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Re: Unbalanced weapons

Posted: 2009-12-07 04:34
by Threedroogs
[R-DEV]bosco wrote:2008 called, they want their thread back...
lol...that really cracked me up.

Re: Unbalanced weapons

Posted: 2009-12-07 05:53
by Roguehellhound
heh, my suggestion:

Decrease Riflemen deviation, remove scopes from spawnable saws.

Makes a Riflemen more key in battle as should, AR gunner now actually utilize teamwork to locate targets and engage.

Also NOTE: In Real Life, when you make contact, your going to go for the enemies auto gunner first, he has the most casualty producing weapon and as so, primary target to eliminate or suppress fire on.

Re: Unbalanced weapons

Posted: 2009-12-07 06:17
by CAS_117
00SoldierofFortune00 wrote:No, but its way too accurate right now under 50M and that effects gameplay in a negative way. A G3 is likely to kill you or at least put you down in 1 shot to the body, but its made (or at least attempted) to be 2 shots to kill with for gameplay reasons. Samething here.

A lot of the weapons ingame are more powerful than they really are in real life or weaker than they are in real life, but if we make every weapon as realistic as possible, the game just wouldn't be fun. As I suggested, the only way that most people are going to treat the SAW as a real Light Machinegun is to lessen the accuracy in CQB and make it more of a medium to long range weapon to be used for suppressing fire as it was intended to be. So everytime they move, especially in the urban maps, they are forced to be with their squad or else they will be pretty helpless against other enemies (not completely, but you get the point).
You simply cannot mod players by changing the laws of physics Fortune. It has been tried, and tried, and tried, and tried, and tried, and even when it works as intended 5 more unforeseen and unrealistic responses are created to counter it. In reality weapons are created for a purpose, and they all need to do their job properly. If you don't give a weapon the ability to do its job then something else is going to take over for it just by natural selection.
Fungwu wrote:However there were jeeps. Jeeps had a few advantages, they were highly resistant to small arms fire, and the .50 cal they mounted was both accurate, full auto, and could kill in one shot, hit detection willing. In .7 there were jeeps, and they were just as powerful but light at rockets were both plentiful, and accurate.
Case in point. You make guns work less, people take jeeps and run people over. You make AT work less and sure people will take more APCs but there's no guarantee they'll use mechanized infantry tactics, and they certainly will move more freely without any support at all. The question for every weapon is: "What is my job, and can I do it?" The trouble is overthinking it.

Some weapons yes can be used in a way that it was not intended in reality. The question then is: "Is this capability realistic?". Can jeeps climb a hill at a 45 degree angle and run over a dozen soldiers wearing armor? Can anti tank weapons track said vehicle? There is ONE way to balance a game and that is to give everything a realistic capability.

*Edit: I mean seriously its as if people think that the game is like an electrode or a maze with a mouse and you give different paths and voltages for a different behavior. It just always backfires in at least one way because people can't be charted and reformatted like a computer or some kind of electronic highway.

Re: Unbalanced weapons

Posted: 2009-12-07 11:00
by Sirex[SWE][MoW]

Re: Unbalanced weapons

Posted: 2009-12-07 11:26
by maarit
im not sure do combat medics have a scope in their rifle?
but ingame they dont have and if i remember there was this reason that if combat medic have scope,then everyone would play just medic.(but its limited now so....)
but same thing is with that saw.everybody want that weapon.

EDIT:
i just wondering what kind of recoil is there in saw in real life?
can you shoot with that,eye on scope?

Re: Unbalanced weapons

Posted: 2009-12-07 12:24
by 00SoldierofFortune00
CAS_117 wrote:You simply cannot mod players by changing the laws of physics Fortune. It has been tried, and tried, and tried, and tried, and tried, and even when it works as intended 5 more unforeseen and unrealistic responses are created to counter it. In reality weapons are created for a purpose, and they all need to do their job properly. If you don't give a weapon the ability to do its job then something else is going to take over for it just by natural selection.
No, I agree with that, but the reality is the SAW isn't accurate in CQB (as accurate as a regular AR) in real life for the reasons IronComatose mentioned. Hence part of the reason why its accuracy in CQB should be nerfed and the other reason due to it being the best weapon ingame at everything when it serves only 1 purpose. And that purpose is suppressing fire, both in real life and ingame. The long range deployed position of the SAW currently is fine, its just the CQB that needs to be fixed.


*Edit: I mean seriously its as if people think that the game is like an electrode or a maze with a mouse and you give different paths and voltages for a different behavior. It just always backfires in at least one way because people can't be charted and reformatted like a computer or some kind of electronic highway.
No, I totally agree with that and think that is one of the reasons why the new Beta system will fail hard IMO. But the SAW isn't getting nerfed if they take away its accuracy in CQB, all they are doing is making players use it from medium to longer ranges, the way it is really intended. A lot of players still use the SAW as an assault rifle. I mean, it may increase SAW camping, but thats pretty high already. It would primarily prevent people with LMGs and SAWs to not go off on their own as they would be vulnerable moving from position to position and would have to depend more on a squad.

maarit wrote:im not sure do combat medics have a scope in their rifle?
but ingame they dont have and if i remember there was this reason that if combat medic have scope,then everyone would play just medic.(but its limited now so....)
but same thing is with that saw.everybody want that weapon.
^^^This. How can you guys support the current SAW being uber at close range when many of you don't even support the medic having a long range weapon when 70% of the maps are long range?

Re: Unbalanced weapons

Posted: 2009-12-07 13:32
by CAS_117
00SoldierofFortune00 wrote: No, I totally agree with that and think that is one of the reasons why the new Beta system will fail hard IMO. But the SAW isn't getting nerfed if they take away its accuracy in CQB, all they are doing is making players use it from medium to longer ranges, the way it is really intended. A lot of players still use the SAW as an assault rifle. I mean, it may increase SAW camping, but thats pretty high already. It would primarily prevent people with LMGs and SAWs to not go off on their own as they would be vulnerable moving from position to position and would have to depend more on a squad.
I understand what you mean, but it really isn't the LMG's fault that its so good lol. Really when I am an SL I don't even bother shooting anymore because 9/10 times the SAW gunner will kill him first. Past 100m a rifle isn't gonna kill a runner if he is in cover at all. Only option is a headshot before he runs (which is why having 5 other guys blundering around, firing haphazardly, and scaring the ducks is really irritating sometimes). The LMG can stop a soldier under all circumstances running or not.

At close range well, I'm not that good with the LMG but close quarters is kinda rough in general. Even with a rifle I can use a full clip on a guy facing the wrong way at 50m and get shot in the face when he dives prone at full auto. So I think the accuracy is the same but the LMG just has statistically a higher probability of hitting the guy lol.

Re: Unbalanced weapons

Posted: 2009-12-07 13:36
by Epim3theus
The reason for not giving the medic a scope is because then the medic would more likely become active in firefights and trying to get kills.
The medic should focus on keeping his squadmembers at full health and alive and the close range/odd angle succerity of his squad. Aswell of staying alive himself and out of harmsway or in low risk situations as possible.
Most of the time the player that takes up the medic role, voluntarily, atm is the more team oriented player imo. Giving the medic a scope could attrackt the less teamplay focused, more bend on kill focused player to this kit.
And the next worse thing then no medic is a medic that doesn't play like one.

Re: Unbalanced weapons

Posted: 2009-12-07 13:50
by Rudd
Epim3theus wrote:The reason for not giving the medic a scope is because then the medic would more likely become active in firefights and trying to get kills.
the medic is a rifleman with extra abilities instead of grenades. He has a gun and he should use it, the more fire a squad lays down the less likely it is to take casualties.

The medic cannot have a scope for a very simple reason, at long range wounds are often not fatal ingame. The chances of a headshot are quite low.

This means that a medic vs any other kit ingame will get in to a firefight, and will mostly win those firefights because if he gets hit, he prones and heals and gets back up. Whereas the other guy cannot self heal.

If self healing was somehow removed, this would result in a reasonable situation to give the medic more weaponary.

Re: Unbalanced weapons

Posted: 2009-12-07 14:21
by hiberNative
Fungwu wrote:could hit your target every time, frequently in the head if he was standing still. marksman could frequently get scores like 20-1 in terms of kills to deaths.
i've heard modern warfare 2 is a pretty badass game for headshot killstreaks...

Re: Unbalanced weapons

Posted: 2009-12-07 14:39
by maarit
Epim3theus wrote:The reason for not giving the medic a scope is because then the medic would more likely become active in firefights and trying to get kills.
The medic should focus on keeping his squadmembers at full health and alive and the close range/odd angle succerity of his squad. Aswell of staying alive himself and out of harmsway or in low risk situations as possible.
Most of the time the player that takes up the medic role, voluntarily, atm is the more team oriented player imo. Giving the medic a scope could attrackt the less teamplay focused, more bend on kill focused player to this kit.
And the next worse thing then no medic is a medic that doesn't play like one.
yeah,i thought it would be like that,but if medic not do his job,kick out from squad.

EDIT:but it makes sense what rudd said:
This means that a medic vs any other kit ingame will get in to a firefight, and will mostly win those firefights because if he gets hit, he prones and heals and gets back up. Whereas the other guy cannot self heal.

If self healing was somehow removed, this would result in a reasonable situation to give the medic more weaponary."

Re: Unbalanced weapons

Posted: 2009-12-07 14:46
by Cassius
The saw has one huge drawback. Ammo. To kill undeployed at 50m away is at least 30 rounds.

The reason it does not impact the gameplay as much is that die a lot and spawn with fresh ammo or a rifleman spawns with a fresh bag.

Re: Unbalanced weapons

Posted: 2009-12-07 14:49
by Sgt. Mahi
It's funny how people still complain about some weapons being overpowered. Notice how few games are won in insurgency maps by the allied forces even though they clearly have the most powerful weapons vs the weakest weapons in the game.
I find the people who are complaining about the saw always describe a situation where they are in a situation where they meet a saw gunner alone and head-on. A saw gunner is not that hard to take out really if you just think about your approach first. If your squad get surprised by a saw and gunned down to tiny pieces that's only the way it should be.
I never play with the saw (mostly because it's the first weapon to be taken by a squadmember) and I still love the saw because it makes people think twice about running head-on towards an enemy.

Re: Unbalanced weapons

Posted: 2009-12-07 15:02
by Cassius
Also the saw is supposed to be overpowered. But you get only one saw per squad and up to 5 rifles per squad. When it is a decent weapon, depending on the scenario machineguns produce the most volume of fire and casualities. The Whermacht was an extreme example with them having the best machinegun and a slow bolt action rifle, the MG made up like 80% or more of a squads firepower.

What should happen imo is, that medic and machinegun should be put on a timer. When you are dead you should not be able to spawn as medic or saw for 5 min, so that a marksman who targeted the saw or medic greatly impacted the game instead of having just either spawn back in 45 sec. .

Re: Unbalanced weapons

Posted: 2009-12-07 15:07
by Rudd
w or medic greatly impacted the game instead of having just either spawn back in 45 sec. .
with the beta changes, that medic has a few minute walk or transport in front of him, which simulatesthe same thing except is better gameplay wise imo (constantly having to change who is spawning medic would suck)

Re: Unbalanced weapons

Posted: 2009-12-07 16:02
by Mariospeedwagen
I've been saying the ARs were overpowered since the patch. Making any one weapon so much better than all the others cheapens the game. Like someone said, when someone chooses to go medic, it's usually because they genuinely want to help their squad. People go AR simply to rack up kills.

Undeployed: make the ARs extremely inaccurate.

Deployed: make it accurate when scoped in, and not able to fire at all when unscoped. For this to work you will need to increase the deploy time. As it is now it only takes what, 2 or 3 seconds?

Easy as that. You now have a SAW gunner who has the firepower to suppress infantry at long range, and the motivation to stick with his squad when he's on the move.

Bonus: It'd still be nice to have the rifles hit where they're aimed. Pretty please?

Re: Unbalanced weapons

Posted: 2009-12-07 16:38
by goguapsy
All I gotta say is that in CQB americans have almost no chance agains insurgents. I say, as insurgents only use plain clothes and stuff they should die with only a burst round, which doesn't happen in all cases.

Re: Unbalanced weapons

Posted: 2009-12-07 16:46
by rampo
Mariospeedwagen wrote:
Undeployed: make the ARs extremely inaccurate.
Just use it whit the right mouse button clicked makes it a killing machine whit small ranges when kept firing

Re: Unbalanced weapons

Posted: 2009-12-07 16:48
by StuTika
The current AR is not overpowered. It has realistic capabilities - if a squad is caught unawares by an MG then it's perfectly reasonable that they will all get mown down.

All I want is for the sights to be useable when undeployed - these are modern infantry LMGs, they can be used without resting the bipod on something.

Stu.

Re: Unbalanced weapons

Posted: 2009-12-07 16:51
by rampo
StuTika wrote:The current AR is not overpowered. It has realistic capabilities - if a squad is caught unawares by an MG then it's perfectly reasonable that they will all get mown down.

All I want is for the sights to be useable when undeployed - these are modern infantry LMGs, they can be used without resting the bipod on something.

Stu.
Ever tried looking through a scope and walking/moving at the same time? Its allmost impossible to keep the scope correctly alinged