Search the Community
Showing results for tags 'ltl'.
Found 2 results
-
As it stands, LtL is pretty limited in scope if you purely want to run it. You've got 3 primaries and 2 secondaries. It's a good amount for a niche play style, but it would be nice to expand that roster to almost all available weapons. I'm not saying a direct conversion is a good idea, because I absolutely don't think it is. There needs to be some restrictions to make it balanced, as the N-HVR shouldn't be able to stun people at 99m etc. Availability is also a concern, as it should be something that needs to be earned. My idea for that is to add Cop Rank 16, and lock it behind that. So this is what I've got: LTL Rounds (Honestly not sure which color makes the most sense here) -Range Reduced to 50m (To avoid long range sniper stuns, and play more toward the LTL range) -Health Damage Reduced to 85% (Not sure if damage reduction is necessary, but LTL is typically slower than it's lethal counterparts) -Hard Damage Reduced to 30% (Weapons that can blow up a car, but cause no flesh wounds? Nah) -Ammunition Changed to LtL Rounds -Stamina and Health Damage Reversed -Stun Flag now Positive So with these changes, we effectively have nerfed versions of guns (at about 85% damage, minus range) that have the ability to stun. They will always be worse than their lethal counterparts, and have one less mod slot. Numbers are pretty rough, but that's why I wanted to make this thread. If you can think of any weapon or combo that would become too strong with this, please let me know! Test it out!!! Link: Damage Calculator This is a link to a spreadsheet that would show how this mod would change most weapons. There are a few that aren't calculated correctly, but the majority should work great. The values in the "LTL Conversion Mod" Box are editable too! So if you don't like the values proposed, feel free to tweak them.
-
Lethal weapons are better almost in any situation when comparing them with LTL weapons, the reasoning for this is slightly understandable. Obviously they have been made slightly harder to play due to the arrest timer. However with the limited amount of people playing it, it explains that the weapon is not the right pick if you want to win. When facing someone 1 vs 1, you can often outplay your enemy by playing smart. However, in a full-frontal fight with both having the same chances and same cover and all shots hitting, Lethal will always win. When fighting in missions, you'll often find another enemy being there to help out. This means you have to stun two people and avoid getting shot meanwhile. While stunning the second person, the first person probably has the time to escape already and cannot be stunned again. In order to balance this, it would already require your team mate to also play LTL to help spread the stamina damage. Here's a small list of the current stock LTL Weapons: Stabba CCG: Gets outplayed by literally any CQC and midrange weapon. The TTK on lethal weapons is far shorter than the TTS. -> Could use a small buff 6 or 7 shots to stun instead of 8. Time to stun: 1.05s | OCA TTK: 0.7s | Joker SR15: 0.75s | Star: 0.75s Stabba TG-8: Feels slow and inaccurate if you use it while moving. -> Could use a little extra ammo per magazine. Time to stun: 1s | FBW: 1s | PDW: 0.84s Stabba NL9: Gets outplayed by any CQC weapon. Requires you to land 3 perfect shots on the enemy with (close to) zero spread. Time to stun:1.56s | JG-840: 0.84s | CSG: 0.7s -> Could use 2 shots to stun (again) or a little spread to make it easier to hit people with it. Stabba PIG I haven't had a chance to test it yet since the nerf so I don't have any opinion on this yet. Stabba PFTG (OPGL-CD) In my opinion doesn't require any buff. This weapon is super powerful for clearing out areas.