In most shooters, there is a variety of weapon sights, for-grips, and barrel attachments. i wish that In DB there was a attachment system to change any part of a gun, like weapon sights to suppressors to angled grips. also things like “flip clips” to have fast reloads, or even special bullets to snipers that do higher damage at long range, but at close range cant kill on body shots. i was thinking of things like custom fire rates to allow the empire-9 to have a more controlled recoil, or things like stocks that allow for better ADS recoil, enticing a longer ranged play-style, but less accurate at short range making CQB less viable, but those seem like overkill and unbalanced for a multiplayer competitive shooter. What do you think of a attachment system?
Modular Weapon System Discussion
Not really fond of it, in fact I don’t even like it when there are too many guns in a shooter games, with only slight alterations to stats. Too much redundancy.
Balancing the whole attachment system would be a nightmare, since somebody would constantly be figuring out the most OP combo. That, plus the whole loadout system would need a massive overhaul.
my idea would be that for the load-out system, it can be that you would have a specific combination, not a specific card. that way you have to take into account what other merc’s you have that use the weapon. for instance, the Simeon Revolver, Rhino, Fletcher, and Stoker all can use the simeon revolver, but if you were going to put on a suppressor, then you would have to take into account the play-styles that you would use, like if you were going to use Fletcher’s simeon on chapel, and flank behind the construction lift and mount the gun behind the fight line, but if you used rhino in the main fight, and not flank behind, then you would have to consider whether to put on attachments like the suppressor or a compensator. if the suppressor had less damage, then you may want to refrain from attaching that to a Fletcher, since with that play-style, you are going to be acting fast, if someone ambushed you, then you want to dispatch the enemy fast, lower damage isn’t an option, even if it had lower recoil. but on rhino, the less recoil wouldn’t be bad, it could help at long range, because rhino has his primary and ability mainly oriented around CQB, using the pistol for long range engagements when needed is good. for balancing, things like a special round in bolt action snipers, you could have slower fire rate, and changed in a way to you would have the exact same DPS, so you would have either higher damage per shot, ore more forgivness if you miss with higher fire rate. sights would not have any recoil difference, or ADS times, that way it is down to preference.
Unless you’re just altering cosmetics, there is no point to this. We already have a delicate issue with balance as is and don’t need to add another variable to that.
Interesting, but it would be hard to balance if it gave real advantages. Scopes would be cool though
the dot while aiming is superior tho
but even better when its an optic since half of the screen arent blocked by the gun
i understand the optics would be nice, but the attachments would be hard to balance, the system would be fun to play with.