Koric McLangous
Sanmatar Kelkoons Minmatar Republic
1
|
Posted - 2013.02.17 03:51:00 -
[1] - Quote
I couldn't find anywhere where people were voicing general requests and suggestions for variations of in-game weapons, not just a specific change to a specific weapon. With that said, we should come up with and request variations to add individuality and identity to the weapons not just in look but in "use" as well. Any gamer who has looked at different FPS, easily recognizes guns from other series just from the GÇ£lookGÇ¥ of it in action. I do not need fancy art for my guns. I feel graphics are nice, but variation in "use" adds replay value. Now, I donGÇÖt want this to turn into other games where all guns have a secondary firing option. But if there were variations in firing patterns then we would have differences within the gunGÇÖs group and it would be easier then adding more GÇ£exoticGÇ¥ weapons. Dust 514 could be an FPS that makes you feel that there is always an option to do what you want; even if limited for balance, we just have to ask for it. So here are some thoughts on expanding what is already in-game:
Ammunition in the Eve world is separated to cause different damage types, in Dust we could have the guns themselves do different damage ratios to shields/armor/hp, adding a question of what you're up against.
Burst normally refers to a weaponGÇÖs variation in how many rounds are fired with a single pull of the trigger, i.e. GÇ£3-roundGÇ¥ burst. Not saying that this type of variation would work for all the weapons. I think that some variation of the weapons could be to fire two rounds a shot but have twice the reload time or half the magazine/clip size. It would make for variations of weapons that should be easy to code and easy to tweak to remain fair.
FOR EXAMPLE:
Assault Rifles are hard to add deviation because they are the perfect weapon in most situations. With that said, adding a launcher counterpart for the grenades you are carrying already, is the first thing that comes to mind. The rifles with this would remove the option to throw grenades, and the size of the clip. Removing the sight and adding a laser pointer could be another option. This could become a play style choice.
Sub-machine Guns could become quieter and fire slower (due to slowing the release of gas). Thus, the closest thing to a "silenced" weapon but not as big a frontal threat as the other variation.
Scrambler Pistols with a 2-3 burst, but not head shot bonus. Or, you could make Scramblers with tracker rounds and no bonus. Instead, as an act of revenge, they remain on your squad/teamGÇÖs map till clone death. Or Scramblers with no bonus and instead interrupt the opponents scanning precision/dampening/range for XX seconds/clone death/per shot.
Nova Knifes could have a variant that are throwing knifes. Just three throws could be devastating, but whether you miss or not you're still out a weapon. Could even make them so they don't flag you visible to radar beyond attacker. Or a nova knife that attacks twice in a row but takes twice as long to charge.
Sniper Rifles could lose the scope in favor of open sites with its limited zoom and ability to retain peripheral vision. Just this small adjustment would open up play style far more for players more than any other change to sniper rifles, and is a completely fair trade.
Heavy Machine Gun with 2x sets of barrels for a parallel spray but half the clip size (to balance the weight of the extra set of barrels). Theoretically, this would double the number of reloads in a game.
Mass Drivers with a two shot variation with either side-by-side or one-two, and have the same number of rounds but take twice as long between shots (due to loading second round). Sticky Bombs.
Swarm Launchers could have a single rocket instead that attempts to fly within the targeting square that is manually controlled during flight. Thereby, allowing it to be used equally against players, installations, and vehicles. This might be too hard to do, so instead remove its targeting and make it fire a single straight flying rocket.
Forge Gun's variation could fire rounds like a shotgun's, in which the round would divide into four pieces and travel in rough parallel upon leaving the barrel. The rounds would not explode but instead have the damage of a direct hit divided between them. Seems like it would be fair to increase the hit change but loose the splash. Otherwise, it could have twice the charge time and shoot two shots.
Shotguns could fire a flash slug that does minor damage and burns on contact (stalling shield recharge). It could be used to direct attention at a target or as a signal flare for group movements. It could be disorientating to those struck. Gas/smoke rounds with minor damage but stops line of sight with cloud on contact.
Laser Rifles with two beams or a ribbon projection but the same battery. So the guns are twice as deadly and depleted twice as fast.
IGÇÖm not trying to suggest "god" weapons of any sort. Every weapon has its flaws, and these should be personified to balance the game. But the limited diversity in weapons of the GÇ£futureGÇ¥ is a little disappointing.
Currently, there is only your standard GÇ£contemporaryGÇ¥ idea of weapons. I am listing them as a generalization of most FPS: standard machine gun, sub-machine gun, pistol, knife, sniper rifle, heavy machine gun, grenade launcher (mass driver), rocket (swarm) launcher, shotgun, GÇ£BFGGÇ¥ (forge gun), laser rifle. The weapons should have more variation than this when in the world of EVE, for it is 21,000 years into the future of warfare.
Next to more maps, I look forward to expanded gun options, because I like this game but feel choked on my choices of guns. I can make my suit into all these variations, become an immortal; but the part that I actively interact with is the weapons and they just feel like the guns of today, not tomorrow.
|