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Banjo Robertson
Random Gunz RISE of LEGION
328
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Posted - 2014.11.25 05:45:00 -
[1] - Quote
So weapons currently have a maximum range, and an optimal range, and then damage falls off from optimal to maximum. What I'd like to see is a minimum range added to weapons. Weapons deal full damage between the minimal range and optimal range, and then have damage fall off the closer you get to the weapon.
I think this would be the way to balance the long range vs short range weapons, instead of changing mechanics that could change the weapon at both long and short range, just directly lower the damage of longer range weapons as the range gets shorter.
Pistols and shotgun would have no minimum range because they are the short range kings, then things like smg, assault rifle, and hmg would be the next general range of weapons, then magsec, combat rifle, then scrambler and rail rifle, then sniper rifle.
All weapons stay effective at the ranges they were designed for, and there'd be no need to try and use kick, dispersion, or something else that players can compensate for easily to try and make them less good at their unintended ranges, just directly nerf their damage at the ranges they werent meant for. |
Banjo Robertson
Random Gunz RISE of LEGION
328
|
Posted - 2014.11.25 14:53:00 -
[2] - Quote
Kensai Dragon wrote:So my HEAVY MACHINE GUN spitting 40 rds / second at point blank range becomes a care bear blowing kisses because you're too close? Are you serious?
Since hmg is primarily a short range weapon, I think that maybe its minimum range would be 10 meters, and then at 0 meters from the weapon it does maybe betweeen 1/2 to 2/3 of its normal damage, which is still over 400 dps, so no, it wouldnt be weak up close.
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Banjo Robertson
Random Gunz RISE of LEGION
328
|
Posted - 2014.11.25 15:23:00 -
[3] - Quote
Pokey Dravon wrote:While I get what you're going for, I think straight up damage reduction is typically not the way to go as it doesn't make much sense intuitively. Obviously gameplay is most important but you also don't want a system where players are confused because the mechanics are counter-intuitive. I think it's much better to focus on mechanics which disincentivize the use of weapons at close range, such as recoil, dispersion, ect. rather than direct damage reduction.
Focusing on those aspects has only lead to weapons which are good at long range, and still good at close range because of player skill compensating for weapon flaws, while other weapons cant even compete at long range, and get out performed in their intended short range rolls. |
Banjo Robertson
Random Gunz RISE of LEGION
328
|
Posted - 2014.11.26 01:52:00 -
[4] - Quote
Kensai Dragon wrote:Draden Brohiem wrote:Kensai Dragon wrote:So my HEAVY MACHINE GUN spitting 40 rds / second at point blank range becomes a care bear blowing kisses because you're too close? Are you serious? Read again.... Read again. Still think it's a bad idea. Show either a physics based or lore based reason for the weapon to be weaker up close. Laser is the only one that even comes close through the idea of focusing light. A projectile (HMG) does not get more powerful half way through the trajectory. It just doesn't make sense.
Shields, in the way they are in sci fi shows and video games do not make sense from a physics point of view, faster than light gate travel does not make sense, transfering your conciousness from one clone body to another does not make sense. We are talking about a video game in a fictional setting where nothing is real, and you want to introduce logic?
If you want a reason, the munition is going too fast to deal its full amount of damage, kind of like how its better to have a bullet go right in and then right out of you than it is to have a bullet go in to you and shatter/lodge into your body in smaller pieces.
The round going faster gets deflected by the shields/armor of the suit easier than when its going slower between its minimum and optimum range.
Pokey Dravon wrote:A similar method can be employed in Dust, where hipfire can have so much recoil that it more or less is useless, and then aiming down the sight has this reduced tracking speed. At range, tracking speed is a non factor since transveral is low, but up close it is an insurmountable disadvantage because you literally will not be able to track an enemy at close range while aiming down the sights.
I simply disagree that this is enough to balance weapons of different range classes. |
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