Foxx

High Cal. weapons

High Cal. weapons  

54 members have voted

  1. 1. How to handle high cal. weapons

    • They're fine. Keep them in the way they are
      35
    • They're for noobs only and there's no need for them
      13
    • Nice models, but reduced damage would be cool to keep them in
      6


30 posts in this topic

Hey guys,

as me and my team is currently working on new servers and a new balancing we'd like to know what you're thoughts are about high caliber weapons like M320, Navid, SPMG, MAR10, Cyrus and so on (basically everything above 7.62mm)

The idea was to reduce their damage or remove them completely to have a more balanced experience..

 

So let me know what you think about this idea

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While it might be a nice touch for other mods, in exile I don't think they fit well. It negates the need for close quarter combat. It also reduces player interaction.

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Perfectly fine in my opinion. When you try to limit weapons because of their effectiveness in a game like arma you are just watering down the experience of the game for carebears.

Edited by shamE
  • Like 1

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2 hours ago, Spartan said:

Or make them so that you cant buy them and make the chance of finding one in a spawn very rare. 

What the guy said. Don't remove content. Some guns are better then others. I also think some of high end equipment should be gone from the stores and only rare spawn and on missions. 

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I think they need to be rare in the regular "out the box" loot table, like a very rare chance of finding them and a bit more expensive in the traders, but they should still be there though. 

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They are PERFECT as they are.

Just Exile needs some better distribution of items, so that you really got the feeling when you loot you are going to have chances on items and if you find a M320 , youre more as just a bit lucky.

 

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We've already done that on our server before by having those weapons only available @ crash sites..but yeah...wasn't a perfect solution, too.

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