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View Full Version : Weapon Overhaul


DviddLeff
2011-02-17, 12:41 PM
https://sites.google.com/site/planetsideupgradeproject/phase-2/infantry-weapon-overhaul

There have been only a handful of infantry weapons added to the game since release, and in preparation for the proposed vehicle hard point system (https://sites.google.com/site/planetsideupgradeproject/phase-3/vehicle-hardpoint-system) in Phase 3 of my upgrade project we can add many infantry weapons from vehicles.

There are also gaps in the weapon scheme for infantry particularly the lack of machine guns allowing troops to suppress enemies and thereby hinder their movement, allowing friendly troops to flank and destroy them. There is also a complete lack of infantry AA available from AMS terminals (the Flaklet simply does not count in its current state). There are also far too many common pool weapons; empire specific ones are needed for all types to add more flavour to the battlefield.

This also ties into the Infantry Armour Overhaul (https://sites.google.com/site/planetsideupgradeproject/phase-2/infantry-armour-overhaul), as the new Agile suits will need various 3x6 weapons to compete, particularly for Anti Vehicle work.

Valverde
2011-02-17, 12:51 PM
I just wish they weren't so bulky. Big scifi weapons just look ...stupid and cheezy. I mean if you have all this tech... could you just shrink it?

CutterJohn
2011-02-17, 01:30 PM
There are also gaps in the weapon scheme for infantry particularly the lack of machine guns allowing troops to suppress enemies and thereby hinder their movement, allowing friendly troops to flank and destroy them.

Thats the role the AI maxes fill. Not that suppression is all that effective in games. The weapons lack lethality and dying lacks consequences in even the most hardcore soldier sim.

There is also a complete lack of infantry AA available from AMS terminals (the Flaklet simply does not count in its current state).

Totally

There are also far too many common pool weapons; empire specific ones are needed for all types to add more flavour to the battlefield.

All vehicles and weapons should have both ES and CP variants so that the empires are somewhat unique, but also don't have gaping holes in their arsenals. Or at least roughly equivalent ES styles.

DviddLeff
2011-02-17, 01:59 PM
In Day of Defeat MGs work really well from my experience; it locks down an area forcing the enemy to flank you or get a sneaky sniper to take you out.

Bags
2011-02-17, 03:50 PM
Grunt weapons are fine as is. I've hated every weapon they've added past sniper rifles and I don't see that changing.

CutterJohn
2011-02-18, 02:38 AM
Grunt weapons are fine as is. I've hated every weapon they've added past sniper rifles and I don't see that changing.

I think their mistake was more in trying to give each weapon a totally unique look, feel, and use. I'd be perfectly happy with more weapons that are just slightly different. Sure, they don't add a whole lot, but thats also a bonus.. Mild difference in capabilities means mild balance changes, and it lets players refine how they want to play a bit.

kaffis
2011-02-18, 09:38 AM
And I prefer the totally unique feel, look, and use. Minor variations are for lending flavor to empire specific stuff.

Uniqueness carves out iconic niches. Minor variations overwhelms players with choice and adds little.

Firefly
2011-02-18, 09:45 AM
I just wish they weren't so bulky. Big scifi weapons just look ...stupid and cheezy. I mean if you have all this tech... could you just shrink it?
Have you seen today's military hardware? A lot of it is big and bulky for one reason - a lot of soldiers are big dumb privates that break stuff. They're bulky for the purpose of ensuring gear survivability with Private Joe Snuffy reaches his big goddamned ham-fists down and picks something up whilst his Humvee is barreling over a VW Bug-sized rock.

Or, we could borrow the WH40K comparison - Imperial tech is sort of gothic-y and retro, and alien tech is sleek and streamlined, and more efficient.