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MK_Regular

MK_Regular

Honestly, I think the issue with the K2's magazine loader should be added to the list of concerns about update 0.33. The magazine loader (which was already the strongest all-round gun option of the K2) received a ~20% DPM increase while the single shot and ready rack options only received a 5% increase rendering them largely irrelevant. Since I always feel like it is a waste to have things in a game that nobody uses because they are completely useless, I'm going to recommend a few possible changes that could be made to the K2's other gun options to make them relevant again.

The basic idea is each gun should have a defined use case:

  • The single-shot gun has no burst capacity, and therefore has the use case of sustained DPM
  • The ready rack should not be able to get close to the single shot gun in DPM, and should instead focus on some form of burst damage
  • The magazine loader should also focus on some form of burst damage

If we assume that the current DPM for the magazine loader is the upper limit of what is deemed "acceptable" by the developers, the single shot gun should have its reload time dropped by at least 1 second to 6.50 seconds (which would give sustained RoF and DPM of 11.17 and 6925, respectively). 

If the magazine loader is to be left in it's current state as a hybrid burst/sustained option, that means that the ready rack should occupy a niche dishing out burst damage. To this effect, the overall DPM of the ready rack option is less of a concern than how fast it can fire the first few shells in an engagement. As such, I would recommend increasing the capacity of the ready rack by 1 (allowing it to fire between 4 and 6 shots depending on the setup) and reducing the cyclical reload time by at least 1 second to 3 seconds.

With these changes, the minmaxing table would look like this:

image.thumb.png.3e1eb8049db3386b60a8607ea21702c8.png

I think this would be a much better state for the K2 to be in, as it would give all of the gun options a purpose that a player could base their playstyle around.

That said, I think that the magazine loader should get a nerf in the form of a longer reload time (about 18 seconds seems about right if it is supposed to be a hybrid burst/sustained gun option).

MK_Regular

MK_Regular

Honestly, I think the issue with the K2's magazine loader should be added to the list of concerns about update 0.33. The magazine loader (which was already the strongest all-round gun option of the K2) received a ~20% DPM increase while the single shot and ready rack options only received a 5% increase rendering them largely irrelevant. Since I always feel like it is a waste to have things in a game that nobody uses because they are completely useless, I'm going to recommend a few possible changes that could be made to the K2's other gun options to make them relevant again.

The basic idea is each gun should have a defined use case:

  • The single-shot gun has no burst capacity, and therefore has the use case of sustained DPM
  • The ready rack should not be able to get close to the single shot gun in DPM, and should instead focus on some form of burst damage
  • The magazine loader should also focus on some form of burst damage

If we assume that the current DPM for the magazine loader is the upper limit of what is deemed "acceptable" by the developers, the single shot gun should have its reload time dropped by at least 1 second to 6.50 seconds (which would give sustained RoF and DPM of 11.17 and 6925, respectively). 

If the magazine loader is to be left in it's current state as a hybrid burst/sustained option, that means that the ready rack should occupy a niche dishing out burst damage. To this effect, the overall DPM of the ready rack option is less of a concern than how fast it can fire the first few shells in an engagement. As such, I would recommend increasing the capacity of the ready rack by 1 (allowing it to fire between 4 and 6 shots depending on the setup) and reducing the cyclical reload time by at least 1 second to 3 seconds.

With these changes, the minmaxing table would look like this:

image.thumb.png.3e1eb8049db3386b60a8607ea21702c8.png

I think this would be a much better state for the K2 to be in, as it would give all of the gun options a purpose that a player could base their playstyle around.

That said, I think that the magazine loader should get a nerf in the form of a longer reload time (about 18 seconds seems about if it is supposed to be a hybrid burst/sustained gun option).

MK_Regular

MK_Regular

Honestly, I think the issue with the K2's magazine loader should be added to the list of concerns about update 0.33. The magazine loader (which was already the strongest all-round gun option of the K2) received a ~20% DPM increase while the single shot and ready rack options only received a 5% increase rendering them largely irrelevant. Since I always feel like it is a waste to have things in a game that nobody uses because they are completely useless, I'm going to recommend a few possible changes that could be made to the K2's other gun options to make them relevant again.

The basic idea is each gun should have a defined use case:

  • The single-shot gun has no burst capacity, and therefore has the use case of sustained DPM
  • The ready rack should not be able to get close to the single shot gun in DPM, and should instead focus on some form of burst damage
  • The magazine loader should also focus on some form of burst damage

If we assume that the current DPM for the magazine loader is the upper limit of what is deemed "acceptable" by the developers, the single shot gun should have its reload time dropped by at least 1 second to 6.50 seconds (which would give sustained RoF and DPM of 11.17 and 6925, respectively). 

If the magazine loader is to be left in it's current state as a hybrid burst/sustained option, that means that the ready rack should occupy a niche dishing out burst damage. To this effect, the overall DPM of the ready rack option is less of a concern than how fast it can fire the first few shells in an engagement. As such, I would recommend increasing the capacity of the ready rack by 1 (allowing it to fire between 4 and 6 shots depending on the setup) and reducing the cyclical reload time by at least 1 second to 3 seconds.

With these changes, the minmaxing table would look like this:

image.thumb.png.3e1eb8049db3386b60a8607ea21702c8.png

I think this would be a much better state for the K2 to be in.

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