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2011-10-07, 03:53 AM | [Ignore Me] #106 | |||
Colonel
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A long TTK makes those kinds of damage systems more evident, but I've already mentioned that a lot. A good example of weapons and damage would be Rage. I've been playing that game for a while now and the weapon balance is amazing.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2011-10-07, 04:06 AM | [Ignore Me] #107 | |||
First Sergeant
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It is a FPS for a reason, because being in first person, and aiming and shooting is paramount to the game. If it is a non factor because of your loadout, it's not an FPS anymore Last edited by Kalbuth; 2011-10-07 at 04:07 AM. |
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2011-10-07, 04:30 AM | [Ignore Me] #108 | |||
Colonel
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Ignoring that, so having weapons that are situational means the game isn't an FPS? I think you read into what I said a bit too much. I'm just not a fan of the shotgun being identical to a rifle. I like unique weapons and rewarding players who use the right weapons for situations. I get what you're probably thinking. That a rifle a that range is just as effective, but I'm saying it shouldn't be. Personal preference basically.
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2011-10-07, 04:58 AM | [Ignore Me] #109 | |||
First Sergeant
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2011-10-07, 12:18 PM | [Ignore Me] #110 | ||
Colonel
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What are "weapon specificities"? While you're at it, how is that different than the loadout a person has and the the general strengths/disadvantages of that loadout.
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2011-10-07, 12:43 PM | [Ignore Me] #111 | ||
Sergeant Major
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I think what Sirisian (although I disagree with 50% of what posts, agree with 25% and am indifferent to the other 25%) is trying to advocate switching the damage degradation rules around.
Lets take PlanetSide 1 for example. If you shoot a gauss rifle at someone point blank it does full 10 health damage. If you shoot at them at its maximum range where the bullet even renders, then it does maybe like 5-6 health damage (not sure on the numbers). I think all Sirisian wants is for a sniper rifle to have reversed damage degradation. So basically if a sniper shoots someone 300m away and gets a headshot, its instant death, but if that same sniper shoots someone in the head from 5 meters away it might only do like 1/3 health or 1/2 health damage. The damage degradation would work in reverse to the other weapons, to give OSOK snipers a disadvantage to being able to actually have the OSOK feature. This I wouldn't mind that much. It would force snipers to play smart and find good areas where they are at a distance from everyone else, and prevent people from becoming those halo/COD quick headshot twitch based killers that so many of them are. It could be easily explained in the lore as an energy projectile that fires more slowly as soon as it leaves the weapon but accumulates momentum rapidly until 100-300m is its deadliest range, then dies down again after that again or something. |
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2011-10-07, 12:49 PM | [Ignore Me] #112 | ||
Colonel
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Reminds me of the rocket pistol that someone invented. The best defense for it was to run towards the wielder, because the rocket-propelled bullets would gain speed as they accelerated towards you through the air.
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2011-10-07, 02:11 PM | [Ignore Me] #113 | ||
That's easy to explain. A projectile that continues to accelerate can be called a rocket.
As far as loadout dictating victory, I'm not so sure. Lets throw some numbers around just for funsies. Generic Shotgun can kill you (and then some) in two shots at point blank, which takes 1.2 seconds due to its rate of fire. Lets say each round does 75% of the damage needed to kill. Generic rifle can kill you in 10 shots at point blank, which takes 1.5 seconds at point blank. Each round does 10% of the damage needed to kill. Simply standing their and slugging it out, Generic Shotgun will win at close quarters, as it should, though not by a terribly wide margin. If Generic Rifle gets the drop on someone with a Generic Shotgun, that shotgun has 0.3 seconds to orient and return fire in order to get a tie, less than that to come out on top. Theoretically possible, but only if your Damned Good. Lets presume our two soldiers are both Damned Good, and can in fact orient and fire in precisely 0.3 seconds when someone starts shooting them in the back. Slugging match outcome: Rifle dies, shotty has 20% damage left. Rifle gets the drop on shotty: Both die (this is a rather stilted example, aiming for this very outcome) Shotty gets the drop on rifle: Rifle dies, shottys survives with 40% damage. Okay, but we're on a battlefield. That first exchange isn't going to be your only one (unless you die of course), and not every exchange is going to be To The Death. You might take a stray rifle round or two going from A to B, perhaps a bit of shrapnel from a grenade. If the rifleman shows up with more than 25% damage, he's going to die to the first blast. A shotty-man with 25% damage can take two less bullets (8 instead of 10). That is huge. And coming out the other side of such an exchange with Moar Health Left is likewise a Big Deal. If you don't get a chance to be patched up, you'll last that much longer the next time someone starts shooting at you. Now this is heavily simplified, and leaves out lots of things like shield max/recharge, med kits, accuracy, cover, head shots, CoF bloom, and so on. And if these numbers weren't tailored to make the "rifleman gets the drop on shottyman" perfectly even, it's quite possible the rifleman would win, after eating a single blast (ouch). In that scenario, victory is all about getting the drop on the other guy (in other words: "tactical" player skill). Ass-u-me'ing that every shot lands where it'll do max damage is ignoring "twitch" gamer skill, which isn't so kosher either. So things can be balanced such that loadout might not dictate the outcome of a First Exchange, but it could certainly have an impact just a little down the road, or in a conflict that isn't simply mano-a-mano. And this is an MMOFPS we're talking about here. Fer instance: with the above numbers in a 3 rifles vs 3 shotguns slugging match: 0 seconds: 3 riflemen fire on a single target, doing damage fairly linearly at ~210% per second. 2 shotgun men fire on a single rifleman, instantly killing him. He fired a single round. The other shotgun man puts a round into rifleman #2. 0 & 1/7th seconds: first shotgunner has taken 50% damage 2/7: 70% 3/7: 90% 4/7: shotty 1: dead, shotty 2: 10% 5/7: 30% 6/7: 50% 1 second: 70% 1 1/7 : 90% 1.2: 2 remaining shottys fire again, killing rifleman #2, wounding #3: 75%. 1 2/7: shotty #2 dies It'll take another 10/7ths of a second to kill shotty #3. After 8/7ths, that shotgunner will fire again, killing rifleman #3. Result: a single shotgunner survives, with 20% health. I'm genuinely surprised at the outcome here. I figured that taking out one of the riflemen at the word "go" would make it a shoe-in for the shotgunners. I wonder if I'm missing Something Important here. Ah. The "finer grained" damage of the riflemen allows them to lose less to overkill. If one of the shotgunners could put half his damage into each of two targets (unrealistic, some of the pellets would just miss), the shotgun opening volley could kill two of the riflemen, meaning when 1.2 seconds rolls around, that third rifleman will die to two mostly-healthy shotgunners. Do this again with CQB high-RoF SMGs with the same DPS as the shotgun (150 @ 1.2 = 750 @ 6 = 125 DPS). 25 rps at 5 damage each gives the same DPS as a shotgun, but a better TTK (0.75 seconds instead of 1.2 (and a LOT of extra net traffic/hit detection)). As far as net traffic is concerned, you can greatly reduce amount of vector data you send... eh... Idea Thread Time. |
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2011-10-08, 12:18 AM | [Ignore Me] #114 | |||
Colonel
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But yeah.. Fitting screen combat sucks. AA guns can and should be useful against light armor. Shotguns should have slugs. Battle rifles should be able to countersnipe decently. Sniper rifles should be able to spam a close target if necessary. AV launchers should be able to take on air. Its not only fine, but preferable to have weapons be multirole. They just shouldn't perform as well as the equipment designed specifically for that role. There is a large difference between not performing as well and not performing at all, and can encompass variables that do not include DPS. PSU seems to hate BF recently, but I love that game. The various major archtypes of weapons all share the same dps potential, they just differ severely in other attributes.. COF/Recoil, having a scope or not, ammo supply, amount of ammo in the mag. They all do good damage at long ranges. Yeah, they are different, but having a battle rifle doesn't preclude shooting at that sniper half the map away. It means you're disadvantaged in the contest, not that it can't be done. In PS it just can't be done, because not only does the bullet suffer massive degradation, it has a huge cof and simply stops existing well short of the max range of sniper rounds. Last edited by CutterJohn; 2011-10-08 at 12:28 AM. |
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2011-10-08, 04:16 AM | [Ignore Me] #116 | ||
Colonel
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Largely because they go for a realistic model, and most guns just plain shoot the same. Take any battle rifle, slap a 100 round box mag on it, and you have yourself an LMG. Slap a scope on it, and you have a good sniper. Cut down the barrel, and use a short stock and a front pistol grip and you have a CQC weapon.
It won't be the best at any of those roles of course. A proper LMG will have a heavier barrel and a way to quickly change barrels, and more mass to dampen recoil. A proper sniper will have closer tolerances for better accuracy and use a heavier bullet to make wind less of a factor and improve performance at range. A proper CQC will be even lighter and use pistol bullets with less recoil and speed since at that range it doesn't matter. And those weapons can be used in other roles. M-249s are carried around(usually by someone burly) in CQC situations. The M-14 is a commonly used by designated marksmen, but was also at one time the standard issue rifle for the US army. Some weapons just have no other use of course.. M-95s are simply too large and heavy to be anything other than a sniper/anti material rifle, and shotguns, well, are shotguns. Slugs can aid in range, but its still not a rifled barrel. Last edited by CutterJohn; 2011-10-08 at 04:24 AM. |
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2011-10-08, 12:57 PM | [Ignore Me] #117 | ||
Sergeant Major
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I don't think anyone is advocating the extreme of "if the weapon doesn't fit the role, it should do zero damage." I think everyone is just interested in how much of an advantage should a guy have over another guy who has the right gear for the situation compared to someone who doesn't, and vice versa. For example, if I have an MA rifle and am 75m away from a dude with a sniper rifle, how much at a disadvantage should I be at based on the weapon's stats?
You can't say, "None, it should rely on player skill" because that is essentially saying that every weapon should be the same, and none should be better at certain situations or ranges than others. |
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2011-10-08, 02:19 PM | [Ignore Me] #118 | |||
Sergeant Major
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I think there's a good reason Battlefield's classes are popular in modern shooters. They're specialized to give you an advantage in their role, but skill can overcome having the wrong kit for the situation. |
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2011-10-09, 01:19 AM | [Ignore Me] #120 | ||
Brigadier General
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I'd like to see HA dominate at short range, be somewhat effective at medium range and nearly useless at long range. The opposite for snipers.
Rifles I'd like to never really see dominate at any range, but be viable at all ranges. Obviously they would be the best choice at medium range, but I'd like to see them make a HA think twice about rushing in wildly at close range and be able to make snipers duck their heads even at long range. I'd really like to see ambushing tactics encouraged though. Give someone at short range with a rifle a good chance of dropping someone with HA who didn't notice them. Likewise, if someone with HA got the drop on 2 or 3 people with rifles at short range, he should be able to kill at least a couple of them. Sniping could be further kept in check if 3 or 4 riflemen could pin a sniper down at all but the longest sniping distances. Add in an element where a snipers aim is thrown off for a sec when they get hit, along with the obvious issue that they would need to retreat to heal if they took enough damage and snipers would need to be careful not to get in over their heads. |
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