Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2494
|
Posted - 2015.02.14 22:23:00 -
[1] - Quote
Aeon Amadi wrote:No need to tweak range. No need to tweak damage. No need to increase Rate of Fire, reduce dispersion, change damage profiles, or anything of the sort. Nope, none of those.
Bring back the bullet slow down effect. For the AR only.
Sounds profound doesn't it? Until you consider that it's a CQC weapon, where mobility matters a hell of a lot more than with weapons designed for longer ranges. You consider it's competition: The Shotgun which has high enough Alpha that it doesn't matter anyway, and the HMG which has a high enough DPS that it doesn't matter.
So who really gets hurt by an Assault Rifle which does exactly what it did before everyone wigged out about it a few builds ago? The people it's designed to hurt: Anyone within Optimal Range. You can do a lot of things in designing a multiplayer FPS, but messing with player hands-on control of their character is just.....
In WOW, sure a slowdown effect is great. In single player shooters it might be ok too, not sure.
But here in our pvp-only game, it's contrary to the reason peeps are attracted to FPS in the first place: this is a skill contest. Anything that interferes with that, like say poor controls, sticky terrain, tacnet omniscience, proto contact grenades, explosive spam, low ttk, 'safety' inertia dampers, unearned sp/wp, etc., etc., etc......will be unwelcome.
So, in brief, although slowdown would make the AR a fearsome weapon, as an addition to the gameplay experience of DUST....it sucks.
PSN: RationalSpark
|
Vrain Matari
Mikramurka Shock Troop Minmatar Republic
2494
|
Posted - 2015.02.14 23:38:00 -
[2] - Quote
Aeon Amadi wrote:Vrain Matari wrote:Aeon Amadi wrote:No need to tweak range. No need to tweak damage. No need to increase Rate of Fire, reduce dispersion, change damage profiles, or anything of the sort. Nope, none of those.
Bring back the bullet slow down effect. For the AR only.
Sounds profound doesn't it? Until you consider that it's a CQC weapon, where mobility matters a hell of a lot more than with weapons designed for longer ranges. You consider it's competition: The Shotgun which has high enough Alpha that it doesn't matter anyway, and the HMG which has a high enough DPS that it doesn't matter.
So who really gets hurt by an Assault Rifle which does exactly what it did before everyone wigged out about it a few builds ago? The people it's designed to hurt: Anyone within Optimal Range. You can do a lot of things in designing a multiplayer FPS, but messing with player hands-on control of their character is just..... In WOW, sure a slowdown effect is great. In single player shooters it might be ok too, not sure. But here in our pvp-only game, it's contrary to the reason peeps are attracted to FPS in the first place: this is a skill contest. Anything that interferes with that, like say poor controls, sticky terrain, tacnet omniscience, proto contact grenades, explosive spam, low ttk, 'safety' inertia dampers, unearned sp/wp, etc., etc., etc......will be unwelcome. So, in brief, although slowdown would make the AR a fearsome weapon, as an addition to the gameplay experience of DUST....it sucks. First logical argument I've seen in this entire thread. Thank you, Vrain. Now, that being said, if higher DPS is off the table (because no-one wants that, apparently), higher range is off the table, and slow-down effect is off the table, what can be done to make the Assault Rifle more powerful in it's environment and an actual competitor against the weapons in said environment? What sets it apart as unique apart from marginally higher DPS than other assault variants and how can we exploit that uniqueness? What can we do to make the Assault Rifle a genuine king in the CQC department that other rifles (at the very least) won't be able to match up to? What i'd want to see is a damage profile that varies non-linearly with range(i.e. falloff). Not talking dispersion here, talking damage reduction as a function of range-to-target.
Think savagely high dps at close range but basically non-lethal at 55 m(just crude numbers). You'd still be able to put shots on target because it's not dispersion, but normally the best you'd ever get out of it is an assist. Calibrate the falloff curve so that peeps wouldn't really have to pay attention to ARs after about 40 m.
On the other hand, if somebody decides to engage an AR up close it's because they're:
A) a fool.
B) a dancin' fool with hot moves.
C) secure in the knowledge that they've got a well-tanked suit and can land headshots in CQC all day long.
Under this model, when assaulting a point defended by heavies, the AR would be one of the go-to weapons.
PSN: RationalSpark
|