Main > Gameplay
1.3.3 GUNS AND GUNNER SKILL BALANCE
Lord Dick Tim:
Range finder for a 203, ahh, the memories of how terrible a shot I was with it.
Lochiel:
I don't think anyone was a good shot with that.
That's the rear half of a sight system for the m203; the front half is the fixed post sight on the rifle. This is relevant because, unlike in a game, the shooters POV doesn't change, they put the front element on the target, and adjust the angle of the weapon so that the rear element matches the (horribly) guessed range.
In game, adjusting the angle of the weapon adjusts the shooters POV, meaning that to line up the shot to the appropriate range the numbers need to be inverted.
I hope that makes sense.
Salous:
Not quite sure if its been stated or not, but why not put in the disable changes/ hitbox changes in before the major changes to the gat/mort? The disable changes alone could have solved some of the "issues" that some people had with those weapons.
As others have stated, disable weapons are now over the top. Try greased rounds or burst out with artemis, it will wreak someone's day. No point even trying to go for a kill right now, just disable and fire away, sooner or later the artemis will finish it off.
-Mad Maverick-:
--- Quote from: awkm on October 31, 2013, 03:15:11 pm ---Yeah not going to touch ramming or impact dmg.
--- End quote ---
aw you DID play games with my heart
Kriegson:
Imho disable>kill being the easiest thing to accomplish is overall better for gameplay. A disabled ship has a chance to recover, a dead one that was gat/mort+rammed=explode does not. I've had plenty of situations where I was unable to keep someone pinned or likewise was able to escape and came around for revenge.
It can be frustrating, but ultimately it makes for a better competition. A 1hit KO in a boxing match is amusing to watch every now and then, but I doubt you would have satisfied spectators if that was what EVERY match came down to.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version