General > Discussion
Weapon balancing/finetuning
Neko:
For normal fire, I absolutely agree. Let the players decide whether they want to waste a shot on a small chance...
But range is also important for reaction fire. Imagine an alien walking back and forth on the other end of the map, and your guy is wasting all his TU and ammo firing at him with a SMG. Frustrating. So here a max range is definitely needed.
nemchenk:
Hmm... Isn't that the same as forgetting to set your reaction fire to Aimed when you are on a long-range section of the map, and Burst when you enter a building? Tactics: to avoid that, dash your SMG guy over the open ground with no RF set, while he is covered by riflemen with Aimed Shot RF.
Surrealistik:
--- Quote ---But range is also important for reaction fire. Imagine an alien walking back and forth on the other end of the map, and your guy is wasting all his TU and ammo firing at him with a SMG. Frustrating. So here a max range is definitely needed.
--- End quote ---
I agree, but it should be possible to specify at what hit probability/% a soldier is to engage in reaction fire, rather than rely on max range to define when he should. This allows the player more control and involvement, and consequently, allots more satisfaction and tactical depth to the game.
SpaceWombat:
--- Quote from: EuchreJack on February 20, 2008, 04:49:06 am ---I remember hearing that a pistol bullet fired expertly can travel over a mile, by angling the bullet up. What if projectile weapons had a maximum range, and over that range there would be a 50/50 chance the bullet would hit the dirt?
--- End quote ---
A 9 mm pistol bullet might have a maximum range of several 100m using the optimal angle for max range but this does not matter anyway. The kinetic energy left to a bullet after flying a certain distance will be reduced to a point where it is not harmfull anymore due to air resistance. Not to mention that no human being possibly can aim with a gun 30 degrees up in the sky over the target and other factors like air density, wind etc. will have an extreme influence at extreme ranges.
The maximum range cannot be considered relevant in my opinion. At a certain distance the possibility to hit is very near zero. You might be able to luck shot but no one serious would try it in combat.
The interesting side is whether weapons like the laser should lose damage over distance. I think a laser loses coherency at a very low rate. If that's true I would disagree with this idea.
shevegen:
I agree partially, especially about close combat. I think close combat is extremely risky, there should be some benefits to compensate a _bit_
Here a few suggestions i.e. mostly based on bladed weapons or hammers:
- can cause enemy to lose weapon
- may move enemy a few squares back if you win the attack (you followup on the hit), this represents something like a bull rush forward (sounds desperate...)
- ability to destroy enemy weapons under certain circumstances (should be extremely rare)
Also, i dont want to make the game too complicated, but one thing which is great is any tech/skill tree for your soldiers. One could even focus on close combat, using ninja stealth suit and sneaking from alien to alien - just for fun! ;) might be a fun way to play the game using people with swords instead of guns against aliens
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