Serious Flaw In How Smallarms Work

Discussion in 'Feedback' started by blizzerd, Aug 27, 2009.

  1. blizzerd

    blizzerd Member

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    let me first briefly explain how it works now, and then how it should work imo

    atm you basically have these stats in each gun for accuracy
    everything can be configured separately for jumping, standing ducking and sprinting

    weapon spread - the base value, this is the spread from an unfired gun

    weapon spread increase per bullet - this is wats added to the weapon spread per shot fired to enlarge the cross-hair and spread

    weapon spread decrease per sec - this is what makes you regain accuracy after a burst, or by going prone when standing up

    weapon spread max - the max size of the weapon spread and cross-hair

    the values below control the visual "kick" the weapon gets (recoil) but also effects how the cross-hair will "virtually" move with the gun

    weapon kick X range fullspread min/max
    weapon kick X range nospread min/max
    weapon kick Y range fullspread min/max
    weapon kick Y range nospread min/max

    lets explain in dept

    lets say for the 50cal:

    weapon spread "0.005" (a bit lower then the carbine on average)
    weapon spread increase per bullet "0.1" (a big number for weapons, basically its like crouching and firing the HMG)
    weapon spread decrease per sec "0.01 (so waiting a second removes the inaccuracy 1 bullet added)

    weapon spread max "0.300" so the 50 cal will never become more inaccurate then this value, no matter the fire rate

    now here is the catch

    "weapon speed increase per bullet"

    is applied to the first bullet the gun fires

    so if for example if i would have perfect accuracy, and take 1 shot, my bullet will get an inaccuracy penalty of 100, that's:

    weapon spread + 1 weapon spread increase per shot

    for that first bullet

    for the kick, basically what it does is it makes the model you hold rock back and forth when firung (cool effect, symulates recoil) but it also changes where the (hidden) crosshair is on your screen (but the GUI crosshair does NOT move)

    basically if you have a lazer with perfect accuracy at all times but a big kick for some reason (to explain, lazers dont have kick)

    the lazer will start having great inaccuracy, because the kick will influence the model AND the accuracy but NOT THE CROSSHAIR so people will think they are firing perfectly accurate but MISS every time

    atm its like 2 independent systems stacking on each other (accuracy and kick) but only 1 is depicted on the crosshair that make no sense what so ever and not a single game does that because its a GUI lying to its player

    ////////////////////
    /// suggestion ///
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    1

    make the first bullet use the base weapon spread, and let it add the spread increase per shot to the NEXT bullet

    so don't add the spread increase per bullet on the bullet that fired it

    why?

    its possible to diversify smallarms far more, and if you want to keep the gun accuracy for some guns exactly the same as currently is just add 1* the spread increase per bullet to the gun's basic spread

    2

    make the "kick" on the gun model virtual (not affect the bullets), the crosshair should depict the exact accuracy not give you a value and then it turns out the kick influences the bullets too (immensely) and the crosshair does not represent this fact
     
  2. SnowDrakE

    SnowDrakE Member

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    That would make smallarms accurate over ranges where you normally use rifles.

    Yes, might be nice, but do you really want to have pistols and smgs as accurate as proper rifles?
     
  3. blizzerd

    blizzerd Member

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    rifles =smallarms and even if it didnt thats not what will happen, reread plz

    smallarms in this thread meant ALL WEAPONS CARRIED BY INFANTRY besides grenades
     
  4. Maxaxle

    Maxaxle Member

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    ...wat?
    Are you sure you read correctly? It wasn't clear, and I'm not even sure I read correctly either. :confused:

    ALSO:
    -Sidearms do less damage than primaries!
    -Sidearms always have less range than primaries! (unless you're using a close-range weapon, ofc)
    -Sidearms always have less ammo than primaries!
    -etc. etc.
     
  5. Nickierv

    Nickierv Member

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    The first shot needs to be perfect, then apply the accuracy mods.
    Good point and good expiation.

    This makes me wonder just how bad the MP is.


     

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