some suggestions
#21
(02 Mar 15, 03:54PM)G1gantuan Wrote: No, they're underpowered (lol at carbine, the most underpowered weapon, being fine). They're harder to aim with consistently than either of the automatic weapons (which are equally or even more effective in most circumstances), and if we want to reduce our arguments to simplistic statistics, then we probably shouldn't be arguing anyways. The sniper is theoretically the best weapon, but that's assuming that there's a human being out there that can play an entire game against highly competent players without ever missing a single headshot, or any shot for that matter.

Carbine is fine, re-read my post. I'm describing the way weapon balance works at what would be called a "competitive" or "high" level in AssaultCube, not pubs. If you want to reply in a huge essay about why my idea of weapon balance isn't perfect for public games, go ahead, you're probably right, but I just don't care. Public games can adapt to a weapon balance designed with competitive gaming in mind, but not vice versa.

The carbine is fine the way it is at a high level. If you don't miss a shot, it's possible to kill an unarmoured smg opponent short range faster than he kills you (providing you're not standing still/moving like a bot). This is the way non-auto weapons should be. If you miss a shot, you should get punished, and the kill should be denied. If you increase the rate of fire or the damage output of a carbine (or add something dumb like ignoring armour), it will make it incredibly overpowered for those people who can hit upwards of 70% a game with it in competitive matches.
There is no way you can introduce a gentler learning curve to this gun without making it overpowered, it's a high risk high reward gun (I hesitate to even say high risk, because it's more just about the skill of the person using it as there are no random factors such as spread involved).

Granted, it was underpowered in 1.1 since if someone had a helmet you needed three shots to kill them, however (partial) armour piercing fixed that for 1.2 imo.


(02 Mar 15, 03:54PM)G1gantuan Wrote: only the SMG does, and that's by decreasing the push-back of the weapon, eliminating its viability as a "flagging weapon".

So you basically want to take what was bad about the transition from 1.1 to 1.2 and make it worse? This game has slowed down considerably from such a transition, the fact you want to add the possibility to slow it down even further shows me you have literally zero (yes not even a slight exaggeration here, zero, zilch, kaput, whatever) idea about the way the game is competitively atm. What you're essentially saying is that you want to create a dedicated fragging weapon which is only useful to defend or hold positions in maps.

The only reason 1.2 isn't completely boring now is because the overpowered frag-heavy weapon everybody plays (smg) is incredibly good for pushing. Why on earth would you want to get rid of that factor as opposed to giving another weapon that factor and thus increasing the viability of weapons that can be played competitively whilst also retaining fun?

I really don't know how much more I can go over this point since I've said everything, I just hope you read it and take it in. It's not a personal attack but please don't make silly suggestions like this because there's a chance a developer may actually take them seriously for some reason and listen to them.


(02 Mar 15, 03:54PM)G1gantuan Wrote: Also, percentages don't mean anything. Anyone with above average aim can hit 50% LG consistently against a nub who doesn't even strafe (quake reference).

Percentages with hitscan weapons don't mean anything, due to four factors: spam/prefires, riflesprinting, lag, and spread. With one-shot weapons it's different, and also you know I'm not referring to noobs who don't even strafe, I even said in competitive games. I played a inter yesterday on power after I wrote that post and hit 73% with sniper (42/57 shots hit). It's really not difficult to aim with sniper, and I'm not even a high level sniper player. I have no idea if you ever saw someone such as Sanzo or (when he was on his peak) Melone play (not gonna mention alive inb4 someone says it lol) but they don't have trouble hitting people at all. Melone even thought the sniper balance in 1.1 was fine, he was just that good with it that he could rape all but the very best AR players with it. Even most good snipers now would probably agree that the weapon is fine the way it is atm. I have absolutely no idea what you're basing your "sniper is underpowered" argument is on, but you don't need to hit every single shot to play it well. Again, most snipers play situationally on maps anyway instead of pushing the same way an smg player would, so you can't compare the two in that regard.


(02 Mar 15, 03:54PM)G1gantuan Wrote: It should be reverted back to the 1.04 shotgun. A shotgun should be a shotgun

Never played 1.0, but the shotgun is not a bad competitive weapon on some maps atm, you just have to play it correctly. I honestly don't think a boost would hurt it though, but some testing would be required to make sure any buffs would be regulated correctly.


(02 Mar 15, 03:54PM)G1gantuan Wrote: go play quake live CA with lg only if you like, but pls don't reduce this potentially complex game into hitscan drooling madness.

Hitscan aim isn't even rewarded properly atm so I don't even know what you're talking about. I genuinely believe that the weapon balance I have (albeit briefly) outlined in this post and my previous one is the best you could get for competitive AssaultCube without also impacting public gameplay much either.

If I wanted to write a post on "vanquish's personal balance" that would only take into consideration my own ideal weapon balance, all automatic weapons would have zero spread and low recoil but lower damage and limited range, the shotgun would be reverted back to 1.1's sg, and the akimbo powerup would be replaced by something like the BS in quake which allows the user to absorb say, 50% of damage in addition to whatever armour/health they currently have. I would personally find this balance the most enjoyable, but it's way too divisive to be implemented in the game so I'm not even gonna write anything else about it.
I'm only actually proposing serious ideas that I think would make the game on the whole more enjoyable for everybody based on about three years of experience playing this game at a somewhat high and then later a high skill level, and some things even go against what I personally believe would be more enjoyable for the sake of making the game more globally enjoyable.


I'm interested in hearing about your dynamic weapon utilisation, although mostly because I'm confused as to how you'd force someone to switch between weapons in game.
Thanks given by:


Messages In This Thread
some suggestions - by Vinayill - 26 Feb 15, 08:00AM
RE: some suggestions - by stef - 26 Feb 15, 09:48AM
RE: some suggestions - by Nightmare - 26 Feb 15, 01:20PM
RE: some suggestions - by stef - 26 Feb 15, 03:20PM
RE: some suggestions - by Honor - 26 Feb 15, 04:31PM
RE: some suggestions - by stef - 26 Feb 15, 05:10PM
RE: some suggestions - by Andrej - 26 Feb 15, 07:37PM
RE: some suggestions - by Robtics - 26 Feb 15, 07:47PM
RE: some suggestions - by Flint - 27 Feb 15, 02:17AM
RE: some suggestions - by Waffles - 27 Feb 15, 04:22AM
RE: some suggestions - by Flint - 27 Feb 15, 09:52AM
RE: some suggestions - by Boomhauer - 27 Feb 15, 10:32AM
RE: some suggestions - by G1gantuan - 01 Mar 15, 11:23AM
RE: some suggestions - by stef - 01 Mar 15, 03:29PM
RE: some suggestions - by Nightmare - 01 Mar 15, 02:53PM
RE: some suggestions - by Vanquish - 01 Mar 15, 03:42PM
RE: some suggestions - by 1Cap - 01 Mar 15, 03:46PM
RE: some suggestions - by DeafieGamer - 01 Mar 15, 04:05PM
RE: some suggestions - by G1gantuan - 02 Mar 15, 03:54PM
RE: some suggestions - by Marti - 02 Mar 15, 07:30PM
RE: some suggestions - by Vanquish - 02 Mar 15, 05:47PM
RE: some suggestions - by Boomhauer - 02 Mar 15, 05:59PM
RE: some suggestions - by Nightmare - 02 Mar 15, 09:13PM
RE: some suggestions - by Halte - 02 Mar 15, 09:43PM
RE: some suggestions - by Waffles - 03 Mar 15, 01:06AM
RE: some suggestions - by RKTnoob - 04 Mar 15, 02:46AM
RE: some suggestions - by Honor - 04 Mar 15, 01:18PM
RE: some suggestions - by Vanquish - 04 Mar 15, 07:35AM
RE: some suggestions - by RKTnoob - 04 Mar 15, 01:42PM
RE: some suggestions - by Nightmare - 04 Mar 15, 01:43PM
RE: some suggestions - by Marti - 04 Mar 15, 04:39PM
RE: some suggestions - by +f0r3v3r+ - 04 Mar 15, 04:18PM
RE: some suggestions - by Alien - 04 Mar 15, 06:01PM
RE: some suggestions - by DeafieGamer - 05 Mar 15, 12:43AM
RE: some suggestions - by PhaNtom - 05 Mar 15, 01:05AM
RE: some suggestions - by Waffles - 05 Mar 15, 12:49AM
RE: some suggestions - by G1gantuan - 05 Mar 15, 01:08AM
some suggestions - by stef - 26 Feb 15, 09:45AM