Other > General Game Discussion

Introduce Minimum Range to Weapons

<< < (2/22) > >>

Kobebeaver:
Nah not burst weapons especially just the really big ones.. it should symbolise that people can avoid or make it harder for people to wield such a large weapon at really close quarter( means HtH +2 Hex distance) i dont want to make burst weapons impossible to use just a bit less efficent. So Minigunners dont get into point blank shootrange and mow you down with 300 HP hits.. this would strengthen and balance SG/BG weapons a bit... not all BG should be viable in close combat... and a sniper shots should cost one more ap in close combat symbolising that it is a diffrent handling.. i want encourage people using diffrent weapons concerining close quarter fighting medium range fights and long range fighting so people dont just tend to use one gun for all ranges... would make pistols and flamers shotguns far more important to the current system

feel free to discuss

avv:

--- Quote from: Solar on August 17, 2010, 01:43:30 PM ---Why would bursting from a short range be worse? Your firing "cone" would just be smaller and you'd hit the same area with more bullets.
--- End quote ---

Like Kobebeaver explained. In addition the weapon's length affects the speed which you can turn the gun. It might differ by tenths of second but that time can be matter of life and death in reality. In addition it's much easier to keep a light gun fixated at certain target for longer periods of time than a heavy one. Especially in urban warfare you might have to keep some window in your sights for 5 minutes or longer in case someone shows up.

Fonline or fallout didn't have these features and thus it became so that big guns dominated the close range.

Kobebeaver:
Doing this is the only way to balance weapons inside of a weapon Category .. Especially SG because they are so vastly diffrent because atm people just use sniper and AR in medium tier and other SMGs of T3 when being able to wield em.. no one out of pure thinking would use a shotgunt although it damage should be devasting and easier handed in close combat than a full auto gun or a 50 to 100 bullet burst gun.. in game mechanic lots of weapons suck because there are not weapon effictivity ranges...

avv:

--- Quote from: Kobebeaver on August 17, 2010, 02:11:59 PM ---Doing this is the only way to balance weapons inside of a weapon Category .. Especially SG because they are so vastly diffrent because atm people just use sniper and AR in medium tier and other SMGs of T3 when being able to wield em.. no one out of pure thinking would use a shotgunt although it damage should be devasting and easier handed in close combat than a full auto gun or a 50 to 100 bullet burst gun.. in game mechanic lots of weapons suck because there are not weapon effictivity ranges...

--- End quote ---

Once we have auto-shoot feature which I heard was in the making we could include some sort of reflex-ability. This means that pistols, smgs and shotguns have the best reflex-shoot in close range and thus fire fastest and most accurately when encountering an enemy in close range. Big guns would have the worst.

Besides burts-firing big guns should be moved more towards support and area control role so that you can fire short bursts in longer periods of time without reloading rather than shooting bigass damage chunks instantly.

Solar:
The things you are talking about are much better represented by a "set-up" time before firing after moving. Though I don't really know if that'd be a fair thing to bring in - would make BGs very static.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version