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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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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.

View attachment 33655

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.

View attachment 33654


View attachment 33653


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.
Liam after posting this:
 
"i dont pvp much, i dont shotcop, i dont assassinate, i only do passive rp and look into trash but i also think guns shouldnt be changed"
 
"i dont pvp much, i dont shotcop, i dont assassinate, i only do passive rp and look into trash but i also think guns shouldnt be changed"
if the difficulty to kill ota drops, so should the amount of loot that is given. its only fair
 
I think all combat should be settled in a CS de_dust2 match and roleplayed accordingly
 
if the difficulty to kill ota drops, so should the amount of loot that is given. its only fair
If OTA is impossible to kill unless you are in a big numeric advantage, which is impossible given OTA deploys are based on the rebel size, then it'll always be hard and therefore should be rewarded accordingly.
We are talking that today, an OWS with an SMG has an mp5 as the loot you can get, 100hp and 100 armor. That is in fact less loot than you'd get from a shotcop.
And if we talk about OTA with pulse weapon's loot, let's just say that one of them can down a rebel in less than 15 bullets and they drop a biolocked weapon. (Still 100hp at least and 100 armor, most have more than that)
So while if they lowered the difficulty enough, the loot should follow, currently, killing OTA is still a considerable task for rebels.
 
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