Weapons we want to see in Dirty? And my Though what the Developers can add to the game etc :)


(Souldriver) #21

Well I think some people should get their hands on some playtime before saying there should be things added or taken out.

Although the guns in the game are based off of real life arms, they dont need to be/or have to be the embodiment of what they are in other games (cs:go) or their real life counterpart.

The way it is they seem to take the nuances of what each gun is and put them in the game in a balanced fashion. The highest damage ARs have slightly recoil and a lower rate of fire, than their faster firing a less recoiling counterparts. I would imagine DPS is about the same but they fit different play styles and mercs. This is a game more about movement and team play than weapon mechanics and learning recoil patterns.

Im not sure how shotguns work right now as i havnt played them enough but i like how they were in ET:QW. IIRC it shot 9 pellets in a random cone, each pellet did 10 damage for a total of 90 damage total per blast, if they all hit. BUT, it didnt matter where it hit on the body, it was always 10 damage, no extra for headshots, no less for arms or legs. This seemed perfect as you never got obliterated in one shot going around a corner and yet it still did a lot of damage. That game only had 1 shotgun type weapon per side so ti was a little easier but still food for thought.

Just dont put in a 1 shot (non headshot) kill awp weapon.


(Souldriver) #22

I would also like to add in fast twitch defying games like this, there is a lot of sizing up and calculating your approach by the type of enemy you are facing.
Splash is doing a pretty good job of making each merc easily identifiable by their coloration, skins, style and general outline. When you go up against a merc you think “ok this is ____ he/she is most likely going to have ---- weapon, I can best face this situation by ____.” This makes it a much more teamplay and skill based game instead of a game of find the “over powered combo.” Once again this isnt saying different weapons or loadouts for each merc are bad, they just need to be balanced and support the role each merc plays on their team.


(TheOrangePhantome) #23

Maybe have different types of swords for phantom.

Idea #1
A giant long sword which deals 90dmg on a normal swing and the time it takes to do the swing is 1.8 sec and the heavyswing is a charge which lets you walk with a speed of 470 (but u can only meintain that speed if u walk forward if u walk back or to the sides ull walk as fast as u would walk when swinging with the katana) u deal 120 dmg and the time it takes for the swinging animation to finish is 2.1 sec. But ur sprint speed is 290 and the speed on a normal swing is 350. But if u get a head shot with a normal swing u do 120 dmg and with a Charge u do 160. Heres some info on the idea

http://forums.dirtybomb.nexon.net/discussion/15506/ideas-for-new-meele-weapons-for-phantom#latest


(TheOrangePhantome) #24

Also id wanna see a boot.


(AKULA) #25

#MISS MURDER
ISN’T TIMIK 47 A VARIENT OF AK47? OR. YOU GUYS REALLY TRYING TO ADD AK47 ? A AK47 WOULD BE REAL COOL ADDITION CAUSE IT 'S MY FAVOURITE WEAPON .