Other > General Game Discussion
Introduce Minimum Range to Weapons
Kobebeaver:
i dont know if it is OT thats why i started a new thread but you can combine this idea with these 2:
As in my other thread i was talking about effectivity ranges of weapons making them viable. I have 2 ideas making battles far more strategic they can be combined or just used seperately, but synergy is best when using both ideas:
I d like to introduce a timer when running up the enemy which makes shots very inacurate even when having a very high skill forcing players to stop gun running or running up blasting your head of from point blank range. this timer varies from gun to gun making diffrent guns useful in different situations.
Example1 : Player A has a MiniGun and is trying to get nearer to the opponent. He runs into his direction stops and then a timer starts e.g. 3 to 5 sec which reduces accuracy a lot so he has to settle down these 3 to 5 sec if he want to do a good shot or burst. Player B stood still and has no penality and can shoot with normal accuracy.
due to my browser i have to do a second post
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Kobebeaver
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Re: Balancing RT combat PVE and especially PvP
« Reply #1 on: Today at 01:59:30 pm »
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My 2nd idea is to deny usage of some guns for 2-3 seconds when running a short distance... This should be applied to stop people from running up with inapropriate guns for HtH distance. These 2-3 seconds give the stationary player the time for a good aimed first strike and would just be a penality for weapons which are big and cloby...
Example: Player A has a Minigun again and he runs up the enemy to finish him of in one burst.. while running up a timer starts and he cant use the gun immidiatly, because it is too large being adjusted while running... the big guy still can finish of the sg guy but the sg guy eg gets a chance of first strike and can use the advantage of having handier guns...
These 2 ideas combined with distance of walking as calculator rather you cant use your gun or just with heavy penalities would balance big and small guns completely
avv:
--- Quote from: Solar on August 17, 2010, 02:33:46 PM ---Though I don't really know if that'd be a fair thing to bring in - would make BGs very static.
--- End quote ---
This is how big weapons are handled. But they wouldn't be completely static, just the most static of the 3 gun types, except sniper. The way support gunner acts is that he secures an area with his overwhelming firerate and starts moving onwards once it looks safe or too bad to remain. Big guns would have restricted styles to play but that's because the skills are divided into big guns, small guns and energy weapons. Of course we could have big guns more designed for fast position changes but they would trade it off by dealing less damage, having smaller clip or smaller range. Flamer could be such weapon since you don't really have to aim with it in reality. You could also do aoe with flamer by firing it inside small to medium rooms and behind corners.
--- Quote from: Kobebeaver on August 17, 2010, 03:00:12 PM ---Example1 : Player A has a MiniGun and is trying to get nearer to the opponent. He runs into his direction stops and then a timer starts e.g. 3 to 5 sec which reduces accuracy a lot so he has to settle down these 3 to 5 sec if he want to do a good shot or burst. Player B stood still and has no penality and can shoot with normal accuracy.
--- End quote ---
It could be either accuracy or not being able to shoot. The point was who gets the first best shot. But 2-5 seconds is way too much and needless. It could be just tenths of second since we are going to get autoshoot anyway.
Kobebeaver:
i really dislike the idea of autoshot, but thats just me ^^ anyway 2 seconds is not such a long time but makes a player being able to react even a casual one... the game is not an emergency where you are in state of high adrenaline like in a nearly happened car accident where you can react in tenth of a second thats why i think 2 seconds is perfectly alright...
avv:
--- Quote from: Kobebeaver on August 17, 2010, 03:25:03 PM ---i really dislike the idea of autoshot, but thats just me ^^ anyway 2 seconds is not such a long time but makes a player being able to react even a casual one... the game is not an emergency where you are in state of high adrenaline like in a nearly happened car accident where you can react in tenth of a second thats why i think 2 seconds is perfectly alright...
--- End quote ---
Why two seconds or more is bad: a minigunner guy walks in a house where you are pointing a shotgun at his direction, sees you and just walks away. All that fits in 2 seconds if the minigunner just pays a little attention and has the typical mouse-control of a gamer.
Kobebeaver:
okay thats a valid point, but i want to give to consider that most battles are fought in the open or where your scenario just will never apply..
i just want guns overall balanced and making them more useful.. all and not having 90 diffrent weapons where just 2 or 3 are used because the others are inferior and weapon range effectifity helps a lot, and the other 2 ideas need to be overthought...
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