General > Discussion

The SMG... godsend or overpowered?

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breversa:
He he, yeah, why not... But you could also save the hassle of implementing such sucking feature into the game ! ;)
What's more, those FPS-monkeys will then whine because such feature exists but sucks so much... so why have it ? :)

Oh, and by the way... The SMG model needs at the very least a folding stock and sighting system, either iron sights (most probably obsolete in 2084 though... Red dot or holographic sights would probably be standard by then) or optic.

The same actually goes for some other weapons, but I think I'll start a thread on that matter for 3D artists who want to make their weapons look more realistic. :)

Surrealistik:

--- Quote ---And don't tell me about unaimed shooting : if you don't plan to aim, don't plan to shoot, unless you plan on missing.
--- End quote ---



--- Quote ---He he, yeah, why not... But you could also save the hassle of implementing such sucking feature into the game !  
What's more, those FPS-monkeys will then whine because such feature exists but sucks so much... so why have it ?  
--- End quote ---


At very close range/point blank encounters, dual wielding is realistic, applicable and plausible. Inaccuracy isn't of much concern given that the considerable spread and deviance which would accompany this kind of maneuver is minimally impactful at such distances. That said, combat occurs in SP/MP at these ranges frequently enough that the feature would be useful given the increase in Damage/TU ratios it would afford. Thus it would not "suck" so much as be situational. Smart players would utilize it accordingly.

As for the heavy laser, it is a pitiful weapon, and far from the best in the game (in fact I consider it to be easily amongst the lower tier ones). Its only notable strength lies in its ability to project accurate fire power at long/extreme ranges. However, in addition to the weapon being overly situational, the circumstances in which it is applicable are rare. This all aside it is easily outperformed by particle beam weaponry, save at the very longest distances.

My patch which may be found here addresses the short comings of the Laser series, as well as introduces critical rebalancing and revisions to various other weapons and gear, including those that better correlate them with their design suggestions and UFOpedia description. Please note that the changelog is currently somewhat outdated at the moment in that it does not reflect changes made to bolster the shotgun family. These modifications were necessary as this weapon subset was previously ineffective due to exceptionally low Damage/TU ratios compounded with blast type damage (which is the type most armour features the highest resistance to).

Finally, to address the topic, the SoD, or SMG of Doom as I like to call it, has signifigantly declined in power since my inital praise of the weapon on the project's IRC channel. Though still very useful, its substantially reduced Damage/TU ratio has made it more on par with alternative conventional weaponry. It is no longer the degenerate superweapon it used to be.

EDIT: Patch URL updated. Minor clarifications made.

breversa:

--- Quote from: "Surrealistik" ---At very close range/point blank encounters, dual wielding is realistic, applicable and plausible. Inaccuracy isn't of much concern given that the considerable spread and deviance which would accompany this kind of maneuver is minimally impactful at such distances. That said, combat occurs in SP/MP at these ranges frequently enough that the feature would be useful given the increase in Damage/TU ratios it would afford. Thus it would not "suck" so much as be situational. Smart players would utilize it accordingly.
--- End quote ---


Granted, but at such short range that it's only one or two squares away from hand-to-hand. But well, that's what point blank means, isn't it ? :)
Still, I'm yet to be informed of any "real life" armed force using this method... :P

What's more, although dual pistols wielding might not suck that much, wouldn't a flamethrower be more effective ? And come to think of it, reloading time of dual pistols should be more than twice the TU cost of reloading one pistol, as no hand is free. That feature would increase the "suck factor" on the long run (= more than one magazine worth of ammo).

But over with this and back to the SoG. :)

Surrealistik:

--- Quote ---Granted, but at such short range that it's only one or two squares away from hand-to-hand. But well, that's what point blank means, isn't it ?  
Still, I'm yet to be informed of any "real life" armed force using this method...  
--- End quote ---


Probably because no armed force issues dual pistols, justifyably so given the circumstances typical to most conflicts (see next sentence), the availibility of assault weapons, and the fact that your typical grunt isn't as resilient as an alien armoured with nanotube technology making the extra firepower unneeded.  As well, combat on average in real life tends to take place at distances signifigantly greater than those more typical to gameplay in UFO:AI.


--- Quote ---What's more, although dual pistols wielding might not suck that much, wouldn't a flamethrower be more effective ? And come to think of it, reloading time of dual pistols should be more than twice the TU cost of reloading one pistol, as no hand is free. That feature would increase the "suck factor" on the long run (= more than one magazine worth of ammo).
--- End quote ---


A doubled (or more) reload TU cost is fine, and as for flamethrowers, while they're definitely more effective at close range, pistols are less encumbering, and easier to wield with grenades, in addition, they possess greater versality when it comes to range (you do not have to dual wield all the time, it's worthwhile only at close/point blank ranges).

Winter:

--- Quote from: "Surrealistik" ---At very close range/point blank encounters, dual wielding is realistic, applicable and plausible. Inaccuracy isn't of much concern given that the considerable spread and deviance which would accompany this kind of maneuver is minimally impactful at such distances. That said, combat occurs in SP/MP at these ranges frequently enough that the feature would be useful given the increase in Damage/TU ratios it would afford. Thus it would not "suck" so much as be situational. Smart players would utilize it accordingly.
--- End quote ---


It's never 'realistic'. At best it's plausible because of some jackass who thinks it looks cool. If you're going to use both hands anyway, then a two-handed weapon -- particularly a rifle -- is always more powerful than two handguns. Always, no variation, no argument possible.

If I had to engage in a gunfight in real life, I'd be much happier with an SMG or Micro Shotgun than two handguns. At least then I'd have a realistic chance of fighting back.

Regards,
Winter

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