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Sugestion/complaint | The plastic toy guns.

Taliazure

Radio Bob Approved
Joined
Oct 17, 2021
Messages
456
The current state of guns

A serious issue that needs addressing.
The damage output of weapons is severely lacking, to the point where even low-tier guns outshine what should be considered high-tier options.
It's frustrating to see that an MP7 performs better than a G3 or a Mini14, and a Pulse SMG outperforms other weapons across the board.

I handed in a 60 damage gun, a scout for a gun that does 9 damage?
For a rifle that does the damage of a HANDGUN.
EVEN MY GLOCK DOES MORE DAMAGE THAN THIS SUPPOSED HIGH POWERED RIFLE 7,62 × 39 mm GUN.


Recent events have highlighted the problem vividly. I found myself firing at OTA with a Mini14, expecting its supposed power to make an impact, but it was as if my shots were being ignored. The damage output was so pitiful that the OTA didn't even seem to notice the shots raining down on them. This isn't just a matter of inconvenience; it's a fundamental flaw that needs urgent attention.

It's not enough to just complain about the state of guns without offering solutions. The solution is clear: guns need to be lethal. They should pack a punch and make players fear being on the receiving end. Whether it's a pistol, a shotgun, or a high-caliber rifle, each shot should be felt, and survival shouldn't be guaranteed after taking multiple hits specially to those without armor.

One server that got weapon balance right is "Nebulous." Their guns felt impactful and dangerous. A simple PM pistol could take down any OTA with just a few well-placed shots to the head. This is the kind of balance we need – where skill and strategy matter more than the type of gun or armor a player has.
Finding OTA looking the wrong way as they cross a bridge and delivering a well placed headshot with a revolver to kill one, felt good, it felt right, the gun felt as powerful and it sounded and so did theirs guns as they masterfully mowed us down with proper precision from alien guns that melted armor. You could not survive a burst of that thing with no armor, as it should be.

It's time for developers to take action and rebalance the weapons to restore the thrill and intensity of gunplay. Players should feel empowered by their weapons, not frustrated by their ineffectiveness. Let's make guns lethal again and restore the excitement to the game.


ARMOR
Let's emphasize the significance of armor. In addition to ensuring the lethality of guns, armor should play a crucial role in prolonging survival. It ought to provide an extra layer of protection, enabling players to withstand a few additional hits before succumbing. While armor shouldn't render players invincible, it should offer a chance of survival beyond just a few stray shots, even if not an entire magazine's worth.


The frustration of encountering opponents who easily escape while absorbing shots from low-damage guns is all too familiar. It's disheartening to catch someone off guard, only for them to swiftly vanish around a corner, seemingly impervious to the damage dealt. This scenario underscores the urgent need for a recalibration of weapon effectiveness. Players shouldn't feel powerless in such encounters, where opponents evade with apparent ease despite being targeted with gunfire. Balancing the lethality of weapons is essential to restore the equilibrium of engagements and ensure that skillful plays are duly rewarded.


Recoil, spread, and precision are critical elements that significantly impact the gameplay experience. Recoil serves as a crucial balancing factor, requiring players to hone their gun skills and make strategic decisions based on their distance from the enemy. Should they opt for full-auto fire or take precise shots in single-fire mode? Is their weapon suitable for the current engagement range? These are the questions players should contemplate.

However, random spread and lack of precision can be infuriating. There's nothing more frustrating than carefully lining up a shot on a stationary target, only for the bullet to veer off course due to excessive spread or perceived inaccuracies in the weapon's handling. Guns are inherently precise tools, and they should remain as such. Recoil, on the other hand, should serve as the primary deterrent against indiscriminate full-auto fire across long distances. It should encourage players to exercise patience, take aim, and fire deliberately to manage recoil effectively. By striking a balance between recoil and precision, be both challenging and rewarding, rewarding players who demonstrate skill and discipline in their approach to combat.

IF you are getting shot then it's for a reason. It's to kill you. Point.


Developing and testing


When it comes to developing and testing new features, such as gun performance, there are often challenges in understanding how they will perform in various situations. Factors like time constraints and limited resources can make it difficult to thoroughly test it.

However, there are tools available to address these challenges. One idea is to use the development server instead of limiting testing to specific times or situations, we could open up the development server for continuous testing by players. This could involve creating an arena environment where players can freely access vendors to test out changes made to the guns.

By allowing players to experiment with the guns in different scenarios and against various opponents, we can gather valuable feedback on their performance. Players could spend as much time as needed testing the guns in a fun versus battle and reporting their findings, helping the development team fine-tune the weapons for the main server.

This approach not only provides a more comprehensive testing environment but also fosters community involvement in the development process, ultimately leading to more informed decisions and better-balanced gameplay.


EDITED: Focus on the issue

I believe people are losing sight of the core issue. There's an excessive fixation on OTA. We must recognize that combat balance cannot solely revolve around addressing OTA concerns. While it's undeniable that OTAs are currently imbalanced with their overwhelmingly powerful weapons, we must also acknowledge the weakness of other firearms.

Even against unarmored targets, it takes an entire magazine to kill them. Furthermore, players can easily evade confrontation by how their running speed is, the lack of momentum when turning, the lack of penalty when running backwards. It shouldn't require a full magazine from an AKSU to subdue an unarmored individual. Armor should be a crucial factor in combat survivability. Engaging in combat without proper armor should be strongly discouraged; one should fear facing a firearm without adequate protection.

However, the reality is different. When confronted by an CP or a rebel, individuals often evade effortlessly, exploiting issues such as hit registration, frame rate, and the underwhelming damage output of our guns. Let's see an example: a video of a lone unit outnumbered by rebels, yet escapes due to the aforementioned issues.





Instead of fixating solely on OTA, we must address the broader issue encompassing the state of all weapons.
 
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Actually we've been deploying with MP5s, only Ordinals have pulse weapons and there's only one....
From what i heard, atleast last deployment. Yall were equipped with AR2s and had a marksman (T5000). Just the T5000 on its own already feels like a bit too much even if ya'll deployed with mp5s. OTA are still bullet sponges as a cause of the almost negative damage weapons do.
 
From what i heard, atleast last deployment. Yall were equipped with AR2s and had a marksman (T5000). Just the T5000 on its own already feels like a bit too much even if ya'll deployed with mp5s. OTA are still bullet sponges as a cause of the almost negative damage weapons do.
Hello, there were around 4 rebels spotted in a certain location along the Freed Vort assault, that warrants OWS (Only SMGs were used) a special (We used the Marksman) and an Ordinal.

All OTA deployments are balanced for the situation they're facing.
 
Hello, there were around 4 rebels spotted in a certain location along the Freed Vort assault, that warrants OWS (Only SMGs were used) a special (We used the Marksman) and an Ordinal.

All OTA deployments are balanced for the situation they're facing.
Thats fair, somewhat, then. All im still worried about is Guns being pea shooters compared to other weaponry such as:

Pulse Weapons
Snipers
Shotguns

In that order from top to bottom (Pulse weapons being the most outright broken of them all). Guns as of now compared to THOSE seem like pea shooters that do no damage and everyone with 50 armor or more feel unnecesarily tanky. OTA deployment may be somewhat balanced but the issue with weapons sort of still stands, OTA and anyone or anything with more than 50 armor are bullet sponges that take TOO LONG to kill in most scenarios unless you have the before mentioned weapons (Sniper, pulse weapons or shotguns).




Not to mention that the AR2 has basically no recoil when you get to 50 guns, making it a laser beam of death thats even more OP than the vortbeam (Its even better to just hip fire with it) And that is just NUTS. But we cant just balance it all around OTA becausr all the other weapons still feel WRONG. Instead of lowering pulse weapon damage just ramp up the other ones, make them actually DEAL good damage and have a decent TTK.

I stand with @Taliazure on this, this shit has to change, really soon.
 
OTA deployments aren’t changing, with or without a nerf.
 
Even the spas-12 is shit. I shot a CP 4 times with it at most 10-25 meters in the prison event and he survived I had to finish him off with 6 shots morefrom my mini14.
 
IDK man, the spas itself is dogwater. The only good ones are the MP 155 and the Model 870.
 
IDK man, the spas itself is dogwater. The only good ones are the MP 155 and the Model 870.
remember when the spas was god tier in clockwork? good times
 
I made a joke above about how Parrygod is a pretty good measuring stick for how OTA should be portrayed...and I was only half-joking. They're not space marines, or some shit, and HLA also clearly shows that smart, talented survivors could take them out in numbers.
BUT they're still very tough.
This is exactly true, I love how he portrays the OTA.
Especially in Patient Zero.

It takes 5 armed rebels, and 1 really well placed shotgun blast to the face + an explosion to kill that one soldier.
The kill count:
3 rebels.
1 soldier.

The only reason the rebels won was:
A. They set a trap and it worked.
B. The man hack stopped working.
C. The soldier got distracted on 1 rebel, allowing another to shoot it with their shotgun.

It took an entire team to kill one soldier, with three rebel casualties.
This is how the OTA realistically would be. They would rip and tear the mismatched resistance, and would easily dispatch of smaller numbers.
 
This is exactly true, I love how he portrays the OTA.
Especially in Patient Zero.

It takes 5 armed rebels, and 1 really well placed shotgun blast to the face + an explosion to kill that one soldier.
The kill count:
3 rebels.
1 soldier.

The only reason the rebels won was:
A. They set a trap and it worked.
B. The man hack stopped working.
C. The soldier got distracted on 1 rebel, allowing another to shoot it with their shotgun.

It took an entire team to kill one soldier, with three rebel casualties.
This is how the OTA realistically would be. They would rip and tear the mismatched resistance, and would easily dispatch of smaller numbers.
eh, even the creator of that animation says the reason the OTA survived was he was in the back of the room, if he were nearer to the hopper mine he would be dead. The idea that OTA are somehow epic super solders dose not match up with any lore from any game. You have to think this is a video game, is this interaction FUN for the rebels. When fighting OTA with Ar2s i went from 100 HP and 50 Armor to 0 HP and 0 Armor is about a second. That is unfair to fight. That is not balanced for anyone who goes against pulse weapons. It would be unfair for Cps or Cons to fight rebels with Ar2s, or hell even some OTA it would be unfair.
 
This is exactly true, I love how he portrays the OTA.
Especially in Patient Zero.

It takes 5 armed rebels, and 1 really well placed shotgun blast to the face + an explosion to kill that one soldier.
The kill count:
3 rebels.
1 soldier.

The only reason the rebels won was:
A. They set a trap and it worked.
B. The man hack stopped working.
C. The soldier got distracted on 1 rebel, allowing another to shoot it with their shotgun.

It took an entire team to kill one soldier, with three rebel casualties.
This is how the OTA realistically would be. They would rip and tear the mismatched resistance, and would easily dispatch of smaller numbers.
Patient Zero isn't exactly a reflection of a typical OTA unit, given the suit used and weapon utilized. ParryGod's "Protectors" is a much more faithful representation of OTA's typical troopers, where whilst they are EXTREMELY lethal, they are vulnerable to bullets just as much as the rebels though they can take a beating much more effectively. The OTA aren't Space Marines, neither are they Master Chief, they're soldiers. And soldiers aren't tanks.

Linking it below because it is also one of my fave HL SFMs ever made, for anyone who hasn't seen ParryGod's stuff, do it. (Absolutely shameless glazing and shilling)

 
eh, even the creator of that animation says the reason the OTA survived was he was in the back of the room, if he were nearer to the hopper mine he would be dead. The idea that OTA are somehow epic super solders dose not match up with any lore from any game. You have to think this is a video game, is this interaction FUN for the rebels. When fighting OTA with Ar2s i went from 100 HP and 50 Armor to 0 HP and 0 Armor is about a second. That is unfair to fight. That is not balanced for anyone who goes against pulse weapons. It would be unfair for Cps or Cons to fight rebels with Ar2s, or hell even some OTA it would be unfair.
This is a ridiculous statement considering the rarity of OTA deployments consisting of AR2s. Stated time and time again, they are not going to be used unless they're deployed against some dire circumstance. Thus, they are fine as they are as they are locked behind a state of server we're going to reach maybe once per year.

The only reason they were used during the expo was because of my own misjudgment of the situation and have since then learned from it. Main deployment guidelines have AR2s behind lock and key where they are ONLY used during extensive fractured periods or judgement waiver when I give the approval.

This is an issue with the server's damage scaling, and this complaint only focuses on such. Do not try to twist it into something different.
 
This is a ridiculous statement considering the rarity of OTA deployments consisting of AR2s. Stated time and time again, they are not going to be used unless they're deployed against some dire circumstance. Thus, they are fine as they are as they are locked behind a state of server we're going to reach maybe once per year.

The only reason they were used during the expo was because of my own misjudgment of the situation and have since then learned from it. Main deployment guidelines have AR2s behind lock and key where they are ONLY used during extensive fractured periods or judgement waiver when I give the approval.

This is an issue with the server's damage scaling, and this complaint only focuses on such. Do not try to twist it into something different.
I don't think saying the ar2 is overpower is ridiculous. And i agree with the measures you've taken to limit its use. My point was that having OTA be the super soldiers alot of people present them as is a bad idea. Anyways, i agree with the main complaint. Wasn't trying to twist anything was just responding to the other people in da thread.
 
Was he afk????
Guy was standing there without ammo. I shot him in the face he tried to run, ran into a corner with a dead end ran back towards me, tried to juke aorund me a si equipped my mini14 chased after him as I shot him in the back till. He got corners by me and another prisoner and I executed him.
The damage on guns are a massive joke, not a funny one either.
 
I believe our focus should not be on nerfing OTA weaponry, as they are meant to be powerful and lethal.
The real issue lies in the disparity between the strength of OTA guns and our own weapons. Our firearms feel like mere toys compared to theirs, making it nearly impossible to effectively combat them or civil protection units.

Instead of weakening OTA, we should bolster our own guns to be real guns.

Victory in battles should be determined by skill, tactics, and quick thinking, not by who has the better gear. Let's prioritize balancing our weapons to restore the emphasis on skillful gameplay rather than relying on equipment advantages.

Please
This is what guns should feel like.


If you're caught out of cover, you should be punished, if you're flanke you should be punished.


Weapons need recoil, they need more recoil and not just up and down but to the sides, guns should bounce when you fire and should force you to see the range to your target and decide if it's good to full auto or single fire. To stop you from lasering people across maps like this. Specially if firing from the hip.

And please make it so that gun level 50 reduces recoil But not this much as it is now,recoil needs to exist because it's a major mechanic in skill wise combat.
 
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HOT TAKE INCOMING:

Guns:

I feel like the guns are incredibly balanced, I've dabbled in a lot of shooting recently due to the 2 expeditions, and I have 0 complaints. I feel like we're all just simply used to the entire thing that weapons did an infinite amount of damage due to the system being bugged.

I've 1v1'd OTA that was around full to 75% armor and full HP, and I was able to win due to my superior movement and knowledge of how to place my crosshair and where. In no way did I feel like my gun put me at a disadvantage, nor did I feel like I was fighting an immovable object.

Also, I believe we're looking at guns the wrong way, rather than looking at the 'damage number', we need to look at TTK, mag size, RPM and stability. For example, the AKSU and AKM, the AKM does 1 more damage than the AKSU, HOWEVER, the AKSU does 150 RPM more than the AKM, thus is a better weapon. Using this, we can easily depict what the best guns are based on TTK+Mag size+RPM rather than looking at the damage logs only.

I'm fine with the current system, mostly because I don't really shotcop anymore, so I don't need to have any '1 second TTK' assassinations. Shotcops are still perfectly viable through the current gun system and is only able to be done with the adequately provided guns. You can not expect a gun that shoots BOLTS and PEAS to shoot through metallic kevlar in a millisecond.

1712844743569.png

You also say that it takes an entire magazine to kill someone who is unarmored, and while I understand that 10 damage may be low, if you think about the fact that the MP9 does about 700-800 RPM. For this calculation, let's say we do 750 RPM with the MP9. If you divide 750 RPM by 60 to see the RPS, you get 12.5 RPS. This means you can kill an unarmored person in ONE SECOND.


OTA:

I believe OTA to be adequately balanced and the rebellion to be quite equipped against fighting them in the correct circumstances. I have full faith in Astro in the deployment rules, as I have always said everywhere. OTA also got nerfed from what I can tell in the changelogs, from asking what the subsequent changes were, I got told they were as followed; OTA armor got nerfed to 100 from 125.

1712844653063.png


1712844587594.png


If you count this damage from the OPs clip, you will have about... 12/13 less bullets to shoot against OTA. OTA now have 25 armor more than what our 'high-end' rebels have, and in my opinion this is perfectly balanced.
 
OTA:

I believe OTA to be adequately balanced and the rebellion to be quite equipped against fighting them in the correct circumstances. I have full faith in Astro in the deployment rules, as I have always said everywhere. OTA also got nerfed from what I can tell in the changelogs, from asking what the subsequent changes were, I got told they were as followed; OTA armor got nerfed to 100 from 125.
Our default unit, OWS, has been at 125/100 since the break ended. The nerfs brought us down to 100/100.
 
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