Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.12 00:50:00 -
[1] - Quote
Some new (and experienced) mercs get annoyed by their shots disappearing and doing no damage when they surpass the maximum range of their weapon. I seen a lot of people complain about it, and even more will likely complain and get put off by the game because of this feature.
Instead of shots just disappearing, these 2 possible alternatives together might be better: 1_ Damage is drastically reduced after exceeding the maximum range, and damage progressively decreases after every meter beyond the maximum range. 2_ Shots become progressively more inaccurate (by spreading apart) after every meter that exceeds the maximum range.
This might make more people happy. Thank you for reading. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
|
Posted - 2012.12.12 01:05:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Some new (and experienced) mercs get annoyed by their shots disappearing and doing no damage when they surpass the maximum range of their weapon. I seen a lot of people complain about it, and even more will likely complain and get put off by the game because of this feature.
Instead of shots just disappearing, these 2 possible alternatives together might be better: 1_ Damage is drastically reduced after exceeding the maximum range, and damage progressively decreases after every meter beyond the maximum range. 2_ Shots become progressively more inaccurate (by spreading apart) after every meter that exceeds the maximum range.
This might make more people happy. Thank you for reading.
yup o3o |
1CLIP 1KILL
Crux Special Tasks Group Gallente Federation
87
|
Posted - 2012.12.12 01:18:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:Shots become progressively more inaccurate (by spreading apart) after every meter that exceeds the maximum range.
That's definitely the easiest, I have no idea why they don't do it... They could actually just make the shots fire from the gun in a cone like missiles on vehicles, except to a much smaller degree. More range= larger cone, and eventually you'll have a cone that's way too big. Damage reduction on top of that after a certain range = win! It'd be really cool for customization too. Barrel swapping ftw. I haven't seen many games that let players do that. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.12 14:24:00 -
[4] - Quote
I'd like to see violations of physics removed. Contained plasma can gradually leak and become less effective, but solid projectiles should not evaporate at some given range. Railgun slugs are large hunks of metal that should not disappear into a magician's hat at 500 meters.
They should be subject to gravity and accuracy limitations. Both would have negligible effect at close range but would dominate at extreme range. A 100 meter shot from a heavy railgun would be equivalent to hit scan, while a 5 kilometer shot would likely miss anything as small as a dropsuit. Very long range shots would be used against large/stationary targets or for area suppression. |
R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2012.12.12 17:05:00 -
[5] - Quote
Isn't all of this covered by the weapon's falloff range? |
Ten-Sidhe
Osmon Surveillance Caldari State
414
|
Posted - 2012.12.12 19:17:00 -
[6] - Quote
The damage does falloff gradually after the effective range, till it vanishes at maximum.
Tracking arcs or adjusting accuracy for all the shots of a hmg or smg would use a lot of system resources up, this takes them away from somewhere else. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.12 19:38:00 -
[7] - Quote
Single shot weapons like Railguns should be modeled, but high RoF weapons could use a poor man's version of shot dispersion by adding a simple calculation into the hit scan detection.
This equation requires only three pieces of information:
1) Each weapon would have an accuracy rating to denote how tight a grouping it is capable of. Long barrel weapons would have an advantage over short.
2) Range to target
3) A random number
When hit detection determines damage should be applied, the accuracy rating is multiplied by range to yeild a percentage chance of missing due to shot dispersion. This is compared to the random number to see if that round struck home or missed.
This method would allow a Merc to attempt long range fire on a distant target with an SMG and possibly get a couple hits without making the weapon OP. The only drawback to this cheap method is that a miss can't be applied to another target standing next to the first and thus it doesn't accurately reflect the ability to provide area suppression |
IgniteableAura
Pro Hic Immortalis RISE of LEGION
12
|
Posted - 2012.12.13 15:25:00 -
[8] - Quote
Whats the difference between missing your shots due to random bullet spread (which is a terrible idea) and your shots not doing any damage. Its obvious if you look at the skill tree that falloff increases your effective range.
It may be annoying to see your bullets disappear, but its better than random bullet spread.
Besides that would only work for Assault rifle weapons and not for any other weapon group (laser, shotgun, forge, etc) |
Reimus Klinsman
BetaMax.
320
|
Posted - 2012.12.13 19:39:00 -
[9] - Quote
As a TAC AR user, I LOVE seeing a persons shots disappear meters they hit me while they are still in my optimal and hitting them for 60 damage a shot.
BUT, it is dumb that theres a hard cap to range. Really, natural firing dispersion should be the only limit to range. |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.12.13 19:50:00 -
[10] - Quote
+1
|
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.15 04:03:00 -
[11] - Quote
Any more opinions about this? |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.12.15 04:52:00 -
[12] - Quote
Honestly, I think there should be a steady falloff to damage over range, but that you should at least do some. I'm not sure if anyone here was in for the Blacklight: Retribution Beta in the early stages, but the hard falloffs were a major issue in that game, and one of the first things the developers changed. |
SuperSaiyan4 Gogeta
Sanmatar Kelkoons Minmatar Republic
9
|
Posted - 2012.12.15 19:34:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:Some new (and experienced) mercs get annoyed by their shots disappearing and doing no damage when they surpass the maximum range of their weapon. I seen a lot of people complain about it, and even more will likely complain and get put off by the game because of this feature.
Instead of shots just disappearing, these 2 possible alternatives together might be better: 1_ Damage is drastically reduced after exceeding the maximum range, and damage progressively decreases after every meter beyond the maximum range. 2_ Shots become progressively more inaccurate (by spreading apart) after every meter that exceeds the maximum range.
This might make more people happy. Thank you for reading. Good call, except CCP isn't on that level yet. |
bone bad
Manhunt Inc
13
|
Posted - 2012.12.15 22:20:00 -
[14] - Quote
How about just realistically making the bullets drop like they should that way we can add some sill and Kentucky windage some ****
|
Sytonis Auran
Valor Coalition RISE of LEGION
52
|
Posted - 2012.12.15 23:20:00 -
[15] - Quote
KAGEHOSHI Horned Wolf wrote:Any more opinions about this?
I would prefer better hit markers, so we know that when we're shooting and not hitting that we are out of range. |
Scheneighnay McBob
Bojo's School of the Trades
1062
|
Posted - 2012.12.15 23:30:00 -
[16] - Quote
Isn't #1 already how it works? |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.15 23:44:00 -
[17] - Quote
Just opened a thread with this request and saw this lol You get a like my good sir. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.15 23:44:00 -
[18] - Quote
Scheneighnay McBob wrote:Isn't #1 already how it works? Yes but once it hits the max range bullets just stop doing damage AT ALL, they just dissapear. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.20 05:05:00 -
[19] - Quote
Still would be nice. |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2012.12.20 05:16:00 -
[20] - Quote
Aren't all shots instantaneous so it would be hard to program this? |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.20 05:44:00 -
[21] - Quote
Elijah Sol' Dzusaki wrote:Aren't all shots instantaneous so it would be hard to program this? That is a very good point |
Bainlear Gorrilian
Infinite Ohmage
12
|
Posted - 2012.12.20 08:02:00 -
[22] - Quote
I do not think this would be too hard to program, if it is true that laser rifles become more effective at a distance. I would like all the guns to have the 'range' of the sniper rifle, but of course, instead of of retaining full damage from point A to B, I think it would be reasonable for every distance times the effective range, the damage drops by about 10 percent. Compounded with the natural recoil and spread, it would take about five well timed assault rifle wielding team mates pointing at the sniper to even the odds.
Maybe it will placate some of the rage quitters, so I don't always end up on the losing team with half the number of members as the other guys. Also, new comers won't be to turned away by all the slightly-less-novice newbies with sharp shooting skills to the max, making the other guys question if the game is just bugged. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |