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originally posted in: Buff primary weapons
8/28/2016 8:10:43 AM
5
i think that pulse rifles should have a overall well set stability. Its a three burst assault rifle, their meant to be superior in accuracy and stability. look at every weapon from black ops into this very stable impact isn't as good but stability is always better than a full auto. It's a strategic base weapon made to do 2 in the chest one in the head measure realistically pulse rifles are superior at a mid/far range compared to full auto rifles. Plus we need sub-machine guns Auto rifles are meant for mid/far range firing not close range. the logic behind most these weapons are also ridiculous fusion rifles should charge way faster put two elements together to send a unstable energy wave towards your enemy. Sniper rifles shouldn't have any target acquisition but be more of a precision weapon based on firing on a perfected landing of a shot. Hand Cannons should have more of a devastating effect causing players to stagger heavily when hit, Shotguns should be more realistic and kill on one shot at about 10 feet from fired from. Auto rifles should cause more stagger the more hits landed. Scout rifles should always have very high range and very high stability and very high impact but rate of fire should always be at a reasonable slower rate the faster the shots the less accuracy the slower the better. Rocket launchers should have a bubble blast effect that get weaker the further it spreads Machine guns should hinder character mobility and speed but increase accuracy do to a lower mobility on strafing. sidearms should have superior accuracy stability rate of fire and reload speed, its a pistol its meant for convenient control at close quarters. the sub machine gun though would be a stable full auto side arm that has a large magazine with a low recoil and range, high rate of fire with a well centered impact.
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