[QUOTE=RaKeD;346486]Awesome post, thanks Mustang! There were so many great threads about this topic both in the competitive Brink forum and in this forum yet the changes of the SMG’S read like this:
Sub Machineguns
Kross max spread slightly increased
Tampa max spread slightly decreased
Tampa slightly more jittery when fired
Tampa SMG damage slightly increased
Carb-9 SMG damage slightly reduced
Carb-9 has even spread, instead of clustering towards the centre
Carb-9 recoil slightly increased
Carb-9 slightly less accurate
Instead of working with recoil and the “range value” making the SMG’s shoot where the crosshair/AS is they increased the spread on some guns they wanted to balance and made the guns less accurate.
In my opinion a more elegant way to achieve a simuluar result,especially for PC gamers, without taking the control out of the players hands(Which is a huge factor and why so many threads were made) would be to increase recoil instead of max spread and make SMG 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 any longer on distance.
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.
Now think about this, this could even help to make shotguns more predictable and add a difference between body and head shots to shotguns.If you didn’t knew, shotguns don’t have headshots at the moment.
If you reduce the spread heavily of the shotguns so all bullets are very close to the center of the crosshair/ADS so it is actually skill to do a headshots but reduce damage on distance via the “range value” instead of a crazy bullet spread.This would result in more comprehensible shotgun behavior,would make shotguns effective and skillfull to use at close range because headshots make more damage and they would still be weak on long range because of the “range” value.
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.
In my opinion there is a more elegant approach, without working with bullet spread at all!
Here is my suggestion:
[ul]
[li]Instead of increasing max spread - Increase recoil
[/li][li]Instead of increasing spread - use the “range value”
[/li][li]If the SMG/weapon is still too powerful ,instead of increasing spread - reduce damage
[/li][/ul]
Another point is the “max spread” value.If a gun has stronger recoil the longer you shoot it, max spread becomes almost unneccesary and can be very low as an value.
This 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 instead of a max spread value which forces you to stop shooting because bullets are magically going all over the place.
If SD makes their weakness to a strength and really starts to focus on shooting mechanics to be more rewarding it will make their games more succesfull, in my opinion!
I hope they read the forums and listen to the competitive players as they tend to know what a game needs to have depth in gameplay as they really know the game to it’s core gameplay mechanics.[/QUOTE]
This is a very thoughtful and constructive post.
For you … :stroggtapir:
Several that follow are not. There is no need to be insulting.
The above suggestion would be equally appreciated by players on all platforms. Some will like it, some will not. In general, though, players on all platforms like seeing their bullets go where they are aiming.