any intrinsic ability to *lovely lady*.
« Last Edit: 11.03.09 | 02:37 PM by Rougey »
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  • OmniNept
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Re: Let's talk about the Chaingun.
« Reply #96 on: 11.03.09 | 02:49 PM »
There is no reason the CG shouldn't be a viable dueling weapon.  And there it no reason it shouldn't be effective at both chasing and dueling.  Many of us would quit were this game to devolve into everyone hovering about, waiting for splash shots.  Well, if it were to devolve into that further.

As Desk already mentioned, the RL has unmatched versatility in a CTF scenario; the CG, while effective in the hands of excellent CGers (of which there are very few), has no stopping power, no flag-bouncing abilities, and no easy splash shots. (Yes, splash shots are (much)easier than CG streams. A much higher margin of error is permitted and there is often no way to avoid them.)

As I already mentioned, chasing weapons aren't limited to the CG.  Good chasers have the eye and the aim to make use of the massive grenade and rocket splash.

And as many have already mentioned, the CG isn't nearly as dominant in duels are you (SteveDave) would have us believe. 
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  • Armageddon
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Re: Let's talk about the Chaingun.
« Reply #97 on: 11.03.09 | 02:55 PM »
Disagree.

With all of it. I'm finished.
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  • Anaklusmos
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Re: Let's talk about the Chaingun.
« Reply #98 on: 11.03.09 | 03:14 PM »
I'm glad you guys wasted all this typing on a discussion that will go nowhere.
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  • Rougey
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Re: Let's talk about the Chaingun.
« Reply #99 on: 11.03.09 | 03:19 PM »
Its the Legions Development curse.

ZING!

Also you are 12 you have no voice.
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Re: Let's talk about the Chaingun.
« Reply #100 on: 11.03.09 | 03:20 PM »
Nept, you are utterly missing my point.

You keep thinking I don't want CG to be used in duels at all. I just don't want it being used more than the RL/GL. I would prefer it to be "chain maybe 35% life, wait for splash shot for another 35% life, widdle the rest away with a combo of chain and RL."

Not "take 75% away in first air volley then finish with a splash shot."

You're right, the RL does excel at those thing, but I believe many people have stated how killing power in a CTF match makes a big difference.

Yeah rogue, they do have the advantages and weaknesses, some just have more than the other, and you have to look very closely at those.  Undecided

Desk, I would love to hear your suggestions.

But that's all I have, you won't see me comment on it again until next year.

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  • Rougey
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Re: Let's talk about the Chaingun.
« Reply #101 on: 11.03.09 | 03:30 PM »
So you want to force people to use variety?

Let me be crude:
I like snatch, infact, snatch is all I like. I don’t want or need anything else, maybe Friendly-Mr-Five-Fingers if snatch is not available, but if somebody tries to force me to leave snatch for sausage; I'll kill them. People have their preferences; you can’t force a carpet muncher to swap to the Johnny, or a Johnny lover to change over to the rug.

Steve, I have looked very closely at them, gone over with a fine tooth comb since 1.0 when the CG was useless and you couldn’t scale the side of Moon and Niv bases. I can firmly say that the weapons we have are as balanced as we are ever going to get them given the current state of the public build.

And it’s Rouge, you know, the make-up?
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Re: Let's talk about the Chaingun.
« Reply #102 on: 11.03.09 | 03:48 PM »
You keep thinking I don't want CG to be used in duels at all. I just don't want it being used more than the RL/GL. I would prefer it to be "chain maybe 35% life, wait for splash shot for another 35% life, widdle the rest away with a combo of chain and RL."

But like I mentioned, this is the way FPS games work.  Some weapons are bound to be more effective in the majority of situations.   Look at the frag/damage stats for any FPS game.  TF2, for example, has rocket launcher is top dog when it comes to frags.  That doesn't mean that other weapons are totally useless or that the game is horribly imbalanced.

You're right, the RL does excel at those thing, but I believe many people have stated how killing power in a CTF match makes a big difference.

So far this discussion has focused mainly around dueling.  How about all the things the chaingun can't do?  Can it juggle a flag like the rocket launcher or GL?  Can you gain speed with the chaingun, or for that matter slow your enemy down?   Can the chaingun reliably pop a capper's health down like the sniper rifle without needing to go on long chases?  We talk about niches weapons fill in this topic, but the only niche I'm really hearing about is dueling, or perhaps breaking that down further, the virtues of anti-air chain vs. midairs vs. ground splash.   It's certainly not all that matters about a given weapon.
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Re: Let's talk about the Chaingun.
« Reply #103 on: 11.03.09 | 04:37 PM »
So far this discussion has focused mainly around dueling.  How about all the things the chaingun can't do?  Can it juggle a flag like the rocket launcher or GL?  Can you gain speed with the chaingun, or for that matter slow your enemy down?   Can the chaingun reliably pop a capper's health down like the sniper rifle without needing to go on long chases?  We talk about niches weapons fill in this topic, but the only niche I'm really hearing about is dueling, or perhaps breaking that down further, the virtues of anti-air chain vs. midairs vs. ground splash.   It's certainly not all that matters about a given weapon.

As Desk already mentioned, the RL has unmatched versatility in a CTF scenario; the CG, while effective in the hands of excellent CGers (of which there are very few), has no stopping power, no flag-bouncing abilities, and no easy splash shots. (Yes, splash shots are (much)easier than CG streams. A much higher margin of error is permitted and there is often no way to avoid them.)

Nept quoting Desk. And yes, valid remarks on all counts, as I mentioned before I'm certain that in a ctf environment I don't rely too much on the cg for these reasons.
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  • Rougey
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Re: Let's talk about the Chaingun.
« Reply #104 on: 11.03.09 | 04:43 PM »
Nept quoting Desk. And yes, valid remarks on all counts, as I mentioned before I'm certain that in a ctf environment I don't rely too much on the cg for these reasons.

as I mentioned before

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