I have to agree.Those pictures make it really easy to understand.Great work shirosae!
I’ve updated the feedback on weapon tweaks in the other post concerining this issue but the thread is closed now so i decided to post here.It it is an updated summary of the last 2 posts.
Here we go:
In my opinion the aim is to find shooting mechanics that are predictable and comprehenisble for the player.When taking the control out of the players hands people get angry.No control or a lot of random factors is a huge factor why so many threads were made.
In my opinion a solution would be to increase recoil instead of max spread and make SMG’S and other weapons that aren’t supposed to be good on distance less effective on distance with the “range” value.
So it doesn’t matter if a SMG has almost no spread and is very accurate for long distance shooting as it doesn’t deal as much damage on longer distances.
By making SMG’S still very accurate on distance (almost no spread) but reduce their damage via the “range” value, = less damage on distance, and making it harder to hold down fire because of an increased recoil we would have an even better result in my opinion.
To make it really perfectt this can be further tweaked so using hip firing has more recoil and using AS reduces recoil so AS still has it s place in the game and is useful for long distance shooting.
Reducing spread and using recoil and the “range value” instead could even help to make shotguns more predictable and comprehensible for the player and even add a difference between body and headshots to shotguns.If you didn’t knew, shotguns don’t have headshots at the moment.
If you reduce the spread heavily of shotguns so all bullets are very close to the center of the crosshair/AS it is actually skill to do headshots.By reducing damage on distance via the “range value” you don’t have to use a crazy bullet spread anymore.
This would result in more comprehensible shotgun behavior,would make shotguns effective and skillfull to use at close range because headshots are still skill to pull off, make more predictable damage and they would still be weak on long range because of the “range” value reducing it s damage on distance.
The more recoil while using hip firing suggestion would work with shotguns aswell.It is somewhat logical and not completely out of this world that a gun or a shotgun has more kick (recoil) when not shouldered/not using AS.
This is a PC patch which i give SD mad respect for as this shows they understood that a PC shooter and a console shooter needs different shooting mechanics to be really satisfying for both crowds,something not many developers have understood.
Here is a summary:
[ul]
[li]Instead of increasing max spread - Increase recoil.[/li][/ul]
If a gun has stronger recoil the longer you shoot it, max spread becomes almost unneccesary and can be very low as an value.
[ul]
[li]Instead of increasing spread - use the “range value”[/li][/ul]
By this SMG’s/guns that aren’t supposed to be that effective at long range are still accurate and predictable to shoot(skill) but just don’t deal as much damage.
[ul]
[li]Instead of giving guns artifical buillet spread on distance so AS get s used -[/li][/ul]
[I]
give guns a stronger recoil while hip firing that needs to be compensated and reduce recoil when a gun is shouldered/using AS.So AS are used for long distance shooting in order to have reduced recoil as the gun is shouldered so one can stay on a smaller target with the AS a lot easier.By this guns would have a simular spread and max spread while hip firing and AS but the recoil value changes.
In my opinion this is more believable and makes more sense gameplay wise as a gun isn’t magically chaning it’s bullet spread becoming a completely different gun because using Ironsights, it s just that it is better to control, resulting in a better pattern.[/I]
[ul]
[li]If the SMG/weapon is still too powerful ,instead of increasing spread - reduce damage output[/li][/ul]
More recoil means again more skill is needed to handle the gun under sustained fire and it is actually skill if you can handle the gun with heavier recoil.
lnstead of a max spread value which forces you to stop shooting because bullets are magically going all over the placee.
I think it adds to the often quoted skill ceiling and is simply more understandable for the players.If he hasn’t compensated for the recoil and is aiming over the head, he won’t score a headshot,instead of a random bullet spread pattern he can’t influence.
Brink can be a fantastic opportunity for SD to really nail down shooting mechanics on the different platforms and have this important gameplay knowledge flow into their new projects, profiting immensly if done correctly.