pyromancer
Member
- Joined
- Mar 4, 2024
- Messages
- 41
Damage is a little deceptive, you can kill extremely quickly but it's all reliant on the absolute travsety that is GMOD's shitty tickrate and ArcCW's bloat making half of your rounds either not register or miss - coupled with the terrible accuracy most weapons has leads to most fights being a sheer statcheck where armour and high-firerate to overcome the tickrate is king.
Here's me taking out a pair of cops with an MP5, with one having a M16A2 with the F/A attachment [literal best meta gun] - you'll see how they die pretty quickly, although I have no idea what that second guy was doing, probably radioing (sorry!)
But, one thing I'll agree on is that it feels like the hit-and-run playstyle rebels 'should' have is nullified by the overall low damage values across the board - you have to put at-least 80% of a mag into somebody to kill them, and that's with most of the shots hitting. And, mind - that's with a comptentent gun like an MP5 or MP7 - and the moment they start running or dodging (as you'd do, obviously!) it gets wonky as a result of the aformentioned tickrate issues, making hit-and-runs literally impossible (even more so if you haven't got a fast-firing, decent gun with armour peneration - such as a MP5/MP7 - you're completely fucked otherwise) which means suprising and ambushing people is completely moot as it devolves into impulse tier firefights of strafing and firing a thousand rounds into eachother.
Pray-tell WWB when it releases (if it does) it simplifies and makes firefights a little more engaging.
One quick note about TTK - I was always of the belief that 'headshots should kill instantly' for the name of realism and clockwork/neb nostalgia, but after a lot of playtesting on my own failed project and a bunch of mock scenarios I've learnt that dying literally instantly actually isn't much fun and the longer, drawn out firefights allow you to actually, reposition - heal, repair your armour etc and it's much more engaging than getting triple-tapped by a 900 RPM MP7 and dying practically instantly.
It's nuanced, for sure. Sorry for the complete nothingburger fence-sitting post, but - my 2c.
Here's me taking out a pair of cops with an MP5, with one having a M16A2 with the F/A attachment [literal best meta gun] - you'll see how they die pretty quickly, although I have no idea what that second guy was doing, probably radioing (sorry!)
But, one thing I'll agree on is that it feels like the hit-and-run playstyle rebels 'should' have is nullified by the overall low damage values across the board - you have to put at-least 80% of a mag into somebody to kill them, and that's with most of the shots hitting. And, mind - that's with a comptentent gun like an MP5 or MP7 - and the moment they start running or dodging (as you'd do, obviously!) it gets wonky as a result of the aformentioned tickrate issues, making hit-and-runs literally impossible (even more so if you haven't got a fast-firing, decent gun with armour peneration - such as a MP5/MP7 - you're completely fucked otherwise) which means suprising and ambushing people is completely moot as it devolves into impulse tier firefights of strafing and firing a thousand rounds into eachother.
Pray-tell WWB when it releases (if it does) it simplifies and makes firefights a little more engaging.
One quick note about TTK - I was always of the belief that 'headshots should kill instantly' for the name of realism and clockwork/neb nostalgia, but after a lot of playtesting on my own failed project and a bunch of mock scenarios I've learnt that dying literally instantly actually isn't much fun and the longer, drawn out firefights allow you to actually, reposition - heal, repair your armour etc and it's much more engaging than getting triple-tapped by a 900 RPM MP7 and dying practically instantly.
It's nuanced, for sure. Sorry for the complete nothingburger fence-sitting post, but - my 2c.


