- The M4 is currently the only fully automatic weapon with a predictable recoil pattern
If you watch the video you’ll notice that the M4 goes in a / pattern. The bullets going out at certain angles is spread, and that’s not what I mean, I simply mean the direction in which the recoil pulls you is always in a / direction.
Now compare that to other weapons like the Crotzni and SMG 9, it’s entirely random. And I don’t believe if the game wants to be competitive, that it should stay this way. Part of good game design is no random changes, the player should be able to reasonably asses patterns or repetition so they can build habits around them. For example, the Airstrike marker always goes in a horizontal direction when it lands, the knife always gibs downed enemies in a single hit, and various other things that are consistent and always work in the same manner. This allows for good gameplay, and I believe this change to recoil will do the same.
2. Range, does it actually tell you anything useful? Such as damage falloff, damage rampup? Why does it not instead, tell you the distance you’re guaranteed an accurate headshot from hipfire?
This is something else Counter Stike does, Range basically tells you the distance at which you are guaranteed to hit a 20 cm plate, in other words, guaranteed to hit someone in the head, assuming your aim is true.
I believe Dirty Bomb would benefit from this as well, as it’d make certain guns more distinct in their role and how they should be used. Something like the KEK for example may not have as great of range as the SMG 9, so even though it’s good up close, the SMG 9 beats it at a distance.
It could also be used to tell the player when the gun will start to lose it’s damage, so say the SMG 9 has a range of 30 units, after those 30 units, the gun’s 12 damage begins to decrease, all the way down to 50% (6 damage).
3. Hit indicators could do more, they tell when you are dealing damage, but I think it could go further
So if you’ve played Battlefield 4, one of the neat things they’ve added is different color indicators for dealing damage, and for when you kill someone.
I think Dirty Bomb could do something similar
Red - Damging an enemy
Blue - Damaging a friendly
Green - Enemy downed
Yellow - Enemy gibbed
This is a subtle thing but I think it’d really help people to know immediately that they’ve killed an enemy aside from the kill confirmation you get “killed BatFan”.
4. Aimpunch, should be entirely visual, and not affect spread