Disturbingly Bored
Universal Allies Inc.
221
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Posted - 2013.05.12 16:30:00 -
[1] - Quote
Himiko Kuronaga wrote:Well it's fairly simple. The farther away a target is, the smaller the target is and therefore harder to hit. The longer you fire, the more kick your weapon gives you and that makes a difficult to hit target even more difficult to hit. This naturally dissolves the need for the system CCP wants to put in, because closer range weapons are already supposed to do massive amounts of damage with crazy kick.
Factor in that this is a fairly high HP game and it is fairly impractical to have too many long range engagements anyway, because you will have to re-orient yourself between every shot in order to combat the kick. You would also waste a ton of ammo. But the option is there if you are skilled enough, or you are attempting to pick off someone who is knocking at deaths door and trying to get away.
It also opens up more opportunities and weapon roles that would seemingly be impossible.
For example, a single HMG guy across the road may not be able to respectably kill the person on the other side due to the range penalties on CCP's system.
On the system I have recommended however, even if he can't do enough damage to kill him in a straight 1v1, he CAN keep him pinned down while allies flank his position and finish him off. If his damage is diminished to something silly like 1% however, he will not be effective at this role at all. The shots have to at least sting a little, even if only a few of them are landing.
When you uncork the silly caps we have on range, you increase the number of tactical possibilities on the battlefield. That is a good thing.
Hate to say it, because it means that i'll just be another round of massive change, growing pains, and rebalancing, but I really like this idea. With no range limit, I could see weapons that otherwise step on each others toes living together like this:
AR: Good DPS, high accuracy, high kick. You can kill at long range with careful controlled bursts, but the kick will keep it mostly to midrange.
HMG: High DPS, medium accuracy, bucks like a rodeo bull (dispersion is stupid on an HMG, it isn't a shotgun). The kick would have to be wild enough to keep you from killing at long range.
Shotgun: Honestly, keep the damage flat for all versions of the shotty. Have the thing that improves be shot dispersion (and therefore effective range) as you get into proto, and you'd make the shotty crowd pretty happy.
Laser: Low-mid DPS, perfect accuracy, zero kick. It's freaking weaponized light. It should have near-limitless effective range, but the significant drawback would be the need for a constant bead on target due to low damage. You could lose the heat/damage mechanic and save it for the Scrambler Rifle. |