I think if a new special ops merc comes out I think they should have access to 2 bows (1 crossbow and 1 longbow) and perhaps a rifle of somekind? What do you guys think?
How would you like a future bow and arrow sniper type merc to work?
Arcing arrows pattern like grenades?
Piercing arrows.
Explosive arrows ability?
Heart beat sensor attatched to arrow ability? (i think i read this from somewhere else so im sure if its my idea).
Infared goggles of some kind?
The devs on stream say the community is asking for a merc like this.
What are your thoughts?
Bows didn’t really fascinate me at first but after playing with a few in other games, I’ve come to really like them. The arc is especially useful when trying to get “over the wall shots”.
Yeah, on the topic of arc shots;
I imagine the Developers would like that because the videos on YouTube (know your heritage, what is dirty bomb) talk about how they want the game to be difficult to learn and impossible to master. I think this arc mechanic would co-inside with the ideal.
[quote=“astoundingShellfish;92485”]@Ferrett321 GG is right, nothing personal, i jsut dislike bows, A lot.
dont bring one of those to a Machine gun fight[/quote]
You don’t bring a bow to a machine gun fight, you nail the MG user in the face from across the map.
The bow would be far too hard to balance properly. Make it a 1 hit kill to most mercs and it would be insanely overpowered. Make it a 2 hit kill to those same mercs and it would be insanely underpowered.
When the firerate is as slow as redrawing a bow each time, there is little you can do to balance the gun (increasing and decreasing the ‘amount of hits to kill’ is incredibly jarring and extreme with low firerate weapons, such as snipers). So when you have a weapon that has a firerate that will most likely be at least half the firerate of the bolt action rifles (somewhere around 20RPM), the amount of hits required for a kill will make a massive amount of difference if that amount is increased or decreased, so massive that it would instantly render the bow completely under/overpowered.
What would be more interesting is if they made the bow into some kind of ‘stun-gun’, so that if you hit someone with the bow, they become stuck in place for about 2 seconds, lose about 60 health, but are still able to turn, shoot, reload etc. That way you would be highly rewarded for scoring a hit by sticking an opponent way out in the open. Mercs that are killed in this ‘stunned’ state become instantly unreviveable, and if you stun an opponent who is then killed by your teammate, you receive the kill and a little bit of XP.
[quote=“ProfPlump;93782”]The bow would be far too hard to balance properly. Make it a 1 hit kill to most mercs and it would be insanely overpowered. Make it a 2 hit kill to those same mercs and it would be insanely underpowered.
When the firerate is as slow as redrawing a bow each time, there is little you can do to balance the gun (increasing and decreasing the ‘amount of hits to kill’ is incredibly jarring and extreme with low firerate weapons, such as snipers). So when you have a weapon that has a firerate that will most likely be at least half the firerate of the bolt action rifles (somewhere around 20RPM), the amount of hits required for a kill will make a massive amount of difference if that amount is increased or decreased, so massive that it would instantly render the bow completely under/overpowered.
What would be more interesting is if they made the bow into some kind of ‘stun-gun’, so that if you hit someone with the bow, they become stuck in place for about 2 seconds, lose about 60 health, but are still able to turn, shoot, reload etc. That way you would be highly rewarded for scoring a hit by sticking an opponent way out in the open. Mercs that are killed in this ‘stunned’ state become instantly unreviveable, and if you stun an opponent who is then killed by your teammate, you receive the kill and a little bit of XP.[/quote]
You do it like the sparks revivr damage raising up over the charging bu you make them higher so a fully charged arrow which needs time oneshot on bodyshot and you reduce the moving speed when charging the bow shot to prevent the cover charging shoot cover again. The bow will need time to charge well time where the merc will be very vulnerable you put that plus the arc mecanic and i think that’d be great, forcing people to stay far to oneshot or no oneshot, the different kind of arrow like explosive concussive etc… would be cool too
I think it could be balanced properly, make it a one shot for most mercs (All except Rhino) to the head, and a 2 shot to the body, i also think the bow could work well for a primary weapon, with abilities that allow you to use specialised arrows, like one with a tracker that marks the enemy if they got hit with an arrow, until they die.
[quote=“ProfPlump;93782”]The bow would be far too hard to balance properly. Make it a 1 hit kill to most mercs and it would be insanely overpowered. Make it a 2 hit kill to those same mercs and it would be insanely underpowered.
When the firerate is as slow as redrawing a bow each time, there is little you can do to balance the gun (increasing and decreasing the ‘amount of hits to kill’ is incredibly jarring and extreme with low firerate weapons, such as snipers). So when you have a weapon that has a firerate that will most likely be at least half the firerate of the bolt action rifles (somewhere around 20RPM), the amount of hits required for a kill will make a massive amount of difference if that amount is increased or decreased, so massive that it would instantly render the bow completely under/overpowered.
What would be more interesting is if they made the bow into some kind of ‘stun-gun’, so that if you hit someone with the bow, they become stuck in place for about 2 seconds, lose about 60 health, but are still able to turn, shoot, reload etc. That way you would be highly rewarded for scoring a hit by sticking an opponent way out in the open. Mercs that are killed in this ‘stunned’ state become instantly unreviveable, and if you stun an opponent who is then killed by your teammate, you receive the kill and a little bit of XP.[/quote]
[quote=“Jesus;93816”][quote=“ProfPlump;93782”]The bow would be far too hard to balance properly. Make it a 1 hit kill to most mercs and it would be insanely overpowered. Make it a 2 hit kill to those same mercs and it would be insanely underpowered.
When the firerate is as slow as redrawing a bow each time, there is little you can do to balance the gun (increasing and decreasing the ‘amount of hits to kill’ is incredibly jarring and extreme with low firerate weapons, such as snipers). So when you have a weapon that has a firerate that will most likely be at least half the firerate of the bolt action rifles (somewhere around 20RPM), the amount of hits required for a kill will make a massive amount of difference if that amount is increased or decreased, so massive that it would instantly render the bow completely under/overpowered.
What would be more interesting is if they made the bow into some kind of ‘stun-gun’, so that if you hit someone with the bow, they become stuck in place for about 2 seconds, lose about 60 health, but are still able to turn, shoot, reload etc. That way you would be highly rewarded for scoring a hit by sticking an opponent way out in the open. Mercs that are killed in this ‘stunned’ state become instantly unreviveable, and if you stun an opponent who is then killed by your teammate, you receive the kill and a little bit of XP.[/quote]
You do it like the sparks revivr damage raising up over the charging bu you make them higher so a fully charged arrow which needs time oneshot on bodyshot and you reduce the moving speed when charging the bow shot to prevent the cover charging shoot cover again. The bow will need time to charge well time where the merc will be very vulnerable you put that plus the arc mecanic and i think that’d be great, forcing people to stay far to oneshot or no oneshot, the different kind of arrow like explosive concussive etc… would be cool too[/quote]
Or you lads could use “situational damage”.
Example: The arrow does damage based on the distance from target and arc traveled, meaning that it would do more damage the further it has travelled minus a bit of damage depending on how many degrees the arrow has rotated, thus allowing for top-down diagonal shots to do more damage than jumping in front of the enemy and lodging an arrow into their gut.
[quote=“ProfPlump;93782”]The bow would be far too hard to balance properly. Make it a 1 hit kill to most mercs and it would be insanely overpowered. Make it a 2 hit kill to those same mercs and it would be insanely underpowered.
When the firerate is as slow as redrawing a bow each time, there is little you can do to balance the gun (increasing and decreasing the ‘amount of hits to kill’ is incredibly jarring and extreme with low firerate weapons, such as snipers). So when you have a weapon that has a firerate that will most likely be at least half the firerate of the bolt action rifles (somewhere around 20RPM), the amount of hits required for a kill will make a massive amount of difference if that amount is increased or decreased, so massive that it would instantly render the bow completely under/overpowered.
What would be more interesting is if they made the bow into some kind of ‘stun-gun’, so that if you hit someone with the bow, they become stuck in place for about 2 seconds, lose about 60 health, but are still able to turn, shoot, reload etc. That way you would be highly rewarded for scoring a hit by sticking an opponent way out in the open. Mercs that are killed in this ‘stunned’ state become instantly unreviveable, and if you stun an opponent who is then killed by your teammate, you receive the kill and a little bit of XP.[/quote]
Looking at your point of view makes me realise how fragile this game is. With the amount of movement and freedom of travel in this game (ie wall jumping, grenade jumping), it becomes really hard to predict movement.
Looking at this and understanding it, We have to consider the times where enemies are required to stand in one place to accomplish something to see the possible use for unskilled players of a possible weapon such as a crossbow.
EG; Delivering the drugs (ie weed), even though players are able to shuffle along to increase the evasiveness, players are still able to align themselves in such a way where they are able to shoot enemies with an arc weapon with a movement speed fixed projectile (ie arrow). Since players aren’t able to move backwards as it cancels the delivery, you are able to rely on that.
EG; Finishing enemies with a knife - A popular way of finishing enemies in order to save ammo or ability cool-down.
EG; When an enemy is repairing the EV there view and usually their focus is lacking. Though I wouldn’t rely on this all the time, as observant people usually hear or see you coming.
EG; Disarming and Arming C4 - Players are unable to move whilst placing a C4 explosive.
EG; Arty’s aiming artillery strikes - Arty moving whilst aiming his ability causes the aim to reset, making it mandatory to stand still whilst aiming an airstrike.
etc…
Regardless, your statements on the subject are insightful, meaningful and relevant to this discussion, thanks
[quote=“gg2ez;93820”] Or you lads could use “situational damage”.
Example: The arrow does damage based on the distance from target and arc traveled, meaning that it would do more damage the further it has travelled minus a bit of damage depending on how many degrees the arrow has rotated, thus allowing for top-down diagonal shots to do more damage than jumping in front of the enemy and lodging an arrow into their gut.
you could add to what i said of taking a revised revivr mecanics to change the damage it would become even harder to master the bow and i’d be fine with that we need some experienced players only merc because for now there isnt really a hard merc to play