Damage view kick


(Apoc) #21

Well, quite often the guns are balanced as they are, the use of a scope negates other factors on the weapon like equip speed (possibly, probably?) or mobility, and often the weapons im talking about such as the longer ranged rifles and snipers are already balanced out with slow fire rate and low reload speeds.
Adding another disadvantage shifts the balance once more.

The problem is that it puts you at a severe disadvantage ironsighting with a scoped weapon when getting shot. Its the mid range distance that has this issue. Where its too far to hipfire, but not far enough for you to be able to use your weapons sights to its advantage, and your left with aiming down the sights at a fast moving target who is closer and therefor harder to aim at which is challenge enough, nevermind having DVK bounce your crossair off the target constantly


(H0RSE) #22

the weapons im talking about such as the longer ranged rifles and snipers are already balanced out with slow fire rate and low reload speeds.
Adding another disadvantage shifts the balance once more.

They are also among the highest damage and accuracy rifles. A more severe damage-based recoil for these weapons, hits them where it hurts most, making it harder to pull off shots the weapon is designed for.

It makes sense to me. How would making the recoil less when scoped (with a weapon made for high damage, long range shots) be balanced? To me, it just sounds like “hey, I have this high damage long range rifle. You think maybe when I’m scoped in, you could make the damage-recoil less, so the the strongest advantages of this weapon incur minimal penalty?”


(Apoc) #23

[quote=H0RSE;261972]They are also among the highest damage and accuracy rifles. A more severe damage-based recoil for these weapons, hits them where it hurts most, making it harder to pull off shots the weapon is designed for.

It makes sense to me. How would making the recoil less when scoped (with a weapon made for high damage, long range shots) be balanced? To me, it just sounds like “hey, I have this high damage long range rifle. You think maybe when I’m scoped in, you could make the damage-recoil less, so the the strongest advantages of this weapon incur minimal penalty?”[/quote]

Well the way i see it, tracking an enemy accurately while scoped, medium to close range is one of the hardest types of aiming, with your reduced fov and the zoom removing even more, and focusing too close if anything. This also means i wont be able to move and evade like my opponants as i will be in scope, and i will not be able to see obsticles in front of me. Also with brink there are no 1 hit kills, so im going to have to shoot them at least twice, now, if they are at mid range with an smg or assault rifle, that doesnt give me all day. I have to make 2 precise very difficult shots, minimum, with a slow firing rifle, before they have shot me down with their automatics.

Now without the DVK i would say this is balanced, you have chance of winning but it will take skill to get the kill, it puts you at a disadvantage as you should be, as mid range is assault rifle heaven, however it doesnt make it impossible.

With DVK youve got all the factors before, but also your screen is flinching uncontrollably, making it near impossible to be precise with your shots even with the steadiest hands in the world.

So yea, id say i had a decent argument.

I mean im not saying DVK should be gone, just make it so it affects guns with scopes the same as it does with ironsights, which is typically quite minimal.


(aaarrm) #24

Oh God, I hope there’s none. I hate that so much in CoD, it’s ridiculous and pointless, especially just for “realism.” It’s a video game -_- lol

I doubt there will be, these dev’s seem to know everything that’s fair and not with games these days and aren’t like CoD makers just tryin to make it as easy as possible for everyone to EVERYONE will like it.


(Weapuh) #25

wouldn’t the view through a scope suffer even more by taking damage? (magnified by focusing on something smaller). I don’t think your “balancing” idea makes much sense :S Even then i think to 2-hit someone you would need a buffed gun, and at least one in the head. Which would not be hard with no damage shake :confused: (or little) In fact i think that’s why it was invented, so you can’t effectively ADS at someone, doesn’t really affect shooting from the hip.


(Bezzy) #26

It’s minimal. iirc it may only affect the roll of the camera - not pitch or yaw (I could be wrong).

There are better ways to indicate damage direction than to mess with a player’s aim.


(Apoc) #27

I know :slight_smile:

This is a video game, where getting shot by a machine gun 20 times results in you still being able to catch and use a syringe which will make you able to get up again. Its not about realism its about gameplay.

This would definately be hard, not when using the scope at its ideal distance, but when using it mid range (assault rifle range), where using the scope takes you in so close you cant fit all of their body on screen. This makes tracking very difficult, and i think you have to take into account this is brink. People will be sliding, jumping, ducking and sprinting around while firing.


(Herandar) #28

Are you quoting yourself and then responding???


(trigg3r) #29

lol apoc :smiley:

anyway, if you’re using a scope with a sniper and someone is shooting you, who cares about DVK, go find some cover before you’re dead.
I’d like the DVK to be minimun, just enough so you can realize someone is shooting at you.


(Apoc) #30

Yes and i think it was a reasonable thing to do lol. He said that it was logical that the dvk would increase with scopes, i was just proving that i had already come to that realisation and trying to get him to focus on my point.


(Weapuh) #31

I thought your point was that there should be less shaking on scopes for balance issues. I do think the trade-off that H0RSE brought up of its power+accuracy being enough of an incentive to use it. If you are at a close enough range to get shot with smg/assault rifle, you should suffer some penalty rather than less of a penalty to compound it’s power.
Either way, it’s only going to be short rifles anyways and probably not a lot of DVK on an SD game so, yay SD.


(Apoc) #32

[quote=Weapuh;262061]
Either way, it’s only going to be short rifles anyways and probably not a lot of DVK on an SD game so, yay SD.[/quote]

crosses fingers :magicpony:


(LyndonL) #33

Did you all completely miss Bezzy’s post?

[QUOTE=Bezzy;262020]It’s minimal. iirc it may only affect the roll of the camera - not pitch or yaw (I could be wrong).

There are better ways to indicate damage direction than to mess with a player’s aim.[/QUOTE]


(Apoc) #34

Yea i actually did :rolleyes: not even sure how, swear there wasnt a splash damage input in here before…my observation skills are failing me…

On the bright side: <3 BEZZY!

Awesome!!! :slight_smile: :stroggtapir: :armadillochase:


(DarkangelUK) #35

Bizarrely the forum doesn’t count SD members posts as new posts, so if someone else replies after an SD member, you will jump to their post rather then SD chaps… had that happen a few times.


(Bullveyr) #36

[QUOTE=Bezzy;262020]It’s minimal. iirc it may only affect the roll of the camera - not pitch or yaw (I could be wrong).

There are better ways to indicate damage direction than to mess with a player’s aim.[/QUOTE]
sounds good


(aaarrm) #37

Omg, it’s the perfect solution! :smiley:

Once again, Splash Damage amazes meeee with their awesome choice

And why were people still talking about it, up there, after he already said how it works?


(trigg3r) #38

because for some reason his post didn’t show up 'till today even when he posted yesterday.


(Nail) #39

it’s lag I tell ya, bad netcode

:wink:


(Exedore) #40

There is no damage kick at all, not even roll.

Damage kicking is good for high damage cover-based shooters, whereas Brink is more about movement.