Here are a few weapon types that are commonly considered too niche or too spammy. I’d like to see some discussion on how to improve them from the general run of the mill approach. These are my thoughts, so feel free to comment on them or provide your own ideas. Thanks.
Sniper Rifle
The sniper rifle in these games is usually a niche weapon and is restrictive to most players in how it can be used. Camping in the far back is the usual play style you encounter, but what if it had a dual functionality that didn’t apply such defined usage?
I’ve mentioned this before, but I wanted to revive it… not an original thought since I sort of stole it from ET, but I think it would vastly improve the appeal of the weapon itself.
Mode A ‘hipfire’;
-0 spread
-2 headshots
-4 body shots
-high fall-off
-no bolt+balanced RoF with other close range weaponry
Mode B ‘scope’;
-0 spread
-1 headshot
-2 bodyshot
-Low fall-off
-bolt+low rof
Rocket Launcher
Most times the rocket launcher justifies immense damage by an incredible low RoF, however does that really make it a fun or skillful weapon? Sure someone with great map sense can time it to kill a large amount of people, but is that skill requirement as high as doing the same thing with a rifle or sniper? I think that we can take some inspiration from other games that did it differently and expand on it.
Basic stats;
-Moderate RoF
-Moderate air travel speed
Splash Impact;
-Low AoE splash radius
-Moderate damage
Direct Impact (aka air rocket);
-High AoE splash radius (around what the current grenades have)
-High damage
Essentially you end up with a weapon that can be used by any individual, but results in typically low damage without directly hitting a target or getting very close to hitting a target. Skill in projectile prediction/aim and timing determine the success rate and the luck factor is immensely reduced. It also becomes more than a one-time-wonder type of weapon.
[U]Grenade Launcher[/U]
A few thoughts;
-Something similar to the Rocket Launcher suggestion (aka direct impact grenades)
-Grenades only immediately trigger upon direct impact, otherwise take X seconds to explode
-Crowd control grenades; low damage + slow effects, where in you finish kills with the secondary weapon.
Flame Thrower
Quake or possibly ETQW style LG functionality
-Zero spread+high fall off
-Body shot + headshot hitboxes
-Visual disruption upon impact
-Smoke screen capability (maybe expend 25% ammo to allow for a means of getting into combat effective range? or anything of that nature)
Shotgun
I’m more of a fan of the shotgun being more about dodging and movement advantage, rather than how close you are to a target. It’s not realistic at all, but it gains more consistent viability and relies on more than ‘position’ to attain kills.
-Consistent weapon spread regardless of stance (stand, crouch, jump, etc)
-Increased movement speed and jump height capabilities
-Moderate RoF
-2-3 direct body shots (all shots land in hitbox) + uniform hitbox
-Moderate fall-off (iron sight only used for range compensation)
