how to make pdp skilled weapon


(BananaSlug) #1

after learning graundier a little, i think this weapon could gave something similar:
you cant be accurate while spamming mouse button, same as graundier hipfire
i am just bored of this “point and click” adventure, it could make that weapon better, but noobs won’t be getting godlikes with it

show your thoughts and have a nice day,
banana


(BananaSlug) #2

i feel ignored :disappointed:


(Matuno) #3

Would you rather have a sea of dislikes, seeing as this topic has been brought up time and time again? Hell, I’m pretty sure you’re participating in the other thread about this.


(Dawnlazy) #4

I don’t like the idea of balancing through RNG, especially if you’re making it inaccurate while scoping. One idea I’ve had was to reduce ammo count to 6, maybe even 5 rounds per mag. But whatever nerfs they give to it should definitely be more heavy-handed than requiring slightly more mousepad space to control the recoil, PDP Redeye is dumb.


(BananaSlug) #5

hmm, its almost impossible to balance weapon like that, i hope devs have a good idea, instead of constantly reducing things


(Drac0rion) #6

There are so many ways to balance PDP to a level of your average guns.

I find high recoil guns interesting, but to me, PDP’s recoil is nearly nothing.
Bullet damage, rate of fire and magazine size.
Pretty much find a combination between these things and you can simply balance it by numbers, no need to toy with the accuracy or anything.

At the moment you could kill 5 mercs in a row that have >90hp just with bodyshots without lowering your scope with a fire rate triple as fast as a bolt action sniper assuming you don’t miss a shot. And now imagine that half or more of those shots are headshots, what other gun can perform that well in all ranges?(Close range scoping isn’t too hard as long as it isn’t point blank.)

The gun simply has too much kill potential as it is right now. The last rate of fire nerf did pretty much nothing and I hope they’re not going to nerf it any more as it would become too similiar to the bolt action snipers in my opinion. Recoil could be twice as much for all I care, it would only slow down your personal rate of fire with the gun. I believe the right way would to either limit the clip size or severely reduce the damage of the gun. It’s a sniper after all, it’s meant to take down a target, not a whole team with just one clip.

(Which is also why I’d be all for nerfing sniper bodyshot damages and increasing headshot multipliers to keep the gun skill based and useless in the hands of some level 5 Vassili, who at the moment can still get a one shot kill through a bodyshot as long as the target is >75 hp, even if they don’t get a kill, taking 75 damage will require you to either get healed or stay back and hope you don’t run into anyone till you regenerate some hp.)

In all honesty I would love it if the PDP would end up similiar to the FG42 from Wolfenstein Enemy Territory.


(god1) #7

Just increase aimpunch on scoped guns by 50-100% and you can actually win fights against them. You cannot really do much about the PDP with numbers alone without making it useless.


(Drac0rion) #8

Aimpunch is already an annoying feature, instead they could increase spread on rapid fire as well. Kinda how you can’t really fire Grandeur at max rate of fire with consistent accuracy.


(god1) #9

Wanna know what’s even more annoying than aimpunch? Having your bullets hit somewhere else than where you’re aiming.
Aimpunch for sniper rifles would make sense since those guns aren’t meant to be used in a face to face duel in the first place but that’s all PDP and Grandeur are about, shitting on the enemy because you have superior DPS with infinite range and they can’t do anything about it. Aimpunch would give you the ability to fight back and tell the sniper that they should reposition themselves.


(solace_) #10

Simplest way to do this that I could think of? Lower base damage by maybe 15pts (33%) to 30 and then increase the head shot multiplier from 2x to 3x.

No more body shot spam, high reward for scoring headshots and more importantly consecutive headshots. Obviously there are other factors but in essence I don’t see why it wouldn’t work.

@BananaSlug waddya think?

Please enlighten me if I am wrong.

and BTW I realize that this is completely illogical with regards to other sniper rifles. Its for balancing reasons, not realism. So don’t tell me it doesn’t make sense.


(bontsa) #11

[quote=“Dracorion;168193”]
The gun simply has too much kill potential as it is right now. The last rate of fire nerf did pretty much nothing and I hope they’re not going to nerf it any more as it would become too similiar to the bolt action snipers in my opinion. Recoil could be twice as much for all I care, it would only slow down your personal rate of fire with the gun. I believe the right way would to either limit the clip size or severely reduce the damage of the gun. It’s a sniper after all, it’s meant to take down a target, not a whole team with just one clip.

(Which is also why I’d be all for nerfing sniper bodyshot damages and increasing headshot multipliers to keep the gun skill based and useless in the hands of some level 5 Vassili, who at the moment can still get a one shot kill through a bodyshot as long as the target is >75 hp, even if they don’t get a kill, taking 75 damage will require you to either get healed or stay back and hope you don’t run into anyone till you regenerate some hp.)[/quote]

This is where it’s at in my opinon. As in the hands of a skilled player who actually dinks heads, even severly limiting mag size maybe to the level of other SR’s in the game, you’re still looking at 2-3 gibbed people per magazine. Instead of mopping floor with entire waves of enemies.

If this alone would be done I don’t think anything else would have to be touched. One should be punished if they bumrush to sniper territory without second thought = damage per bullet is justified. Potent sniper should also be rewarded for steady aim and good refleces, so again damage is justified.

What is not justified how these flak-cannon shots can be barraged one after another without any proper penalty for 11 times before the cannoneer has to take a break. Which is completely safe now as most of the opposion is either dead or playing passive with whatever hp they got left. Limiting mag size would reward for thoughtful aiming and thinking your shots. You can still after all shoot more often and a little more forgiving gun than bolt action snipers, and I feel that should exactly be PDP’s advantage over them. Not else.


(ProfPlump) #12

PDP really isn’t that OP. It can’t take out ‘entire teams with one clip’ like some of you are suggesting. Sure, if nobody on the enemy team is a medic, it can do some serious damage, but if there are 2 medics on the enemy team then the PDP user has to use around 4 shots per player to gib them after they have died so that they cannot be revived.

Sure, it could probably take out an entire team if they were ALL using mercs with less than 90HP, but that would be more of a fault on the team for not choosing a good variety of mercs.


(LifeupOmega) #13

Just cut the mag down to 7/8. It’s fixed. Everyone knows it’s pretty broken in higher tiers anyway. Don’t need to touch anything else. The recoil nerfs were pointless.


(solace_) #14

this is good, but I don’t really see how this is a true “nerf”. Even with a reduced clip size you can still spam out a lot of shots in a small amount of time, yeah you have less shots to spam and therefore less kills, but still doesn’t stop the spaminess in general.


(ProfPlump) #15

this is good, but I don’t really see how this is a true “nerf”. Even with a reduced clip size you can still spam out a lot of shots in a small amount of time, yeah you have less shots to spam and therefore less kills, but still doesn’t stop the spaminess in general.[/quote]

It does actually stop the spaminess quite a lot - it means you have to go for accurate shots now, because before you could afford to spam and just ignore a missed shot, but with a lower magazine size you may run out of ammo before you can gib your target(s) if you’ve been spamming inaccurately, which leaves them able to be revived as you reload before you can finish them off.


(DexterGrif) #16

What about a damage fall-on for sniper rifles? Lets say you are a good little Vassili using your MOA SNPR-1. At close range, the rifle currently deals 75 damage. What if it dealt only 40 or so at close range, but gained damage over range to the point of being able to one shot headshot a Rhino? This would force snipers to be snipers, and make them more useful at the same time. Perhaps unscoped SR’s like the Grandeur would still have a falloff mechanic, but the rifles dedicated to long range via their scopes would only work well at long range.


(solace_) #17

this is good, but I don’t really see how this is a true “nerf”. Even with a reduced clip size you can still spam out a lot of shots in a small amount of time, yeah you have less shots to spam and therefore less kills, but still doesn’t stop the spaminess in general.[/quote]

It does actually stop the spaminess quite a lot - it means you have to go for accurate shots now, because before you could afford to spam and just ignore a missed shot, but with a lower magazine size you may run out of ammo before you can gib your target(s) if you’ve been spamming inaccurately, which leaves them able to be revived as you reload before you can finish them off.[/quote]

it still doesn’t change the fact that most players will still spam the weapon at max fire rate, because they can. Yes, more skilled and experienced player will know how to use it most effectively, but the vast majority will still think the best use of the PDP is to spam.


(Amerika) #18

My personal suggestions were a reduction to ammo count per mag and also make sure your model gets outlined while in smoke to giveaway your position. So you can choose to sit in smoke and fire but you’ll be a lot easier to fire back at. The PDP on Vas and Aimee is a lot less of an issue than the PDP on Redeye sitting in smoke. Cut down the ammo count and make it obvious where he is sitting in smoke and suddenly the weapon gets a whole lot more balanced on the one character that makes it a beast.


(Dawnlazy) #19

My personal suggestions were a reduction to ammo count per mag and also make sure your model gets outlined while in smoke to giveaway your position. So you can choose to sit in smoke and fire but you’ll be a lot easier to fire back at. The PDP on Vas and Aimee is a lot less of an issue than the PDP on Redeye sitting in smoke. Cut down the ammo count and make it obvious where he is sitting in smoke and suddenly the weapon gets a whole lot more balanced on the one character that makes it a beast.[/quote]

You mean being able to roughly see people inside the smoke from afar? I don’t know, on one hand it deals with the issue of Redeye sniping you while being concealed, but I feel like seeing shapes inside the smoke might reduce its other utilities. How about making his red eye super luminescent even through the smoke when he activates IR goggles?


(Szakalot) #20

I really liked the snipe from ET where you would have really high possible RoF but with insane recoil requiring manual pulldown which was necessary to compensate. So if you tried to spam you would naturally lose a lot of accuracy.

These days people would probably macro it though…