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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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yeah this is real. needing to magdump an armor-less bluesuit is silly, going against armored targets is nigh impossible

its like they were balanced by people who dont even participate in s2k fights
 
yeah this is real. needing to magdump an armor-less bluesuit is silly, going against armored targets is nigh impossible

its like they were balanced by people who dont even participate in s2k fights
𝚆𝚑𝚎𝚗 𝚢𝚘𝚞 𝚜𝚎𝚎 𝚊𝚗𝚍 𝚛𝚎𝚊𝚕𝚒𝚣𝚎 𝚝𝚑𝚊𝚝 𝚊𝚕𝚕 ''OTA'' 𝚊𝚛𝚎 𝚊𝚍𝚖𝚒𝚗 𝚌𝚑𝚊𝚛𝚊𝚌𝚝𝚎𝚛𝚜 𝚢𝚘𝚞 𝚌𝚊𝚗 𝚜𝚝𝚊𝚛𝚝 𝚝𝚘 𝚞𝚗𝚍𝚎𝚛𝚜𝚝𝚊𝚗𝚍 𝚝𝚑𝚎 𝚛𝚎𝚊𝚜𝚘𝚗𝚒𝚗𝚐 𝚏𝚘𝚛 𝚜𝚞𝚌𝚑 𝚋𝚒𝚊𝚜𝚎𝚍 𝚊𝚙𝚙𝚛𝚘𝚊𝚌𝚑. 𝙹𝚞𝚜𝚝 𝚊𝚗 𝚘𝚋𝚜𝚎𝚛𝚟𝚊𝚝𝚒𝚘𝚗 𝚒 𝚐𝚞𝚎𝚜𝚜...
 
𝚆𝚑𝚎𝚗 𝚢𝚘𝚞 𝚜𝚎𝚎 𝚊𝚗𝚍 𝚛𝚎𝚊𝚕𝚒𝚣𝚎 𝚝𝚑𝚊𝚝 𝚊𝚕𝚕 ''OTA'' 𝚊𝚛𝚎 𝚊𝚍𝚖𝚒𝚗 𝚌𝚑𝚊𝚛𝚊𝚌𝚝𝚎𝚛𝚜 𝚢𝚘𝚞 𝚌𝚊𝚗 𝚜𝚝𝚊𝚛𝚝 𝚝𝚘 𝚞𝚗𝚍𝚎𝚛𝚜𝚝𝚊𝚗𝚍 𝚝𝚑𝚎 𝚛𝚎𝚊𝚜𝚘𝚗𝚒𝚗𝚐 𝚏𝚘𝚛 𝚜𝚞𝚌𝚑 𝚋𝚒𝚊𝚜𝚎𝚍 𝚊𝚙𝚙𝚛𝚘𝚊𝚌𝚑. 𝙹𝚞𝚜𝚝 𝚊𝚗 𝚘𝚋𝚜𝚎𝚛𝚟𝚊𝚝𝚒𝚘𝚗 𝚒 𝚐𝚞𝚎𝚜𝚜...
Hello, OTA member and Admin here!

Wtf are you waffling about

Bye!
 
𝚆𝚑𝚎𝚗 𝚢𝚘𝚞 𝚜𝚎𝚎 𝚊𝚗𝚍 𝚛𝚎𝚊𝚕𝚒𝚣𝚎 𝚝𝚑𝚊𝚝 𝚊𝚕𝚕 ''OTA'' 𝚊𝚛𝚎 𝚊𝚍𝚖𝚒𝚗 𝚌𝚑𝚊𝚛𝚊𝚌𝚝𝚎𝚛𝚜 𝚢𝚘𝚞 𝚌𝚊𝚗 𝚜𝚝𝚊𝚛𝚝 𝚝𝚘 𝚞𝚗𝚍𝚎𝚛𝚜𝚝𝚊𝚗𝚍 𝚝𝚑𝚎 𝚛𝚎𝚊𝚜𝚘𝚗𝚒𝚗𝚐 𝚏𝚘𝚛 𝚜𝚞𝚌𝚑 𝚋𝚒𝚊𝚜𝚎𝚍 𝚊𝚙𝚙𝚛𝚘𝚊𝚌𝚑. 𝙹𝚞𝚜𝚝 𝚊𝚗 𝚘𝚋𝚜𝚎𝚛𝚟𝚊𝚝𝚒𝚘𝚗 𝚒 𝚐𝚞𝚎𝚜𝚜...
What?
 
I still don't understand the appeal in having the pulse guns be so overpowered. I'm aware that OTA deploy less and when they do deploy the usually aren't carrying the AR2s and whatnot.

Wouldn't it be better if these weapons were nerfed so that the TTK disparity between them and the rest of the guns wouldn't be so great? The AR2 can down you before you even realize you are taking damage. The TTK far exceeds everything else to the point that it feels like those that have it are playing a completely different gamemode than everyone else.

The pulse weaponry could be nerfed by quite a bit and still maintain its status as the best weaponry in the game.

If this change was implemented, OTA could deploy more frequently so that WN could RP more often with a common enemy type from the Half-Life games. It seems weird to me to lock a base HL2 faction and their items behind god status. The uprising could have never happened if Valve portrayed OTA the way that WN portrays them.

Anyway, if rebels got their hands on a significant enough amount of the OP pulse weaponry that they started appearing regularly enough to put down CPs with a 1.5 second TTK, they would be nerfed immediately no questions asked. (which i think is strange because the possibility is on the table with the justification behind these OP weapons being that OTA are lootable now if you can ever kill them)
 
The uprising could have never happened if Valve portrayed OTA the way that WN portrays them.
Hello, you are playing as Gordon Freeman against an Antagonist in a game made in the early 2000s, it is obvious that the OTA is not portrayed as strong as it would be realistically.

Same as many other games like Call of Duty, the soldiers you fight are basically retarded even at high difficulties, if an RP server existed they would be more balanced/Overpower you.

Cheers
 
Hello, you are playing as Gordon Freeman against an Antagonist in a game made in the early 2000s, it is obvious that the OTA is not portrayed as strong as it would be realistically.

Same as many other games like Call of Duty, the soldiers you fight are basically retarded even at high difficulties, if an RP server existed they would be more balanced/Overpower you.

Cheers
To be fair random rebel NPC’s win in most fights, I doubt they were going for the Halo Spartan tier super soldier that HL2RP in general tends to go with.
 
The uprising could have never happened if Valve portrayed OTA the way that WN portrays them.

Game-logic/Lore-logic aside...

Its worth nothing that even in base HL2, OTA are regularly seen as being fairly competent. Keep in mind, OTA is up against a highly organized resistance, led by some of the smartest people in the world. Despite this, they raid BME with staggering success. They tear down the entire City 17 underground (Possibly was even done by CP's alone, but that only would further implement the point.) We also see them during the battle of City 17, where rebels are getting killed by soldiers alone left and right. HL2 does not have 'cutscenes' so these little moments can give us insight into how rebels actually deal with OTA.

Remember, in the game, rebels do like twice the damage and have way more health - since they are your followers and need to feel like they are doing something useful.

Back to lore though, OTA are also specifically engineered monstrosities, shells of humanity driven for the specific purpose of putting other humans in the dirt. It wouldn't make sense the Combine spent so much time and effort modifying these people if they just end up being a worse product for Combat. HLA shows just how heavily these freaks are altered, too. 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.

As for the weapons, Imo they should be a notable markup from literally any, and all non-pulse weaponry. Not broken as shit, but having traits such as massive penetration qualities or something. Biolocks are a literal canon feature in Half Life now, so clearly the Combine are aware of their value. Even Russel comments that the resistance would use them more, if they could.

I don't do S2K on this server, but I do feel its important to highlight the main purpose of this server, which is story. Narratively, OTA weaponry should be a step above the rest, as should their capabilities. But only that step, as any farther and you run into the issue that OTA becomes more powerful than the synths, who very much overpower them.
 
Edited main post to add an important example of the situation
And more info
Mainly that the focus inst solely OTA
 
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Hello, you are playing as Gordon Freeman against an Antagonist in a game made in the early 2000s, it is obvious that the OTA is not portrayed as strong as it would be realistically.

Same as many other games like Call of Duty, the soldiers you fight are basically retarded even at high difficulties, if an RP server existed they would be more balanced/Overpower you.

Cheers
I don't see how this is relevant to the core discussion of balancing the gunplay so that it isn't completely unenjoyable to fight against OTA unless your equipment mirrors theres exactly. The TTK of some of these pulse weapons is absurd and is way beyond the point of proving that OTA are stronger than the average rebel. You could have them nerfed by quite a bit and they would still remain the best weapons on the server by far.

The effect of Willards balance decisions has seen almost the complete removal of the AR2 being used by the Overwatch Forces because they are so unfairly overpowered. If the TTK disparity was lowered to a reasonable amount, you could reintroduce the weapon and OTA back into somewhat regular roleplay while maintaining the effect that they are far stronger than the average fighter, which I never disagreed with..
 
I still don't understand the appeal in having the pulse guns be so overpowered. I'm aware that OTA deploy less and when they do deploy the usually aren't carrying the AR2s and whatnot.

Wouldn't it be better if these weapons were nerfed so that the TTK disparity between them and the rest of the guns wouldn't be so great? The AR2 can down you before you even realize you are taking damage. The TTK far exceeds everything else to the point that it feels like those that have it are playing a completely different gamemode than everyone else.
Something to add to this, OTA are as of now transitioning from the Half life Alyx shit to the HL2 ones. They are starting to just deploy all the time with AR2s instead of grunts and shit.
 
Something to add to this, OTA are as of now transitioning from the Half life Alyx shit to the HL2 ones. They are starting to just deploy all the time with AR2s instead of grunts and shit.
That reminds me the MP7 model still sucks
 
It does but, tbh it's not a main issue rn. But if OTA are transitioning to HL2 ones, that means it will be a SPAS-12 and AR2 shit fest.
They did use the MP7 a ton, AR2 wasn’t super common, should be interesting.
 
Something to add to this, OTA are as of now transitioning from the Half life Alyx shit to the HL2 ones. They are starting to just deploy all the time with AR2s instead of grunts and shit.
Actually we've been deploying with MP5s, only Ordinals have pulse weapons and there's only one....
 
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