Weapon Design Rant


(stealth6) #21

however, unlike the other weapons with the same feature, the AN-94 is set by default to burst mode, and fires a two-round-burst as opposed to the more common three-round-burst.

Same wiki page. It’s possible to change the mode, but since it resets every spawn … laziness…
Anyway just examples of weapons that had a nice feeling and added some variety.


(Kl3ppy) #22

[QUOTE=stealth6;485329]Same wiki page. It’s possible to change the mode, but since it resets every spawn … laziness…
Anyway just examples of weapons that had a nice feeling and added some variety.[/QUOTE]

? no, I just played with the AN-94 set it to auto (press v while having the gun) and it stayed in this mod. Even after map change it was in the same mod. The only thing which annoys me is the low RoF :smiley:


(stealth6) #23

Yup seems it was patched 7 months after release :smiley: by that time I already had 500 kills with the AN-94. (and didn’t play it again)


(Kl3ppy) #24

ah ok :smiley:
I just remembered that in BC2 it was really easy to hear which weapons are on the field, in BF3 it’s hard. I wish that you can hear in xt which weapons are used by 1) the teammates and 2) by the enemy.


(stealth6) #25

[QUOTE=Shifty.;485333]ah ok :smiley:
I just remembered that in BC2 it was really easy to hear which weapons are on the field, in BF3 it’s hard. I wish that you can hear in xt which weapons are used by 1) the teammates and 2) by the enemy.[/QUOTE]

BC2 had loads of cool guns and features, it’s a shame they threw it all in the bin for BF3 & 4. Hopefully they make a return in BC3 (although I don’t see DICE moving away from the SMART-esque leaping over objects :()


(potty200) #26

Personaly, I would love to see lower spread over shooting time. The first 1-5 bullets are fine, but after that it gets silly. I do think that rewarding skill should be a lot more visable because right now, noobs like me, can own with better players havign **** spread as well.


(Rex) #27

That was always the problem! :mad: Still hoping for the day where you can hold fire and maintain a good aim.


(Humate) #28

AN-94 = sit on a hill and shoot at red triangles for most kills… fun weapon though


(attack) #29

ok there is rly some heavy recoil in the game :slight_smile: never noticed it that heavy. always thought its mostly spread.
but they have no IS.this speedbreaking campsystem is simply useless in an pc exclusiv game.


(Protekt1) #30

CS has fairly predictable recoil actually. Only when you’re a couple shots into a burst does it get bad but still it is predictable because it fires in 1 of a few patterns and you can see where shots go so you know what pattern is going through.

This isn’t the game for CS style shooting mechanics though. This game needs much more in terms of hit feedback and less in control, however having little control beyond tracking is bad.

I agree with inferno that you want to have a skill curve. I think they are trying to do that but trying to hit the right spot still between spread and recoil control. I think while spread complaints feel a little bit exaggerated, they still could be worked on a little bit. Predictable horizontal recoil is necessary but also needs to be held in check. It foremost needs to be controllable and generally start after the 3 shot depending on the gun. And it can’t be 100% predictable, but a high degree of predictability. So 7/10 bursts hang a bit right after the first 3 shots. But the other 3/10 the shots bank a tiny bit to the left (almost straight up).

One thing that can help differentiate guns and making them feel unique is tweaking their recoil pattern/predictability. So some guns could have a little bit more predictability in their horizontal recoil but suffer somewhere else. This plus another significant reduction in spread build per shot would be great. I think starting spread values are mostly fine.

Anyway, enough of my musings for the moment.


(INF3RN0) #31

Eh, just to clear up the whole point of the OP again. What matters to me is that all weapon performance should be reflective of player skill and effort. It doesn’t matter what the skill involved is, as long as it requires the same amount of effort and allows for a measurable skill gap in performance. Weapons that are there for fluff or have such an oversimplified function that the skill gap is nearly non-existent or weapons that completely ignore player skill and then try to balance performance via hard limits are not good for the game. No newbies should be given mercs that flat out increase their performance without any increase in effort, and no hardcore players should feel like they can’t take something further.


(Raviolay) #32

Inferno could you please detail how you would implement this? As the intention is all well and good, this post however is akin to a politician drumming up votes with pie in the sky policies, and no way of implementing them.


(INF3RN0) #33

Well I’ve mentioned a lot of details about this for ages, but my opinions tend to disconnect with most sides at a certain point. First off, I’d say that every non-projectile weapon should be focused on headshots. It’s one of the essential parts of creating the skill gap. And well, based on what I’ve interpreted with the game so far…

-SMGs as high tracking based weapons. Comparatively lowest recoil, consistent spread, and low overall damage. Variable RoF and recoil can make for a decent variety. Generally higher clips.

-Rifles as moderate weapon control and moderate tracking weapons. Progressive recoil, low spread, and moderate damage. Generally lower clips.

-MGs as high weapon control weapons. Intense recoil and dependence on IS for spread consistency. Highest clips. Precise aiming should still be the goal of this weapon type, but with slightly less punishment for body shots (as long as the weapon control is sufficient).

-Snipers as high reflex and precision aim weaponry. I still strongly believe that a dual functionality of a semi-auto lower damage hip fire mode and current iron-sight mode would make for a much more flexible and attractive design.

-Shotguns as a reflex and movement based weapon. High mobility and no movement based weapon penalties foremost. Dual functionality of lower-moderate damage buckshot or moderate-high damage low spread slug shot (applicable to hit boxes).

-Projectile based weapons… well I’d like to see air rockets, air nades, etc. The more control available, the less intimidating- rather than just sticking to the main stream method of not even bothering to try.


(INF3RN0) #34

To add to that… I completely understand the reason why spread increases over time. The problem being that the game is very fast paced, where in those with similar spread control are much more focused on stationary shooting. Recoil is however a very good mechanic involving weapon control, as well as factoring in clip sizes to promote better management until recoil is mastered. Spread variances in moderation would be okay, but they would need to offer realistic advantage when properly used; say tap firing or bursting on certain weapon types allowed for better spread consistency and was statistically superior to hold-spraying.

What needs to be avoided is something like the Fragger MG. A high RoF weapon, huge clip size, low recoil, variable spread, and questionable damage. That type of weapon involves nothing more than knowing where the general region you need to aim at is, without really forcing you to aim well or do anything more than that, all without any real consequences. Next you have the Rhino MG, which takes pretty random spread and some factor of damage that seemed about right in unison. Constantly spinning your cannon and then letting things sort themselves out from there is the most we could do? Then there’s the shotguns, which make no effort to allow for a variable skill gap- instead justifying very low effort, high damage by applying hard limits to range. There’s a point where something is technically “balanced” statistically, but in terms of weapon functionality is entirely out of place.

IMO there’s way too much talk about raising and lowering damage instead of focusing on the real problems which is the way many weapons work in the first place. Yea of course a shotgun would be “worthless” if it had lower damage and of course it would be “OP” if it had higher damage- the consequence of settling for a weapon functionality that doesn’t belong in this game. It’s entirely possible to make all weapons involve the actual player during the whole process and develop real skill gaps in their effectiveness.


(Glottis-3D) #35

Since we do not have any kind of long trajectory movement here (long strafe jumps, jumppads, or any sort of flying) i doubt there will be any air-something. but i realy hope for some sort of projectile weapons.
just dont make it as spam as quakelive plazmagun. more like q2 pistol with low RoF so you realy track, predict and time your every shot.


(attack) #36

well abot rhino.
i said it month ago that it will not fit with the gameplay,but nobody believed me …
happy xmas btw.
why not give him a spin rocketlauncher ,i think in ut was a kind of smth like this .
would be much cooler.
:slight_smile:


(Protekt1) #37

Shotguns aren’t an issue imo. Perhaps they should reintroduce headshot damage for them, but beyond that, I think they are fine because their characters have significant hp reductions and die in like 2-3 shots anyway. They actually do have a measure of skill to them because distance and precision are at play and not getting that 1hk will often lead to their deaths against aware opponents. It isn’t like in CoD where you can barely have decent aim and yet do well with the shotgun. And part of their skill is obtaining close positioning so playing them does indeed demand different skills than playing other guns. If this was like COD, I’d be 100% against shotguns… but here they aren’t bad.

SMGs so far require the least skill imo. They only require tracking. There is almost no recoil on them. And they ADS better than ARs except for damage and range. There is only one question asked if you use the SMG, can you headshot track? You could perform better with controlled bursts in certain situations but SMGs have lower max spread so at most ranges you’re better just pray and spraying their head region. I’m not saying this is a problem, but the SMG is a pretty low skill curve and I believe that is why on average people perform better with them.

ARs are a joy to use. They require more control than SMGs by far atm. Right now the recoil is very manageable. In strafe fights its difficult to headshot track, but that is how it should be. It should be slightly more difficult and it leaves something for the player to really dig into and try to master. Even ADS is that way since you need to learn to control the recoil. Compared the SMG, the SMG feels like it has no recoil at all - which for balance purposes is fine. But as for the SMG’s skill curve, it is lowered.

I dunno what to say about Fragger. They gave him 2 grenades and a spray and pray weapon. Clearly the low skill curve is here but the character probably still is decent because of his high HP. In terms of balance… seems mostly fine except perhaps for the high hp… still not sure about that tbh. Thunder performs very well, probably a little bit OP atm. I think they should definitely decrease his hp a tad and maybe re-examine his bodyshot damage (dunno how much it is but it feels high). Because these are designed to be front line soldiers, I don’t think it is entirely bad to have a lower skill curve.

After all, the game is trying to appeal to a wider audience than FPS die hards. Every franchise should also strive to make FPS die hards out of people who previously just enjoyed the genre. You can’t make things too difficult and people also don’t want things too easy.


(INF3RN0) #38

I agree that the SMGs are easy, but more so because I think a lot of people here have more XP with tracking rather than recoil. I enjoy the idea of having the two weapon types differentiate by particularly lower damage with pure tracking, and higher damage with higher weapon management. Both in the end balance out skill wise, just involving different things. Can’t say I’ve ever felt spraying at the head region with SMGs was more beneficial than precise tracking, however it’s probably more true when aim is lacking on both sides.

Like I stated before, there’s no question that shotguns aren’t as annoying as other games. It is the fact that they have such a non-flexible and non-skill based design. I don’t want to continue down that route to the point that you have a 1hp merc that deals tons of low effort damage, and we just call it good because it’s tough to get kills. Player vs player should have a consistent outcome across the board entirely dependent on real-time control. If a weapon deals more damage, it shouldn’t be because the merc has less HP, etc but rather that there is more effort involved in managing the weapon itself. Overall consistency in design ought to be the goal here.


(Protekt1) #39

Well yeah I mean pray and spray as in full auto with precise tracking. At certain ranges the box will overlap head and body and you’ll get a few headshots, a few misses, and a few bodyshots which could have consistently lower ttk than controlled bursts. I’m not saying that is necessarily a bad thing, but combined with no real recoil control perhaps it is a bit too easy to do. Maybe smgs need more recoil kick in longer sustained fire.

Also, perhaps one skill people haven’t picked up entirely yet is firing hip transitioning into ADS. This is a skill that serves well in some FPS, even a little bit in COD although hipfire in that is complete lotto. In blacklight retribution it was a pretty good skill to have because they had narrow starting hipfire like this game (although not quite as narrow) with faster spread build. One skilled tactic imo was to tap a burst of 2-3 shots mid range and zoom to finish off. That game also had high spread (much higher than this) after the initial shot or two. They eventually changed it, but not entirely for the better. What I wanted them to change it to is similar to this actually. But this is faster paced what they have now is not necessarily what it needs to be.

Do you think spread/recoil resets fast enough in XT?


(attack) #40

i mean smth like this with a higher firing rate and smaller rockets.
this would let the gun be accurate and because of the travelspeed of projectiles challenging on the same time.

(like smbdy above said projectile weapons would be cool)