So, right now, DB weapons are configured such that they have one flat damage to the head and one flat damage to the body regardless of distance.
This means that for all tactical purposes, weapons are all the same except for ROF and recoil patterns.
That’s how you end up in a situation where the sniper rifles, assault rifles, and SMG’s all get used in the same ranges and secondaries get little action.
Even something like a Magnum Revolver shot to the head doesn’t finish anyone in less than 3 or 4 shots.
I was just thinking, would it be to the game’s improvement if there was a damage multiplier based on distance.
Say, just for example, something like:
Pistols and Shotguns = 1.75x damage under 3 meters
SMG’s = 1.5x damage under 6 meters
AR’s = 1.1x damage under 12 meters (note: 12 meters is actually the Pistol and Shotgun max damage before drop-off range in COD)
Sniper Rifles = 0.75 damage under 20 meters (to discourage Quick-Scoping in close range for Aimee, Vassilli, and Redeye and encourage use of the Secondary. The key words are “discourage” and “encourage”. It is not to nerf the sniper rifles!).
I’m suggesting this for a number of reasons:
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A number of the firefights end up in extremely close quarters where people are using high-powered weapons at ranges well below 3 meters. At this point, the flat damages start to feel weak for many of the guns. Basically the game boils down to fighting with your knives at distances of less than 3 to 5 meters. This is not really a problem - except it can get boring. And because you rarely see secondaries in action (and rarely use them yourself) there’s this large part of the game code that I rarely see anybody using. By making some of the weapons, particularly secondaries, very effective at close ranges, players can “stay active” and it can add to “a little extra dimension of play” for experienced players.
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It changes the effective use of each of the weapon classes so that there is some impetus for changing up things and it also gives Snipers in particular something to think about if the action is close, or if they are about to enter a building or engage in close quarters. Yes, it can result in chipping away some of the power of the long rifles inside the room in Underground for example, but remember, that’s why you have a secondary. Right now the only reason for Vassilli or Aimee players to switch to secondary is if they feel they need more ROF. This suggestion adds another layer to that decision.
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It enhances the “feel of relative power” for the guns. DB may claim almost direct ancestry to Golden Age shooters like Quake 3 in many aspects, but the Golden Age is really the past, and even now DB bases its weapons on analogs with real-world weapons just like modern shooters do (ie: Timik looks like AK-47, DE .50 is a Desert Eagle, etc.). These weapons, therefore carry certain expectations which DB also recognizes because the DE .50 for example does more damage than the M9 and the revolvers do higher damage still. However, like I mentioned before it can get really ridiculous sometimes in closer ranges. You blast someone with a revolver to the head, but it “doesn’t seem to work”. Adding weapon class damage modifiers will help give some of the weapons more viability, increase their usage at appropriate ranges, making players feel more active, and will ensure that DB has “one foot in the Modern Shooter door”.
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New players are more prone to engage at close distances against each other rather than sniping far away across a map. By doing something that can lower the TTK at really close distances (Remember: 12 meters is pistol distance in modern shooters), we can at least help bridge the gap for players new to shooters, and players coming in from other shooters since it “feels a bit familiar under 12 meters”. This will help DB attract and keep new players longer.
Again, I make these suggestions knowing that Splash Damage is really trying to build a high TTK skirmish and strafe kind of FPS game. And I love that gameplay in variety against something like COD. I just feel like there can be ways to increase the Intensity and Player Activity in certain situations particularly in close ranges.



