Weapon silencers


(PlatinumCLAW) #21

ok, goodbye silencer. XD


(XavienX) #22

Well the radar for the map is useless and it doesn’t pinpoint any enemies so what’s even the point of silencers…


(AnimeDude) #23

I just want silencers for the aesthetic.


(Nibbles02) #24

Silencers for large and heavy weapons are not that aesthetically pleasing, as they’re not sleek and don’t fit the body of the gun well.

A pistol silencer is probably the most ugly example, as it just sticks out and adds copious amounts of weight to the front and completely misbalances the weight of the magazine in the handle.

Again, a sniper rifle silencer is huge and significantly more unappealing than other weapons as it is essentially a giant alumin(i)um can on the front.

High rate-of-fire weapons like the Uzi or P90 have large silencers, much like the silencer used for powerful weapons like the sniper rifle as well.

Overall, especially since it would obscure a lot more of the screen, I doubt silencers would be that much more aesthetically pleasing to most people, especially since they wouldn’t have any affect on the sound of the actual weapon.


(arcaneCanvas) #25

Overall, especially since it would obscure a lot more of the screen, I doubt silencers would be that much more aesthetically pleasing to most people, especially since they wouldn’t have any affect on the sound of the actual weapon.[/quote]

thats why you use Subsonic ammo


(Nibbles02) #26

Overall, especially since it would obscure a lot more of the screen, I doubt silencers would be that much more aesthetically pleasing to most people, especially since they wouldn’t have any affect on the sound of the actual weapon.[/quote]

thats why you use Subsonic ammo
[/quote]

Which would negate much of the necessity for silencers in the first place, and since damage is a big thing in Dirty Bomb, having low-speed ammo isn’t such a great idea.


(arcaneCanvas) #27

Overall, especially since it would obscure a lot more of the screen, I doubt silencers would be that much more aesthetically pleasing to most people, especially since they wouldn’t have any affect on the sound of the actual weapon.[/quote]

thats why you use Subsonic ammo
[/quote]

Which would negate much of the necessity for silencers in the first place, and since damage is a big thing in Dirty Bomb, having low-speed ammo isn’t such a great idea.[/quote]

its not like mercs are firing hyper velocity ammo like in ghost in the shell

if having supressor makes your kill invisible to the kill screen, i cant see why not


(Nibbles02) #28

Overall, especially since it would obscure a lot more of the screen, I doubt silencers would be that much more aesthetically pleasing to most people, especially since they wouldn’t have any affect on the sound of the actual weapon.[/quote]

thats why you use Subsonic ammo
[/quote]

Which would negate much of the necessity for silencers in the first place, and since damage is a big thing in Dirty Bomb, having low-speed ammo isn’t such a great idea.[/quote]

its not like mercs are firing hyper velocity ammo like in ghost in the shell

if having supressor makes your kill invisible to the kill screen, i cant see why not[/quote]

The point isn’t that the ammo is slower, it’s that subsonic ammunition hits with less stopping power, so the more heavily armored mercs like Thunder and Rhino would be able to repel the bullets in a real life situation, while ingame it would do a menial amount of damage at best.


(BananaSlug) #29

guess what, crouchcamping is the best tactic tbh, and he never was bad, all you need is good aim


(TheGreatHoundini) #30

The more I think about this, the more I feel like Splash Damage should consider suggestions like this. Maybe not Silencers per se, but to see it as a Perk for Recon character cards would be interesting such that Phantom could have a Hochfir SD for example.

But more than that, I really feel like this suggestion by the OP also points at something about this game. You have Recon mercs, but Recon gameplay is actually not well supported by the current maps or game modes. That also includes true Sapper class gameplay, which is normally related to Recon roles.

In spite what Proxy claims in her quote, she isn’t really a Sapper. A real Sapper specializes in staying hidden and messing with enemy positions and infrastructure - again, it is relative to Recon classes.

Even with Phantom, who can turn virtually invisible, a proper Recon role is not supported as he just ends up running through the very same paths and taking up similar positions to the Assault or Medic classes. They’ve added in an EMP power precisely to add a Recon-Sapper role to Phantom. But it’s not enough.

At the end of the day, Recon/Sapper roles are actually not supported well currently by Dirty Bomb. The missing Suppressors are just part of that issue as being hidden on mini-map (the most common way Suppressors are implemented in FPS games) is of limited value when you’re bound to bump into someone in the 2 or 3 paths that most maps provide.

If you’re looking at the current maps and mission types, the proper Recon/Sapper would have to be one that could actually rappel up buildings and run across rooftops to be of any true use in the role - along with Suppressed weapons.


(Nibbles02) #31

Hiding yourself from the minimap would do virtually nothing in most cases as very few people actively use the minimap, partially because it’s out of the way and you have to actively look away to do it, and partially because the maps are so small that you receive the same information through directional sound and echos.

I should also mention that the way silencers were originally intended to work was that they would be attached to some light pistols like the m9, hence that the m9 sounds silenced even when it’s not. This means that SD didn’t intend to add silencers to SMGs or rifles, just light pistols, which aren’t very viable as primary weapons in Dirty bomb, since it can take an entire magazine and a half to kill one person.


(TheGreatHoundini) #32

Again… Recon not really Recon in this game, especially now that you mention that they were only going to have a Suppressor on only one weapon.

And yeah, the map styles and close proximity don’t lend well to this style of game.


(Dr_Plantboss) #33

@terminal said:
Trinkets are supposed to be cosmetics, not utility that would change the game.

The skullsplitter trinket in rogue en vogue increased your cycle gain. Therefore, Trinkets not only can be, but already ARE functional.


(terminal) #34

[quote=“Dr_Plantboss;190288”]> @terminal said:

Trinkets are supposed to be cosmetics, not utility that would change the game.

The skullsplitter trinket in rogue en vogue increased your cycle gain. Therefore, Trinkets not only can be, but already ARE functional.[/quote]
Yes, it gives us more currency to buy COSMETIC items.


(PlatinumCLAW) #35

silencer can be used to remove damage directions though, as it is a huge tactical advantage even at the pace, even with 50% damage reduction, the enemy would take a bit time to find where the bullets are coming from, equalizing the damage reduction.


(arcaneCanvas) #36

so that when recons flank kill enemies, they wont look back to see aimee/phantom using their loud primary and getting killed anyway.
the silencer kill wont show up on killfeed and can wipe the whole team one by one.

that way, we can actually make phantom stealthy as he would be intended to be played.


(RazielWarmonic) #37

I think someone already stated earlier in this thread, but while this was an idea at some point in the game - to have weapon attachments, etc - it was pretty quickly scraped, despite some assets remaining in the game.

I don’t want to say that there will never be weapon attachments, such as silencers, but it is highly unlikely that they will ever make a comeback. We feel like silencers, especially, don’t really fit the flow of the game and what we want it to be. Plus, this gets tricky with things like loadout cards.


(arcaneCanvas) #38

[quote=“RazielWarmonic;190481”]I think someone already stated earlier in this thread, but while this was an idea at some point in the game - to have weapon attachments, etc - it was pretty quickly scraped, despite some assets remaining in the game.

I don’t want to say that there will never be weapon attachments, such as silencers, but it is highly unlikely that they will ever make a comeback. We feel like silencers, especially, don’t really fit the flow of the game and what we want it to be. Plus, this gets tricky with things like loadout cards.[/quote]

gen 4 attachment card TEASED?


(PlatinumCLAW) #39

Is the loadout card system gonna be changed anytime in this game ? I would really like weapon customization and custom loadouts. Blacklight Retribution sets an example of the weapon customization system, everything such as camo, muzzle, scope, barrel, magazine, stock, bullet type was customizable making every person have a unique gun of his/her own playstyle. As that game is losing its playerbase due to bad servers and updates, implying this idea in this game would be a huge advantage for increasing playerbase as well as this game has SEA servers, it would be just great. I know this is a huge thing to ask, but will it be possible ? @RazielWarmonic


(Nibbles02) #40

I’m not a game dev, but I’d say it’s easily possible, just that it would require monumental amounts of effort on SD’s side, as they’d have to re-render each weapon with all of its constituent parts and devise a system to interchange them, but not only that, they would have to make models for each part so that it would fit to each gun and using them ingame would either require several models for one weapon or one for each variation(which can be a few hundred, in Blacklight’s case).

Plus, the guns currently in the game aren’t really meant to be changed around and redesigned, as they nearly all have different receivers and architectures. For example, the BR-16 and the M4A1 both follow the AR-15/M4 receiver architecture and build, and as such are very similar in how they look and function, with the primary difference being that the receiver on the BR-16 and its barrel have been interchanged for range and accuracy at the expense of fire rate. The BR-16 and the M4 are, as far as I’m aware, the only guns whose architecture and design would be compatible because they’re both based off the AR-15/M4 construction.

The way Blacklight did its customization was that it had several different classifications for their guns, but they all used the same architecture, so you could switch out the handle or the barrel or stock and sights, but they all looked very generic and similar in the end, despite any changes you made to the actual gun. In addition to that, Blacklight is a slower game that’s not meant for constant combat or objective accomplishment, but mostly TDM or DM. Also, weapon customization would lead to a similar situation in Blacklight, where successful players only used light machine guns or sniper rifles as the range and damage of all other weapons was obsolete once you could aim well.

This would also damage the character specialization and classification of each of Dirty Bomb’s mercs, as having guns that you could customize removes a lot the positives and negatives of each merc, as well as the reason each merc has the guns they do in the first place. It also blurs the roles a ton, because custom loadouts would mean you could have an engineer Thunder with a sniper rifle and frag grenades, nobody would play any other character because of health and class limitations, unlike they do now, where each merc has a designated role and area of effectiveness.