Fixing multiple projectile weapons.


(Demolama) #1

Can we please fix the damage for min/max ranges on the weapons that shoot multiple projectiles in a single mouse click e.g. shotguns and burst rifles?

I for one have no problem with the damage that these weapons produce due to their intended niche roles, however, these weapons are producing far too much damage outside their intended ranges. For example, burst rifles are intended to be use medium to long range weapons so that they can be accurate enough to deal with snipers while also being able to compete against smgs at medium range. They are intended to be weak at close to close-medium range. But they aren’t weak at that range since a burst rifle can shoot as fast as the player can click the mouse button.

This shooting as fast as you can click becomes a problem at close range when headshots are essential for the smgs to do enough damage at those ranges to win a 1 vs 1 fight with a burst rifle. Meanwhile at this range the burst rifle doesn’t need to hit the head at all to win. The solution is to increase the shoot time between clicks so that the player can not spam the rifle at it’s unintended range while still being able to land those long range shots with enough damage to kill snipers.

Shotguns on the other hand, while have a reload delay between shots, run into a problem of doing too much damage at ranges that smgs should be more dominant–medium-long. With at least 11 projectiles leaving the shotgun in a star pattern its almost guaranteed to land a few headshots due to the small scatter pattern. A solution proposed should be to eliminate the headshot multiplier for these weapons while keeping their spread the same. This would prevent the one shot long range kills that frustrates a lot of people while allowing the weapon to remain competitive at medium range against smgs.


(watsyurdeal) #2

Shotguns, yes, Burst Rifles, uh…that’s sort the point is it not???

Burst Rifles are supposed to be a marksman’s weapon, problem is right now they put out way too much damage for not enough risk. We’d be better off reworking them entirely.


(hurgya) #3

@watsyurdeal said:
Shotguns, yes, Burst Rifles, uh…that’s sort the point is it not???

Burst Rifles are supposed to be a marksman’s weapon, problem is right now they put out way too much damage for not enough risk. We’d be better off reworking them entirely.

Increasing the burst delay could introduce some risk in burst rifles, however in the early stages this change would cause inevitable frustration. (every other burst would not be fired, if you click at the old maximum rate).

Slowing the fire-rate in the burst however could do the trick; it would still require twitch aim, but you couldn’t do much damage with some tracking ability. (At the moment, especially the Stark almost can be used as ~50 dmg rifles)


(Demolama) #4

the problem is the burst rifles are so spammable with a high amount of damage per shot without any real downsides to them. For instance, there is hardly any actual recoil that would make the next shot much harder to land. Without a bigger recoil the weapon allows the shooter to only need to aim for the body to win a 1v1 duel due to this high damage spam clicking. Headshots should always be more rewarding yet a m4 hitting the head can still be out dps by burst rifles hitting only the body. This is not rewarding game play


(GatoCommodore) #5

@Demolama said:
the problem is the burst rifles are so spammable with a high amount of damage per shot without any real downsides to them. For instance, there is hardly any actual recoil that would make the next shot much harder to land. Without a bigger recoil the weapon allows the shooter to only need to aim for the body to win a 1v1 duel due to this high damage spam clicking. Headshots should always be more rewarding yet a m4 hitting the head can still be out dps by burst rifles hitting only the body. This is not rewarding game play

the invention of burst rifle is to do exactly just that
to spam as many bullet in a shot time span
https://youtu.be/KVRyY5QH9Lo?t=273