Burst Damage Weapons


(INF3RN0) #1

So I heard the BR16 got some balance tweaks, but I still consider it to be too strong overall. Basically it’s an issue with most burst damage weaponry (prev semi-auto rifles). When you can shoot so quickly and so accurately without much recoil, the difference between 3 rapid fire bullets and one high damage bullet becomes a bit blurred. So how can we balance out burst damage weapons without making them too weak or too strong? I think recoil is the way to go, which I consider to be terribly under utilized in DB. These weapons need an extra layer of skill mastery in order to keep the normal rifles a relative option for higher skilled aimers, otherwise there’s no reason to use the stock weapon. Some major vertical kick during/after bursts would make these weapons feel much more reasonable.

Here’s some examples from games this weekend that highlight the over effectiveness of the BR16 with no significant limitations or extra skill requirements in comparison to the normal rifles.


(Szakalot) #2

I’m not convinced burst weapons are as OP as they seem, its somewhat situational, just like shotguns are OP if you manage to get up close.

Recoil would definitely be the most elegant way of balancing the weapon. Its potential lies in scoring multiple headshots extremely quickly, making for scary DPS when peeking&long distance shooting. Vertical recoil would make it significantly harder to get those triple headshot peaks; though I imagine the weapon might need a buff to compensate.


(INF3RN0) #3

[QUOTE=Szakalot;521497]I’m not convinced burst weapons are as OP as they seem, its somewhat situational, just like shotguns are OP if you manage to get up close.

Recoil would definitely be the most elegant way of balancing the weapon. Its potential lies in scoring multiple headshots extremely quickly, making for scary DPS when peeking&long distance shooting. Vertical recoil would make it significantly harder to get those triple headshot peaks; though I imagine the weapon might need a buff to compensate.[/QUOTE]

The issue I have is that using a burst AR vs a normal AR won’t require you to do anything different (assuming you can already aim at the head). The burst just does more damage faster with the same effort. I’d like to see some more vertical recoil while the 3 bullets exit the barrel, so that you need to pull down while you shoot and then some decent kick between bursts.


(sunshinefats) #4

I think kickback between bursts, thus requiring you to re-situate your aim, would be enough. If you had kickback while firing then another kickback after, it might make them unreasonably hard to use for the average player, don’t you think?


(Szakalot) #5

I’d favor either one of them, but not both.

Kickback during burst would be more prohibitive to getting triple HS bursts. I think it would be more punishing, thus my speculation on the potential need to buff the actual DPS.

Kickback between bursts seems like an easier&more straightforward way to balance the weapon, but might not address the main issue of peeking & triple HS from a distance.

Another option is to drop accuracy if the player wants to make consecutive bursts as fast as possible. Based on CS recoil mechanics:


random numbers alert!

maximum bursts fire rate is 0.5 seconds/burst (interval between each burst)

at this fire rate accuracy starts to drop with each next burst (enough to make consistent headshotting difficult)

if the player decides to wait additional 0.2 seconds, he will restore the weapon's original accuracy.

(INF3RN0) #6

Maybe progressive recoil through the burst might be the way to go, but its tough since the bullets exit so quickly that it feels as if you’re almost firing a single shot. I agree that either or would otherwise be the best solution.


(Nail) #7

never really saw a difference between selecting burst fire and timing burst fire


(INF3RN0) #8

We’re talking about burst damage weapons like the BR16 or AUG. Not sure what you mean by selecting burst fire?


(spookify) #9

I do not like the burst… I use the most op guns and this is not one imo.


(INF3RN0) #10

0.o you don’t think it’s more powerful than the m4/ak??


(PixelTwitch) #11

Actually when it comes to balancing burst fire weapons alongside fully automatic weapons its a much deeper problem then simply damage and recoil.

The reason for this is that you aim them in very different ways.
With a fully automatic weapon you track the enemy.
With a bust weapon you move to the enemy.

These may seem like two things that are very similar yet the physical and mental mechanics are very different.

Example…
When using a burst weapon your goal is to move the crosshair to the enemy player and press the fire button.
So how do we do this?

1, we locate a target on the screen.
2, we confirm target,
3, we register the players location.
3.1 (optional / skill based) we predict player movement to location.
4, we move the mouse so crosshair is at the location.
5, we fire.

From confirming the target to firing your weapon there is a small amount of time… around 100ms on average… Firing the weapon to getting all 3 bullets out is 180ms again… Even a enemy moving at full speed has a high percentage change of eating all 3 bullets providing you pulled the trigger at center mass. Instantly after the shot has been made you start the process again. Providing you can move you crosshair to where you choose to move your crosshair your per bullet accuracy will be much higher and overall it has a much lower skill requirement.

This is basically the reason why people hit more rails in quake then they do LG and Machine Gun.

Changing damage and recoil would allow you to get it down to “balanced” for certain skill groups however you risk the whole weapon class becoming underpowered to a large proportion of the player base in doing so.

My suggestion is really simple… increase the time between each of the bullets in a burst and reduce the time between bursts… Even a small change here will reduce the likelihood of hitting all 3 bullets on a moving target drastically while keeping the feel of the weapon in place by requiring SOME of the skill associated with the tracking style of aim. As little as a 16-32ms gap added between each bullet should bring back inline with the current weapons.


(spookify) #12

[QUOTE=PixelTwitch;521537]Actually when it comes to balancing burst fire weapons alongside fully automatic weapons its a much deeper problem then simply damage and recoil.

The reason for this is that you aim them in very different ways.
With a fully automatic weapon you track the enemy.
With a bust weapon you move to the enemy.

These may seem like two things that are very similar yet the physical and mental mechanics are very different.

Example…
When using a burst weapon your goal is to move the crosshair to the enemy player and press the fire button.
So how do we do this?

1, we locate a target on the screen.
2, we confirm target,
3, we register the players location.
3.1 (optional / skill based) we predict player movement to location.
4, we move the mouse so crosshair is at the location.
5, we fire.

From confirming the target to firing your weapon there is a small amount of time… around 100ms on average… Firing the weapon to getting all 3 bullets out is 180ms again… Even a enemy moving at full speed has a high percentage change of eating all 3 bullets providing you pulled the trigger at center mass. Instantly after the shot has been made you start the process again. Providing you can move you crosshair to where you choose to move your crosshair your per bullet accuracy will be much higher and overall it has a much lower skill requirement.

This is basically the reason why people hit more rails in quake then they do LG and Machine Gun.

Changing damage and recoil would allow you to get it down to “balanced” for certain skill groups however you risk the whole weapon class becoming underpowered to a large proportion of the player base in doing so.

My suggestion is really simple… increase the time between each of the bullets in a burst and reduce the time between bursts… Even a small change here will reduce the likelihood of hitting all 3 bullets on a moving target drastically while keeping the feel of the weapon in place by requiring SOME of the skill associated with the tracking style of aim. As little as a 16-32ms gap added between each bullet should bring back inline with the current weapons.[/QUOTE]

So like an arty fire rate?

With slightly less then arty damage?

I think this would make the gun a lot better but the timing, damage and recoil will need to be right.

IMO:
The 3 shot burst should be “around” (Little faster) an arty fire rate but the first 3 shots should not have a huge recoil. The kick/recoil at the end of the first burst should make you readjust your aim or in the least make you pull down. After a certain time the recoil will reset if you wait between burst but there should be something so you cant spam 3 or 4 bursts without taking action.

On a side note: I have gotten a lot of feedback from new players that were in this latest stress test. The are concerned about consistent kills; the sort of 3 HS kills mentality that was in ET. The not knowing when a person is going to die is very odd in this game and leaves and empty feeling. A ton of those games if you aim in on you know the millisecond that someone is going to die. DB is sort of getting there but with the wild HP swings and speed and guns its very hard to tell.

I have said it before this is a killing game… Anything with spawn times and re-spawns is a killing game. People will pick the most OP mercs and guns to achieve victory. If you can not kill you can not win. Perfect example is 3 fraggers and 2 aura’s on Defense at a bottleneck. With my team being terrible I could not break through this and was full held.


(Nail) #13

meant selecting a burst fire weapon over an auto and timing a burst


(sunshinefats) #14

[QUOTE=spookify;521547]
On a side note: I have gotten a lot of feedback from new players that were in this latest stress test. The are concerned about consistent kills; the sort of 3 HS kills mentality that was in ET. The not knowing when a person is going to die is very odd in this game and leaves and empty feeling. A ton of those games if you aim in on you know the millisecond that someone is going to die. DB is sort of getting there but with the wild HP swings and speed and guns its very hard to tell.

I have said it before this is a killing game… Anything with spawn times and re-spawns is a killing game. People will pick the most OP mercs and guns to achieve victory. If you can not kill you can not win. Perfect example is 3 fraggers and 2 aura’s on Defense at a bottleneck. With my team being terrible I could not break through this and was full held.[/QUOTE]

I totally agree with this statement, and have tried (much less eloquently) to express it myself here and there, but you sum it up perfectly here.
To me, this is one of the greatest flaws in the game at present.
In regards to your example, well, a terrible team is a terrible team…but that being said, that’s one of those situations where more freedom of merc loadouts, more effective perks, better communications, etc. could all have made the difference.


(spookify) #15

[QUOTE=sunshinefats;521578]I totally agree with this statement, and have tried (much less eloquently) to express it myself here and there, but you sum it up perfectly here.
To me, this is one of the greatest flaws in the game at present.
In regards to your example, well, a terrible team is a terrible team…but that being said, that’s one of those situations where more freedom of merc loadouts, more effective perks, better communications, etc. could all have made the difference.[/QUOTE]

I had a grammer mistakes in there but hey its the internetz! haha!

I love your idea about [QUOTE=sunshinefats;521578]more freedom of merc loadouts, more effective perks, better communications, etc. could all have made the difference.[/QUOTE] I personal think I have had some good ideas but my perk idea would take the game to a new level epecially in Comp and Ranked Play. And by that I mean tailoring to peoples play styles without being OP.

I only thought in depth about Medic Here and Here(This Works for all Medics) (AKA Super Perks!!!)

Medics Only Get 1 Super Perk and 2 Normal Perks

MEDIC’s
Super Perk 1: Medic’s Can Self Heal at Normal rate (Saw or Phoenix)
Super Perk 2: Medic Pack Heal 25% Even After being hit (Saw, Spark or Phoenix)
Super Perk 3: Stacker: Become Stronger by supporting your teammates. (Receive a new max cap HP for every teammate you revive without killing an enemy.) (40HP+ Total) (Upon Death or Kill (or just kill) it will reset to 100HP or 110HP) (Can not stack HP Perk) (Saw, Aura, Spark or Phoenix)
Super Perk 4: Heal Station gains 50HP I[/I]
Super Perk 5: Gain 1 Additional Pack/Pulse and a 10% Cool-down Reduction (Can not stack Ability Cool-down Perk) (Saw, Spark or Phoenix)
Super Perk 6: Medic is allowed two Heal Stations with divided HP and divided Heal Radius. I[/I]
Super Perk 7: Medic Packs/Pulse Heal 50% Instantly (No Regen After) (Self Heal is 25%) (Cooldown Increase (more time) by 20%) (Saw, Spark or Phoenix)
Super Perk 8: Living Heal Station - Aura can deploy and then pick up the active heal Station replacing her Main Weapon. (Speed Slow Down 15%) I [/I]
Super Perk 9: Medic Heal Pulse can heal everyone on the map and activate Regen (Cool-down Reduction 45%) I [/I]
Super Perk 10:


(INF3RN0) #16

[QUOTE=PixelTwitch;521537]
My suggestion is really simple… increase the time between each of the bullets in a burst and reduce the time between bursts… Even a small change here will reduce the likelihood of hitting all 3 bullets on a moving target drastically while keeping the feel of the weapon in place by requiring SOME of the skill associated with the tracking style of aim. As little as a 16-32ms gap added between each bullet should bring back inline with the current weapons.[/QUOTE]

That sounds fine. I just find the 3 bullets a bit redundant since they basically function as one high damage bullet atm. I also think that the burst rifles should do pretty high damage, but they could still use some moderate recoil between bursts to justify it. I never feel like I need to aim any differently with the burst rifle due to the low recoil allowing me to just track normally.


(PixelTwitch) #17

Actually a really sharp high recoil to low recoil drop after a shot could work…
Basically turning it into a well timed click weapon rather then a spam click weapon…

Gives it a level of mastery allowing you to keep its potential high strength while balancing it so noobs are not so much better with it then they are with fully auto weapons. Makes a lot of sense dude.


(INF3RN0) #18

Any chance of getting some statistical clarification from a Dev?


(BAMFana) #19

My experience has been that you do need to track a little during the burst, but that it’s also preferable to snap aim between bursts. So I think it’s already distinct from single shot and auto weapons. That’s not to say that it can’t be further distinguished, but I think you guys are simplifying it a bit too much when you say things like “it basically functions as one high damage bullet”.