About: Community Light Assault Suggestions   Sponge Permalink

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Style 1 would allow Light Assaults to fight for longer in an Ambusher/CQC capacity with the trade off of lower DPS than other CQC options. Gives less reliance on engineers. Ways to Balance: Firing once could shoot 1 round and toggle between guns. This would keep them from behaving like max weapons where you double DPS/TTK. Could restrict to pistols only and LA only. This would also keep Akimbo Underbosses/Commisioners from instantly killing any class with a double headshot and would keep Rate of Fire restrictions on wapons. Could give a boost to Jump Jets. Example: Akimbo Beamers:

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  • Community Light Assault Suggestions
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  • Style 1 would allow Light Assaults to fight for longer in an Ambusher/CQC capacity with the trade off of lower DPS than other CQC options. Gives less reliance on engineers. Ways to Balance: Firing once could shoot 1 round and toggle between guns. This would keep them from behaving like max weapons where you double DPS/TTK. Could restrict to pistols only and LA only. This would also keep Akimbo Underbosses/Commisioners from instantly killing any class with a double headshot and would keep Rate of Fire restrictions on wapons. Could give a boost to Jump Jets. Example: Akimbo Beamers:
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  • Style 1 would allow Light Assaults to fight for longer in an Ambusher/CQC capacity with the trade off of lower DPS than other CQC options. Gives less reliance on engineers. Ways to Balance: Firing once could shoot 1 round and toggle between guns. This would keep them from behaving like max weapons where you double DPS/TTK. Could restrict to pistols only and LA only. This would also keep Akimbo Underbosses/Commisioners from instantly killing any class with a double headshot and would keep Rate of Fire restrictions on wapons. Could give a boost to Jump Jets. Example: Akimbo Beamers: * Same (or similar) ROF and same damage per shot of Beamers * Would have more rounds per ammo and reserve ammo * increased reload speeds. * Low initial accuracy and high damage drop off, aswell as limited zoom reduce effectiveness at range and restrict them to CQC. * .75x ADS Movement Speed modifier * Lower TTK than SMGs, Carbines or Shotguns * Low ADS accuracy benefits * Low movement penalties * Tighter jumping COF, allows shooting while jetting (From 7 to 4-5) * Faster weapon settling (from .15 to .2) Code wise: Take the left hand off of default animations. Flip and mirror all but reload animations and ADS animations. Less animation work. Would require new player aniamtions (as well as animation LODs).
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