1 weapon system > 3 weapon system

Started by Gawain, May 17, 2008, 12:12:46 PM

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Gawain

the exclamation mark after the 4 means faculty, eg 4! = 4*3*2*1

Cyntrox

Ah, I thought it was just a regular exclamation mark as used in text xD

frvge

!= means 'not equal' in programming languages. The mathematical =/= .
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LennardF1989

Quote from: Cyntrox on May 19, 2008, 10:08:52 PM
Ah, I thought it was just a regular exclamation mark as used in text xD
I immediatly recognized it as faculty... learn math nub! kthnxbai


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Farley4Fan

Quote from: Rambo on May 19, 2008, 01:58:32 PM
@lennard: too much variety hurts the game and makes balancing it way too complicated. what you guys don't get is that the gadget slots are supposed to bring variety to the eq loadout, not the basic gun. imo you think too much in other fps terms where different guns are the only real variety you can get, but in ct you have 70 (!) different gadget loadouts just with 4 out of 8 possible gadgets (which you don't see in ct because of bad gadget balance that will be fixed in ps). besides, i always thought that this mod was about coming as close as possible to a certain svm game's gameplay, and implementing a 1-weapon system comes way closer to that than a 3-weapon system, because 90% of the good players use sniper and almost none shotty atm.

quickcams are np when playing as host and with headphones, but in all other cases they are insanely op.
of course there should be a limit on simultaniously placable spy traps, but you alway gotta relate the usefullness of spytraps to mines: what is stronger, 3 mines (that are deadly) or 3 spytraps (that only give away the spies position)? it doesn't take a genious to see that spytraps could need a boost...

but this gadget related fixes are kinda off-topic here, so let's stop here with it XD

my suggestion to the devs is the following: in the beta, implement only the pt rifle and get all the other gadgets balanced first. if this turns out to provide too few variety in the long-term, feel free to add shotty&uzi.

Why?  We already know what 1 weapon provides.  Half assed short range effectiveness and long range effectiveness.  Most of my battles happen when I'm less than 30 feet away from a spy due to a lot of close range map design.  Map design has a lot of importance when it comes to 1 weapon/3 weapons.  Can a dev confirm that a lot of the maps will be designed for CQB but have some big open areas/rooms?  I remember hearing this.  If so, I'd really hate to have just the PT rifle instead of a balanced SMG - with possibly a reflex scope.  :o

Hyrage

#53
What did you ask?  ;D
I guess your answer would be something like: You will know it "When it's done".
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.leelu12.

Quote from: LennardF1989 on May 19, 2008, 10:39:41 PM
Quote from: Cyntrox on May 19, 2008, 10:08:52 PM
Ah, I thought it was just a regular exclamation mark as used in text xD
I immediatly recognized it as faculty... learn math nub! kthnxbai

hehe :D
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Gawain

#55
papa, that's actually one of my points: on a smaller map where the spies have to get closer to the mercs, they already have a harder time. giving the merc a specialized weapon for that purpose hurts the balance. and if you want an advantage in close close-combat, u gotta use one gadget slot for the tazer. with the shotty you don't even need a tazer for that thus resulting in a free slot on small maps with no drawback for the merc at all.

.leelu12.

this thread seems to have been taken over by egos ::)
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Add my xfire (leelu12) to chat sc/ps or organise a game/train me :D
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I <3 U

Quote from: .leelu12. on May 20, 2008, 05:37:36 PM
this thread seems to have been taken over by egos ::)

Amen to that.

I've learnt there is no point arguing on forums anymore, no body ever listens.

IMO 3 weapons are fine. Make one GOOD at short rage, one GOOD at Midrange, and one GOOD at long range. Whack a reflex scope on the Uzi, put a sick-nasty sniper scope on the rifle, make the UZI ROF slightly less, but increase the power of the bullets so its slightly less effective at short range, and maybe decrease the magazine clip to about 40 ( I believe its at about 60 atm). Decrease the shotgun reload time, and make close range shots KILL, anything midrange-ish should do only a little damage as shotguns are inaccurate as fuck. Make the sniper zoom scope like all other sniper in other games (basically like it is when you hold your breath, but make it like that all the time). Improve the laser on the guns so you actually know where you are aiming (crysis or hitman laser is good).

Another Idea: Its probably been brought up before, but what about the ability for mercs to completely holster there guns allowing them to run faster? Obviously they wouldn't be able to shoot the spy until they draw their gun again.

InvisibleMan999

Quote from: FR33M4N on May 20, 2008, 06:13:04 PM
Another Idea: Its probably been brought up before, but what about the ability for mercs to completely holster there guns allowing them to run faster? Obviously they wouldn't be able to shoot the spy until they draw their gun again.
I thought about playing around with speed in relation to weapons actually as a balance point.

I wonder if we couldn't make the weaker weapons faster and the stronger weapons slower. Maybe even add a pistol or something. So the pistol merc goes the fastest, the shotty next fastest, then uzi, then rifle. Or something like that.

That might be kind of interesting, though I'm not sure what it would do to balance. Possibly not much if the fast weapons require you to get close anyway and don't do as much damage.

Gui Brazil

I haven't put any thought into this but whatever...I actually think that going with 1 gun isn't that bad. Not only most people use the Rifle but it is good in mid and long range.