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Mobius Kaethis
Molon Labe PC RISE of LEGION
972
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Posted - 2013.11.21 03:08:00 -
[1] - Quote
Currently there are issues with weapons having so little barrel climb as to be ignorable or no climb all together when used with a modded controller. I propose adding some simple mechanics to the game that will increase barrel climb for all weapons (except laser weapons) and eliminate the advantage conferred by modded controllers/macro mice.
All weapons should have a per shot barrel climb equal to .01 times the weapons base damage in degrees. The formula for climb would thus be the following:
.01b=d
"b" meaning base damage "d" meaning degrees of barrel climb
Under this system a weapon dealing 34 damage per round (a GEK for example) would see 20-¦ of barrel climb when firing a 60 round burst. A Duvolle, with its higher base damage would see marginally higher climb rates but not high enough to give the GEK an advantage over the higher end weapon.
Just to extend the example a SMG dealing 24 damage per shot would climb 19-¦ when firing its whole magazine.
Mass drivers and other high per shot damage weapons would gain several degrees of elevation per shot but their relatively low ROF would make compensating for this climb easier.
As I stated at the beginning of the post this should be applied to all projectile weapons since but not lasers since the later does fire items with any mass.
This should be implemented in tandem with my much earlier suggestion about stamina being linked to accuracy. Though I think the stamina accuracy link should come in the form of increased barrel wander at lower stamina levels (much like what is experienced by snipers before they settle their weapon in a crouch) as opposed to the barrel climb I proposed in that earlier thread.
Fun > Realism
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Mobius Kaethis
Molon Labe PC RISE of LEGION
991
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Posted - 2013.11.22 06:09:00 -
[2] - Quote
This is still a good idea that needs CCP's notice.
Fun > Realism
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Mobius Kaethis
Molon Labe PC RISE of LEGION
995
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Posted - 2013.11.22 13:43:00 -
[3] - Quote
Oxskull Duncarino wrote:Yeh, frankly I don't see CCP not doing this. It's a simple and standard FPS mechanic. Each shot that is fired has a degree of climb for the muzzle of the gun. They can get more fancy by including a smaller random left/right degree of movement per shot. To put the cheery on the cake they could have a increased level of recoil for the first shot to simulate the operator having to set themselves into the initial recoil.
They have to do the basic though, as you've laid out. I don't see any other workable options.
Exactly I don't imagine the programming involved in this would be too complex and players would quickly get used to the changes. Would this increase game lag? Probably not, it isn't a huge increase in calculating. This should be a no brainer CCP.
Fun > Realism
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Mobius Kaethis
Molon Labe PC RISE of LEGION
1005
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Posted - 2013.11.24 18:37:00 -
[4] - Quote
We still want this CCP. Give us more challenging gun game.
Fun > Realism
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Mobius Kaethis
Molon Labe. RISE of LEGION
1041
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Posted - 2013.11.29 08:32:00 -
[5] - Quote
Ulysses Knapse wrote:It would be nice if that one single equation would work for all weapons. Unfortunately, it can't and won't. There are better solutions to this problem.
Name one.
Fun > Realism
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Mobius Kaethis
Molon Labe. RISE of LEGION
1042
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Posted - 2013.11.30 07:36:00 -
[6] - Quote
I see what some of you are saying about how not every racial weapon should have the same damage to barrel climb ratio. Some should climb more or less depending on the configuration. That makes perfect sense.
I'm adjusting the formula to include a racial modifier so that while each weapon climbs more based upon its damage it can also be modified to fit the racial characteristics CCP wishes to portray.
These edits will happen in the OP.
Fun > Realism
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Mobius Kaethis
Molon Labe. RISE of LEGION
1042
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Posted - 2013.11.30 15:58:00 -
[7] - Quote
Ulysses Knapse wrote:Oxskull Duncarino wrote:Ulysses Knapse wrote:Mobius Kaethis wrote:Ulysses Knapse wrote:It would be nice if that one single equation would work for all weapons. Unfortunately, it can't and won't. There are better solutions to this problem. Name one. Giving each weapon its own specific amount of barrel climb. Giving them barrel climb based on damage alone would not only be somewhat silly, it would kill variety. I don't see what is silly about have the degree of climb per shot dependent on the shot damage. More damage equals more recoil equals more muzzle climb!!! It's a very simple rule both in real life and is used in most FPS games. Certain weapons will have less climb firing the same bullet dealing the same recoil as another weapon due to a difference in design. More damage does not always equal more recoil, and more recoil does not always equal more barrel climb. Different weapons have different ratios. Minmatar weapons would likely have a higher recoil to damage ratio, and heavier weapons are less affected by a similar amount of recoil than small weapons. Secondly, would this really work for HMGs? Poor HMGs. Can you imagine that ridiculous barrel climb? Keep in mind that the HMGs are designed for continuous fire. Also, congratulations on agreeing with me, dumbarse. You fail at arguments.
I just checked the math on how this would affect the HMG and for the highest damage varient (the boundless) it would climb .198 degrees per round which comes out to 84 degrees for the entire mag.
The fact is though that this still would make the game fun and would only be penalizing total idiots. No one but a fool empties an entire mag from a HMG in a single burst and doing so should incur a huge amount of barrel climb.
When you go a bit farther with the math though you'll see that the HMG which fires about 33 rounds per second would only be getting 6-¦ of barrel climb per second. That is nothing and a good player will easily be able to compensate with a light touch on the left analogue stick.
I am willing to say though that the HMG might be the exception to my "no racial variants" statement from earlier. The HMG is a massive weapon which should have built in recoil compensators and should have less climb than the formula is giving it. Adding a .75 multiplier would be a great way to deal with this. Alternately a skill could be added from the HMG called recoil compensation which could reduce the climb by 5% per level, effectively doing the same thing but making the heavy a bit more sp intensive.
Fun > Realism
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Mobius Kaethis
Molon Labe. RISE of LEGION
1043
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Posted - 2013.11.30 22:13:00 -
[8] - Quote
Samantha Hunyz wrote:This would make the sniper rifles worthless. It takes 3-5 shots with a proto sniper to score a kill. Getting that many rounds to hit a target already takes work, determination, and in part a idiot red dot.
Skilled weapons are not and have not been the issue and this should not apply to them. To start fixing weapons, let's start with making each weapon only work well in a limited range. Med long range should not work well in cqc or long ranges (laser tacs and scr with horrible hip fire and reduced damage outside there range). Then from there, take the weapons with automatic fire and give them real kick starting from the time the first round is fired.
To help combat modded controls, make the recoil have a cool down bar like heat weapons. You still can fire the weapon,but the kick level would be equal to how full the bar is. Obviously the kick bar would have a much faster cool down to make the weapon not worthless.
I added paragraphs to make your post readable.
First off none of us really cares about snipers. They are parasites on the underbelly of this game and should be dealt with as such.
Really though you are right snipers another exception to the barrel climb rule as they already have some nice recoil from each shot. They don't really need to have a change like this affecting them.
Hmmm, perhaps their is more need than I previously thought for either 1) a recoil compensation skill or 2) some modification the formula to allow variance for different weapons.
On the whole though I still think that this is a very simple and elegant solution to the lack of recoil all the projectile weapons suffer from in this game. Yes, it is also a solution to the modded controller 100% accuracy issue but it is first and foremost a way to make the game more fun.
Fun > Realism
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Mobius Kaethis
Molon Labe. RISE of LEGION
1044
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Posted - 2013.12.01 06:43:00 -
[9] - Quote
DeadlyAztec11 wrote:This is already implemented in a form, or at least I believe it to be.
I believe that the Higher end AR's have not only more recoil, but more dispersion. I cannot prove it. Though, I feel like this is true.
Accroding to the weapon's stats the higher level (and higher damage) weapons have greater accuracy (which is the stat that controls dispersion) than lower level gear.
Fun > Realism
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Mobius Kaethis
Molon Labe. RISE of LEGION
1055
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Posted - 2013.12.03 02:57:00 -
[10] - Quote
Happy Violentime wrote:Mobius Kaethis wrote:As I stated at the beginning of the post this should be applied to all projectile weapons since but not lasers since the later does fire items with any mass. GǪ.. you know that neither the Scrambler or the AR are 'projectile weapons'?
Yep. That is as intended.
Fun > Realism
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