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Pedroxin

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Posts posted by Pedroxin


  1. 1 hour ago, Kempington said:

    Here's my main concern.

     

    You're introducing a lot of intricate mechanics to these weapons, that an average player in the game will have no knowledge about, because it isn't explained in-game at all. It's all well and good us knowing about these changes, in a brief sense, but what about the average joe who plays this game, but doesn't necessarily reads the forums. How will he know how the weapon behaves? Sure, you could argue that he could work it out as he goes along, but what if he gets frustrated by it and refuses to use the gun because it doesn't work like he expects? Just a thought. I'd say make sure these changes are documented appropriately in-game, not just in the intro-screen patch notes.

     

    Let's talk about the elephant in the room, the HVR.

     

    From a balancing perspective, I have to paraphrase what the previous weapon balance guy once told me. This was during a discussion we had to make the HVR-762 not have the ability to equip purple mods on. Essentially, changing the way one weapon behaves in a category with a limitation that the others don't have will confuse players when using the weapon, since they'll have certain expectations on how the weapon will perform.

     

    This suggested change isn't much different from banning purple weapon mods on the HVR. Since no other sniper is going to have this accuracy-damage penalty, the HVR will feel clunky and weird. Veterans won't really care, but newer players who expect the weapon to be dishing out tons of damage, won't understand why it's so inconsistent, if they choose to fire just a moment before minimum accuracy is achieved.

     

    However, conversely, this change might not do anything at all to the HVR. I would ask kindly that we know more about how this damage penalty will perform and what sort of damage will be lost when the gun isn't fully accurate. I admit, I'll be making an initial reaction to these values, but I will also make an additional post after testing, so you can see the before and after thoughts on this change. I don't want to condemn it now and say it's a bad idea, but it might be nice to see what our thoughts are from the way its described.

     

    My honest fix for the HVR is to make it behave more like a turret. It's a big, heavy sniper that can remove players from a gunfight for up to 15 seconds at a time. It's an area-of-denial weapon. In a sense, it can be compared more to the SHAW, than the Scout or other snipers. With this reasoning, make it take longer to setup and acquire accuracy,

     

    Let me jot this into notes:

     

    • Take longer to acquire minimum accuracy when first equipped. Increase the delay from 1 second to 1.5 seconds?
    • Increase the maximum bloom of the weapon. Since you can control its snap-in rate and accuracy recovery rate, this shouldn't be a limitation anymore.
    • Larger accuracy penalty if the player moves at all, even in marksmanship mode. Focus the emphasis on being completely still when taking the shot. It's not a mobile weapon.
    • Add a 1 second delay to the HVR regaining accuracy from any source. This includes, running, moving in marksmanship mode, jumping, etc.
    • Maybe add a small accuracy penalty to the HVR when players change stance from standing to crouch?
    • Remove the crosshair when hipfiring the weapon.

     

    Sounds harsh? It should be. The gun is the second most powerful hit-scan weapon in the game and can change the tide of a gunfight in a single shot. I feel the above changes would force players to play a little more carefully when using the weapon and would potentially allow players better options on closing the distance against these players. As it currently stands, it's risky to close the distance on an HVR, due to how mobile it is and how easy it is to snap-fire shots in with it. If you slow this process down and make it more defensive (like the SHAW), I feel this may encourage other long range options, without making the HVR completely useless.

     

     

    Now then, the shotgun changes.

     

    I don't know if this is necessarily a good idea. I understand that players may feel the weapons are inconsistent at times, but I don't think that's a fault of the design. I think that's more the hit-registry on the server that's screwing them. With this in mind, is this change meant to be balanced around the server's inconsistent hit registry with shotguns? I want to hear why you felt this change was necessary.

     

    Again, this issue revolves around not have enough information to go on. IF we could get an idea on how much extra damage we'll get from "grazing shots" (how much extra damage the initial first pellets will deal), that might be beneficial. As it stands, this will either make shotguns the kind of CQC again with very little options against them, or make no change to them whatsoever.

     

    I feel that the pump shotguns require the player to be skilled and keeping their target in the centre of their cross-hairs, but will still allow for some yield, due to the spread. I don't necessarily disagree with the change, but I'm more concerned about the repercussions that this may bring to some of the other shotguns.

     

    Let's take the NFAS "True Ogre" for example.

     

    The true ogre, in some cases, feels like it breaks the hit registry in the near vicinity. This causes opposing forces to potentially miss more shots than expected, while the nfas spams them down. If this "grazing shot" comes into effect, this might inadvertently buff the true ogre to silly levels, where trying to kill this guy will require out-ranging them.

     

    Let's not forget the CSG.

     

    The CSG and the JG I feel are pretty well versed against each other. The JG has a higher potential to 2-shot up close and is slightly more forgiving in that category, whereas the CSG has the ability to comfortably poke players slightly further out. This change might make the CSG's "poking" ability that much more potent, meaning SMGs might get short changed here when trying to oppose these players.

     

    I agree that shotguns are difficult to balance, but I feel that they're in a pretty good spot presently and this change isn't necessary. However, I'm still interested to see how much of a difference it makes.

     

     

     

    I will not make an intial thoughts post about the specific changes you're making to the list of weapons below. I'll reserve that for after I've tested them.

     

    However, could you clarify the H9-Curse change? It doesn't have any horizontal recoil. It has practically no recoil at all. Is this an error?

    none of these mambo jambo would be necessary if they added a high mag scope to all HVRs as a preset, this way they would behave the same way a sniper rifle should do.

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