Pushback sucks...


(tokamak) #21

[QUOTE=zenstar;419507]I love the way you try to mix in some realism while trying to justify pushback on a gun.

First: as a Merc you’d be putting hollowpoints into your pistol for pure stopping power in your backup weapon. You’re not fighting a war… your aim is to kill and complete the mission, not to maim and tie up the supply lines like in war. You’ll be using the most lethal ammo in each weapon and that generally means not using FMJ in anything, prefering soft noses on all your rifle ammo too.[/QUOTE]

Hollowpoints don’t do anything to Kevlar.

So instead of trying to get realism completely accurate you can look at it as a means to get more diversity in the game.


(warbie) #22

There’s enough diversity for me in most other fps. What benefit does giving even more advantage to someone who already has the HUGE advantage of getting the first hits in bring? How does it make the game more fun? What I most liked about ET was how aggressive it was compared every other team game out at the time. Teams went flying into bottlenecks that would be tactical suicide in more realistic shooters - reviving each other on the move, sprinting and shooting. Normal tactics didn’t work here - you needed super soldier super tactics (which is where the real diversity is). But as soon as you start to slow people down with hits, or obscure their vision, or do anything else that hinders them, it detracts from this and makes the game more pedestrian.


(stealth6) #23

In W:ET you also got knock back from bullets + getting headshotted would make your crosshair jump.


(warbie) #24

It certainly didn’t feel as pronounced as it is in DB - although that could be the strafe speeds. I wasn’t a fan of the headshot interference. There were also the blood splatters, which I first turned off just to be able to compete, but it almost immediately became obvious that the fighting was a whole lot more fun with them off too.


(zenstar) #25

[QUOTE=tokamak;419595]Hollowpoints don’t do anything to Kevlar.

So instead of trying to get realism completely accurate you can look at it as a means to get more diversity in the game.[/QUOTE]

Actually hollowpoints still break ribs against kevlar and people don’t tend to keep fighting with a couple of broken ribs. And small arms fire FMJs don’t do much more unless from extremely close range so you’re better off going with hollowpoints and hitting the merc on the side where the straps are. If they’re wearing ceramic plates then you’re completely out of luck with small arms fire unless you hit them where the ceramics don’t cover… but then most mercs don’t wear ceramic plates because they’re extremely heavy and even when they do they often drop certain parts to lighten it (sometimes leaving their back open).
And when it comes to rifles plain kevlar is… well… not great. It’s better than nothing but even soft-nosed rounds will punch through kevlar. Ceramics are more likely to fend off lighter rounds, but you’d rather (especially a merc) be moving into cover faster because you don’t want to be waddling out in the open with a giant sign saying “Dear Snipers: Please Shoot MY Head”.

But all that is still complete silliness and off the real point because the main point is you’re trying to use realism to explain pushback from bullets with reality. Something that doesn’t happen at all. Like I said: I’m all for movie physics but don’t try pretend there’s a real world explanation.

We can have diversity in the game without make false claims about reality.

Side note: I’m not trying to get realism accurate at all… You’re the one trying to make gameplay decisions based on “realism” that is fake.


(tokamak) #26

So while wearing kevlar you’re probably feeling more pain from JHP’s than from FMJ’s while FMJ’s will probably be more lethal and damage you more. Correct me if I’m wrong, I only know the difference from Raven Shield where JHP will do more damage but FMJ allows you to fire through doors (something which isn’t trivial as R6 is filled with doors)

This difference perfectly illustrates the ‘incapacitate’ vs ‘damage’ function of weapons. I think it would be great if players, by selecting their classes, could make a concious decision to either focus on incapacitating, hindering a player, or going for the full damage option. The use of both is highly situational and therefore very deeply tactical.

So while an across the board push-back may be annoying. I do like it if people consider at least the possibility of certain (low damage) guns having it and other (high damage) guns do not).

But all that is still complete silliness and off the real point because the main point is you’re trying to use realism to explain pushback from bullets with reality. Something that doesn’t happen at all. Like I said: I’m all for movie physics but don’t try pretend there’s a real world explanation

I agree! Arguments for realism should never prevail over arguments for gameplay. I just think this is a particular real-life example that translates to the game world in a really interesting way.

Apparently some reputation grader thinks that discussing stopping power in a push-back threat is off-topic. :confused:


(INF3RN0) #27

It should server a purpose if it’s going to be there. I would not mind if there were certain guns which had knockback as an actual functionality to their design. At the moment it is pretty much an annoying gimmick that adds no real value.


(zenstar) #28

[QUOTE=tokamak;419628]So while wearing kevlar you’re probably feeling more pain from JHP’s than from FMJ’s while FMJ’s will probably be more lethal and damage you more. Correct me if I’m wrong, I only know the difference from Raven Shield where JHP will do more damage but FMJ allows you to fire through doors (something which isn’t trivial as R6 is filled with doors)
[/QUOTE]
Hollowpoints will expand / shatter on the first thing they hit (within reason of course) whereas FMJs will puncture through things more readily (but will still splatter on something hard enough or be deflected by odd shapes). Now when it comes to hitting kevlar with pistol rounds the FMJ has a higher chance of puncturing but it’s still not very likely unless it’s very close range as pistol rounds generally travel fairly slowly… so both rounds are likely to simply dump their kinetic energy into the target (which is what kevlar is designed to disperse) which is how they bruise and break ribs… they basically end up being muhammed ali’s jab to the ribs if they get stopped.

If a hollowpoint hits an uprotected target then it’ll do far more damage than a FMJ because the FMJ will punch a hole through and keep going. The JHP will pancake inside and tear things up. Particularly nasty rounds are designed to splinter inside to do the most damage and be more difficult to remove.

In game terms: hollowpoints should suffer 150% the effect of armour but do 150% the damage (as a rough representation of how the different ammunition works… very rough). But I don’t think DB has an armour reduction stat at all…

When we’re talking Assault Rifles however: Then FMJ really shines because the faster speed of the bullet makes it more likely that it’ll punch through kevlar and you’re generally putting multiple rounds into a target.

The reason why the army tend to use FMJ when civilians tend to use JHP: the army aren’t trying to kill. They’re trying to wound. A wounded enemy ties up far more supply lines than a dead enemy. Wars are won on supplies. FMJ is best for this.
The army also use assault rifles (higher ballistic speeds than pistols) and such, and are normally shooting another army who are trained to wear their ballistic armour. So there’s a much higher incidence of armoured targets.
Civilians are going for stopping power and they do not want the bullet leaving their target and continuing on to hit an unintended target. Hollowpoints tend to stop in the first target or at least lose most of their momentum.

This difference perfectly illustrates the ‘incapacitate’ vs ‘damage’ function of weapons. I think it would be great if players, by selecting their classes, could make a concious decision to either focus on incapacitating, hindering a player, or going for the full damage option. The use of both is highly situational and therefore very deeply tactical.

So while an across the board push-back may be annoying. I do like it if people consider at least the possibility of certain (low damage) guns having it and other (high damage) guns do not).

hmm… it may be an interesting tactical choice to have a special effect on some weapons, but I’m not sure if the pushback / slowdown is the right effect.
While it would be interesting to see teams formed up with a guy to pin people down and another to do the damage to the pinned target I think that pinning (and almost all loss of control of the character) to be too powerful an effect.

Loss of control effects are not nice for the player losing control and super powerful for the character inducing loss of control. This is why all WoW players would complain about stunlock rogues in PVP. Loss of control is just not fun.

I agree! Arguments for realism should never prevail over arguments for gameplay. I just think this is a particular real-life example that translates to the game world in a really interesting way.

I think we should leave all trappings of realism out. Think movie physics and fun and I’m sure we’ll do fine.
In reality getting shot doesn’t cause any form of pushback. If a bullet knocked someone over when they were shot then the laws of force say that the person firing the gun should be knocked over too (equal and opposite reactions and all that)… in fact a little more since some of the energy is bled off through wind resistance and all that. The fact that the worst you get is a bit of recoil goes to show that the target would suffer almost no effect (other than a new gaping wound).

So lets stick to movie physics and ignore things like “what round would be used and how do those rounds actually affect things” and instead say things like “that gun should have a special effect for coolness” and “pushback should scale with damage because that makes game sense”.

Apparently some reputation grader thinks that discussing stopping power in a push-back threat is off-topic. :confused:

Meh… the whole reputation score thing is really just for lols. I mostly ignore it.


(tokamak) #29

They’re trying to wound. A wounded enemy ties up far more supply lines than a dead enemy. Wars are won on supplies. FMJ is best for this.
Civilians are going for stopping power and they do not want the bullet leaving their target and continuing on to hit an unintended target. Hollowpoints tend to stop in the first target or at least lose most of their momentum.

So can we then please agree on that FMJ is damage and HJP is stopping power?

hmm… it may be an interesting tactical choice to have a special effect on some weapons, but I’m not sure if the pushback / slowdown is the right effect.
While it would be interesting to see teams formed up with a guy to pin people down and another to do the damage to the pinned target I think that pinning (and almost all loss of control of the character) to be too powerful an effect.

If people don’t like the way it messes with their control then a huge spread hike for ‘stopping power’ and not for ‘damage’ weapons is also sufficient.

I just really want a shooter to be about more than just draining health bars. That’s what’s so attractive about objective based shooters, finally the goal isn’t about getting kills, it’s about achieving dominance over relevant areas in order to do the things you want or deny the others from doing what they want.

Chess would be a lot less interesting if the goal was the bodycount rather than capturing the king.

Meh… the whole reputation score thing is really just for lols. I mostly ignore it.

Ofc I just rather have people discuss any disagreement with me in public than through private communication, unless it’s something personal.


(iwound) #30

The visual damage indicators dont work for me, i just dont see them when fighting. some kind of blindspot. just general red flashes.
i like the push back. its an interaction with the environment im in. without it , it would feel weird. i dont feel its too much.
infact theres not enough pushback ie explosions nades mines etc should jolt me back. not just go off and nothing.
what next. walls suck because they stop me getting somewhere more quickly.


(zenstar) #31

I don’t really see why we need the distinction. We don’t need to hook things into reality. Just say Pushback is based on damage and we don’t need to try explain it with ammunition types.

If people don’t like the way it messes with their control then a huge spread hike for ‘stopping power’ and not for ‘damage’ weapons is also sufficient.

It’s not just about control. To be honest I’m personally ok with the pushback as long as there’s no slowdown connected to it, but I can see how it annoys some people. Slowdown way devastating. I guess pushback alone isn’t too powerful. You could probably balance it with a slight damage drop for the weapon in exchange for a small pushback.

I just really want a shooter to be about more than just draining health bars. That’s what’s so attractive about objective based shooters, finally the goal isn’t about getting kills, it’s about achieving dominance over relevant areas in order to do the things you want or deny the others from doing what they want.

Chess would be a lot less interesting if the goal was the bodycount rather than capturing the king.

Fair enough… more options are always good as long as they don’t upset the balance. But do we need pushback on every weapon then or should it be a unique effect?


(tokamak) #32

Some weapons should have it and some should not, those who don’t have it get the lack of it compensated with damage or other perks as far as their class role allows.


(zenstar) #33

Yeah. I’d be ok with that.


(tokamak) #34

You could even do fun stuff like making the ´stopping power´ (in whichever form it may come) of a shot gun exponentially increase with the number of pellets in a shot (and range). For an objective engineer keeping opponents at bay, hindering them and lowering the chances of hitting her is more interesting than killing them outright. Especially in team context she’s best served with just messing up the players so that a covert or assault class can take the targets out.

All kinds of subtle nuances in the possible scenarios appear through such things.


(iwound) #35

what would be the point of that. who would benefit?
you need to have continuity in the game.
you also need some feedback other than hud. if its too much im sure itll get tweaked.
i dont blame people who are good at gunplay to want the game biased towards them.
but the game is made up of many different tactics and push, levels out the playing field.
id also like to see f key push ie defensive moves because im a terrible shot basically.
im more of a ninja:penguin:<-- closest to ninja.


(tokamak) #36

People who know what weapon serves what purpose the best would benefit.

And I see how a slight pushback may be seen as a positive way of giving feedback to the player. There could be a baseline of all guns have some non-interruptive mild effect like that. But I’m mostly talking about the specific guns that have such an amount of stopping power that it becomes a somewhat incapacitating effect.


(zenstar) #37

[QUOTE=iwound;419776]what would be the point of that. who would benefit?
you need to have continuity in the game.
you also need some feedback other than hud. if its too much im sure itll get tweaked.
i dont blame people who are good at gunplay to want the game biased towards them.
but the game is made up of many different tactics and push, levels out the playing field.
id also like to see f key push ie defensive moves because im a terrible shot basically.
im more of a ninja:penguin:<-- closest to ninja.[/QUOTE]

Look at something like TF2 - plenty of different weapons with different abilities all balanced out.
Tok is suggesting something like that (only less cartoony and more dirty bomb-y)

It needn’t stop with weapons. Perhaps you could get armour loadouts or something.

I’m not sure if this fits where the game is going or if SD are even wanting to go this route though.


(tokamak) #38

Yes yes and yes.


(iwound) #39

agreed, i personally dont like slow down but a slight push is enough based on weapon power.
slow down feels like a tractor beam, so frustrating.
though explosion hits should toss you away.