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Ryder Azorria
Amarr Templars Amarr Empire
173
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Posted - 2013.04.09 17:04:00 -
[1] - Quote
Bullets don't simply disappear, they dissipate over a distance - which makes much more sense.
Also, gameplay > realism. |
Ryder Azorria
Amarr Templars Amarr Empire
173
|
Posted - 2013.04.09 17:19:00 -
[2] - Quote
Himiko Kuronaga wrote:The problem being that its terrible gameplay. It'll make more sense when we get more variation in the same weapon classes.
Take the AR class for example:
- Gallente AR; Highest damage, lowest range
- Amarr Scrambler Rifle, Med damage, med range
- Caldari Gauss Rifle, Lowest damge, highest range
If the Gallente AR could hit at all ranges, then there is no point having any of the others and you lose a bunch of gamplay choices. |
Ryder Azorria
Amarr Templars Amarr Empire
174
|
Posted - 2013.04.09 18:29:00 -
[3] - Quote
Vaerana Myshtana wrote:Himiko Kuronaga wrote:plasma doesnt work that way either. neither do lasers. and minmatar projectile weapons fire solid projectiles. derp? Hybrid weapons use contained plasma fields to do damage. Assault Rifles are plasma blasters. The plasma does actually dissipate. Railguns fire a semi-solid projectile, but that projectile comes apart after awhile, the range is just longer than that of a blaster. Lasers have optimal focal windows, outside of which they lose cohesion. Should the visible beam continue on indefinitely but not do damage? Sure, but it does cause load on the rendering engine. Projectiles, you are correct, should not dissipate, they should follow a ballistic (calculus) until they strike an object, but that has the same problem as the laser with the added complication of calculating force of impact (calculus) at extreme ranges.Explosives detonate at the end of their range. Projectile weapon use exploding bullets that detonate on contact or after a set distance - giving you limited range, with the added bonus that the bullets actually do disappear. |
Ryder Azorria
Amarr Templars Amarr Empire
178
|
Posted - 2013.04.10 13:30:00 -
[4] - Quote
semperfi1999 wrote:There are other ways to implement this system but I would have to admit this is the simpliest way to do it....both in programming and its the easist on the hardware. BF3 could only have 12 v 12 because of everything they put into the game. But dust already has 16 v 16 and will hopefully get to at least 32 v 32. 24 v 24 in Uprising. |
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