Originally Posted by Demisis_P2P
In terms of gun balance, damage, firing rate and freeze are the only stats that matter. And because the latter two stats need to be multiples of 0.05, and because players have determined that the only acceptable range for those stats are 0.05-0.1 for freeze and 0.05-0.2 for firing rate the number of variations is extremely limited, and the combinations before you end up with 0.5/0.5 guns is equally as limited.
Reload speed is totally ignored as a stat, and because of that the clip size of guns is also a completely irrelevant stat, because players can reload whenever they want with essentially no penalty. Which sucks because these stats could be used a lot better and could completely reshape PKing.
I always planned to make guns have meaningful reload times, so that it was impossible for players to wall. The idea was to let players move while reloading, but to increase the time of reloading to 1-2 seconds for rifles, 0.5-1 second for handguns and for shotguns to reload a single shell at the time (had shotguns working like that for a while and I really enjoyed it). The other part of the plan was to release 3 hotkey slots, so that players could switch out weapons to finish somebody off instead of getting stuck reloading, which should have placated most of the complainers. In the end I guess the hotkeys were eventually released but the reload changes never happened.
Outside of guns, health and speed are the next most important stats.
Speed was approached completely wrong, because there are so many ways to circumvent the item space limit that it's barely worth having. Caps and workers potions just exacerbate the issue even more.
Players should not suffer a walk speed penalty for having 100 hats on them, which provide absolutely no benefit at all. And on the other side of the same coin, a player shouldnt be able to walk around with 5 guns, body armor, 100 grenades, 30 claymores and 20 super elixirs at full speed.
My planned solution was to eventually expand the hotkey system into a "create a class" system, whereby only the items that the player had hotkeyed counted towards their weight and affected their walking speed.
Most of this stuff was about whole game balance though, and not just gun balance.
The only other "gun balance" idea I could think of was adding a damage range to weapons. So the Ak-47 might be 15-24 damage, M16 might be 17-22 damage and M4 might be 20-22 damage. Hard to balance though, and sort of eats away at the skill aspect of the game.
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