Weapon Balancing Feedback Wanted!


(dazman76) #21

They do all feel different - they feel very random compared to quite a few other enjoyable shooters. That’s what I see. Once again, customisation and shiny wins out over actual mechanics. I do hate the path modern games are taking :slight_smile:


(Nexolate) #22

You, me and most of the old school players, my friend.

I feel that if the dev team do manage to find a compromise during their reduced weapon spread testing, then we’ll be on the way to a good game. The weapons are already pretty varied as is.

Regards,
Nexo


(H0RSE) #23

I was talking about having them feel different after they tweak the spread values and such, not in their current form, because apparently, many people here (mainly past SD fans) want every gun to feel like an MP40 or Thompson from W:ET.


(tokamak) #24

Raven Shield weapons were more numerous, even more accurate and killy, and all stood leagues apart in their difference. Even multiple MP5’s that all had their own feel.

I’d argue that it’s the low accuracy that makes these weapons feel so similar.

If gun A is 25% more accurate than gun B, then you’ll notice that difference faster with a low spread. Obviously there’s a point where all the guns get so accurate that those differences aren’t notable any more, but ETQW doesn’t come close to that and Raven Shield proves that it can go much further.

There’s much ground to be won in the mobility of the weapons. I never hear people talk about the recovery of the spread, but it’s supposed to be HUGE in games like these. It dictates the ideal moment where you need to slow down and engage. It completely changes the way players perceive their environment. Players with different weapons will perceive the density of hiding spaces differently because they become effective at different ranges.