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Ulysses Knapse
Nuevo Atlas Corporation
350
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Posted - 2013.05.07 19:58:00 -
[1] - Quote
What the title says. Stop nerfing weapon ranges the way you are doing it right now. It might do the job, but it also frustrates way too many people. Just add better falloff.
Lasers For lasers, just decrease the amount of damage done outside of optimal range until it reaches 0, and have the laser become more faint and less visible the weaker it gets. Lasers shouldn't disappear in midair, people don't understand that. Other than that, give it a decent range.
Blasters For blasters, decrease the amount of damage done the farther the shot travels like lasers to a lesser extent, and let each projectile travel a different distance past the optimal range (i.e, there is a chance an AR projectile will travel only 50m, but also a chance they will travel 100m). For blasters, disappearing in midair is somewhat more justified, but it shouldn't be routine.
Projectiles For autocannon weaponry, decrease the damage very slightly the farther the shot travels, and also give it a "miniature ballistic arc" that isn't dependent on gravity. What I mean by that is that it goes in a straight line at first, but the farther it travels the more curved to trajectory becomes, and it curves in a random direction. This is possible with hitscan, as well. For artillery weaponry (once that comes), add a ballistic arc that IS dependent on gravity, as well as other conditions in the district.
Railguns Ha, fooled you. But seriously, increase the range and projectile speeds for railguns. They are railguns after all. If you really want them to have less optimal range, I suppose you could give them a very slight bullet drop. Very slight. Keep in mind that sniper rifle shots already reach past their optimal range (around 500 meters) within a fifth of a second (they move around 2500m/s), which doesn't give much time for the bullet to drop anyway, and larger railguns fire projectiles even faster (forge gun projectiles move at 7000m/s).
Missiles Past their optimal, missiles should NOT disappear, they should just have less thrust, and therefore a slower velocity. Under no circumstances should a missile the size of your arm just "disappear". Once they run out of fuel, have them simply fall back to the ground. Really, it is quite simple. |
Buster Friently
Rosen Association
374
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Posted - 2013.05.07 20:21:00 -
[2] - Quote
This would certainly be a much more believable approach, and so I support the idea.
I will say though, that I think there a lot of more important issues to deal with in the short term than how weapons look or work on a (mostly) cosmetic issue.
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Ops Fox
ZionTCD Unclaimed.
238
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Posted - 2013.05.07 22:41:00 -
[3] - Quote
better than nerfing everything. +1 |
KalOfTheRathi
Talon Strike Force LTD Orion Empire
413
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Posted - 2013.05.07 23:04:00 -
[4] - Quote
No longer designing super weapons when the basic versions no longer work for you, UK?
Fall off will accomplish nothing. It is more CPU intensive and will not realize your fanciful dreams of perfection. The programming is fraught with problems and the system is maxed out now that we are running UnReal 4 and 1080. Increasing the calculations for Each Round is not a good solution.
There are no silver bullets in software, regardless of what you post in the forums or read somewhere else.
Simple solutions are best: Range, damage, RoF, ammo limits, reload time and weapon limits (kick, iron sights, etc).
They seem to have chosen a path and everybody is in the soup now. As part of the broth I want a different solution. Adding additional development work is not going to help this release or even the next. |
Davy Headhunter
ZionTCD Unclaimed.
1
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Posted - 2013.05.07 23:19:00 -
[5] - Quote
U sir got a +1 from me |
Davy Headhunter
ZionTCD Unclaimed.
1
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Posted - 2013.05.07 23:21:00 -
[6] - Quote
Ulysses Knapse wrote:
Blasters For blasters, decrease the amount of damage done the farther the shot travels like lasers to a lesser extent, and let each projectile travel a different distance past the optimal range (i.e, there is a chance an AR projectile will travel only 50m, but also a chance they will travel 100m). For blasters, disappearing in midair is somewhat more justified, but it shouldn't be routine.
That randomness on the falloff area is an amazing idea, it will be really eve like style, and i will defend it trough the end.! |
Taarec
Phoenix Reavers
8
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Posted - 2013.05.07 23:29:00 -
[7] - Quote
KalOfTheRathi wrote:No longer designing super weapons when the basic versions no longer work for you, UK? Fall off will accomplish nothing. It is more CPU intensive and will not realize your fanciful dreams of perfection. The programming is fraught with problems and the system is maxed out now that we are running UnReal 4 and 1080. Increasing the calculations for Each Round is not a good solution. There are no silver bullets in software, regardless of what you post in the forums or read somewhere else. Simple solutions are best: Range, damage, RoF, ammo limits, reload time and weapon limits (kick, iron sights, etc). They seem to have chosen a path and everybody is in the soup now. As part of the broth I want a different solution. Adding additional development work is not going to help this release or even the next.
Not Empty Quoting. |
Buster Friently
Rosen Association
374
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Posted - 2013.05.07 23:54:00 -
[8] - Quote
KalOfTheRathi wrote:No longer designing super weapons when the basic versions no longer work for you, UK? Fall off will accomplish nothing. It is more CPU intensive and will not realize your fanciful dreams of perfection. The programming is fraught with problems and the system is maxed out now that we are running UnReal 4 and 1080. Increasing the calculations for Each Round is not a good solution. There are no silver bullets in software, regardless of what you post in the forums or read somewhere else. Simple solutions are best: Range, damage, RoF, ammo limits, reload time and weapon limits (kick, iron sights, etc). They seem to have chosen a path and everybody is in the soup now. As part of the broth I want a different solution. Adding additional development work is not going to help this release or even the next.
We aren't on Unreal 4, nor are we at native 1080p
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Creedair Talor
The Phoenix Federation
6
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Posted - 2013.05.08 00:05:00 -
[9] - Quote
This i can agree with all the range cuts are turning it more and more into a spray and pray with range choice of AR Sub or shotgun/Heavy. Most lasers now need to be so close to even see the target on the iron sight the size of a apple. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3740
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Posted - 2013.05.08 00:23:00 -
[10] - Quote
+1 Added to favourites |
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Nariec
Carbon 7
4
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Posted - 2013.05.08 01:07:00 -
[11] - Quote
+1 I like your post, CCP should do this, because our primitive 21th Century weapons are more effective than the weapons of the future. lol |
Garrett Blacknova
Codex Troopers
2761
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Posted - 2013.05.08 01:31:00 -
[12] - Quote
Ulysses Knapse wrote:Missiles Past their optimal, missiles should NOT disappear, they should just have less thrust, and therefore a slower velocity. Under no circumstances should a missile the size of your arm just "disappear". Once they run out of fuel, have them simply fall back to the ground. Really, it is quite simple. Better solution.
No speed dropoff, when Missiles run out of fuel, BOOM!
Like they did with the Flaylock. |
Ulysses Knapse
Nuevo Atlas Corporation
357
|
Posted - 2013.05.08 02:22:00 -
[13] - Quote
KalOfTheRathi wrote:It is more CPU intensive. Barely. Computing-wise, it is actually quite simple. A vehicle physics engine, by comparison, is far, far more CPU intensive, yet we seem to handle it just fine. Besides, we already have falloff, I'm just suggesting that they stop nerfing maximum range and instead opt for improved falloff. |
Negris Albedo
Nuevo Atlas Corporation
9
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Posted - 2013.05.08 15:14:00 -
[14] - Quote
*fist bump*
Yes. |
Ulysses Knapse
DUST University Ivy League
371
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Posted - 2013.05.16 19:19:00 -
[15] - Quote
Negris Albedo wrote:*fist bump*
Yes. Nice pun. |
Herpn Derpidus
Crux Special Tasks Group Gallente Federation
11
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Posted - 2013.05.16 19:30:00 -
[16] - Quote
Garrett Blacknova wrote:Ulysses Knapse wrote:Missiles Past their optimal, missiles should NOT disappear, they should just have less thrust, and therefore a slower velocity. Under no circumstances should a missile the size of your arm just "disappear". Once they run out of fuel, have them simply fall back to the ground. Really, it is quite simple. Better solution. No speed dropoff, when Missiles run out of fuel, BOOM! Like they did with the Flaylock.
yes, this, we need this |
Ulysses Knapse
Bojo's School of the Trades
416
|
Posted - 2013.05.27 19:08:00 -
[17] - Quote
Herpn Derpidus wrote:Garrett Blacknova wrote:Ulysses Knapse wrote:Missiles Past their optimal, missiles should NOT disappear, they should just have less thrust, and therefore a slower velocity. Under no circumstances should a missile the size of your arm just "disappear". Once they run out of fuel, have them simply fall back to the ground. Really, it is quite simple. Better solution. No speed dropoff, when Missiles run out of fuel, BOOM! Like they did with the Flaylock. yes, this, we need this Exploding missiles are okay, I guess... |
ZDub 303
TeamPlayers EoN.
231
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Posted - 2013.05.27 19:11:00 -
[18] - Quote
Just gonna leave this here...
https://forums.dust514.com/default.aspx?g=posts&m=786065#post786065 |
KOBLAKA1
Opus Arcana Orion Empire
2
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Posted - 2013.05.29 05:16:00 -
[19] - Quote
Nariec wrote:+1 I like your post, CCP should do this, because our primitive 21th Century weapons are more effective than the weapons of the future. lol
Omg this!
Also CCP go ahead and look up that HMGs in the real world shoot farther and more accurately than ARs do. |
Ulysses Knapse
Bojo's School of the Trades
420
|
Posted - 2013.05.29 06:08:00 -
[20] - Quote
This thread was made before that post. |
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