Weapon silencers


(TheGreatHoundini) #41

I’m a big fan of Total Custom Loadouts and some of my favorite shooters have that feature. But I also appreciate why Dirty Bomb doesn’t have them.

I’d be happier as a single gamer if Dirty Bomb had totally custom loadouts and weapon unlocks per account per Merc… I also believe it would lead to better team performances and allow for a shorter learning curve (ie: New players will quickly invest in an uncompromised loadout that matches what they feel they are really good at).

But for the sake of variety I will defend this Loadout Card system by saying that it’s part of this game’s odd appeal for me and that it is a welcome occasional challenge to swap out between three different characters and occasionally try a new Loadout I would probably not have assembled myself.


(PlatinumCLAW) #42

@Nibbles Well what I am saying is Each merc should have his own classification of weapons such as vassili must be given semi autos and snipers as base classifications and assault will have ar’s and mg’s. The actual point of using a merc is the ability, health and speed they have. We cannot actually give machine guns to vassili, I am talking about customization within the base classifications of each merc. for example for aura can modify the scope of the blishlok, better stability of mg of fragger by stock etc


(Nibbles02) #43

You said that “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.”, but Blacklight also allows for more customization than that; the receiver, for example, the part of the gun that receives bullets from the magazine and loads them into the firing chamber was something you could customize, and this part of the gun is one of the main things that changes its classification.

Allowing players to customize, say, the M4A1 and switch its ironsights, stock, barrel, and magazine would create an entirely new rifle with entirely new applications and entirely changes the way you use the weapon. Every single weapon in the game is usable and can be used effectively in its own circumstance, and allowing players to change that circumstance would upset the balance for a lot of the guns and remove a lot of the uniqueness of each weapon and its place with each merc.


(PlatinumCLAW) #44

@Nibbles I disagree.
By changing the parts of say M4A1

Can you increase the range by a bit ? YES but at cost of stability.
Can you increase the damage ? YES at cost of stability and range
Can you turn your M4A1 into a sniper rifle ? NO
Can you turn your M4A1 into a shotgun ? LOL I was being funny.
Can you turn your M4A1 into a BR16 ? NO

Modifications don’t change the weapon itself. And i gave the blacklight as an example, not exactly to implement how it is in that game.


(Nibbles02) #45

[quote=“PlatinumCLAW;190618”]@Nibbles I disagree.
By changing the parts of say M4A1

Can you increase the range by a bit ? YES but at cost of stability.
Can you increase the damage ? YES at cost of stability and range
Can you turn your M4A1 into a sniper rifle ? NO
Can you turn your M4A1 into a shotgun ? LOL I was being funny.
Can you turn your M4A1 into a BR16 ? NO

Modifications don’t change the weapon itself. And i gave the blacklight as an example, not exactly to implement how it is in that game.[/quote]

You said that it sets an example, meaning it’s something to be modeled after. In addition to that, increasing the range and damage of even the M4A1 changes its application entirely from being a balanced medium-range/CQC weapon to being a ranged high-RoF marksman rifle. It’s not that the weapon classification would be changed, but rather that you would change the way the weapon is balanced and meant to be used against other weapons and mercs.

For example, if you increased the range/accuracy and damage of the Timik-47, you now have a Thunder with 170 health who has a high-range weapon that can easily dispatch ranged fire support like Arty and Kira with their 120/90 health respectively. If you increased the rate of fire and damage of the M4A1, you now have a Fragger with 140 health and something rivaling a submachine gun, totally changing his application from being a medium-short range pointman to being exclusively a CQC tank, which unbalances the 120/90 health CQC mercs with submachine guns and shotguns.


(PlatinumCLAW) #46

First of all rate of fire cannot be changed (does not come under weapon customization)
Increasing one aspect costs you another one, thunder with a high range timik will have bad stability, the crosshair will go haywire on full auto fire. So he is limited to shooting in small bursts. This makes it balanced. Every advantage must have a tradeoff. M4A1 with a high firerate but you cant keep the aim at enemy due to increased random recoil ? I dont think that’s bad.


(Nibbles02) #47

[quote=“PlatinumCLAW;190625”]First of all rate of fire cannot be changed (does not come under weapon customization)
Increasing one aspect costs you another one, thunder with a high range timik will have bad stability, the crosshair will go haywire on full auto fire. So he is limited to shooting in small bursts. This makes it balanced. Every advantage must have a tradeoff. M4A1 with a high firerate but you cant keep the aim at enemy due to increased random recoil ? I dont think that’s bad. [/quote]

That’s exactly the problem, even if you don’t change the rate of fire, you adapt mercs who are meant for frontline CQC to be ranged support, and in that, better than the actual ranged support mercs.

Doing this would blur the lines of each merc’s effective role and uniqueness.


(PlatinumCLAW) #48

Examples (not actual data) :
SMG Ranges (0-100m)[stock]
after range modification > (0-150m) > stability -25%
after damage modification > (0-65m) > stability -10% range -35%

Assault Rifle (0-500m)[stock]
after range modification > (0-650m) > stability -25%
after damage modification > (0-300m) > stability -10% range -35%

Sniper (0-1500m)[stock]
only scope can be modified x3, x5 etc

Now understand what I am talking. The ranges cannot be modified to make a M4A1 into sniper. The modifications are withing specific ranges of the class so that it doesn’t make cqc into long range or vice versa. Next question you ask, try to answer yourself. You dont have to debate me for anything, This is just an idea, if a thing comes in your mind, try to get a workaround to get it balanced.