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Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
11
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Posted - 2013.05.07 13:15:00 -
[1] - Quote
I've been bothered by something about DUST for a while, and I think I've finally put my finger on it. Many thanks to noShwagg, and to the Uprising build for making this problem so over the top.
Feedback:
FULL DISCLOSURE: I play as a heavy.
Range is a huge problem in this game. More so with Uprising.
Here is why: CCP has decided to use a hard range as a metric to differentiate classes.
In no other game is this the case. In practice, it is ridiculous. Rounds stop in mid air. This is absurd.
Sure, in other games and in reality there is different effective damage at range depending on the weapon. But this is not primarily dictated by distance. It is dictated by accuracy of shooter, rate of fire (ROF), and Round Power - Damage Falloff.
Request:
CCP Should:
1) Remove hard range cap on all weapons. Rounds should travel to their natural terminus; in practice this means across the map. (shhhhhh...just listen)
2) Weapon classes should be dictated by: - Handling (Kick) - ROF - Round Power - Damage Falloff
Example (categorized by effective damage/range, from long to short):
1) Long Range Weapons - Sniper Rifle/Forge Gun -Extremely High Kick -Low ROF -High Power - Damage Falloff Skill with Long Range Weapons comes from: Being a player with excellent aim, despite: -Extremely High Kick -Extremely Low ROF
2) Assault Weapons (Broadly) - ARs/LRs/SMGs/Shotguns/Pistols -Average Kick -Average ROF -Average Power - Damage Falloff Skill with Assault Weapons comes from: Being a player with excellent aim, despite: -Average Kick -Average ROF -Average Power - Damage Falloff
3) Heavy Weapons - HMGs -Extremely High Kick -High ROF -Average Power - Damage Falloff Skill with Heavy Weapons comes from: Being a player with excellent aim, despite: -Extremely High Kick -Average Power - Damage Falloff
Do you see a theme here? Excelling at a particular weapon involves having excellent aim despite it's drawbacks.
This is where people will say "Range is a drawback of your class, deal." Even an extremely skilled heavy player should have almost no chance of killing someone at sniper range. This should be due to simple geometry; the barrel bounce of an HMG is causing HUGE angle sway on rounds as range increases. This should not be due to the rounds entering a parallel universe at 50 yards. Dafuq Occasionally, an HMG, AR, or Pistol round should hit that sniper on the hill....though it will hardly due anything because of Damage Falloff.
Some will say, this will eliminate CQC. I would agree to some extent, but only in that the maps lack cover and depth. If you added in more cover and ways to approach and move around, you would force squad movement and engagement at closer ranges. A lack of CQC is an approach issue, not a weapon range issue.
As it is right now, you see people shooting at each other over completely reasonable ranges...I'm talking I could throw a football that far...and their rounds aren't reaching each other. This is ridiculous!!!
TL;DR?
Extend range of ALL weapons to common round ranges. No more vanishing rounds.
Differentiate weapons by their other drawbacks, and the users ability to handle them. |
shaman oga
Nexus Balusa Horizon
58
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Posted - 2013.05.07 13:18:00 -
[2] - Quote
i agree +1 |
Varrikan
Villore Sec Ops Gallente Federation
2
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Posted - 2013.05.07 13:38:00 -
[3] - Quote
Agreed +1
With large maps should come the option of long range engagements. Not just for snipers, it might be highly impractical with little effect on target but at least it won't be as ridiculous as vanishing bullets |
POCKPICKETER
L.O.T.I.S. RISE of LEGION
6
|
Posted - 2013.05.07 13:56:00 -
[4] - Quote
Agreed + 1 |
Jaiden Longshot
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
283
|
Posted - 2013.05.07 14:18:00 -
[5] - Quote
I would rather see damage fall off be more progressive rather than all weapons having the same range.
HMG should not be able to fire with that ROF at an ARs optimal and still do more DPS
AR should not be able to out DPS an LR in a LR's optimal but the AR rounds also shouldn't just stop making impact all together.
Despite the range NERF to all weapons the AR is still the most viable weapon....now it's just used in a stampede. A few guys might get picked off in the herd rush by ranged weapons but once the pile of AR clones gets within 65 meters, it's a done deal. They mow down heavies before they get near the 20m heavy optimal. Weapons like the LR and TAR only have about a 20m windown to take down the AR heard before their range advantage is rendered useless.
More progressive falloff is needed or a blanket buff to all effective weapon ranges. Being able to sight up an enemy with iron sights or Doom mode plain as day and not being able to do ANY damage at all is pretty game breaking, IMO. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
16
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Posted - 2013.05.07 14:27:00 -
[6] - Quote
Jaiden Longshot wrote:I would rather see damage fall off be more progressive rather than all weapons having the same range.
HMG should not be able to fire with that ROF at an ARs optimal and still do more DPS
AR should not be able to out DPS an LR in a LR's optimal but the AR rounds also shouldn't just stop making impact all together.
Despite the range NERF to all weapons the AR is still the most viable weapon....now it's just used in a stampede. A few guys might get picked off in the herd rush by ranged weapons but once the pile of AR clones gets within 65 meters, it's a done deal. They mow down heavies before they get near the 20m heavy optimal. Weapons like the LR and TAR only have about a 20m windown to take down the AR heard before their range advantage is rendered useless.
More progressive falloff is needed or a blanket buff to all effective weapon ranges. Being able to sight up an enemy with iron sights or Doom mode plain as day and not being able to do ANY damage at all is pretty game breaking, IMO.
Agreed J, but that's not what I want. At a long range, the handling of the HMG should make it less effective, by simple virtue of angular geometry. A small movement at the origin translates to an increasing movement at range. When a heavy weapon bounces around in an extreme manner, how many shots are actually landing on that far off target?
That is how it should be mitigated. |
hydraSlav's
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
99
|
Posted - 2013.05.07 16:42:00 -
[7] - Quote
Agreed |
Belendur Balfour
Silver Gryphons Inc
0
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Posted - 2013.05.07 18:01:00 -
[8] - Quote
Also agreed |
Ten-Sidhe
Osmon Surveillance Caldari State
475
|
Posted - 2013.05.07 19:24:00 -
[9] - Quote
Plasma weapons would not extend across the map. AR, plasma cannon, shotgun, blaster should have hard range cap, but do more damage then projectile.
Explosive weapons and missiles often in real life have a timed self destruct that sets the max range, swarms do this now.
Projectile weapons would realistically work as you say, but smg and hmg would then be resource hog on system, particularly if bullet drop was calculated.
Very fast projectiles like railgun slugs (forge and sniper) can run out of momentum before they run out of energy and airbust. This would take longer then our maps would allow, this is what makes some meteors explode mid-air.
High energy laser turn the air opaque from blooming the air to plasma, there are also focus issues since way to extend range is two use multiple lower energy laser converged on target. This would make laser weapons work closer to ingame laser rifle then a laser pointer. CCP did well here just counter intuitive.
That said, last build had better range then now. Just put ranges back to last build without sharpshooter. |
Red Dot 24601-HA
S.e.V.e.N. Gentlemen's Agreement
67
|
Posted - 2013.05.07 19:33:00 -
[10] - Quote
Ranges have always been way too short in DUST. SMG,forge gun, mass driver and Shotgun are fine, pistol is so so. Everything else is way too short. Sniper rifles, ARs, Laser rifles, HMGs need some love. |
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F54423
D3LTA FORC3 Orion Empire
7
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Posted - 2013.05.07 19:47:00 -
[11] - Quote
+1
Ranges need to be increased across the board. The current mechanics are rediculous. I blow kisses to all the reds as their bullets hit this invisible wall and do nothing. CCP, it's really stupid. Keep this thread up and moving. |
knight of 6
SVER True Blood Unclaimed.
145
|
Posted - 2013.05.07 19:53:00 -
[12] - Quote
you should add bullet spread as one of your factors
long range: low spread assault: medium spread HMG/smg: high spread |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
20
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Posted - 2013.05.07 20:05:00 -
[13] - Quote
knight of 6 wrote:you should add bullet spread as one of your factors
long range: low spread assault: medium spread HMG/smg: high spread
Bullet spread is determined by the amount of kick.
I do not endorse random bullets spread. |
Malkai Inos
Seituoda Taskforce Command Caldari State
15
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Posted - 2013.05.07 20:08:00 -
[14] - Quote
Dis Cord wrote:Skill with Long Range Weapons comes from: Being a player with excellent aim
Skill with Heavy Weapons comes from: Being a player with excellent aim
Skill with Assault Weapons comes from: Being a player with excellent aim
Thats why i prefer optimal+falloff. Having the wrong weapon/class for a given engagement should put you in a disadvantage. I understand that your proposal also achieves that through the way it works but it puts the emphasis away from knowing and advancing your role and gear to beeing able to control weapon kickback.
I have played games that do that and while i don't dislike it +¡n principle, i went here specifically for something different. |
Orin the Freak
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
538
|
Posted - 2013.05.07 20:13:00 -
[15] - Quote
I think this should only be the case with solid projectile weapons (IE Rail, and ballistic... Specifically caldari and minmatar) weapons.
Blasters, like the gallente AR have projectiles that dissipate after a "short" distance. that would explain magically disappearing rounds. Lasers (and scrambler rounds, since they are lasers too) should have a dissipation of light after a certain range.
That said, I don't think *any* round should go on "forever" (or even to the end of the map). They should go until their falloff damage ceases, then just disappear. It makes no sense for a projectile to continue when it's not going to do any damage to anything it hits. The moment it stops doing damage, is the moment it should "disappear".
And seeing as this is a video game, we shouldn't have anything but high-powered rifles (railguns, and long-range rifles) that can shoot past a few hundred meters.
Any other weapon that uses "solid projectiles" should have their damage scaled to their weapon type, and moreover, the average size of the map.
We haven't seen the caldari anti-infantry heavy weapon yet. What if it totally trumps the HMG in range? Certainly we are many months away, if not more, from seeing heavy gun variants. but so far it's sounding like caldari weapons are going to be the ones you want to use if you want range, but at the sacrifice of a bit of power.
Overall, dis, I agree something needs to be done, but I don't want to go back to the ranges in chromosome.
Honeslty, I think the ranges in Uprising are fine, WITH THE EXCEPTION of the HMG. They shouldn't have shortened the HMG's base range from chromosome. damage? whatever, easy enough to overcome with damage mods. but range for the HMG.. now that you can't improve it, needs to be looked at. |
Jaiden Longshot
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
286
|
Posted - 2013.05.07 20:20:00 -
[16] - Quote
Orin the Freak wrote:I think this should only be the case with solid projectile weapons (IE Rail, and ballistic... Specifically caldari and minmatar) weapons.
Blasters, like the gallente AR have projectiles that dissipate after a "short" distance. that would explain magically disappearing rounds. Lasers (and scrambler rounds, since they are lasers too) should have a dissipation of light after a certain range.
That said, I don't think *any* round should go on "forever" (or even to the end of the map). They should go until their falloff damage ceases, then just disappear. It makes no sense for a projectile to continue when it's not going to do any damage to anything it hits. The moment it stops doing damage, is the moment it should "disappear".
And seeing as this is a video game, we shouldn't have anything but high-powered rifles (railguns, and long-range rifles) that can shoot past a few hundred meters.
Any other weapon that uses "solid projectiles" should have their damage scaled to their weapon type, and moreover, the average size of the map.
We haven't seen the caldari anti-infantry heavy weapon yet. What if it totally trumps the HMG in range? Certainly we are many months away, if not more, from seeing heavy gun variants. but so far it's sounding like caldari weapons are going to be the ones you want to use if you want range, but at the sacrifice of a bit of power.
Overall, dis, I agree something needs to be done, but I don't want to go back to the ranges in chromosome.
Honeslty, I think the ranges in Uprising are fine, WITH THE EXCEPTION of the HMG. They shouldn't have shortened the HMG's base range from chromosome. damage? whatever, easy enough to overcome with damage mods. but range for the HMG.. now that you can't improve it, needs to be looked at.
Do not agree.....
Ranges suck in Uprising for all weapons.
If I can see your fat head in the middle of my crappy ironsight, you should be taking damage. Period.
I don't care if it's 1 DPS but it should be something....and since when did a projectile travel further and faster than light/laser?
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F54423
D3LTA FORC3 Orion Empire
8
|
Posted - 2013.05.07 20:27:00 -
[17] - Quote
Shooter based in the distant future. World War II weaponry had better range.
Shooter based on EVE Online. No Optimal + Falloff???
Pull your sh!t together CCP. This game will not work like this.
At the very least have some graphical/HUD indication of range. |
noSHWAGG
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
1
|
Posted - 2013.05.07 20:27:00 -
[18] - Quote
You know I agree +1 |
knight of 6
SVER True Blood Unclaimed.
145
|
Posted - 2013.05.07 21:25:00 -
[19] - Quote
Dis Cord wrote:knight of 6 wrote:you should add bullet spread as one of your factors
long range: low spread assault: medium spread HMG/smg: high spread Bullet spread is determined by the amount of kick. I do not endorse random bullets spread. oh, okay, i miss understood. i thought by kick you were referring to vertical movement. if you're factoring in horizontal walk as well I'm all for it. |
dalt ud
Vacuum Cleaner. LLC
92
|
Posted - 2013.05.07 21:33:00 -
[20] - Quote
Disagree
New range make game more interesting. No more rooftopers, no snipers far away in red zone.
Infantry playing now is very interesting, coz it not "far-away-head-glitch-shooting" and no permanent camping.
Range need no more changes, its perfect now. |
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Jotun Hiem
The Tritan Industries RISE of LEGION
612
|
Posted - 2013.05.07 21:39:00 -
[21] - Quote
I really like this idea.
+1 |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
22
|
Posted - 2013.05.07 22:03:00 -
[22] - Quote
knight of 6 wrote:Dis Cord wrote:knight of 6 wrote:you should add bullet spread as one of your factors
long range: low spread assault: medium spread HMG/smg: high spread Bullet spread is determined by the amount of kick. I do not endorse random bullets spread. oh, okay, i miss understood. i thought by kick you were referring to vertical movement. if you're factoring in horizontal walk as well I'm all for it.
Well...to some degree. I'm really looking for a bit more "reality." (I put that in quotes because I know, space game, yadda yadda)
A gun like a Bushmaster .223 has almost ZERO left-to-right sway. It's by design. A heavy weapon like a .50 cal MG have quite a bit more, due to it's massive kick back (unless you anchor the bipod).
Now, for ARs, I think drift should only be vertical. Same for pistols, shotguns, SRs. I will def accept some left-to-right on an HMG.
Again to be clear, I WANT my HMG to be an unruly beast. I want the difference between a good HMG user and a bad HMG user to be how that individual handles the weapon. |
alten hilt
DUST University Ivy League
4
|
Posted - 2013.05.07 23:06:00 -
[23] - Quote
I really like the discussion on this thread. Something needs to be done about range. The following are my suggestions.
* I like the idea of longer range and more cover
* All weapons subject to sway and movement penalties
* All weapons should be differentiated by racial mechanics
Caldari: Short- and long-range missiles, and long-range charged projectiles (hybrid)
Gallente: Short-range charged projectiles (hybrid), and drones
Minmatar: Short- and long-range projectiles, and missiles.
Amarr: Short- and long-range lasers and drones.
Missiles (i.e. Self propelled explosives) - limited fuel capacity dictates range, but has self-guidance capabilities. Long-range missiles have more fuel, less warhead charge. Rockets: short-range missiles that have less fuel, more warhead charge. Overall low capacity magazines due to increased ammo size/weight.
Projectiles - Bullet distance determined by initial charge. Trajectory determined by the ratio of mass to accelerate. Autocannon: Short-range projectiles that have a high rate of fire, high capacity (small projectiles), low recoil (due to small bullet/accelerant) and flatter trajectory but less range due to lower charge. Artillery: long-range projectiles that have a low rate of fire (due to high recoil and longer feed times), lower capacity, high damage and more curved trajectory but travels long ranges.
Hybrid GÇô Physical projectile charged with plasma, dissipates energy with distance but has greater terminal effect. Blasters: short range hybrids that overcharge the projectile with plasma; they hit very hard, but the physical projectile burns up sooner due to higher plasma charge. Average recoil, average capacity, and average rate of fire. Railguns: Long-range projectiles that have a smaller plasma charge but do not burn up over range. High recoil due to larger charge and larger mass, average capacity, average rate of fire
Laser - Air molecules distort energy beam over distance. Beam laser: highly focused beam laser that has longer range, but less energy to accommodate more sensitive focusing elements. Long range, no recoil, and low damage, subject to heat buildup. Pulse lasers: short-range lasers forgo tight focusing elements for raw damage. They deal high damage, have no recoil, but energy disperses quickly, subject to heat buildup.
Drones GÇô Semi-antonymous machines capable of inflicting a wide array of damage types. Subject to the limitations of the racial weapon it employs and will only work within a limited distance of the operator.
* * All weapons are subject to environmental conditions such as friction, gravity, energy dispersion etc. As such, all weapons have a falloff distance at which they no longer possess the terminal energy necessary to damage a dropsuitGÇÖs shields or armor. At extreme ranges, projectiles may impact the target, but the shields and armor are able to absorb the damage within their operating parameters. Only when the projectile contains more energy that the shield or armor is actively able to absorb will damage to the shield or armor occur.
These are my ideas for overcoming the current problems with range in DUST
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Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
23
|
Posted - 2013.05.07 23:12:00 -
[24] - Quote
alten hilt wrote:I really like the discussion on this thread. Something needs to be done about range. The following are my suggestions.
* I like the idea of longer range and more cover
* All weapons subject to sway and movement penalties
* All weapons should be differentiated by racial mechanics
Caldari: Short- and long-range missiles, and long-range charged projectiles (hybrid)
Gallente: Short-range charged projectiles (hybrid), and drones
Minmatar: Short- and long-range projectiles, and missiles.
Amarr: Short- and long-range lasers and drones.
Missiles (i.e. Self propelled explosives) - limited fuel capacity dictates range, but has self-guidance capabilities. Long-range missiles have more fuel, less warhead charge. Rockets: short-range missiles that have less fuel, more warhead charge. Overall low capacity magazines due to increased ammo size/weight.
Projectiles - Bullet distance determined by initial charge. Trajectory determined by the ratio of mass to accelerate. Autocannon: Short-range projectiles that have a high rate of fire, high capacity (small projectiles), low recoil (due to small bullet/accelerant) and flatter trajectory but less range due to lower charge. Artillery: long-range projectiles that have a low rate of fire (due to high recoil and longer feed times), lower capacity, high damage and more curved trajectory but travels long ranges.
Hybrid GÇô Physical projectile charged with plasma, dissipates energy with distance but has greater terminal effect. Blasters: short range hybrids that overcharge the projectile with plasma; they hit very hard, but the physical projectile burns up sooner due to higher plasma charge. Average recoil, average capacity, and average rate of fire. Railguns: Long-range projectiles that have a smaller plasma charge but do not burn up over range. High recoil due to larger charge and larger mass, average capacity, average rate of fire
Laser - Air molecules distort energy beam over distance. Beam laser: highly focused beam laser that has longer range, but less energy to accommodate more sensitive focusing elements. Long range, no recoil, and low damage, subject to heat buildup. Pulse lasers: short-range lasers forgo tight focusing elements for raw damage. They deal high damage, have no recoil, but energy disperses quickly, subject to heat buildup.
Drones GÇô Semi-antonymous machines capable of inflicting a wide array of damage types. Subject to the limitations of the racial weapon it employs and will only work within a limited distance of the operator.
* * All weapons are subject to environmental conditions such as friction, gravity, energy dispersion etc. As such, all weapons have a falloff distance at which they no longer possess the terminal energy necessary to damage a dropsuitGÇÖs shields or armor. At extreme ranges, projectiles may impact the target, but the shields and armor are able to absorb the damage within their operating parameters. Only when the projectile contains more energy that the shield or armor is actively able to absorb will damage to the shield or armor occur.
These are my ideas for overcoming the current problems with range in DUST
I like what you're trying to do here, in tying the Eve-scape in to DUST.
One thing though, and you didn't say this wasn't the case, but I feel it's important to mention in order to finally jettison hard range as a class definition: All weapons need to be able to contact all enemies...even if they do minuscule damage at long range.
In Eve, our scale is enormous. You're in a cruiser that's 200 meters long, orbiting another 200m cruiser at 35km. It makes sense at these ranges to have some weapons that just don't even reach.
But, on a field where I can see someone running around from a few meters away....dif story.
Thank you very much for the excellent response. |
Asmadai
HavoK Core RISE of LEGION
32
|
Posted - 2013.05.07 23:15:00 -
[25] - Quote
I agree with this. +1
One thing that was not making sense to me was how this is a squad based game. Tactics such as covering fire do not exist because if you have squad members crossing an area your assault rifle can not hit an enemy to make them take cover allowing your squad to advance in some measure of safety. Rounds should have damage drop-off (especially the sniper rifle) but not vanish at some predetermined distance. |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
414
|
Posted - 2013.05.07 23:21:00 -
[26] - Quote
Glad you picked up on a topic that has been a full throated roar for six months. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
23
|
Posted - 2013.05.07 23:30:00 -
[27] - Quote
KalOfTheRathi wrote:Glad you picked up on a topic that has been a full throated roar for six months.
Indeed, I am not the first to have a problem with this. But I've been spurred to joining in the Roar Chorus!
Sing with me. |
Shijima Kuraimaru
WarRavens Orion Empire
195
|
Posted - 2013.05.08 00:06:00 -
[28] - Quote
I've seen a couple of mentions about trajectory (aka bullet drop). Something people need to know/remember is that matches are not hosted on anyone's single console like other FPS games that can be mentioned. Everything is processed on CCP's server bay. To code in trajectory and travel time for small high ROF projectile weapons, and expect the system to track every bullet fired, would put a huge amount of stress on the servers even with only a couple of thousand players. That's why CCP only has travel time for large rail turrets and forge guns and not trajectory. Only grenade based weapons have both. Missiles and rockets are their own beasties. |
Dis Cord
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
24
|
Posted - 2013.05.08 00:22:00 -
[29] - Quote
Shijima Kuraimaru wrote:I've seen a couple of mentions about trajectory (aka bullet drop). Something people need to know/remember is that matches are not hosted on anyone's single console like other FPS games that can be mentioned. Everything is processed on CCP's server bay. To code in trajectory and travel time for small high ROF projectile weapons, and expect the system to track every bullet fired, would put a huge amount of stress on the servers even with only a couple of thousand players. That's why CCP only has travel time for large rail turrets and forge guns and not trajectory. Only grenade based weapons have both. Missiles and rockets are their own beasties.
It's funny that you brought this up, because I'm currently in a chat with some corp mates explaining further what I'm talking about....and this is not what I mean.
I'm talking about an effective damage reduction over range for each weapon, but no hard falloff. We're all basically within sight of every other player, after all.
We already have damage and range in the game. This is merely an increase in the factors.
It's not about Eve, a spreadsheet vs. spreadsheet of potentials in each shot. The target in DUST is either there or he is not. What damage is delivered should depend on the weapon and the player.
Whether the shot gets there or not should depend on the shooter and the gun. A sniper rifle should hit far and on the money every shot. An HMG should only get a few of the hundreds of rounds on target. But in both, the rounds should reach.
They should not vanish, with zero damage. |
Shijima Kuraimaru
WarRavens Orion Empire
197
|
Posted - 2013.05.08 00:36:00 -
[30] - Quote
Dis Cord wrote:Shijima Kuraimaru wrote:I've seen a couple of mentions about trajectory (aka bullet drop). Something people need to know/remember is that matches are not hosted on anyone's single console like other FPS games that can be mentioned. Everything is processed on CCP's server bay. To code in trajectory and travel time for small high ROF projectile weapons, and expect the system to track every bullet fired, would put a huge amount of stress on the servers even with only a couple of thousand players. That's why CCP only has travel time for large rail turrets and forge guns and not trajectory. Only grenade based weapons have both. Missiles and rockets are their own beasties. It's funny that you brought this up, because I'm currently in a chat with some corp mates explaining further what I'm talking about....and this is not what I mean. I'm talking about an effective damage reduction over range for each weapon, but no hard falloff. We're all basically within sight of every other player, after all. We already have damage and range in the game. This is merely an increase in the factors. It's not about Eve, a spreadsheet vs. spreadsheet of potentials in each shot. The target in DUST is either there or he is not. What damage is delivered should depend on the weapon and the player. Whether the shot gets there or not should depend on the shooter and the gun. A sniper rifle should hit far and on the money every shot. An HMG should only get a few of the hundreds of rounds on target. But in both, the rounds should reach. They should not vanish, with zero damage.
My point was just aimed at the "Projectile Trajectory" aspects. I agree with you for the most part, but I have no problems with rounds piffling after they reach max effective range. I just think the max effective ranges should be more reasonable, if not more realistic, with the projectile (Projectile/Artillery) and missile weapons, and then adjust the energy (Laser) and hybrid (Blaster/Rail) weapons accordingly. Yes, there's be tears from the Anti-realistic CQC fans, but they'd still get in and make their kills if they play smart.
One of the things I have noticed people shuddering at when uncapped weapon ranges get brought up is "OMG! The HMG shouldn't even..." What these people forget is that though the HMG may reach the distance of a sniper in the hills, the bullet dispersion would be so high that it would be down to blind luck for the sniper to get hit by a single round. If this isn't an example of one of the points you're tying to make, my apologizes for misunderstanding. |
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