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Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.10.06 15:46:00 -
[1] - Quote
Villanor Aquarius wrote:The assault rifle needs more recoil and a damage penalty at close range. The laser rifle does reduced damage below it's optimal range, the assault rifle should also but it's optimal range should remain subpar to now just with damage penalties on the low end of it.
No flame intended here, just a question about how a slug thring weapon like the AR could possibly have greater damage at distance than close up. Normal damage falls off with time and range, it doesn't get better.
Recoil is a function of the gun, not the range you are firing at. It can't possibly change.
If a gun has poor Dispersion at close quarters, it's just going to be worse at range. That is why SMGs and shotguns are so poor at range. You only hit with a fraction of your output.
Since the issue is balance, would it not make more sense to buff the DPS of CQC weapons than to mess with the AR? |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.06 16:12:00 -
[2] - Quote
Mira Adari wrote:Skihids wrote:Villanor Aquarius wrote:The assault rifle needs more recoil and a damage penalty at close range. The laser rifle does reduced damage below it's optimal range, the assault rifle should also but it's optimal range should remain subpar to now just with damage penalties on the low end of it. No flame intended here, just a question about how a slug thring weapon like the AR could possibly have greater damage at distance than close up. Normal damage falls off with time and range, it doesn't get better. Recoil is a function of the gun, not the range you are firing at. It can't possibly change. If a gun has poor Dispersion at close quarters, it's just going to be worse at range. That is why SMGs and shotguns are so poor at range. You only hit with a fraction of your output. Since the issue is balance, would it not make more sense to buff the DPS of CQC weapons than to mess with the AR? 1: The DUST AR is not firing slugs 2: Recoil is the same per shot regardless of RoF, but the higher the RoF, the more this accumulates. It is easy to compensate for the recoil of a single shot, but considerably harder at full auto We don't need more damage, we need less. The higher the damage, the more the game devolves into see first - win. If people die slower, they have more time to react.
Slug, energy packet, whatever. My point was that when the shot leaves the barrel of the gun it has all the energy it will ever have. It doesn't magically soak up additional energy from the surrounding air. The plasma charge will only dissapate with time and distance. Missiles on the other hand can have an arming time/distance which render them useless at close range.
Recoil does not increase with extended fire, rather the cumulitve effect of recoil does build up over time and will walk your aim away from your target. But that is not a solution to CQC. Close quarter combat is very forgiving of recoil. SMGs have terrible recoil given their low weight and high output. Shotguns have even more kick, though it has a slow RoF. If AR's had enough recoil to interfere with CQC they would be worse at mid range and utterly useless beyond that.
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Skihids
Tritan-Industries Legacy Rising
969
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Posted - 2012.10.06 17:22:00 -
[3] - Quote
Skihids wrote:Mira Adari wrote:Skihids wrote:Villanor Aquarius wrote:The assault rifle needs more recoil and a damage penalty at close range. The laser rifle does reduced damage below it's optimal range, the assault rifle should also but it's optimal range should remain subpar to now just with damage penalties on the low end of it. No flame intended here, just a question about how a slug thring weapon like the AR could possibly have greater damage at distance than close up. Normal damage falls off with time and range, it doesn't get better. Recoil is a function of the gun, not the range you are firing at. It can't possibly change. If a gun has poor Dispersion at close quarters, it's just going to be worse at range. That is why SMGs and shotguns are so poor at range. You only hit with a fraction of your output. Since the issue is balance, would it not make more sense to buff the DPS of CQC weapons than to mess with the AR? 1: The DUST AR is not firing slugs 2: Recoil is the same per shot regardless of RoF, but the higher the RoF, the more this accumulates. It is easy to compensate for the recoil of a single shot, but considerably harder at full auto We don't need more damage, we need less. The higher the damage, the more the game devolves into see first - win. If people die slower, they have more time to react. Slug, energy packet, whatever. My point was that when the shot leaves the barrel of the gun it has all the energy it will ever have. It doesn't magically soak up additional energy from the surrounding air. The plasma charge will only dissapate with time and distance. Missiles on the other hand can have an arming time/distance which render them useless at close range. Recoil does not increase with extended fire, rather the cumulitve effect of recoil does build up over time and will walk your aim away from your target. But that is not a solution to CQC. Close quarter combat is very forgiving of recoil. SMGs have terrible recoil given their low weight and high output. Shotguns have even more kick, though it has a slow RoF. If AR's had enough recoil to interfere with CQC they would be worse at mid range and utterly useless beyond that.
Ok, I've come up with at least a partial "explanation" for lower close quarters damage. The AR is supposed to "tune" the plasma packet to best penetrate the enemy shield. So let's say that all the energy is in that packet as it leaves the barrel, but hte packet frequency doesn't stabalize for some short time. That would give a reason for a lower damage close and full damage at further range.
That works for sheild damage, but doesn't explain lower damage against armor.
I know this is a game and it must be balanced, I just hate doing it by magic. I want rationality in my SF or it becomes fantasy.
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